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Weapon enchants are very weak.

Arcanasx
Arcanasx
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I started playing the game again recently after a long break. Now before the removal of soft caps I felt that weapon enchants were still weak but not pitiful as they are now, as other damage has gone through the roof. Basically, other than the potency and quality of the runes, the magnitude of weapon enchants do not scale with anything. The only thing that I know of is the 5th bonus of Torug's Pact, which increases the potency by 30% and reduces internal cool down by 1 second. Honestly i'm not a big fan of the cool downs of weapon enchants; not only does it really weaken the enchants themselves but also it seems silly, and its completely different than how it worked in TES single player games. Besides, don't all weapon types have the same attack speed anyways? If not, just adjust the magnitude to the speed of the weapons, simple.

Even with Torug's Pact, and dual wielding 2 purple weapons with the powered traits, with a purple flame enchant on each, if I were to spam light attacks on an npc, I would do about on average 300-500 dps depending if I've gotten the burning proc. This is at V10; the damage is quite pitiful. The damage gets even worse when you start using abilities and heavy attacks. The only real uses of such enchantments is simple flavor, and the occasional explosion proc that you can get if the npc is weak to that element.

I think the best way to address this weakness is to somehow find an appropriate way for the potency of these weapon enchants to scale with certain stats, maybe reduce the base cd as well. Since weapon and spell damage can be scaled and is basically without a limit, this leaves enchant damage to dust. The first thing I can think of is to add multiple ranks of a passive within enchanting that increases the potency of enchants other than what qualities you can create. Alchemy has a passive within that increases duration of potions so I think it would be fair. Increasing the base enchant magnitude would help as well.
  • Eekshnerf
    Eekshnerf
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    They seem plenty strong to me. I use +64wp DMG for 5 seconds and -1120 armor for 5 seconds on enemy. Doesn't seem like much, but its those little numbers that end up making a big difference.
  • Arcanasx
    Arcanasx
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    Eekshnerf wrote: »
    They seem plenty strong to me. I use +64wp DMG for 5 seconds and -1120 armor for 5 seconds on enemy. Doesn't seem like much, but its those little numbers that end up making a big difference.

    If you compare that 64wp dmg with how much stamina builds usually have, that is tiny. And reducing enemy armor by 1120 at V14 should give you about an extra 1.6% damage increase.

  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    Agreed. Especially the "siphon" enchants. Cool idea, but just so little return.
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  • Athas24
    Athas24
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    I totally agree with the siphon concept.
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  • Eekshnerf
    Eekshnerf
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    Where are you getting 1.6%?
  • Arcanasx
    Arcanasx
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    Eekshnerf wrote: »
    Where are you getting 1.6%?
    32250 Armor is the cap at V14, which equals 50% mitigation. 1120 fits into 32250 about 28.8 times. Then you divide 50 by 28.8, which gives you around 1.7% mitigation, so I wasn't far off.

  • Eekshnerf
    Eekshnerf
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    And how many people are hitting that cap?
  • Arcanasx
    Arcanasx
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    Eekshnerf wrote: »
    And how many people are hitting that cap?
    It doesn't matter if you hit the cap. If someone had 5600 armor, that's about 8.5% mitigation. 5600 - 1120 = 4480, which would then be 6.8% mitigation.

  • Eekshnerf
    Eekshnerf
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    I guess a better question would be, "what would you have enchantments changed to?"
  • Arcanasx
    Arcanasx
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    Eekshnerf wrote: »
    I guess a better question would be, "what would you have enchantments changed to?"

    Something much more useful, that can potentially make the difference between surviving an encounter or not. Lore-wise, enchanted weapons are considered really dangerous. In the game, they tickle the enemy.

  • Eekshnerf
    Eekshnerf
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    They are really deadly in the single player games. Unfortunately that doesn't translate into this because not every joe-shmo can have legendary weapons of daedric artifact capability. You also have to remember that enchantments are essentially a free bonus. This game is all about abilities and player-skill. If fire damage was say, 2000 DMG instead of 400-something, that'd be basically a free skill that goes off every few seconds.
  • Arcanasx
    Arcanasx
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    Eekshnerf wrote: »
    They are really deadly in the single player games. Unfortunately that doesn't translate into this because not every joe-shmo can have legendary weapons of daedric artifact capability. You also have to remember that enchantments are essentially a free bonus. This game is all about abilities and player-skill. If fire damage was say, 2000 DMG instead of 400-something, that'd be basically a free skill that goes off every few seconds.

    First, enchantments are not a free bonus; especially if you consider the amount of work that was done to raise your enchanting before they made it easier. You need to raise the skill, and you need the mats (or buy glyphs if you don't have the skills).

    Second, if you had 2000 damage go off every 4 seconds, thats 500 dps. Ask someone who does over 10k dps what they would think about an additional 500 dps; it isn't important, and you could easily get by without them. Simply put, it is a very inefficient damage boost if you consider the cost to attain that. How it is right now?Its about 400 every 4 seconds, which is 100 dps. You can say this game is all about player skill and abilities, but to neglect gear and stat placement is foolish, and the fact is you get much more out of your abilities with attributes, weapon/spell power, and the recovery stats, than weapon enchants currently, and a big part of that is the lack of damage scaling for those enchants.

    And third, most joe-shmos at V14 have either purple or gold equipment, so essentially having artifact/legendary gear is the norm.

  • deepseamk20b14_ESO
    deepseamk20b14_ESO
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    Weapon enchants are lack luster right now, this is true.
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  • Thymos
    Thymos
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    When you guys write "most," how do you know? Just because everyone you know may have it, doesn't make a plurality.
    Edited by Thymos on April 3, 2015 4:31AM
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  • Faulgor
    Faulgor
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    That's what I've been saying since beta, but absolutely nothing has been done about it. Enchanting in ESO is really lackluster, and it deserves an overhaul on the scale of the one done for provisioning. I can't fathom why ZOS is fine with an entire branch of the crafting system being irrelevant - they even went out of their way to nerf jewelry enchantments in 1.6. All you need enchanting for is the jewelry enchantments they didn't nerf beyond usefulness - cost reduction, potion boost - and the armor enchantments - which are incredibly boring and still even less important than the food you eat. Heck, enchanting gets so little love from ZOS there isn't even an audio or visual effect when applying en enchantment.

    Coming from the single player games where enchanting is actually important, diverse and fun, ESO's system has been the largest disappointment for me of the whole game.
    • Somehow work soul gems into the crafting process for enchantments. It's a TES staple. Currently, it makes no sense why you would recharge your weapons with souls, unless you use a soul for the enchantment in the first place. (Possibly replace the aspect runes with filled soul gems, but I talked about suggestions at length here: http://forums.elderscrollsonline.com/en/discussion/123829/enchanting-is-not-fun)
    • Remove the distinction between armor and jewelry glyphs. This will improve diversity and make currently underused enchantments more interesting (full fire resist armor? let's take a dive in the lava!)
    • Remove the penalty on pauldrons, gauntlets, belts and boots - possibly with a passive in the enchanting skill tree which currently sucks compared to provisioning and alchemy.
    • Remove weapon enchantment cooldowns. Instead, give them a proc chance like most other effects. Change powered trait and Torug's Pact set to higher proc chance bonuses.
    • Increase weapon enchantment magnitude about 7-fold (although this has to be adjusted with the new proc chance). Let them scale with spell power or magicka. Currently, the maximum spell power you can reach is ridiculously low compared to weapon power - giving dedicated spell power mages enchantments to improve their damage would complement them greatly thematically.
    • If you are afraid this will boost our dps too much, simply lower weapon and spell power a bit across the board.
    • Add more enchantments. Why no weakness to magicka / poison / disease? Silence? Fear?
    • For Shalidor's sake, add a visual and audio effect for applying an enchantment.
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  • maryriv
    maryriv
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    Yeah the siphon enchants are terrible.
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