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This needs to be fixed with the V16 update

SIN-X
SIN-X
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One thing that I really think needs to be changed in the effort to rebalance at top tier is the 2h vrs duel wield issue. All weapons have their own skills and some add nice things but if I want to use my Sorc I shouldn't have to have 2 daggers on my back bar for max spell dam or on the flip side my Temp should have the same wep dam with a 1h greatsword as if he used 2 maces....To make it clear if a staff or greatsword is 2ooo dam then a 1h sword /dagger w/e should be 1k each to = the same 2k when using 2. This onlys help to increase builds and I understand you may get more using a set bonus but lets atleast even out the base non set.
X-SINISTER-X v14 NB
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  • Jbugz97
    Jbugz97
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    i believe eso talk about this last friday on live stream . i forgot his name but he said that they likes it this way because its a trade of you have to use duel wield for max spell but you loose the range from staff. check out the stream
    Edited by Jbugz97 on July 7, 2015 11:31AM
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  • SIN-X
    SIN-X
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    yea I do recall that now that you bring it up BUT not sure how that effects 2h sword vrs 1h swords. maybe they can atleast fix that then.
    X-SINISTER-X v14 NB
    "DEATH WAITS IN THE DARK"
  • coryevans_3b14_ESO
    coryevans_3b14_ESO
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    I'd be happy if any long standing bugs were fixed ever.
  • dRudE
    dRudE
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    I completely agree, 2 handers/staves should provide equal weapon/spell damage as to having to dual wield. I'd also like to add that anything that takes up 2 slots should provide a 2 set bonus.

    Dual wield builds are already taking advantage of the dual mace ignoring all armor phenomenon instead of the 16% or so they are supposed to. I understand the theory that they should be doing more damage in melee range and I agree with that in that there abilities should be providing that extra damage so that 2 hander/stave build aren't being cheated out of build possibilities.
    ~Necrow
  • ragespell
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    dRudE wrote: »
    I completely agree, 2 handers/staves should provide equal weapon/spell damage as to having to dual wield. I'd also like to add that anything that takes up 2 slots should provide a 2 set bonus.

    Dual wield builds are already taking advantage of the dual mace ignoring all armor phenomenon instead of the 16% or so they are supposed to. I understand the theory that they should be doing more damage in melee range and I agree with that in that there abilities should be providing that extra damage so that 2 hander/stave build aren't being cheated out of build possibilities.

    +1, absolutely
  • Resipsa131
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    isn't that the most compelling reason to DW is the increase is spell damage/weapon damage? Without that DW doesn't have that much going for it versus staffs or 2h. Staffs have range and 2handers have greater utility, so if you made the damage equal you'd need to rework the DW skill line.
  • dRudE
    dRudE
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    Resipsa131 wrote: »
    isn't that the most compelling reason to DW is the increase is spell damage/weapon damage? Without that DW doesn't have that much going for it versus staffs or 2h. Staffs have range and 2handers have greater utility, so if you made the damage equal you'd need to rework the DW skill line.

    I guess you haven't noticed what dual wield AOE builds do to zergs then :p
    ~Necrow
  • Cuyler
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    The way I see it is DW can have the increase to spell damage because when it's used you limit yourself on the amount of skills the other weapon types have available.

    For me, I HAVE to use 2 destro staffs because I use a lot of those skills and wouldn't want to clutter up 1 bar with all of them. If I had to, my rotation would be a major pain in the arse and when I tested, it actually lowered my dps even with the increased SD.
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  • Storm_knight22
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    I think two handed weapons (staves, bows, mauls spears, etc) should provide the same set bonus as two single handed items for instance a Staff of Magnus's Gift should provide the set bonus for two items
    I want spell crafting.
  • eventide03b14a_ESO
    eventide03b14a_ESO
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    I only find it silly that I carry two swords around and yet never actually use them. It would be one thing if my character carried around even one sword, but to carry two you're basically saying I just really like swords, even if I don't know how to use them. I use them for the damage but aesthetically it's a bit troubling. It would be better if you got the spell damage for going unarmed in my opinion.
    :trollin:
  • Leandor
    Leandor
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    I think two handed weapons (staves, bows, mauls spears, etc) should provide the same set bonus as two single handed items for instance a Staff of Magnus's Gift should provide the set bonus for two items
    No. It is a choice that has to be made. If any, make available a "dual wield" option for magicka users (a forum participant proposed wands, where you would be able to wield two of) that gives the option to have an additional set bonus but comes at some cost.

    Similar to the DW options: you either lose damage (1H&S vs. 2H) or utility (DW skill line as opposed to 2H skill line). So give the DW wands with reduced spell damage as opposed to staves but similar variability (utility, AoE, single target, CC) or have them provide similar spell damage as DW does but make the skill line single- or multi-target exclusive with little to no utility. This would be consistent with 1H&S respectively DW melee.
  • Robbmrp
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    Jbugz97 wrote: »
    i believe eso talk about this last friday on live stream . i forgot his name but he said that they likes it this way because its a trade of you have to use duel wield for max spell but you loose the range from staff. check out the stream

    Yeah, they did talk about it on 7/2. I watched that part of the episode and was baffled by it. There's no reason that 2 daggers should add more spell power than a freaking staff. That's what they are for in the first place. All of the Skills for Duel Wield are Stamina based....Not magicka based so why should they give a spell damage buff higher than a staff. It really doesn't make sense....

    http://elderscrollsonline.wiki.fextralife.com/Dual+Wield+Skills

    @ZOS_GinaBruno, want to run this by Eric? Based on EVERY Skill in the Duel Wield Skills that all use Stamina and Weapon Damage... why should duel wield increase spell damage? I watched the episode last week and heard his comments on it, but it just doesn't make sense that it should buff spell damage. Spell Damage doesn't affect ANY spell cast from the Duel Wield Skill line so why buff it? A staff should be the highest source of Spell Damage as it's supposed to be Magicka based damage where as Duel Wield would be all Weapon Damage.
    NA Server - Kildair
  • daemonios
    daemonios
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    Agreed. But ESO staff already said it's intended because "melee is riskier". I kid you not, unfortunately.
  • dRudE
    dRudE
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    daemonios wrote: »
    Agreed. But ESO staff already said it's intended because "melee is riskier". I kid you not, unfortunately.

    So my elemental ring has to suffer? That skill is a purely melee range attack but lacks the spell power boost that a stam stacked dual wield build gains in weapon power from dual wielding.

    I did hear that conversation about the melee attacks being higher due to the risk of standing in melee range but I personal still believe something needs to be done since even though I play a sorc as a main and should be at range most of the time, my highest dps bursts come from being in melee range but I am not rewarded for it like dual wield classes are.

    I think maybe the change to fortified nirn might make up the difference in 1.7, I will wait and see.
    ~Necrow
  • Resipsa131
    Resipsa131
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    dRudE wrote: »
    Resipsa131 wrote: »
    isn't that the most compelling reason to DW is the increase is spell damage/weapon damage? Without that DW doesn't have that much going for it versus staffs or 2h. Staffs have range and 2handers have greater utility, so if you made the damage equal you'd need to rework the DW skill line.

    I guess you haven't noticed what dual wield AOE builds do to zergs then :p

    Sure there's Steel tornado, if you're stamina based that makes sense I'd still argue 2 handlers have more utility and staves are ranged but what if you want to run with magicka based attacks and use DW to bump up the damage of concealed weapon or something similar? I guess use 2h because it has rally or use a staff.
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