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Two Handed Weapon Users Get the Shaft

  • alexkdd99
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    Kram8ion wrote: »
    Nope choices aren't supposed to be easy and the way it is at least creates some diversity, which is desperately needed

    Hold on, so more choices equal less diversity? I don't think that is the case. Some one above has a perfect idea by adding orbs to go with staves, quivers for bows, and something else for 2hand melee.

    This would give, say a magic user atleast double the possibilities, that is inarguably more diversity. Really I have yet to see a single good reason as to why this change shouldn't be made.
  • GreenSoup2HoT
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    alexkdd99 wrote: »
    Kram8ion wrote: »
    Nope choices aren't supposed to be easy and the way it is at least creates some diversity, which is desperately needed

    Hold on, so more choices equal less diversity? I don't think that is the case. Some one above has a perfect idea by adding orbs to go with staves, quivers for bows, and something else for 2hand melee.

    This would give, say a magic user atleast double the possibilities, that is inarguably more diversity. Really I have yet to see a single good reason as to why this change shouldn't be made.

    In diablo, bows had quivers, wands has orbs but staffs and 2H were still 2 handed weapons. Sure the idea makes sense but it does destroy diversity a little bit because more people would use 2h weapons instead of dw/s+b. The balance we have now if fine.

    Also you do more damage weaving light/heavy attacks inbetween attacks with a staff compared to using DW. Also read my comment above if you need more convincing.
    PS4 NA DC
  • STEVIL
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    alexkdd99 wrote: »
    STEVIL wrote: »
    Riejael wrote: »
    Jim_Pipp wrote: »
    I don't believe you are getting 'shafted' I believe you have to make choices when building your character, and there are costs and benefits to each choice. This adds to the fun of theory-crafting.

    I fail to see the benefit that offsets the cost of the downsides.

    Really?

    How many tempers/resins does it take to make a single 2h weapon gold vs how many to make two daggers gold? Which of those counts as two set bonus vs one.

    No offset there you see? None at all? Nothing?

    How many vmsa or other tough content runs does it take to find a single sharpened 2h weapon vs how many to get two sharpened daggers? Which of those counts as two set bonus vs one.

    No offset there you see? None at all? Nothing?

    Until threads about how too many gold tempers/resins are flowing into everyones hands clogging inventories and how bored everyone has become since all the bis vmsa etc weapons drop all the time in sharp or can be bought for 5g every weekend... until those occur i see these as offsets.

    You may not.

    Ummmm I think they meant combat wise. Everything you mentioned has absolutely nothing to do with combat. Like not being able to have 2, 5 piece sets with monster helm.

    If they make this change they could make 2 hand require double the tempers. As far as vma goes they would just have to come up with a creative way to work those in.

    There is no denying that you get an edge from using duel weapons or s&b. Any extra damage that a 2 handed weapon has doesn't come close to equaling the extra from have 2 weapons.

    It's ridiculous have to use duel wield on magic toons with swords that you don't even use.

    Not sure how you can say tempers offsets anything in relation to what's being discussed here. Or drop chance? I've seen more complaints about not getting sharp inferno than any other weapon in vma. Maybe say how you think the combat advantage equals out, instead of throwing economic reasons as to why they are equal.

    I bet you are correct. I bet they do only want to compare combat effects .I bet they really want to focus on pve too.

    Let's just do it.

    Give 2h the second bonus, that will make it even better for pvp than it is now. Add in the cheaper to make, ladmg, easier to farm and the pve gains and we will have a whole new diversity esp with its passive, rally etc. Heck it's enchants gem to recharge even helps.

    After all none of those matter in the face of the MSFD "more sameness for diversity" bandwagon.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Betheny
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    STEVIL wrote: »
    diversity

    Maybe you should try to identify what the issue is with 1H weapons skills rather than stubbornly attempt to deny 2H weapons the full set bonuses 1H weap users can get.
  • Bobby_V_Rockit
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    If it takes 16 alloy to upgrade and two glyphs to enchant sure
  • Alucardo
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    No it really shouldn't. Pretty much for the reasons @Manoekin mentioned. I guess another reason would be that it'd make the vMA 2h pretty much pointless. Why go for an extra bleed when you can run another full 5pc set?

    Edited by Alucardo on December 6, 2016 8:33AM
  • Betheny
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    If it takes 16 alloy to upgrade and two glyphs to enchant sure

    That's what some of us have suggested - to make an offhand buff item that needs to be dropped or crafted then upgraded, same as a shield or the second weapon.

    Like wand or orb for staff, quiver for bow, and some other item for the heavy weapons (not sure what would fit there, though I imagine devs would be able to get creative on this).
  • IronCrystal
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    I don't agree at all that 2H weapons should have two bonuses. As it is they are pretty strong in end game (I run double destro staff on mag sorc and 5-4-2 is a perfectly fine build).

    I agree with @GreenSoup2HoT fully. The whole reason you guys keep complaining is because you want to use the abilities from 2H with the benefits of DW weapons. In the name of diversity you are basically going to shift everyone to using 2H weapons.

    There is still plenty of diversity in this game, but there will always be a select few considered the best in PvE. No point in trying to diversify PvE.

    PvP is where you need diverse builds, which it has as we can see 2H are seen widely there as well as a mixture of DW weapons.
    Make PC NA raiding great again!

    Down with drama!


    What Mechanics Healer - Dro-m'Athra Destroyer

    Homestead Raid Scores
    vHRC 157,030
    vAA 138,287
    vSO 153,393
    vMoL 154,550

    Not raiding in Morrowind
  • Betheny
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    you want to use the abilities from 2H with the benefits of DW weapons.

    Once again (does nobody read previous posts), maybe you should try to identify what the issue is with 1H weapons skills rather than stubbornly attempt to deny 2H weapons the full set bonuses 1H weap users can get.
  • Doctordarkspawn
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    ArchMikem wrote: »
    ArchMikem wrote: »
    You have a weapon ultimate that can be used over and over if you defeat an enemy with it.

    2handed skills are already powerful.

    You have a never ending powerful weapon ultimate.

    I'd support this if it also included Staff users.

    Explain to me how the twohanded ultimate that repleneshes on kills has any use in a dungeon when each trash mob has around 100 K health and the boss does not have multiple uses.

    Explain to me how burst skills that do not compare to the synergy you can get, compared to Twohanded stam setups are 'powerfull' in the context of PVE dungeons and raids.

    @ArchMiken Explain. How. This. Is overpowered in this context.

    It's practically an Execute. You can hold off on the Ultimate until you get the Mob down to enough to where you know the Ult will finish it, then the bonus takes effect and your Ult is immediately usable again while everyone else has to still charge up.

    For Bosses, yeah alright I'll give you that one.

    @ArchMiken If an execute is what you wanted then the execute right there is a nice one. I can think of many ults I would use in place of this, Dawnbreaker chiefly among them. It's a poor choices even in that context.

    Lets face it, Twohanded sucks in PVE and no one is using it because it's not usefull. I keep seeing people saying they see it used, and I would love to see where their playing and on what server because on PC NA, I pug pledges near daily and see no one using it and hitting acceptable parses with it in dungeons.

    I welcome people to link me to builds that do not require Maelstrom or master crap to be viable, I'd love to see it.

    The problem is of course PVP. They wont buff it because the PVP crowd will scream and they cant nerf duel wield because then nothing is left. PVP, being the source of all PVE ballance ills since MMO creation. Twohanded is relegated to PVP. it's clear from the ultimate choice that's where the designers have chosen to stick it, telling practically anyone who wants to play a twohander wielder to suck a fat one.

    It can be fixed. They just dont wanna fix it.
    Edited by Doctordarkspawn on December 6, 2016 8:49AM
  • Alucardo
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    Betheny wrote: »
    you want to use the abilities from 2H with the benefits of DW weapons.

    Once again (does nobody read previous posts), maybe you should try to identify what the issue is with 1H weapons skills rather than stubbornly attempt to deny 2H weapons the full set bonuses 1H weap users can get.

    The issue is PVP. Obviously DW is the de facto in PVE, but using flurry against a real player will not yield the same results. Also, Rally is probably one of the most useful (note I said useful, not best) heals you'll get. That burst heal has saved my life countless times.
    But if they buffed DW abilities things would get pretty ugly. I think they need to leave things as they are in terms of set bonuses and what weapons they are awarded on.
  • Betheny
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    Alucardo wrote: »
    The issue is PVP.

    PVP isn't a good reason, more people PVE than PVP, you'd think a game would wrap the balance around the larger playerbase.

    Also not a good reason because it's just not right that set bonuses aren't equal for every weapon type.
  • IronCrystal
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    Betheny wrote: »
    you want to use the abilities from 2H with the benefits of DW weapons.

    Once again (does nobody read previous posts), maybe you should try to identify what the issue is with 1H weapons skills rather than stubbornly attempt to deny 2H weapons the full set bonuses 1H weap users can get.

    DW abilities basically only have a bleed, rapid strikes, an AOE, a *** damage mitigation, and an overly expensive dagger attack which does less damage than snipe. The dagger does give major brutality though.

    2H on the other hand, has an ultimate generating cleave/AOE attack, a charge attack, a stun, an execute, and an amazing heal/buff.

    There is no question which is better against players. DW doesn't even have a cc, mobility, or an execute.
    Make PC NA raiding great again!

    Down with drama!


    What Mechanics Healer - Dro-m'Athra Destroyer

    Homestead Raid Scores
    vHRC 157,030
    vAA 138,287
    vSO 153,393
    vMoL 154,550

    Not raiding in Morrowind
  • Alucardo
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    Betheny wrote: »
    Alucardo wrote: »
    The issue is PVP.

    PVP isn't a good reason, more people PVE than PVP, you'd think a game would wrap the balance around the larger playerbase.

    Also not a good reason because it's just not right that set bonuses aren't equal for every weapon type.

    Like it or not, PVP is apart of the game, and they need to balance for both.
  • STEVIL
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    Betheny wrote: »
    STEVIL wrote: »
    diversity

    Maybe you should try to identify what the issue is with 1H weapons skills rather than stubbornly attempt to deny 2H weapons the full set bonuses 1H weap users can get.

    TLDR

    simply put, in summary i dont see the best or only "solution" to the "niche problem" of DW vs 2h (in end game, group/trial, pve, dps-sole-role play when mael-wpns are in play) to be an across the board sameification in set bonus counting for all content.

    So i am sure we will not agree.

    But anyway...


    OK first some of the distortions:
    1. VMSA daggers are currently Op and they tend to be the elements factored into these comparisons. that makes it less a comparison of skill lines vs a comparison of specific rare weapons.
    2. When "DPS tests" are usually considered they usually mean bloodspawn backed up by healers and often with a tank to keep thew attention. That is a special comparison not linked much to actual in-game play outside of very specific content. has little to no comparison to solo pve play or pvp play.

    From practical perspectives, i have a higher end character khajiit with both 2h and dw. have the same build. No maelstrom. has a 5-5-2 v 5-4-2 build difference. one of the the "OMG how unfair-not-the-same" and the 5th set bonus is in fact night terror which is over 2k poison damage to attacker per second proc/recap high percentage tho not one of the high burst. its a DPS gain boost, overtime that beats viper's 7500k/4s for dps, not burst.

    In practice taking on larger targets but not long running boss fights, using JUST those weapon skill , the final DPS tend to be within 1k-2k of each other and it varies between the two based on how good my rotation was which critted more etc (crit chance diff is abt 8% iirc.)

    One of the primary reasons why is RALLY.

    practically speaking with Rally i can throw it up before a fight begins... then run pure combat effects for damage, not split damage+heal effects. I can focus on wreck/dizzy blow, brawler & executioner with weaves throwing inesp against multiple opponents where the shield is even better.

    the passives which differ between the two also tell a tale. the 2H passives give aoe spill and give hvy attack empowering next attacks for 10% vs the DW where you get bonus if low health stunned or off-kilter type enemies.

    I would much rather have brawler than the slashes morphs for solo play vs difficult content. it does less single target dmg but has multi-targets and has shield constantly refreshing. Against more than one foe its DPS will be higher.
    I would much rather have Wb/DS than rapid and its morphs. better dmg plus other effects. (Dmg gets closer with good champ pts due to thau but not matching the effects.
    usually thew whirling is the "no answer for this one" example and its pretty on point but by the same token 2h gets plenty of "AOE" boosts from brawler and forceful and its exec is better. just dont need +100% vs the trash as much as you need +350% vs one big guy.
    Really rally, crit rush and executioner vs whirl, blade cloak and daggers i much prefer having the former three for soloing esp when soloing group content.

    basically, except for high end PVE, group-only, sole-focus on DPS IMO 2H wins out over dw and then if maelstrom weapons are removed its not by much that DW even beats in that niche.

    So for the vast majority of the play currently - Dw is not superior to the others with the set bonus in effect is overall play vs 2h/bow/staves class-builds. The set bonus brings it up to par - not heads ans shoulders no other option considered. But in the DPS role in the group content trials end game with mael-wpn sets it does shine currently... and then the bigger factor isnt really the set bonus.

    Similarly, in practice, bow and magica staves have range and thus while their DPS vs bloodspawn is less, in practice where moving targets and shifting battlefields are in play as well as things like red circles around targets... range plays a role in their practical use.

    All of which will be deemed irrelevant of course... as "PVP" doesn't count and economics/time to acquire doesn't count, and can complete content doesn't count etc etc etc... as long as one narrow area can be found where some believe DW to be superior within that niche and so a wholesale improvement for all places is the needed fix.

    And even then... even then... even then... the solution doesn't have to be more sameness...

    the crafting changes i suggest which would let 4pc crafted sets come into play allowing everyone to get a lot of variety in "end set bonuses" allowing all weapons sets to get three "end set" bonuses" in play or even four "end set bonuses (2-mael+2-mon+3-jewels+4/5-craft) and tuning the "lost bonus" down to one of the 2-3-4pc bonuses from a single crafted set. (the lost bonus could be the "max magica" from TBS for a stamina build or the "max stam" from TBS for a magicas build for example.

    there are other "solutions" for "the problem" than more sameness" between weapons, even if one feels the problem needs a solution. (my 4pc crafter sets" are primarily intended to give partial fix, make crafted sets unique in their role to the current state of crafted equip as part of changes there, but just happen to also address/mitigate this "problem" in a meaningful way without weapon line sameness.

    The outcome of any comparison of individual elements or even total packages is pre-determined by the constraints placed on the challenge to begin with more than the elements/packages being compared.

    IMX 2h (inc ranged bow/staves and 2h stam wpns line) are more useful across a wider variety of play than DW is. Each has its place and play out basically fine based on my experience and comments of PVP players until you start talking a very narrow set of conditions often including maelstrom weapons (which makes me have a laugh when the 5-5-2 "monster" is included as part of the DW advantage. Might be more akin to a 2-mael-wpn, 5pc, 3pc jewel, and 2pc mon build in some cases.












    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • Betheny
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    Alucardo wrote: »

    Like it or not, PVP is apart of the game, and they need to balance for both.

    Then they need to add the possibility of equal set bonuses across all weapons, then figure out what to do about PVP.
  • Bryanonymous
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    Simple solution, 5th piece bonus on dual wield should have a debuff attatched to it, similar to the Kena proc.
    Edited by Bryanonymous on December 6, 2016 9:12AM
  • DurzoBlint13
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    if they gave DW gap closer (crit rush) or CC (dizzy swing), or DoTs (poison inject, lethal arrow, etc), interrupt (Venom Arrow), snares (bombard) then I would be fine with 2 set bonuses. And staffs have the best animation cancel damage in game, CC, and massive range. That is the trade off everyone seems to be ignoring in these threads. You want the utility of 2H weapons AND 2 5pc bonuses without giving anything else as a trade off. DW gives more damage but little utility- no CC, no gap closer. And the heals in DW skill line are weak and rely on hitting a target to get an effect, while Rally heals much more reliably and without a target
    IF they did make all 2H weapons count as 2 slots they would have to rework the DW (if not also SnB) to balance things out. That is the trade off as it stands now as I see it- Utility and/or Range(2H) VS Pure Damage (DW).
  • DoccEff
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    Yes, but then the passives need to be rebalanced.
  • stephbay123
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    The only ones that can have 2 5 piece sets constant and monster set are those running dual wield or sword and board on both bars.

    Being dual wield and bow gives the same as 2 handed- 2 5 piece running constant and 1 monster set at the most. No need to change anything
  • stephbay123
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    The only ones that can have 2 5 piece sets constant and monster set are those running dual wield or sword and board on both bars.

    Being dual wield and bow gives the same as 2 handed- 2 5 piece running constant and 1 monster set at the most. No need to change anything

    1 piece of a monster set
  • Birdovic
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    Im all for making Two-Handed weapons count as 2 set bonuses, even made a thread about that a while back.

    The thread was about staves only, but I agree on Bows to also receive this bonus, to make them more worthwhile as "main weapons", not only a buff/debuff bar before charging into your enemy.

    What I dont agree with, is giving Twohanded Swords/Axes/Maces this 2pc bonus, since they have a very good, well rounded ability tree, that can stand on its own because it offers everything needed, not relying too much on class abilities, unlike Bow or Staves.
  • Rikumaru
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    Betheny wrote: »
    Alucardo wrote: »
    The issue is PVP.

    PVP isn't a good reason, more people PVE than PVP, you'd think a game would wrap the balance around the larger playerbase.

    Also not a good reason because it's just not right that set bonuses aren't equal for every weapon type.

    ZOS has been wrapping around PvE players since the game launched even when there was more PvP players. Just take a look at the expansions, they tell you the whole story.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • ZOS_JohanaB
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    Several comments have been removed as they were adding little to nothing to the conversation and baiting other community members. As you continue to post please remember be civil, be constructive, and follow the community rules.
    Staff Post
  • johu31
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    It's more enjoyment for me to run 2 hand but I have to settle for dual for the extra piece.
  • roigseguib16_ESO
    roigseguib16_ESO
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    Absolutely agreed!!
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  • GreenSoup2HoT
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    The only ones that can have 2 5 piece sets constant and monster set are those running dual wield or sword and board on both bars.

    Being dual wield and bow gives the same as 2 handed- 2 5 piece running constant and 1 monster set at the most. No need to change anything

    Clever Alchemist and Armour master allow none dw/s+b users the option to use 5/5/2.....
    PS4 NA DC
  • nazkec
    nazkec
    What about the ability to equip a shield in the backup slot for any two handed weapon that is equipped. When you hold block, the 2h weapon and shield are swapped (just like the weapon swap animation). This animation could not be cancelled since you can't block cancel and you lose all use of abilities while in "shield mode". Releasing block swaps back to your weapon and your skills return.

    This would be a trade off to get the 5 piece bonus set, but you lose some utility in the ability to block quickly and all your skills.

    One further note, you do NOT get awarded any passive bonuses from S&B skill line.
    Edited by nazkec on December 6, 2016 2:28PM
  • Danksta
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    If the majority of stamina users in Cyrodiil use a 2 hander than they must be plenty useful. And more and more magicka users are going back to staff since it has the most broken powerful ult in the game.
    BawKinTackWarDs PS4/NA

  • Xundiin
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    You can have it count as 2 set pieces when it cost double the mats to make, enchant, and to raise in power.
    #SavePlayer1
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