That's not what happened. They were removed from the end of campaign rewards in ESO 2.1 (2015), along with trial sets, when the level cap was raised from VR14 to VR16 because those items weren't updated to the level cap until about a year later.Wreuntzylla wrote: »ZoS realizes that master weapons are problematic in PvP. They used to be available for top earners in Cyrodiil, but they killed that, ostensibly to limit the number of players using the weapons. So, I expect it would be their first target if they think it's a problem.
starlizard70ub17_ESO wrote: »Siohwenoeht wrote: »With so many running heavy armor and that playstyle probably will only increase with murkmire, bleeds provide a good counter. Unfortunately, medium and light armor users are even more vulnerable. Don't have a surefire answer to make everyone happy but without bleeds as they are I think we'll see too many nigh-unkillable tanks.
This ^ is the problem, or at least a large part of it. While bleed builds maybe OP against many light and medium armor types, bleeds are one of the few ways to successfully fight against the heavy armor, health sustain builds. If you nerf bleeds, then everyone in Cyrodiil will just switch over to heavy tank builds. You can't really fix one (bleeds) without fixing the other (heavy builds).
With the changes to shields, the twin blade and blunt and the heavy weapons passives are in need of a rework imo. What I like to see would be:
Swords: give a ~10% damage bonus to your direct damage attacks.
Axes: give a ~10% bonus to your damage over time attacks.
Maces: stay the same, ignore 20% resistances.
Ofc, all numbers would be halved for one handed weapons.
This way every weapon type would have its uses --> swords for burst builds, axes for DOT builds (which work well against block) and maces against high resistance targets.
With the changes to shields, the twin blade and blunt and the heavy weapons passives are in need of a rework imo. What I like to see would be:
Swords: give a ~10% damage bonus to your direct damage attacks.
Axes: give a ~10% bonus to your damage over time attacks.
Maces: stay the same, ignore 20% resistances.
Ofc, all numbers would be halved for one handed weapons.
This way every weapon type would have its uses --> swords for burst builds, axes for DOT builds (which work well against block) and maces against high resistance targets.
I like this - elegant suggestion. It would be even more amazing if magicka builds got these benefits as well (ie maces ignore phys AND spell etc).
If we keep nerfing every damn thing, no one will ever die. Might as well have a pillow fight instead