Working as intended?
Enchants were perfectly balanced before... You had to choose poison or an enchant.. Now poison is useless and enchants are WAY OP
Remove torugs.. or return enchants back to the way they used to be!
JumpmanLane wrote: »I don’t BG much but in Cyro on my MagDk not really noticing much except stam types running up on me way more. They generally die dorking around in melee.
While wondering how the new patch would ruin things, I got a great bit of advice from a pal of mine (well known 1vXer): ramp up the damage, don’t worry about dying and wreck people. You can figure the patch out later.
So many people are worried about their death recaps. I’m more concerned with the kill count. Lol.
Emma_Overload wrote: »Emma_Overload wrote: »Just make enchants proc of the main hand weapon only. Problem solved.
Bleeds are a separate issue, but they probably need a nerf or at least a better counter.
And in doing so ruin a unique aspect of dual wield. No thanks.
Dual enchants was never a problem before this change, because the only way to proc the off hand enchant was light/heavy attacks and Twin Slashes. Think for a bit. What changed this patch, that people are specifically complaining about? Enchants being able to proc from dual wield dots.
Adjust that, don't nerf dual wield in completely the wrong place.
LOL, what you call a "unique aspect" means that DW builds can dish out TWICE as much enchant proc damage over time compared to all other builds. Please don't pretend that these scary death recap screenshots people are posting are coming from destro/resto builds. These cancer builds are all Dual Wield, and you know it.... and that's where the nerf needs to fall!
While 2H gets the benefit of extra weapon damage, and staves and bow get the benefit of being able to play from range. Dual wield is fine. You're on a crusade to nerf it into oblivion.
What we're seeing now is a result of the Murkmire changes. Not dual wield. This sort of nonsense, where enchants ripped through players, did not happen before Murkmire. Show me a single recap before Murkmire where all the damage was due to enchants.
We know the problem originated within Murkmire. It is simple logical deduction.
Did people complain about dual wield enchants before Murkmire? No.
Did they complain after Murkmire? Yes.
Therefore, this cropped up within Murkmire. What changed within Murkmire? The off hand enchant reliably proccing from all weapon skills, and both enchants proccing from dots.
We know what is causing enchants to overperform, and we have a good idea why. Nerf what is actually causing it. Don't nerf the thing itself.
What you're doing now is just as moronic as Zenimax adding the 50% shield cap to prevent shield stacking. You literally have the source of the problem looking at you right in the face, yet you continue to blindly throw darts at the board.
Like it wasn't any different before. If you didn't have those, you did have 3 heavy wearing, jumping DKs with a Warden pocket. People talk like BGs were fine and balanced before Murkmire.Bg became nothing but dawnbreaker-desease proc-oblivion proc-poison proc-spin2win to finish people. Every recap is same procs.
If I would be a new player and decided to try bg to see how pvp looks like - after 5bgs i would just leave game.
Weapon damage. The stat. 2H offers a bit more than DW.
The gap between 2H and DW is not due to enchants, but due to how the skill lines are designed at a fundamental level. 2H offers more burst damage, while DW offers more sustained damage. Sustained is king in PVE, burst in PVP. That is why for a long time, 2H was the weapon for stamina in PVP. Because burst is king in PVP.
Also, I invite you to look through all my comments about the enchant meta. I am in full support of nerfing it. It is beyond broken. My problem is with people looking in all the wrong places. Again, enchants were never a problem before these recent changes, so the only thing people should be looking at are these changes.
I'll say it again. Doing what you guys are doing is just as moronic as Zenimax slapping a 50% health cap on shields to address shield stacking. You're nerfing dual wield in the wrong places.
Emma_Overload wrote: »Just make enchants proc of the main hand weapon only. Problem solved.
Bleeds are a separate issue, but they probably need a nerf or at least a better counter.
Facefister wrote: »Like it wasn't any different before. If you didn't have those, you did have 3 heavy wearing, jumping DKs with a Warden pocket. People talk like BGs were fine and balanced before Murkmire.Bg became nothing but dawnbreaker-desease proc-oblivion proc-poison proc-spin2win to finish people. Every recap is same procs.
If I would be a new player and decided to try bg to see how pvp looks like - after 5bgs i would just leave game.
Thanks for letting me know, I never tried BG before but now I have a reason. Hope for some easy kills before the Mondays nerfIn the BGs this is RUINING the game...!
Bg became nothing but dawnbreaker-desease proc-oblivion proc-poison proc-spin2win to finish people. Every recap is same procs.
If I would be a new player and decided to try bg to see how pvp looks like - after 5bgs i would just leave game.
i understand the complaints about this change as i also do not like this change but i also understand the need for this change and why this change was dumped onto live servers from a design perspective so that the numbers could be run after the min maxers got a hold of it so that zenimax could balance it properly. Which is why i am a firm beliver in the fact everyone should run this meta en masse to give the numbers guys the data they need to balance it properly as a fast as possible.
oh good lord the pts for every mmo is such a small platform its not even feasible to use data derived from it. Suggesting there is zero mitigation of this is ridiculous as people are already designing mitigation builds around dealing with this issue. Which gives ZoS data they could never derive from test. That is one test case alone. But carry on with your umm wwhat's.
'basic simulation programs' haha hahaha
I have stated in multiple threads i absolutely do not like this change in its current iteration at all and that it is absolutely hilarious that it is in the game. But I have also stated i understand the design choice and why it is in the game. I however would have handled this differently but that is me.
Working as intended?
Oreyn_Bearclaw wrote: »Emma_Overload wrote: »Just make enchants proc of the main hand weapon only. Problem solved.
Bleeds are a separate issue, but they probably need a nerf or at least a better counter.
That’s a lazy solution IMO. You are rendering a game mechanic completely meaningless to certain playstyle with this approach. DW enchants have been around forever. The problem started when weapon skills could proc enchants. That’s the first place to start when looking for a solution.
Now if your proposal was say, off hand enchants do 50% of the damage or have double the cooldown time, I am listening. Not saying the numbers are right, but that could be figured out with testing.
Eliminating the need to enchant one of your weapons just doesn’t sit well with me.
If you are looking for a quick bandaid approach that could be pushed out quickly, to me it would be removing enchant procs on anything but the initial hit of a weapon skill. In other words rending slashes gives you 2 enchant procs, not 10.