How would making enchants nerfed overall make any difference? The issue isn't cool down you realize that; it's how you're getting free damage from using minimal skills. Enchants were fine until 1. This change that lets dots fire enchants on weapon skills 2. The off bar change from wolf hunter that enabled even more glyphs.@vyrzeden
Don‘t you think in organized HM trial groups someone else can apply the other enchant?
Your PvE comfort ruins others PvP experience. I like the suggestion of the shield having a weapon trait alot, the stat imbalance while bar swapping was always nonsense.
Still dodgy, not surprised.
Anyway, as an actual constructive solution to the "problem", simply increase the base cooldown on damage enchants if they are overperforming. This way torugs and infused don't need to be nerfed and overall enchant damage can be adjusted to better fit whatever model is expected. And since damage enchants already have different base cooldowns from things like crusher and weakening, we don't even have to nerf those to mess with tanks. As an added bonus, this would be equally impacted in PvE and PvP if the damage is out of line.
See? Was that really so hard (you don't have to respond, I know the answer)?
The change you listed would more likely kill enchants than actually make them work properly. This patch effectively changed very little to the actual problem.
I looks like some dudes didn't even read changes.
Nothing was changed because they changed a bug. A BUG which allowed you to fire both enchants with single hit (you do realize that twin slashes hit with both weapon right?)
How would making enchants nerfed overall make any difference? The issue isn't cool down you realize that; it's how you're getting free damage from using minimal skills. Enchants were fine until 1. This change that lets dots fire enchants on weapon skills 2. The off bar change from wolf hunter that enabled even more glyphs.@vyrzeden
Don‘t you think in organized HM trial groups someone else can apply the other enchant?
Your PvE comfort ruins others PvP experience. I like the suggestion of the shield having a weapon trait alot, the stat imbalance while bar swapping was always nonsense.
Still dodgy, not surprised.
Anyway, as an actual constructive solution to the "problem", simply increase the base cooldown on damage enchants if they are overperforming. This way torugs and infused don't need to be nerfed and overall enchant damage can be adjusted to better fit whatever model is expected. And since damage enchants already have different base cooldowns from things like crusher and weakening, we don't even have to nerf those to mess with tanks. As an added bonus, this would be equally impacted in PvE and PvP if the damage is out of line.
See? Was that really so hard (you don't have to respond, I know the answer)?
The change you listed would more likely kill enchants than actually make them work properly. This patch effectively changed very little to the actual problem.
Note that I stated "if they are overperforming". Perhaps they are inline with exactly what the devs want now, sans bug fixes?
How would making enchants nerfed overall make any difference? The issue isn't cool down you realize that; it's how you're getting free damage from using minimal skills. Enchants were fine until 1. This change that lets dots fire enchants on weapon skills 2. The off bar change from wolf hunter that enabled even more glyphs.@vyrzeden
Don‘t you think in organized HM trial groups someone else can apply the other enchant?
Your PvE comfort ruins others PvP experience. I like the suggestion of the shield having a weapon trait alot, the stat imbalance while bar swapping was always nonsense.
Still dodgy, not surprised.
Anyway, as an actual constructive solution to the "problem", simply increase the base cooldown on damage enchants if they are overperforming. This way torugs and infused don't need to be nerfed and overall enchant damage can be adjusted to better fit whatever model is expected. And since damage enchants already have different base cooldowns from things like crusher and weakening, we don't even have to nerf those to mess with tanks. As an added bonus, this would be equally impacted in PvE and PvP if the damage is out of line.
See? Was that really so hard (you don't have to respond, I know the answer)?
The change you listed would more likely kill enchants than actually make them work properly. This patch effectively changed very little to the actual problem.
Note that I stated "if they are overperforming". Perhaps they are inline with exactly what the devs want now, sans bug fixes?
I mean you're 100% right that the devs actually wanted this type of gameplay. There's literally no other sensible explanation other than that.
Sometimes I really pity the guys at ZOS.
A massive overhaul is done: "ZOS why do you have to ruin everything?!!11! Do small changes and see what happens!!1!!"
A small change is done: "ZOS why is everything still ruined?!?!11? You are not doing enough, we need a bigger overhaul or PvP will die in a week!!1!!"
They really can't win, huh?
But the way it is now DW totally outperforms any resource free damage source in the game. Decreasing enchant potency on 1 handed weapons, yes also sNb, is the most logical and balance restoring solution.
Nope. If you insist on parity between two-handers and dual wield it is only fair to expect the same for one-handed and shield. You've ever noticed how noone really runs anything except infused with it? Having half a trait/enchant is just not worth it. And no, the defensive trait/enchant from shield does not make up for that.
I can only consider halving one-handed enchants if shields actually get offensive traits on them and slotting two of the same - like, two infused crushers - means having just one full power enchant like it works on two handers. Otherwise we are just tilting the balance the other way.
Sload: 850 oblivion damage every second for 6 seconds was deemed overpowered, and got nerfed.
Today: 2141 oblivion damage every 2 seconds for as long as the DOT that procs them lasts. Any bets as to whether ZOS will consider it overpowered?
The problem is that rending slashed can proc both enchants at once, granting you too much burst, make it so rending can only proc 1 at a time.
All these dual enchanters i’ve ran into in BG’s are glass cannons. If you have any sort of healer or defense you walk all over them.
I think people are just upset they don’t have more defensive slotted.
All these dual enchanters i’ve ran into in BG’s are glass cannons. If you have any sort of healer or defense you walk all over them.
I think people are just upset they don’t have more defensive slotted.
I'm pretty surprised by that. I was certain those people would run heavy armor. I mean, there's not really any reason to run medium armor with a proc build (because Torugs is definitely a proc set). Unless weapon enchants scale with weapon damage? Or can weapon enchants crit, as opposed to set procs?
I mean, even Alcast's build is using heavy armor and Troll King, and it's probably the build that people are the most likely to copy.
https://alcasthq.com/eso-stamina-dragonknight-pvp-build2/
All these dual enchanters i’ve ran into in BG’s are glass cannons. If you have any sort of healer or defense you walk all over them.
I think people are just upset they don’t have more defensive slotted.
I'm pretty surprised by that. I was certain those people would run heavy armor. I mean, there's not really any reason to run medium armor with a proc build (because Torugs is definitely a proc set). Unless weapon enchants scale with weapon damage? Or can weapon enchants crit, as opposed to set procs?
I mean, even Alcast's build is using heavy armor and Troll King, and it's probably the build that people are the most likely to copy.
https://alcasthq.com/eso-stamina-dragonknight-pvp-build2/
Weapon enchants can crit, don't think they scale with weapon damage (but CPs affect them like proc sets).
John_Falstaff wrote: »@ImmortalCX , purge. It will purge weapon dots themselves, I think, and enchants won't be firing too (since they're proc'd by weapon abilities).
Sload: 850 oblivion damage every second for 6 seconds was deemed overpowered, and got nerfed.
Today: 2141 oblivion damage every 2 seconds for as long as the DOT that procs them lasts. Any bets as to whether ZOS will consider it overpowered?
All these dual enchanters i’ve ran into in BG’s are glass cannons. If you have any sort of healer or defense you walk all over them.
I think people are just upset they don’t have more defensive slotted.
Oreyn_Bearclaw wrote: »I think the change was pretty darn reasonable if I am being honest. It was fast and more importantly, specific to the problem at hand. Last week, 1 rending slashes would give me 10 enchant procs like clockwork. Today i get 5 (sometimes 6). That is on par with what magic can do with flame reach or what a bow user can do with PI. Both magic and stam classes if they build for it can each proc one enchant per second on average, which at least is balanced.
I am not saying its not strong, but its no longer broken to the point of being ridiculous. It has been effectively nerfed by half of what it was last week. Enchants still got an overall buff this patch, but I no longer think it is broken. There is a hard counter with purge.
As for you Magic users, all I can say is find a way to put flame reach on your back bar with an infused master's staff and your favorite enchant. The pressure is real.
@vyrzeden
Ah, so comfort keeps you from actually using it.
Conveniently ignoring the second part of my response? That's fine. But please go ahead and explain to all the vet tanks for HM trials and such why their enchants should be cut in half so your PvP experience is better. Go ahead, I'll wait.