Maybe...
I always thought the main advantage to dual wield was the additional critical from daggers and the execute passive.
If there was a 2H weapon that gave a critical bonus I think that would equalize it a bit more.
The enchants are only worth a little bit of DPS.
Maybe...
I always thought the main advantage to dual wield was the additional critical from daggers and the execute passive.
If there was a 2H weapon that gave a critical bonus I think that would equalize it a bit more.
The enchants are only worth a little bit of DPS.
no DW are OP because of the 2X enchants with infused trait.
I think the OP means that there isn't an option that can beat out duel wield because of this and that is a problem because it hinders build diversity.
El_Borracho wrote: »
I think the OP means that there isn't an option that can beat out duel wield because of this and that is a problem because it hinders build diversity.
Except, as usual with these boards, the "diversity" is to make everything perform the same. That is not diversity, that's cosmetics.
DW is only en vogue because people complained about the lack of diversity when 2H heavy attack builds were the meta. This is what happens when people constantly complain about meta and variety. They get a new meta and more variety, then demand that everything go back to the way it was.
rafaelcsmaia wrote: »Easy fix, make 1h weapons have enchants halved.
Make one of the SnB passives double enchantment power so tanks and the pve crowd wont cry.
Marshall1289 wrote: »Maybe...
I always thought the main advantage to dual wield was the additional critical from daggers and the execute passive.
If there was a 2H weapon that gave a critical bonus I think that would equalize it a bit more.
The enchants are only worth a little bit of DPS.
no DW are OP because of the 2X enchants with infused trait.
2H has bigger problems than 2x enchants. If destruction staves are fine with 1x enchant why is 2h behind?
Every skill is weak AF because I imagine ZOS balanced the skills based around pvp and the fact that they provide more utility that isn't always necessary in a pve setting.
2h bleed: Cleave and provides a shield or minor heroism = lesser potential tooltip dmg vs DW's single target DW options.
2h spammable: Has a cast time (feels awful in a pve setting that's fast paced and based around light attack rotations). However this skill provides a knockback + stun, pvp.. The pve version for empowered is just pathetic with the empowered changes and is a minimal buff at best that doesn't synergize with the follow up passive anymore.
2h execute: aoe morph has horrible cleave range and provides a percentage of the initial damage while the single target execute morph only provides an additional +50% execute dmg on 300%. Steel tornado is 9m range which is gigantic and doesn't require targetting, only con is the cost being really expensive, but you get higher dmg ANYWAY because of DW passives, it doesn't matter that steel tornado is 300%.
Momentum: Major brutality + HoT is widely redundant with healers and weapon power pots, CC immunity from forward momentum is for pvp and a burst heal is for pvp.
Crit charge: Don't need a gap closer in pve, it's about single target rotations increasing dps potential. Stampede provides slow for pvp and crit rush increases dmg based on distance, also pvp.
Passives:
Forceful: Kind of cool, prioritizing cleave over single target dps though. DW gets 20% passive execute dmg past 25% hp.
Follow up: WEAK in a light attack meta where ZOS made it their mission to distinguish that heavy attacks are weak (DPS wise) but provide sustain, aka you use them in a rotation every once and awhile when needed, while light attacks deal high dmg and allow you to have a smoother rotation. Sets like relequen, the strongest single target pve dps set in the game requires light attacks to build stacks faster. DW instead gets extra passive dmg for 2nd weapon.
Battle rush: helps sustain instead of dps. Not every fight has trash to benefit off of, nor do pve builds highly invest in to stam regen when it's about pushing dps in the first place. DW get's extra passive dmg againsted CC'ed enemies.
Heavy weapons vs Twin Blade and Blunt:
Since there is only 1 weapon, going for an axe makes your bleed proc chance 16% which can sometimes become redundant, the bleed just resets the duration instead of applying more than 1 bleed. That's why people use 1 axe + 1 dagger. 1 axe provides enough bleed proc chance at 8%.
The crit chance isn't even possible to get with 2h, people have been asking for a 2h crit option forever.
Swords passive 5% dmg done can be weak due to where it falls in calculating dmg, crit chance is stronger.
Mauls can start to become redundant with enough group synergy. It's not a flat amount, effected by penetration debuffs making it weaker the more reliable your group is with debuffs. Can be strong in some cases, not where dps starts to matter.