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[PTS 4.3.0+] Discussion on 1H Enchant Changes

Wuuffyy
Wuuffyy
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Okay so here’s where we are at currently:

All non S&B one handed weapons will receive half the value of an actual enchant while still receiving a full cooldown to that type of enchant.

Here’s what’s wrong with that equation: (My own opinion on the recent string of strongly perceived changes)
The idea for change was brought on by the 1% of the forum users (the elitists) and suggested heavily by the elites (Alcast, etc.) People who are seemingly out of touch with the majority of people who play this game (casually, non-competitive, and for fun).

Points that support a reason for a different route with enchants: (some points)
I am sacrificing double the amounts of tempers (16), 2 Full Enchants, and possible trait changes (double amount) for nerfed enchants, soon to be nerfed bleeds, and spin, blade, and rending as possible bar slots. This comes with a bit more weapon and spell but at the cost of being able to run a masters bow reliably (PVP, but talking about both in this thread) or backbaring with something that will most likely become a defensive/buff bar.

I want to sum the racial nerfs up here in terms of stam dps— (Altmer is better than all stam, Dumner the “hybrid race” currently offers more raw damage than any other stam race we have and we only get one token to do anything about that so for most people it might be out of their budget for a while.
^^^
The above and the no longer increasing CP not only adds to the struggling competitive and losing fight (talking about higher endgame pve content now) over whether or not to even consider bringing a player with good DPS who prefers stam only and bumps it to a new level. {Keep reading}

Then you of course add to that (after 4 years of 0 changes to anything but the infused trait) regarding DW enchants you seem to take the worse possible outcome for nerfing something this delicate right in the infused pve and pvp meta. Hmm.

I think what you have done is worse than the one token bit you are currently planning when live strikes.

Alternatively, I have made suggestions other than making DW enchants useless for everyone -WW especially: (a few suggestions)
Add the ability to have 2 half enchants and when put together turn into one full enchant with the normal cooldown.

-Double 2H weapon enchants as of the current value to buff underperforming weapons rather than nerf a normally performing setup and as opposed to leaving both one handed and two handed enchants in the hole.

-Cut cost of DW mats, etc. to compensate for the changes so far (such as- 2h weapons count as 2pcs and enchant changes)

-More to come or suggest yours below.

Thank you and please keep this constructive and free of bashing and the like.
Edited by Wuuffyy on January 22, 2019 3:32AM
Wuuffyy,
WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
ESO player since 2014 (Xbox and PC for PTS)
-DM for questions
  • Iskiab
    Iskiab
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    It’s a good change, if you use 2 enchantments on the same bar they do half the damage. I don’t see the problem. They’re just correcting an oversight from when they initially designed the game.
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  • Wuuffyy
    Wuuffyy
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    Iskiab wrote: »
    It’s a good change, if you use 2 enchantments on the same bar they do half the damage. I don’t see the problem. They’re just correcting an oversight from when they initially designed the game.

    I see why you might think that but considering I can no longer benefit from a full wep dmg enchant and benefit from the volley changes (damage enchant back bar and an actual damage enchant) I am stuck in a a bad spot here.

    My werewolf also feels the pain as where he made some of the lost weapon lines in pvp back with an absorb enchant and a wep enchant, he can no longer even use enchants to get any amount of anything that matters.
    Edited by Wuuffyy on January 22, 2019 4:19AM
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Wuuffyy
    Wuuffyy
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    Sorry about the wall of text in advance. Might scrap this one and add a poll to skip to the more important stuff.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Wuuffyy
    Wuuffyy
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    Yea well popular opinion or not, ZOS isn't doing this one w/o understanding the consequences. IDC anymore, this nerf this nerf that is the last straw for me. I'm done with this nonsense.
    Edited by Wuuffyy on January 22, 2019 7:08AM
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Masel
    Masel
    Class Representative
    In the end we told them about the fact that s&b players wont like it.

    Dual wield was quite a bit of dps ahead from 2h and bow, which shouldn't be that much now. That is the reason for this change.

    Your proposition of elitism being the cause doesn't make sense...
    PC EU

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  • Vapirko
    Vapirko
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    If nothing else, the ability to run one FULL enchant needs to be an option somehow. And yes, you now need to cut the amount of tempers in half. The excuse used to be you could run two full powered enchants and that’s no longer the case.
    Masel wrote: »
    In the end we told them about the fact that s&b players wont like it.

    Dual wield was quite a bit of dps ahead from 2h and bow, which shouldn't be that much now. That is the reason for this change.

    Your proposition of elitism being the cause doesn't make sense...

    For the last *** time, 2H doesn’t lack in DPS because of enchants.
    Edited by Vapirko on January 22, 2019 6:40AM
  • Wuuffyy
    Wuuffyy
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    Masel wrote: »
    In the end we told them about the fact that s&b players wont like it.

    Dual wield was quite a bit of dps ahead from 2h and bow, which shouldn't be that much now. That is the reason for this change.

    Your proposition of elitism being the cause doesn't make sense...

    Dude I really appreciate the communication. But was any another nerf method ('specially during the infused meta of all time) proposed. I agree that it was overperforming, I understand. But now I get 230 damage on an infused wep and uh 200 stamina on an infused absorb glyph. I would rather have 400 wep damage or 400 stamina not a combo of both.

    That's like saying you can have half of the damage to chase the meta with or half of the sustain to try and keep a rotation with. That's absurd.

    S&B MAN? REALLY! Why could you all not even propose to ZOS to wait another week.

    Do you want me to tell everyone the meta now? two nirnhoned w/ plain enchant or poisons or one nirnhoned, one infused wep. What good does this do people?
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Wuuffyy
    Wuuffyy
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    Vapirko wrote: »
    If nothing else, the ability to run one FULL enchant needs to be an option somehow. And yes, you now need to cut the amount of tempers in half. The excuse used to be you could run two full powered enchants and that’s no longer the case.
    Masel wrote: »
    In the end we told them about the fact that s&b players wont like it.

    Dual wield was quite a bit of dps ahead from 2h and bow, which shouldn't be that much now. That is the reason for this change.

    Your proposition of elitism being the cause doesn't make sense...

    For the last *** time, 2H doesn’t lack in DPS because of enchants.

    Absolutely agreed man. And 2H is leagues behind regardless of if you took ALL THE ENCHANTS OFF. Why not buff 2H or change most useless AOE SKILL (cleave) to something that works for high damage in pve.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Vapirko wrote: »
    If nothing else, the ability to run one FULL enchant needs to be an option somehow. And yes, you now need to cut the amount of tempers in half. The excuse used to be you could run two full powered enchants and that’s no longer the case.
    Masel wrote: »
    In the end we told them about the fact that s&b players wont like it.

    Dual wield was quite a bit of dps ahead from 2h and bow, which shouldn't be that much now. That is the reason for this change.

    Your proposition of elitism being the cause doesn't make sense...

    For the last *** time, 2H doesn’t lack in DPS because of enchants.

    Yes, 2h is not behind just because of the enchants but enchants were a big part of it, you are mistaken if you don't see that. Really, all they have to do now is make it so that the bleed from cleave is 50% stronger on the target closest to you, like sweeps/jabs, and single target DPS from 2h will be in almost the same, though still lower.
  • Wuuffyy
    Wuuffyy
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    Vapirko wrote: »
    If nothing else, the ability to run one FULL enchant needs to be an option somehow. And yes, you now need to cut the amount of tempers in half. The excuse used to be you could run two full powered enchants and that’s no longer the case.
    Masel wrote: »
    In the end we told them about the fact that s&b players wont like it.

    Dual wield was quite a bit of dps ahead from 2h and bow, which shouldn't be that much now. That is the reason for this change.

    Your proposition of elitism being the cause doesn't make sense...

    For the last *** time, 2H doesn’t lack in DPS because of enchants.

    Yes, 2h is not behind just because of the enchants but enchants were a big part of it, you are mistaken if you don't see that. Really, all they have to do now is make it so that the bleed from cleave is 50% stronger on the target closest to you, like sweeps/jabs, and single target DPS from 2h will be in almost the same, though still lower.

    Why does 2h have to match DW DEEPS ANYWAY? Maybe it could provide group utility instead or be the equivalent of a stam healstick. I mean if it's play the way you want fine. But why nerf so many things at once when you could make positive changes that go a long way.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Rake
    Rake
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    what about tanking? Tanks are screwed now
  • Wuuffyy
    Wuuffyy
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    Rake wrote: »
    what about tanking? Tanks are screwed now

    Oh trust me I know. I have a tank and 2 chars with the a S&B and I already know the pain. That's gotta go... Unlock the DW which is up for debate on how it should be nerfed, that cannot change. We don't need tanking to be less desirable than it alright is.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Wuuffyy
    Wuuffyy
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    Masel wrote: »
    In the end we told them about the fact that s&b players wont like it.

    Dual wield was quite a bit of dps ahead from 2h and bow, which shouldn't be that much now. That is the reason for this change.

    Your proposition of elitism being the cause doesn't make sense...

    The uh S&B enchant potency on a passive was suggest several months ago. How'd did this not reach ZOS through our collective voice. I don't understand this process.
    Edited by Wuuffyy on January 22, 2019 7:10AM
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • John_Falstaff
    John_Falstaff
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    @Masel , and what did you tell them about the fact that two half-strength enchants don't add up to a full one? Do you also propose to retrait everything on main hand into Nirnhoned to invest into AoE (because now, unlike on 2H, you can't run full weapon damage + full absorb, some of that is bound to be halved)?
  • Wuuffyy
    Wuuffyy
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    @Masel , and what did you tell them about the fact that two half-strength enchants don't add up to a full one? Do you also propose to retrait everything on main hand into Nirnhoned to invest into AoE (because now, unlike on 2H, you can't run full weapon damage + full absorb, some of that is bound to be halved)?

    This is exactly what I mean. This just isn't right.

    Just think about ww, it's eh pve b/c of the eating in arenas and wait time between fights, etc and my enchants were a staple for damage and now I lose 3k from them. FANTASTIC!
    Edited by Wuuffyy on January 22, 2019 7:23AM
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Vapirko wrote: »
    If nothing else, the ability to run one FULL enchant needs to be an option somehow. And yes, you now need to cut the amount of tempers in half. The excuse used to be you could run two full powered enchants and that’s no longer the case.
    Masel wrote: »
    In the end we told them about the fact that s&b players wont like it.

    Dual wield was quite a bit of dps ahead from 2h and bow, which shouldn't be that much now. That is the reason for this change.

    Your proposition of elitism being the cause doesn't make sense...

    For the last *** time, 2H doesn’t lack in DPS because of enchants.

    Yes, 2h is not behind just because of the enchants but enchants were a big part of it, you are mistaken if you don't see that. Really, all they have to do now is make it so that the bleed from cleave is 50% stronger on the target closest to you, like sweeps/jabs, and single target DPS from 2h will be in almost the same, though still lower.

    Why does 2h have to match DW DEEPS ANYWAY? Maybe it could provide group utility instead or be the equivalent of a stam healstick. I mean if it's play the way you want fine. But why nerf so many things at once when you could make positive changes that go a long way.

    The answer to "why" here, which is such a bad way to ask, is because ZOS wants all weapons to be seen as viable. Right now the DPS that dual wield can put out compared to 2H is seen by most as non viable. Simple as.
    @Masel , and what did you tell them about the fact that two half-strength enchants don't add up to a full one? Do you also propose to retrait everything on main hand into Nirnhoned to invest into AoE (because now, unlike on 2H, you can't run full weapon damage + full absorb, some of that is bound to be halved)?

    I don't see this as a problem. You have to choose between damage and sustain. Now you will say that 2h and destro users don't have to make that decision but you have shown no data to back up this claim, I would bet that even with the lower enchant time and proc rate that having a nirn/infused poison and infused disease/absorb Stam off hand with a berzerk back bar bow, will give you better DPS then a 2h using a full strength enchantment, with either infused or nirn posion or absorb Stam and berzerk or absorb Stam back bar.
  • Wuuffyy
    Wuuffyy
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    Vapirko wrote: »
    If nothing else, the ability to run one FULL enchant needs to be an option somehow. And yes, you now need to cut the amount of tempers in half. The excuse used to be you could run two full powered enchants and that’s no longer the case.
    Masel wrote: »
    In the end we told them about the fact that s&b players wont like it.

    Dual wield was quite a bit of dps ahead from 2h and bow, which shouldn't be that much now. That is the reason for this change.

    Your proposition of elitism being the cause doesn't make sense...

    For the last *** time, 2H doesn’t lack in DPS because of enchants.

    Yes, 2h is not behind just because of the enchants but enchants were a big part of it, you are mistaken if you don't see that. Really, all they have to do now is make it so that the bleed from cleave is 50% stronger on the target closest to you, like sweeps/jabs, and single target DPS from 2h will be in almost the same, though still lower.

    Why does 2h have to match DW DEEPS ANYWAY? Maybe it could provide group utility instead or be the equivalent of a stam healstick. I mean if it's play the way you want fine. But why nerf so many things at once when you could make positive changes that go a long way.

    The answer to "why" here, which is such a bad way to ask, is because ZOS wants all weapons to be seen as viable. Right now the DPS that dual wield can put out compared to 2H is seen by most as non viable. Simple as.
    @Masel , and what did you tell them about the fact that two half-strength enchants don't add up to a full one? Do you also propose to retrait everything on main hand into Nirnhoned to invest into AoE (because now, unlike on 2H, you can't run full weapon damage + full absorb, some of that is bound to be halved)?

    I don't see this as a problem. You have to choose between damage and sustain. Now you will say that 2h and destro users don't have to make that decision but you have shown no data to back up this claim, I would bet that even with the lower enchant time and proc rate that having a nirn/infused poison and infused disease/absorb Stam off hand with a berzerk back bar bow, will give you better DPS then a 2h using a full strength enchantment, with either infused or nirn posion or absorb Stam and berzerk or absorb Stam back bar.

    Why not buff 2h Then? You seek to destroy DW to make another something seem decent by comparison. And viable to who? That other stuff is perfectly viable. Why is a stam healer not viable. Maybe we should buff that to make it on par with mag healers (meta). Or by taking your suggestion we can just nerf mag healers to heal half of the current values then vigor can look good by comparison. See the point I'm making.

    And before anyone tries the, "but this is what the people want" stuff. Within the first 7 hours of PTS, I see 4 threads with several views and post and then also plenty of people complaining about this and the S&B in feedback forms.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • John_Falstaff
    John_Falstaff
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    @Lightspeedflashb14_ESO , the data is out there, you just have to bother reading. To favor AoE over single target, a staff user will change enchantment from fire/shock to spell damage without needing to retrait staves to nirnhoned. And no, stamina doesn't have the luxury of keeping berserk on back bar because even on live, it cuts sustain from absorb by 25-35% by comparison, and in Elsweyr it will make return from front bar absorb virtually nonexistent. In effect it will nerf DPS because few builds can take a hit of 400 regen without nerfing own damage for sustain. At the same time, 2H slots absorb back, berserker front and gets what DW can't get by design.

    I stand by what I said before - if ZOS wants to nerf without making a mess, then they should only enable main hand enchants, that would be perfectly in line with 2H. Or make them stack (which is still sub-par because they need separate procs, but it's better than the ugly, lazy thing that was done just now).

    P.S.: As for seeing all weapons viable - I'm all for it. Where are buffs for sword + shield DPS?
    Edited by John_Falstaff on January 22, 2019 7:39AM
  • Rukzadlithau
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    They could make halved Enchants of the same type have separate cooldowns. Twin Slashes is so beginner friendly, it procs both Enchants simultaneously without weaving. This would then simulate one full Enchant potency again.
  • Gigasax
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    @Lightspeedflashb14_ESO , the data is out there, you just have to bother reading. To favor AoE over single target, a staff user will change enchantment from fire/shock to spell damage without needing to retrait staves to nirnhoned. And no, stamina doesn't have the luxury of keeping berserk on back bar because even on live, it cuts sustain from absorb by 25-35% by comparison, and in Elsweyr it will make return from front bar absorb virtually nonexistent. In effect it will nerf DPS because few builds can take a hit of 400 regen without nerfing own damage for sustain. At the same time, 2H slots absorb back, berserker front and gets what DW can't get by design.

    I stand by what I said before - if ZOS wants to nerf without making a mess, then they should only enable main hand enchants, that would be perfectly in line with 2H. Or make them stack (which is still sub-par because they need separate procs, but it's better than the ugly, lazy thing that was done just now).

    P.S.: As for seeing all weapons viable - I'm all for it. Where are buffs for sword + shield DPS?

    No one needs a stam absorb on an infused bow backbar on live, and with the changes to the races (especially Redguard) you wont need it in the next update. You will just keep your Berserk on you MSA Bow in PvE.

    And why does S/B needs a DPS buff? It is for tanking not for DPS something, like Resto is for healing. With that logic in mind you need to give Destro or DW healing and tanking skills/passives.
    Edited by Gigasax on January 22, 2019 8:37AM
    - Noractis -
    - PC EU -
  • John_Falstaff
    John_Falstaff
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    @Gigasax , mmhm, and every cookie-cutter build still proposes absorb glyph, why oh why would that be the case. In other words - "no one needs" means you have no idea.

    Oh, and you also don't understand sarcasm, because example of S&B was to illustrate that ZOS isn't aiming to make all weapons equal. And if it does, then go ahead, make S&B viable for damage too.
    Edited by John_Falstaff on January 22, 2019 8:43AM
  • colossalvoids
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    Fun thing that they wanted to make some races viable but nerfed something that made a greater contribution to their viability. Like dunmer and khajiit stamina dps for example lost absorb stamina frontbar and forced to backbar it having berserker with awful uptime and 200 weapon damage on front, that's with infused ofcourse. On live my dunmer stamblade is totally fine and hitting quite hard, but on pts I struggle a lot with sustain due to this changes. Thus we'll find a way to be relevant the gap with redguard is just too high, much higher than before.
  • Wuuffyy
    Wuuffyy
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    Buzo wrote: »
    They could make halved Enchants of the same type have separate cooldowns. Twin Slashes is so beginner friendly, it procs both Enchants simultaneously without weaving. This would then simulate one full Enchant potency again.

    Something like this would be acceptable as well.
    Gigasax wrote: »
    @Lightspeedflashb14_ESO , the data is out there, you just have to bother reading. To favor AoE over single target, a staff user will change enchantment from fire/shock to spell damage without needing to retrait staves to nirnhoned. And no, stamina doesn't have the luxury of keeping berserk on back bar because even on live, it cuts sustain from absorb by 25-35% by comparison, and in Elsweyr it will make return from front bar absorb virtually nonexistent. In effect it will nerf DPS because few builds can take a hit of 400 regen without nerfing own damage for sustain. At the same time, 2H slots absorb back, berserker front and gets what DW can't get by design.

    I stand by what I said before - if ZOS wants to nerf without making a mess, then they should only enable main hand enchants, that would be perfectly in line with 2H. Or make them stack (which is still sub-par because they need separate procs, but it's better than the ugly, lazy thing that was done just now).

    P.S.: As for seeing all weapons viable - I'm all for it. Where are buffs for sword + shield DPS?

    No one needs a stam absorb on an infused bow backbar on live, and with the changes to the races (especially Redguard) you wont need it in the next update. You will just keep your Berserk on you MSA Bow in PvE.

    And why does S/B needs a DPS buff? It is for tanking not for DPS something, like Resto is for healing. With that logic in mind you need to give Destro or DW healing and tanking skills/passives.

    Not everyone is a redguard, maybe I play the cat race, or a flame elf (because I'm forced to play with the most damage in order to be accepted into end game trials). These are all DPS races that deal high stam damage but still don't grant a satisfactory sustain buff. I strongly disagree with your point and believe that sustain is needed now more than ever (when the best damage race provides 0 sustain buff).
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    .the data is out there, you just have to bother reading.

    Would you kindly link some to me? Instead of saying "try harder". I am genuinely interested.
    .To favor AoE over single target, a staff user will change enchantment from fire/shock to spell damage

    No one does this and if people did, they would have to swap out a fire staff for a lightning staff, as the 8% bosst is far more then what you are suggesting people do.
    . And no, stamina doesn't have the luxury of keeping berserk on back bar because even on live, it cuts sustain from absorb by 25-35% by comparison,

    Cuts sustain by 25-35% got it.
    .In effect it will nerf DPS because few builds can take a hit of 400 regen without nerfing own damage for sustain.

    What. For 400 regen to equal 30% of the sustain you got from an absorb Stam glyph, the glyph would need to be 1.3k regen. I don't think that is what is happening. So what you are saying is that the glyph is losing 100 regen. Which is 50 Stam a second. Try not to exaggerate.
    Gigasax wrote: »
    @Lightspeedflashb14_ESO , the data is out there, you just have to bother reading. To favor AoE over single target, a staff user will change enchantment from fire/shock to spell damage without needing to retrait staves to nirnhoned. And no, stamina doesn't have the luxury of keeping berserk on back bar because even on live, it cuts sustain from absorb by 25-35% by comparison, and in Elsweyr it will make return from front bar absorb virtually nonexistent. In effect it will nerf DPS because few builds can take a hit of 400 regen without nerfing own damage for sustain. At the same time, 2H slots absorb back, berserker front and gets what DW can't get by design.

    I stand by what I said before - if ZOS wants to nerf without making a mess, then they should only enable main hand enchants, that would be perfectly in line with 2H. Or make them stack (which is still sub-par because they need separate procs, but it's better than the ugly, lazy thing that was done just now).

    P.S.: As for seeing all weapons viable - I'm all for it. Where are buffs for sword + shield DPS?

    No one needs a stam absorb on an infused bow backbar on live, and with the changes to the races (especially Redguard) you wont need it in the next update. You will just keep your Berserk on you MSA Bow in PvE.

    And why does S/B needs a DPS buff? It is for tanking not for DPS something, like Resto is for healing. With that logic in mind you need to give Destro or DW healing and tanking skills/passives.

    I approve this message.
  • gepe87
    gepe87
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    DW enchantments get the same values as using 2H weapons? Wasn't that suppose to happen?
    Gepe, Dunmer MagSorc Pact Grand Overlord | Gaepe, Bosmer MagSorc Dominion General

    If you see edits on my replies: typos. English isn't my main language
  • John_Falstaff
    John_Falstaff
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    .To favor AoE over single target, a staff user will change enchantment from fire/shock to spell damage

    No one does this and if people did, they would have to swap out a fire staff for a lightning staff, as the 8% bosst is far more then what you are suggesting people do..

    Isn't related in any way. Those are two completely independent ways of boosting AoE, and they work together (and let's not forget that spell damage boosts your healing too). And let us not do that "no one" thing, don't get the habit of speaking for others. I for one use spell damage and fire on front bar interchangeably on my magblade.
    Cuts sustain by 25-35% got it.
    ...even on live, it cuts sustain from absorb by 25-35% by comparison...

    Not sure anymore if there's any point linking anything until you prove you can read. On live, front-barring absorb cuts the 400 regen it gives by quarter at the very best case, by a third and more (far more if you're doing mechanics as you have to weave instead of keeping Hail on the ground) if you do anything but a parse. So on live, 400 regen turn into 130-150. After the current patch that will be halved, so it'll be 65-75 at best, a loss of 325 regen even in optimal conditions.

    Point in case. 2H/staff users get to benefit from absorb and then they're free to choose between investing into AoE through berserker or into single target through fire. No such flexibility on DW anymore, because front-barred absorb doesn't mean a thing after the patch, and two nerfed berserkers won't stack. Best that can be done is to retrait main hand to nirnhoned (all while staff user simply slaps full-strength berserker on the front bar instead of fire/shock).
  • jcm2606
    jcm2606
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    The meta for stam DPS is going to shift from nirn/infused or double infused to nirn/precise, nirn/sharpened, etc. Likely will see double dot poisons instead of enchants on dual wield, with the weapon damage on bow bar. Tanks are screwed out of their enchants.

    Yet again, Zenimax misses the mark. If the problem they're trying to solve is 2H's lackluster DPS, the solution should have been buffing 2H's DPS by reworking certain skills to better fit PVE content, not butchering dual wield. If the problem they're trying to solve is the sky-high DPS in the top 0.1% of the community, nerf the top 0.1% of the community, don't *** all over everybody else.

    Far as I'm concerned on my PVP snb/destro magDK, I'm gonna see if poisons override the shield's enchant, and if they don't, I'm swapping to poisons.
  • olsborg
    olsborg
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    Iskiab wrote: »
    It’s a good change, if you use 2 enchantments on the same bar they do half the damage. I don’t see the problem. They’re just correcting an oversight from when they initially designed the game.

    This, its a good change and about damn time.

    PC EU
    PvP only
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    .Not sure anymore if there's any point linking anything until you prove you can read.

    Great response. Class act.
    .On live, front-barring absorb cuts the 400 regen it gives by quarter at the very best case, by a third and more (far more if you're doing mechanics as you have to weave instead of keeping Hail on the ground) if you do anything but a parse. So on live, 400 regen turn into 130-150. After the current patch that will be halved, so it'll be 65-75 at best, a loss of 325 regen even in optimal conditions.

    Lots of words with no evidence.
    . Point in case. 2H/staff users get to benefit from absorb and then they're free to choose between investing into AoE through berserker or into single target through fire. No such flexibility on DW anymore, because front-barred absorb doesn't mean a thing after the patch, and two nerfed berserkers won't stack. Best that can be done is to retrait main hand to nirnhoned (all while staff user simply slaps full-strength berserker on the front bar instead of fire/shock).


    I really believe you are overblowing this and I am fine with the nerfs regardless, been a long time coming.
    Edited by Lightspeedflashb14_ESO on January 22, 2019 11:31AM
  • John_Falstaff
    John_Falstaff
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    jcm2606 wrote: »
    Far as I'm concerned on my PVP snb/destro magDK, I'm gonna see if poisons override the shield's enchant, and if they don't, I'm swapping to poisons.

    Won't say with absolute certainty, but I think they leave shield enchant active, I was slotting poisons recently on S&B build I've slapped together for the event. But be careful, I think the old bug may be still lingering - best have poisons unslotted before applying food/drink buff, then slot poisons back again.

    But yes, the changes are lazy and braindead; not only they're not reworking 2H line (as they should), but also choose the worst way to nerf DW of all ways possible.
    Edited by John_Falstaff on January 22, 2019 11:32AM
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