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.
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...
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...
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.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.
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.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.
Lightspeedflashb14_ESO 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.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.
what about tanking? Tanks are screwed now
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...
John_Falstaff wrote: »@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)?
Wolf_Watching wrote: »Lightspeedflashb14_ESO 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.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.
John_Falstaff wrote: »@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)?
Lightspeedflashb14_ESO wrote: »Wolf_Watching wrote: »Lightspeedflashb14_ESO 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.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.John_Falstaff wrote: »@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.
John_Falstaff 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?
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.
John_Falstaff 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.
.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
. 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,
.In effect it will nerf DPS because few builds can take a hit of 400 regen without nerfing own damage for sustain.
John_Falstaff 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.
Lightspeedflashb14_ESO wrote: ».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..
Lightspeedflashb14_ESO wrote: »Cuts sustain by 25-35% got it.
John_Falstaff wrote: »...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).
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.