Oh I see...
Torug's Pact
(2 items) Adds 129 Spell Damage
(3 items) Adds 1206 Max Health
(4 items) Adds 2975 Spell Resistance
(5 items) Increases the potency and reduces the cooldown of your weapon's enchantment by 30%.
Can TP still keep the uptime ?
Alpha-Lupi wrote: »Or better yet:
Battlefield Tactician:(Previously Battlefield Mobility)
- (WITH ONE HAND WEAPON AND SHIELD EQUIPPED) Increases your Movement Speed while blocking by 30% & Increases Weapon Enchantment Effectiveness by 50%.
- (WITH ONE HAND WEAPON AND SHIELD EQUIPPED) Increases your Movement Speed while blocking by 60% & Increases Weapon Enchantment Effectiveness by 100%.
This should circumvent the problem for One-hand and shield builds.
Alpha-Lupi wrote: »Or better yet:
Battlefield Tactician:(Previously Battlefield Mobility)
- (WITH ONE HAND WEAPON AND SHIELD EQUIPPED) Increases your Movement Speed while blocking by 30% & Increases Weapon Enchantment Effectiveness by 50%.
- (WITH ONE HAND WEAPON AND SHIELD EQUIPPED) Increases your Movement Speed while blocking by 60% & Increases Weapon Enchantment Effectiveness by 100%.
This should circumvent the problem for One-hand and shield builds.
Lightspeedflashb14_ESO wrote: »I love this change, makes ice staff more attractive, so slot a ice staff and use wall.
Alpha-Lupi wrote: »Or better yet:
Battlefield Tactician:(Previously Battlefield Mobility)
- (WITH ONE HAND WEAPON AND SHIELD EQUIPPED) Increases your Movement Speed while blocking by 30% & Increases Weapon Enchantment Effectiveness by 50%.
- (WITH ONE HAND WEAPON AND SHIELD EQUIPPED) Increases your Movement Speed while blocking by 60% & Increases Weapon Enchantment Effectiveness by 100%.
This should circumvent the problem for One-hand and shield builds.
Thanks for all the constructive feedback.Lightspeedflashb14_ESO wrote: »I love this change, makes ice staff more attractive, so slot a ice staff and use wall.
Not everyone wants to run an ice staff, and prior to this change you could still run Ice Staff as you described just as effectively as post-nerf. So essentially what you're saying is that you love that everyone is now forced to play as you prefer to play - definitely not the messaging the game was predicated upon. I'm glad you like your play style. Some of us don't want to be pigeon-holed into running a staff.
Not everyone wants to run blockade. Iv'e been tanking double S&B for years now. I like having the freedom to slot skills from 1HS on either bar.
I can't imagine when ZoS created an MMO with defined roles, their intent was to force every tank to be a half-wizard.
the only argument you could possibly make is, "hey, if you want to be more tanky you need to sacrifice half your enchant power". Which is fine if that were the premise the game had been predicated on and how the game worked for the last 5 years - but it's not. It's simply, in my opinion, far too late in the life-cycle of this game to suddenly pigeon-hole a required role.
Maybe on PC it's not a big deal, but it's hard to find tanks on console for sure. It's only going to get harder if tanks keep getting stepped on, stripped down, and forced to play one way every single update. Especially since I'd have to wager the majority of these nerfs are due to PVP balance. Yay.
Thanks for all the constructive feedback.Lightspeedflashb14_ESO wrote: »I love this change, makes ice staff more attractive, so slot a ice staff and use wall.
Not everyone wants to run an ice staff, and prior to this change you could still run Ice Staff as you described just as effectively as post-nerf. So essentially what you're saying is that you love that everyone is now forced to play as you prefer to play - definitely not the messaging the game was predicated upon. I'm glad you like your play style. Some of us don't want to be pigeon-holed into running a staff.
Not everyone wants to run blockade. Iv'e been tanking double S&B for years now. I like having the freedom to slot skills from 1HS on either bar.
I can't imagine when ZoS created an MMO with defined roles, their intent was to force every tank to be a half-wizard.
the only argument you could possibly make is, "hey, if you want to be more tanky you need to sacrifice half your enchant power". Which is fine if that were the premise the game had been predicated on and how the game worked for the last 5 years - but it's not. It's simply, in my opinion, far too late in the life-cycle of this game to suddenly pigeon-hole a required role.
Maybe on PC it's not a big deal, but it's hard to find tanks on console for sure. It's only going to get harder if tanks keep getting stepped on, stripped down, and forced to play one way every single update. Especially since I'd have to wager the majority of these nerfs are due to PVP balance. Yay.
So hop on a nord play double s and b and get those juicy warhorns and not worry about the enchant.
I can't think of any reason to not make this part of the passive as has been mentioned. Usually when something like this comes up there are pros and cons that have to be weighed; in this case I can't think of any cons. Maybe the small risk of some obscure pvp angle. . ?
The only reason to not do it is if there were some aspect of the actual game code that would keep it from being doable.
BejaProphet wrote: »@Liofa it again increases my confidence in you as our tank representative to know you caught this and tried to warn them as well as gave the obvious solution.
ExistingRug61 wrote: »I’m not going to go into whether enchants should be balanced between dual wield and two handed no matter what this will result in a nerf to dual wield.
But, if the goal is to make enchants balance between dual wield and two handed, then I think the proposed change on PTS is the wrong way to go about it. As stated by many previously, the problem with simply halving the strength of one handed enchants means that if dual wielding you lose out when using things like berserker, crushing or absorb glyphs as two half strength enchants is weaker than one full strength enchant. It is also a straight up nerf to sword and shield.
A potentially better way to achieve the desired balance would be to leave one handed enchants strength unchanged but make enchant procs for dual wield share cooldown (even if the enchants are different), with the caveat that they will always proc alternating so both occur. This would effectively halve the current proc rate for dual wield, but also mean using two of the same enchant is no longer strictly worse than two different enchants (which is currently the case as two of the same enchants share cooldown).
Ie: If dual wielding two infused weapons with two different enchants, say absorb stamina and poison, you would get procs as follows
Absorb stamina – 2 sec cooldown – Poison – 2 sec cooldown – repeat
Or if you had two of the same, say two absorb stamina
Absorb stamina #1 – 2 sec cooldown – Absorb stamina #2 – 2 sec cooldown – repeat
The effects of this change would be as follows:
1) Enchantment strength is more balanced between dual wield and two handed. Ie: you get exactly the same total enchant proc rate and strength with dual wield and two handed by putting the same enchant on both dual wield weapons, or alternatively you can have half the proc rate on two different enchants.
2) Infused trait is more balanced between dual wield and two handed. Ie: to get the equivalent of an infused two hander you would have to make both dual wield weapons infused, whereas running something like nirn/infused would be a reduced overall enchant proc rate vs infused two hander.
3) Sword and shield would effectively be unchanged from live, so would still have access to a full strength enchant and be balanced with dual wield and two handed.
4) There would be a slight weird effect if using two enchants with different cooldowns as in this case it wouldn’t simply be a half proc rate for both enchants vs current live due to the alternating nature (one would be more than halved rate, while the other would be less than halved rate).
5) There would be an additional slight nerf to dual wield burst as you would no longer be able to proc the two enchants on two subsequent attacks (or with something like twin slashes). But this would still be in line with two handed.