Doesn't this simply even the score a bit? As I understand it, this just means that for example a DW with 2 dmg enchants is now the same as a 1H with a single dmg enchant, instead of DW having double enchant power. Seems more balanced IMO, but I guess the sky is falling for some.
jainiadral wrote: »jainiadral wrote: »*speechless*
This is going to destroy casual players, especially new players. As if the game wasn't difficult enough starting out. I wish they'd stop balancing the game around PvP and the uber-1337s.
Maybe, but chances are new players aren't privy to all that is going on as they are more focused on what they are doing at the start, and have no real benchmark to compare things to like those of us that have dumped hundreds of hours into the game. I know that Gina Bruno's wording seems highly suspect in terms of implying that PVP somehow had a direct affect on enchant nerfs by making it seem single hand is in contest with two hand "Enchants on one handed weapons will now be half the potency of those placed on two handed weapons", but really it's the NPC's that have done all the complaining and instigated the nerfs.
They may not be privy, but they sure will be impacted by the change. And if the game's even harder out of the starting gate, they may not stick around. I was borderline about quitting in a lot of tough spots for my first three or four months of playing because leveling was slow, combat was brutal, and showed no signs of getting easier. And I was playing a pre-nerf sorc. I can't imagine being new post-Murkmire
This is going to be even rougher for newbies. I wonder how retention rates are going to be for them. Games flounder without influxes of new players-- you have to have at least enough to compensate for vets on a break or quitting the game. Growth is even better.
The changes won't make much of a difference for me, or maybe for you or long term vets. But that isn't what matters. What matters is what ZOS seems to be missing: make sure your new blood keeps playing.
Maybe I'm weird, but I want this game to be around for awhile.
I absolutely agree with you, and you're not weird. I want this game to be around as well, and I want others to enjoy those moments of exhilarating experiences. As a day one player, I remember multiple situations where NPC world bosses, quest bosses, and dungeon enemies extended beyond my capabilities as a starting player even well into higher levels, and overcoming those moments with, sometimes, great difficulty. I just wonder who this nerf is really for: for player vs NPC's or player vs player. We agree that there is a large pool of NPC enemies that have the capacity to be demanding from new players even to vet (vet dungeons, world bosses, trials etc), but now Zenimax has taken away damage from players who face NPC enemies because NPC's couldn't handle weapon enchantments? Or maybe they think player vs NPC wasn't balanced? (Rhetorical questions) This makes no sense to me. There isn't one person who can say that every drop of damage that a player can come up with isn't vital to player vs NPC. If this is about player vs player than why can't it be that for anyone entering Cyrodiil they receive whatever the appropriate nerf would be upon entry. And on exiting Cyrodiil the nerf is removed. For duelists, why not receive whatever appropriate nerf upon the acceptance of the dual, and once the dual has ended the nerf removes. Peace.
Bigevilpeter wrote: »How many times did we see the word "max" in the OP?
Thats a symptom of a bigger problem IMO. Everyone needing everything max all the time. Its max or gtfo for some.
I on the other hand like this change as its a slight buff to 2h and my tank wont feel the difference.
Though i am a filthy casual, i assume my opinion is invalid.
The problem with maxing that people who claim its not needed is that it adds up making a huge difference overall.
So lets say a light nerf to race then a slight nerf to weapon enchant and then a slight nerf to a set or a skill, this ends up making a huge loss in dps and quite noticable, in harder content dps is the key, the faster you kill stuff the easier a dungeon or trial gets.
So if a team has 9 DDs and every dd lost like 5k dps because they arent maxing, thats 45k dps lost which is huge
Bigevilpeter wrote: »Enchants on one handed weapons will now be half the potency of those placed on two handed weapons. This will apply to the damage and effectiveness of enchants, but will not affect the cooldown.
This means an enchant that would normally have a 4 second cooldown and deal 4000 damage on a two handed weapon will deal 2000 Damage, but still have a 4 second cooldown.
Forget about racials passives, they are all still good and very much usable even if its not BiS the changes are manageable, but this??
This is a huge nerf for all PvE Stamina DDs and also a huge Nerf for tanks in PvE as well.
Stamina DDs could switch to 2H now since 2h gives a really good execute and self heal/major brutality buff, but this means that overall stamina dps will drop while Magicka dps is unaffected. Magicka DDs already dominated end game trials even though stamina DDs outdamaged them due to survivability, but now there is literally no reason to run stamina DDs for any serious raiding or even challenging DLC dungeons.
Also tank will have to run ice staff back bar just to get the max crushing effect for max penetration, so new meta will be s&b front bar with weakening enchant and Ice staff backbar with crusher enchant for max penetration.
Oh well..
Bigevilpeter wrote: »Enchants on one handed weapons will now be half the potency of those placed on two handed weapons. This will apply to the damage and effectiveness of enchants, but will not affect the cooldown.
This means an enchant that would normally have a 4 second cooldown and deal 4000 damage on a two handed weapon will deal 2000 Damage, but still have a 4 second cooldown.
Forget about racials passives, they are all still good and very much usable even if its not BiS the changes are manageable, but this??
This is a huge nerf for all PvE Stamina DDs and also a huge Nerf for tanks in PvE as well.
Stamina DDs could switch to 2H now since 2h gives a really good execute and self heal/major brutality buff, but this means that overall stamina dps will drop while Magicka dps is unaffected. Magicka DDs already dominated end game trials even though stamina DDs outdamaged them due to survivability, but now there is literally no reason to run stamina DDs for any serious raiding or even challenging DLC dungeons.
Also tank will have to run ice staff back bar just to get the max crushing effect for max penetration, so new meta will be s&b front bar with weakening enchant and Ice staff backbar with crusher enchant for max penetration.
Oh well..
This is a good change. DW was an OP meta getting twice the power from enchants as compared to all the other weapons