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.
Lightspeedflashb14_ESO wrote: »The nerf is fine. Wear an ice staff and run wall. Or have a healer run crusher. Though I do believe that with so many people being up in arms about it, they will cave and somehow give back the full enchant value to s/b. Then again, @Liofa said he brought it up an objection in a class representative meeting and they still put it on PTS. So we will see.
They could add a passive that doubles your weapon enchant effect in 1h+shield skill tree.Lightspeedflashb14_ESO wrote: »The nerf is fine. Wear an ice staff and run wall. Or have a healer run crusher. Though I do believe that with so many people being up in arms about it, they will cave and somehow give back the full enchant value to s/b. Then again, @Liofa said he brought it up an objection in a class representative meeting and they still put it on PTS. So we will see.
I really wish we dont have to see they day when tanks throw their shields into a ditch and run with double ice staves… what kind of RPG has tanks that run without shields becouse it is holding them back? Could as well just delete shields from the game.
For those who missed it: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.
For dual wield this means that you now get 1 glyph's worth of power, same as the 2h weapon types. For stam dps using dual wield (like 80% of stam builds) this sucks, but may (or may not) simply serve to even out the weapon choice for stamina dps.
1h & Shield only gets 1 enchantment, but its still going to get cut in half. This means that where all other weapon types get 1 glyph worth of power, 1h & Shield only gets .5 worth. Typically tanks run an infused crusher glyph, giving 2108 penetration for the group. Now that will be reduced to 1054, a massive nerf on something that didn't need to be nerfed. Not to mention that this makes Torug's worthless for tanks too.
Since this was just collateral damage from the attempt to make 2h viable by nerfing dual wield I hope that ZoS will consider fixing the issue rather than just leaving it.
My recommendation would be to change the Sword and Board Passive to include a 100% buff to weapon enchantments, thus leaving 1h and Shield where it is and still getting the nerf to dual wield.
Peekachu99 wrote: »With CP inflation and gear-creep the extra 1-1.5% damage from Crusher is pretty irrelevant unless you’re running with absolute incompetents.
Peekachu99 wrote: »With CP inflation and gear-creep the extra 1-1.5% damage from Crusher is pretty irrelevant unless you’re running with absolute incompetents.
I guess all the Trial groups that min/max and score push are “absolute incompetents”. Who knew *shrugs*
Peekachu99 wrote: »Peekachu99 wrote: »With CP inflation and gear-creep the extra 1-1.5% damage from Crusher is pretty irrelevant unless you’re running with absolute incompetents.
I guess all the Trial groups that min/max and score push are “absolute incompetents”. Who knew *shrugs*
You’re telling me the try-hard elite of ESO are really gonna miss that percentage with their multiple 70K+ dps? Gimmie a break. Parses get higher and higher every patch. This change still won’t rein in power creep.
Show me a lower parse from Hodor on PTS and maybe you’d have some credibility.
They could add a passive that doubles your weapon enchant effect in 1h+shield skill tree.Lightspeedflashb14_ESO wrote: »The nerf is fine. Wear an ice staff and run wall. Or have a healer run crusher. Though I do believe that with so many people being up in arms about it, they will cave and somehow give back the full enchant value to s/b. Then again, @Liofa said he brought it up an objection in a class representative meeting and they still put it on PTS. So we will see.
I really wish we dont have to see they day when tanks throw their shields into a ditch and run with double ice staves… what kind of RPG has tanks that run without shields becouse it is holding them back? Could as well just delete shields from the game.
DocFrost72 wrote: »They could add a passive that doubles your weapon enchant effect in 1h+shield skill tree.Lightspeedflashb14_ESO wrote: »The nerf is fine. Wear an ice staff and run wall. Or have a healer run crusher. Though I do believe that with so many people being up in arms about it, they will cave and somehow give back the full enchant value to s/b. Then again, @Liofa said he brought it up an objection in a class representative meeting and they still put it on PTS. So we will see.
I really wish we dont have to see they day when tanks throw their shields into a ditch and run with double ice staves… what kind of RPG has tanks that run without shields becouse it is holding them back? Could as well just delete shields from the game.
...
Tanks having a backbar staff to upkeep crusher through wall has been meta (iirc) since at least thieves guild. This doesn't affect tanks in any meaningful way.
John_Falstaff wrote: »@DocFrost72 , if backbar staff was meta, then surely not to keep crusher uptime, but more like Minor Vulnerability. Crusher's place was on front bar. With Wall of Elements, you can't reliably control which mob Crusher will latch onto - it should start proccing on closest one at the moment of WoE cast, but the closest distance calculation is finicky and with mobs around all bets are off. Especially if some of them were freshly chained in and rooted in place, they're first candidates to steal crusher from the boss.
DocFrost72 wrote: »They could add a passive that doubles your weapon enchant effect in 1h+shield skill tree.Lightspeedflashb14_ESO wrote: »The nerf is fine. Wear an ice staff and run wall. Or have a healer run crusher. Though I do believe that with so many people being up in arms about it, they will cave and somehow give back the full enchant value to s/b. Then again, @Liofa said he brought it up an objection in a class representative meeting and they still put it on PTS. So we will see.
I really wish we dont have to see they day when tanks throw their shields into a ditch and run with double ice staves… what kind of RPG has tanks that run without shields becouse it is holding them back? Could as well just delete shields from the game.
...
Tanks having a backbar staff to upkeep crusher through wall has been meta (iirc) since at least thieves guild. This doesn't affect tanks in any meaningful way.
You’re right that it probably won’t effect the endgame community as much as people are acting. But it’s still a big adjustment for tanks that are still learning content, especially vet dlc trials. The bar swapping and less resist back bar both can really steepen the learning curve.
DocFrost72 wrote: »John_Falstaff wrote: »@DocFrost72 , if backbar staff was meta, then surely not to keep crusher uptime, but more like Minor Vulnerability. Crusher's place was on front bar. With Wall of Elements, you can't reliably control which mob Crusher will latch onto - it should start proccing on closest one at the moment of WoE cast, but the closest distance calculation is finicky and with mobs around all bets are off. Especially if some of them were freshly chained in and rooted in place, they're first candidates to steal crusher from the boss.
Riddle me this then: why put crusher on backbar and not on Sword and shield then, so as to pick your application better? The answer is because the amount of times an add steals this debuff from the boss is negligible.
You're not wrong, I just disagree with how much of an issue it is (I never have a problem).DocFrost72 wrote: »They could add a passive that doubles your weapon enchant effect in 1h+shield skill tree.Lightspeedflashb14_ESO wrote: »The nerf is fine. Wear an ice staff and run wall. Or have a healer run crusher. Though I do believe that with so many people being up in arms about it, they will cave and somehow give back the full enchant value to s/b. Then again, @Liofa said he brought it up an objection in a class representative meeting and they still put it on PTS. So we will see.
I really wish we dont have to see they day when tanks throw their shields into a ditch and run with double ice staves… what kind of RPG has tanks that run without shields becouse it is holding them back? Could as well just delete shields from the game.
...
Tanks having a backbar staff to upkeep crusher through wall has been meta (iirc) since at least thieves guild. This doesn't affect tanks in any meaningful way.
You’re right that it probably won’t effect the endgame community as much as people are acting. But it’s still a big adjustment for tanks that are still learning content, especially vet dlc trials. The bar swapping and less resist back bar both can really steepen the learning curve.
Why is 1k pen going to matter if you're learning? I'm honestly hoping this doesn't come off as rude or standoffish, just legitimately curious. Seems to me the individual would be trying to clear, not be fancy if they are still learning.
DocFrost72 wrote: »John_Falstaff wrote: »@DocFrost72 , if backbar staff was meta, then surely not to keep crusher uptime, but more like Minor Vulnerability. Crusher's place was on front bar. With Wall of Elements, you can't reliably control which mob Crusher will latch onto - it should start proccing on closest one at the moment of WoE cast, but the closest distance calculation is finicky and with mobs around all bets are off. Especially if some of them were freshly chained in and rooted in place, they're first candidates to steal crusher from the boss.
Riddle me this then: why put crusher on backbar and not on Sword and shield then, so as to pick your application better? The answer is because the amount of times an add steals this debuff from the boss is negligible.
You're not wrong, I just disagree with how much of an issue it is (I never have a problem).DocFrost72 wrote: »They could add a passive that doubles your weapon enchant effect in 1h+shield skill tree.Lightspeedflashb14_ESO wrote: »The nerf is fine. Wear an ice staff and run wall. Or have a healer run crusher. Though I do believe that with so many people being up in arms about it, they will cave and somehow give back the full enchant value to s/b. Then again, @Liofa said he brought it up an objection in a class representative meeting and they still put it on PTS. So we will see.
I really wish we dont have to see they day when tanks throw their shields into a ditch and run with double ice staves… what kind of RPG has tanks that run without shields becouse it is holding them back? Could as well just delete shields from the game.
...
Tanks having a backbar staff to upkeep crusher through wall has been meta (iirc) since at least thieves guild. This doesn't affect tanks in any meaningful way.
You’re right that it probably won’t effect the endgame community as much as people are acting. But it’s still a big adjustment for tanks that are still learning content, especially vet dlc trials. The bar swapping and less resist back bar both can really steepen the learning curve.
Why is 1k pen going to matter if you're learning? I'm honestly hoping this doesn't come off as rude or standoffish, just legitimately curious. Seems to me the individual would be trying to clear, not be fancy if they are still learning.
Fair question. But why learn content with a large crutch in a way that you’ll just have to learn it all over again. IMO you’d want to tackle it the “right” way. It’s like learning to heal trials without paying attention to buffs and debuffs. Keeping everyone alive is priority, but you’re not truly doing your job right. Also with torugs pact the 1k pen scales up obviously.
John_Falstaff wrote: »@DocFrost72 , question for me? The answer is, almost no reason, at least up until now. Most builds just don't do that. Woeler? Double S&B. Alcast? Same. Liofa? Crusher front (staff on back bar but he writes that he prefers front, and only applies crusher from staff when he has to be at range or when he's about to get stunned). So, no real reason, applying it from one-handed is what tanks do. I'm not dismissing the experience of those who try, like yourself, but you're just putting it like applying Crusher with a staff is a mainstream. It isn't. ^^
DocFrost72 wrote: »I can respect that answer. I just don't see the problem with someone learning wearing torug-plague, especially in four man dungeons. You can always learn the right way to buff in the wrong gear, and as you learn more advanced methods of anticipating incoming pressure, swap out defensive sets for buff sets.
I'd imagine the Woeler of tomorrow doesn't start today by wearing Alkosh and ebon.
SnB gets the extra enchant on shield though, so it kind of balances out.
Without this change, aside from other glaring issues like taunts, SnB is far ahead of ice staff in terms of tanking.
But as others have posted an easy adjustment is to run crusher on backbar ice staff and have healers run the damage reduction glyph.
One fix that could work is to treat shield as a weapon in terms of glyphs and allow you to put a weapon glyph on it. Then you could run crusher on both sword and shield and get the same bonus as two handed, but you would lose the extra armor glyph.