CageKnight wrote: »I'm quite confused by the sounds and visuals of the Two Handed overhaul. On one hand, the animations are cool as ****, but what's going on with the VFX and sound? I thought these were stamina weapons? These look like they should be exclusive to Volendrung. The skills are just so bright and orange, and while they do look cool, they kinda take me out a bit. They really need to be more muted.
Take Cleave for example. The effect is massive (and also the arc appears before you even swing the weapon which is weird). Why is the effect a fiery orange? I just don't really understand. It's not blood red like the bleed damage you're doing, It's not green like stamina and strength as it is often depicted in this series, It's not even a transparent white which you'd to show when cutting through the air with extreme force. It's... Orange... solid, vibrant orange. It's not the vibe. The current effect should be a skill style. Also the sound? What is that? Why is it making that noise? the flittering, oscillating, technological sound. Why is it like that? it sounds totally off. Why not make it the sound of singing metal? or a blade whistling through the air? I get this is not a normal swing, and I get this is also a fantasy, but why is my weapon doing these things? It just doesn't feel intuitive or correct.
Every new two handed skill have these issues. I suppose you guys (ZOS) need to consider if you want to flavor these skills as inherently magical, or if you want them to be raw feats of strength, because right now they just feel like magic. I'm personally not a fan.
All that said, I want to reiterate that the animations underneath the VFX and sounds are super sick and super slick.
master_vanargand wrote: »MincMincMinc wrote: »master_vanargand wrote: »
Great. So, very good.
What this means is that in 4v4, you should decide the role of the healer.
For group healing, you should only use "Radiating Regeneration" and not "Echoing Vigor".
DPS and tanks can use just one HoT without any problems.
The penalty for having three or more HoTs is very well balanced.
"Ward Ally" will attract attention.
However, HoTs like "Radiating Regeneration" should not stack.
You don't want to accidentally receive two HoTs from another player.
Other morphs, like "Echoing Vigor" and "Resolving Vigor", should not stack.
No this is horrible, this means if any random player who thinks they are helping heals you......they will actually cut your healing by 50%.
So if I wanted to troll BG matches I could go in on a lvl10 no gear and spam Hots to get my own team killed.
I'm fine with Burst Heal, and if you stack HoT, that just saves me from having to use my HoT.
Playing inefficiently won't wipe you out, it will just make people dislike you.
Another topic to address: the speed issues (already present before subclass, but Worst now). A lot of complain about it for pvp:
https://forums.elderscrollsonline.com/en/discussion/440340/speed-a-problem-in-pvp
https://forums.elderscrollsonline.com/en/discussion/comment/7223209#Comment_7223209
Easy fix: change major and minor expedition value: 20% & 10% instead of 30 & 15%.
I hope you will bring those to the dev team. Good job on DK changes. I will test it on PTS tomorrow
CageKnight wrote: »I'm quite confused by the sounds and visuals of the Two Handed overhaul. On one hand, the animations are cool as ****, but what's going on with the VFX and sound? I thought these were stamina weapons? These look like they should be exclusive to Volendrung. The skills are just so bright and orange, and while they do look cool, they kinda take me out a bit. They really need to be more muted.
Take Cleave for example. The effect is massive (and also the arc appears before you even swing the weapon which is weird). Why is the effect a fiery orange? I just don't really understand. It's not blood red like the bleed damage you're doing, It's not green like stamina and strength as it is often depicted in this series, It's not even a transparent white which you'd to show when cutting through the air with extreme force. It's... Orange... solid, vibrant orange. It's not the vibe. The current effect should be a skill style. Also the sound? What is that? Why is it making that noise? the flittering, oscillating, technological sound. Why is it like that? it sounds totally off. Why not make it the sound of singing metal? or a blade whistling through the air? I get this is not a normal swing, and I get this is also a fantasy, but why is my weapon doing these things? It just doesn't feel intuitive or correct.
Every new two handed skill have these issues. I suppose you guys (ZOS) need to consider if you want to flavor these skills as inherently magical, or if you want them to be raw feats of strength, because right now they just feel like magic. I'm personally not a fan.
All that said, I want to reiterate that the animations underneath the VFX and sounds are super sick and super slick.
master_vanargand wrote: »
Great. So, very good.
What this means is that in 4v4, you should decide the role of the healer.
For group healing, you should only use "Radiating Regeneration" and not "Echoing Vigor".
DPS and tanks can use just one HoT without any problems.
The penalty for having three or more HoTs is very well balanced.
"Ward Ally" will attract attention.
However, HoTs like "Radiating Regeneration" should not stack.
You don't want to accidentally receive two HoTs from another player.
Other morphs, like "Echoing Vigor" and "Resolving Vigor", should not stack.
i11ionward wrote: »When I saw the announcement regarding the Two-Handed skill line changes, I expected much more than what was actually delivered. I anticipated a significant rework, something on the level of the Dragonknight class adjustments.
While the buffs to Berserker Strike, Uppercut, and Momentum look decent on their own, the Two-Handed tree is still hopelessly lagging behind Dual Wield in terms of passive skills. Essentially, if you are playing a melee damage dealer and don't want to build around Uppercut (and Uppercut builds are quite rare now, even in PvP), you will choose Dual Wield for your front bar 9 times out of 10 . This is due to their superior passives, the benefit of having two separate weapon enchantments, and two traits.
Overall, I would like to see a complete overhaul of the Two-Handed passives so that this skill line can truly compete with Dual Wield.




Hi, I don't come to the forums often, I'm a DK main, I've played on and off since console launch, on both pc and console I know the dk inside and out, the current changes to my main class are bitter sweet, there's some major issues and if it goes live as is, I will have to finally quit the game for good.
Typically I'm not a complainer and Its not all doom and gloom so ill start with the positives,
Positives
Visuals
fire breath looks incredible, searing strike talons and petrify look great.
Balance
the DOT changes were needed, every one in PVP runs purify or netch and the changes will add some much needed pressure, corrosive armour changes are good, inhale being on ardent flame is nice but expensive. Molten armament's awesome.
Negatives
Visuals
why is everything now a fire circle? the new flames of oblivion the new cinder storm, the new flame lash, the new talons and the new inhale, as an opponent fighting a dk how will you even distinguish what the dk player has used? iots just a bunch of fiery rings
the new dk armour looks terrible, the new dragons blood looks terrible the old one was better. corrosive looks bugged atm so cant judge but probably should be green
Balance
Okay I'm most upset about this I've been having sinking feelings in my belly because of this if nothing changes I will leave, if devs read this I'm begging for this reconsideration
Fire breath moving to draconic power, wow please no.
First of all I'm losing fracture on my offensive skill line, with noxious, which is a massive nerf, if subclassed, (you said you wanted skill line to be more modular, this goes against the logic)
secondly how does it make sense to have the coolest looking fire spell not in the ardent FLAME skill line, fire claw and noxious breath go together mechanically please reconsider.
please read this.
I understand that you want to make it synergise with leap and that's okay, lets think about this.
Draconic power is for healing and tanking, you have dragons blood, spiked armour, healing passives and armour passives, so why not put cinder storm (a heal) and dk standard (damage mitigation) on draconic power and move leap and fire breath to ardent flame, call ardent flame, dragon's fury /inferno/wrath or something for to fit the theme, this makes more sense for both PVE and PVP, leap has always been the offensive ultimate of choice for PVP, having standard with chains, talons and cinder storm for a tank makes sense for PVE it would literally all synergise.
other gripes
Whip my changes to whip would read like this
Lava whip costs magicka, gain stacks of seething fury just like molten whip adds weapon and spell damage just like molten whip but you can gain 6 stacks so you get 2 power lashes but still only getting 300 weapon and spell damage at 3 stacks hitting and enemy whips power lash adds magicka steal to the target. the second power lash must be used within 5 seconds before dropping off
molten whip costs stamina gain stacks of seething fury just like molten whip adds weapon and spell damage just like molten whip but you can gain 6 stacks so you get 2 power lashes but still only getting 300 weapon and spell damage at 3 stacks hitting and enemy whips power lash adds sundered to the target. the second power lash must be used within 5 seconds before dropping off
in other words it gets the spec bow treatment.
It would be good if both dragons bloods gave minor intellect and endurance sustain is needed .
I would of liked to of seen a reduced cost in ardent flame abilities they just cost too much compared to other skill lines.
although the new fossilise looks good I liked the old instant one I'm assuming the change was made to hit dragon fire breath on players more easily,
Wing buffet? seriously why not gale wings? tail wind? make all speed buff 6'seconds, race against time bow roll dodge passive, and reduce cost of retreating manoeuvrers, I know that's not dk feed back but please consider
Please please consider my suggestions, I think and I'm sure others will think the same as I do.
Ps thankyou for tying new things and trying to improve the game.
I have to go to work now will update this later
all the best.
Luke.