MincMincMinc wrote: »YandereGirlfriend wrote: »With all of the drama over Onslaught this cycle, it is easy to forget that the other morph, Berserker Rage, is effectively a dead morph and is never used in either PvE or PvP. It also has several dead passives (cough Follow-Up and Battle Rush cough).
Can we perhaps get some better utility for Two-Handed in PvE? I feel like this weapon has been colonized by PvP and that the devs have seemingly canonized that colonization.
Followup really needs to give its bonus after each two handed skill use or something. Nobody in pve or pvp is using 2h heavy attacks in combos. I doubt the 10% to 2h damage makes up for doing a fully charged heavy attack.
Id say battle rush is very useful, maybe not for boss parse combat, but sustain wise during pvp and mob groups.
Forceful i always felt could be something else entirely that fits more of a brawler meathead role. I always thought they should have had a bonus like 8% lifesteal on 2h skills or something more traditional to brawler playstyles. Or even applying minor lifesteal on enemies hit.
IDK im still bothered that someone at zos thought offbalance was better than a telegraphed stun

- Added different damage sounds for the three core Two Handed archetypes – Maul, Greatsword, and Battle Axe – to Reverse Slash and its morphs.
- Fixed various audio issues for Berserker Strike, Cleave, Critical Charge, Reverse Slash, Momentum, and Uppercut.

YandereGirlfriend wrote: »MincMincMinc wrote: »YandereGirlfriend wrote: »With all of the drama over Onslaught this cycle, it is easy to forget that the other morph, Berserker Rage, is effectively a dead morph and is never used in either PvE or PvP. It also has several dead passives (cough Follow-Up and Battle Rush cough).
Can we perhaps get some better utility for Two-Handed in PvE? I feel like this weapon has been colonized by PvP and that the devs have seemingly canonized that colonization.
Followup really needs to give its bonus after each two handed skill use or something. Nobody in pve or pvp is using 2h heavy attacks in combos. I doubt the 10% to 2h damage makes up for doing a fully charged heavy attack.
Id say battle rush is very useful, maybe not for boss parse combat, but sustain wise during pvp and mob groups.
Forceful i always felt could be something else entirely that fits more of a brawler meathead role. I always thought they should have had a bonus like 8% lifesteal on 2h skills or something more traditional to brawler playstyles. Or even applying minor lifesteal on enemies hit.
IDK im still bothered that someone at zos thought offbalance was better than a telegraphed stun
Lifesteal (the general concept rather than the specific debuff) would be a fantastic and very thematically on-brand effect. I feel like you could either add that as a passive or to something like the base morph of Momentum.
Follow-Up is so crazy because it was already only situationally useful in PvP (and completely dead for PvE) before they inexplicably decided to nerf it into literal draugr dust several patches ago. Compared to like Eagle Eye or Accuracy from the Bow line and it is clear that one of these passives is not like the others. Eagle Eye and Accuracy single-handedly raise Bow from the Hall of the Dead back into PvE respectability and Two-Handed absolutely deserves the same treatment.
For Battle Rush... we already have two sustain passives in this line hogging-up spreadsheet value for better effects. If they wanted to differentiate Two-Handed from the sustain passives of the other skills they should either deepen the skill discount from Balanced Blade to something like 30% and then do something more interesting with Battle Rush OR strengthen Battle Rush and do something more interesting with Balanced Blade (the name of which would seem to connote Crit Chance, at least IMO).
My preference would probably be to double-down on the Balanced Blade discount and then do something damage-oriented for Battle Rush, like stacking %DamageDone or %CritChance per recent kill or something.
Erickson9610 wrote: »What it's doing instead is giving more incentive to playing a different core Class, something that Class Sets (and their motifs) and Class Masteries were already doing.