BardokRedSnow wrote: »I switched to dual wielding myself for the first time in a while, since DK has so much damage now that I don’t feel I need an execute. Besides that though the new animations while great, and smooth in most cases aren’t as responsive as they used to be, which is funny since people used to complain about that. It feels like the old version would let you execute even if the animation didn’t show when it was supposed to, but now if it doesn’t show from game performance it just doesn’t go through at all.
Very clunky indeed.
Urzigurumash wrote: »I agree, and there was this movement on this forum that "Class Skills should always outperform Non Class Skills" and "Every Class needs a spammable".
Which combine to "Why is my character carrying this big old axe, what's it good for?"
The rework should have come with a buff to all of the skills.
Especially the outrunning part shouldn't really be an issue anymore. I've noticed Wrecking Blow and Dswing now only check for range at the start of the ability. In PvE I was surprised why I couldn't use Wrecking Blow again after I had just landed the skill on an NPC and it turns out I cast it, moved, stopped, the skill landed, and I couldn't cast it again because I had moved out of range. I move closer, activate the skill, it winds up, I move away, it lands, I try to cast it again and I can't. Seems intentional and even in some BGs I've felt the skill is infinitely more reliable to land.
Speed is an issue in PvP, but that's not the fault of Dswing.
Also for PvE, I'm actually kind of annoyed 2handed is more or less the only viable backbar option because of the way Maelstrom Twohander interacts with Beam, Firebreath etc. I feel like staves and bows need a lot more attention than twohander does right now.
YandereGirlfriend wrote: »Especially the outrunning part shouldn't really be an issue anymore. I've noticed Wrecking Blow and Dswing now only check for range at the start of the ability. In PvE I was surprised why I couldn't use Wrecking Blow again after I had just landed the skill on an NPC and it turns out I cast it, moved, stopped, the skill landed, and I couldn't cast it again because I had moved out of range. I move closer, activate the skill, it winds up, I move away, it lands, I try to cast it again and I can't. Seems intentional and even in some BGs I've felt the skill is infinitely more reliable to land.
Speed is an issue in PvP, but that's not the fault of Dswing.
Also for PvE, I'm actually kind of annoyed 2handed is more or less the only viable backbar option because of the way Maelstrom Twohander interacts with Beam, Firebreath etc. I feel like staves and bows need a lot more attention than twohander does right now.
I mean, the entire line is being crutched by a single arena weapon.
That isn't the skill line being good, that is the arena weapon being very clearly overpowered.
Right now, and especially with the refreshes forthcoming, the only useful skills in 2H are Rally, Brawler, and Execute. And each one of those are situational or niche based on what skill lines you are runnning cause Brutality has better sources depending on class, same with executes and Brawler is niche for PvP bombers.
I’m not trying to solution this, cause I don’t know what the best answer is, but 2H is still clunky and the amount of movement speed in PvP makes the spammable way to hard to land.
It’s like this skill line is stuck in 2020 when it didn’t have a proper CC but people weren’t running 100% move speed. Something has to give, either make the risk/reward better with bigger damage, give it some type of move speed, or bring back old school WB. Right now it doesn’t work, and is wildly outclassed by class skills or DW passives.
YandereGirlfriend wrote: »Especially the outrunning part shouldn't really be an issue anymore. I've noticed Wrecking Blow and Dswing now only check for range at the start of the ability. In PvE I was surprised why I couldn't use Wrecking Blow again after I had just landed the skill on an NPC and it turns out I cast it, moved, stopped, the skill landed, and I couldn't cast it again because I had moved out of range. I move closer, activate the skill, it winds up, I move away, it lands, I try to cast it again and I can't. Seems intentional and even in some BGs I've felt the skill is infinitely more reliable to land.
Speed is an issue in PvP, but that's not the fault of Dswing.
Also for PvE, I'm actually kind of annoyed 2handed is more or less the only viable backbar option because of the way Maelstrom Twohander interacts with Beam, Firebreath etc. I feel like staves and bows need a lot more attention than twohander does right now.
I mean, the entire line is being crutched by a single arena weapon.
That isn't the skill line being good, that is the arena weapon being very clearly overpowered.
But every other skill in that skill line is good too. Carve is a neat source of damage over time and Hemorhaging. With the Master twohander it's a bomb skill in PvP and very good in solo content, for example when grinding. Momentum is still a great source to get Major Brutality, which Nightblades don't have access to outside of subclassing or using a very situational Siphoning skill. Stampede is still a gapcloser, which makes switching targets across the room in a raid very convenient compared to what bows or destro staves have. Wrecking Blow provides you with Major Berserk, which is great if you have a lot of dots ticking also! The twohander ultimate is one of the only ways to combat the tankiest players in PvP.
Passives aside, I feel the only reason twohanded is not considered to be better than dualwield is because dualwield gets access to two enchantment (that's two extra status effects), gets Major Evasion on top of that, and has great scribing options.
I don't want twohander to be nerfed and I think it could do with some better passives. But other than that it's definitely not my in my top 3 weapons that need to be buffed. That's bow, destro staff and resto staff (mainly the 2 skills that aren't commonly run by healers right now).
Especially the outrunning part shouldn't really be an issue anymore. I've noticed Wrecking Blow and Dswing now only check for range at the start of the ability. In PvE I was surprised why I couldn't use Wrecking Blow again after I had just landed the skill on an NPC and it turns out I cast it, moved, stopped, the skill landed, and I couldn't cast it again because I had moved out of range. I move closer, activate the skill, it winds up, I move away, it lands, I try to cast it again and I can't. Seems intentional and even in some BGs I've felt the skill is infinitely more reliable to land.
Speed is an issue in PvP, but that's not the fault of Dswing.
Also for PvE, I'm actually kind of annoyed 2handed is more or less the only viable backbar option because of the way Maelstrom Twohander interacts with Beam, Firebreath etc. I feel like staves and bows need a lot more attention than twohander does right now.
In the PvE world, it’s a staple weapon choice because of an arena weapon, no one would run stampede without the Maelstrom 2H seriously for PvE.
spartaxoxo wrote: »In the PvE world, it’s a staple weapon choice because of an arena weapon, no one would run stampede without the Maelstrom 2H seriously for PvE.
That's true of most weapon skill as class skills are just generally better. The arena weapons play such a large part in the determination of the backbar weapon because arena weapons have their own set bonuses. 2H is in a better position than the other weapons in PvE, with the exception of daggers as daggers are simply better than all the other weapon types for PvE DPS.
Might be as simple as adjusting passives for both Dual Wield and 2-Handed for parity.
Might be as simple as adjusting passives for both Dual Wield and 2-Handed for parity.
It’s the skills themselves too though.
Not the end of the world cause there’s many options but 2H spammable rn is an underperformer and there’s still plenty of classes that don’t have a reliable spam attack nor the kit required to run a dswing build.
Might be as simple as adjusting passives for both Dual Wield and 2-Handed for parity.
It’s the skills themselves too though.
Not the end of the world cause there’s many options but 2H spammable rn is an underperformer and there’s still plenty of classes that don’t have a reliable spam attack nor the kit required to run a dswing build.
I don’t think the skills are weak, Assassination is just overpowered, and I fully expect Whip to be toned back.
There’s no reason why an instant-cast spammable should hit as hard as a cast time spammable, without actually doing anything.
Might be as simple as adjusting passives for both Dual Wield and 2-Handed for parity.
It’s the skills themselves too though.
Not the end of the world cause there’s many options but 2H spammable rn is an underperformer and there’s still plenty of classes that don’t have a reliable spam attack nor the kit required to run a dswing build.
I don’t think the skills are weak, Assassination is just overpowered, and I fully expect Whip to be toned back.
There’s no reason why an instant-cast spammable should hit as hard as a cast time spammable, without actually doing anything.
Thumbless_Bot wrote: »Melee should outperform all ranged damage. Risk reward. It's just that simple. Right now the difference is not enough.
Weapon skills should hit as hard as class and guild skills. Melee like melee and ranged like ranged.
spartaxoxo wrote: »Thumbless_Bot wrote: »Melee should outperform all ranged damage. Risk reward. It's just that simple. Right now the difference is not enough.
Weapon skills should hit as hard as class and guild skills. Melee like melee and ranged like ranged.
Ranged is the higher risk playstyle at this point. The higher damage + speed + gap closers + resource restore being stam (vs staves) makes it lower risk than staves and bows.
Thumbless_Bot wrote: »spartaxoxo wrote: »Thumbless_Bot wrote: »Melee should outperform all ranged damage. Risk reward. It's just that simple. Right now the difference is not enough.
Weapon skills should hit as hard as class and guild skills. Melee like melee and ranged like ranged.
Ranged is the higher risk playstyle at this point. The higher damage + speed + gap closers + resource restore being stam (vs staves) makes it lower risk than staves and bows.
Disagree.
1. Gap closers cost a lot of resources and need to be slotted and do not do good damage.
2. Bows are stam with movement speed bonus of hasty retreat.
3. The damage difference from dizzy and snipe is miniscule. Both spammables. I think it's 8% on my last test. They used to both have the same cast time as well. I have a post about it here: https://forums.elderscrollsonline.com/en/discussion/665286/buff-weapon-based-single-target-melee-damage#latest
4. Reach passive extends range by 5m for anything over 28m positively affecting staves and bows.
5. You can stand on a wall and hit me from up to 40m away. I cant stand on a wall and hit you from 8m away.
6. Thanks to the miracle workers at zos they managed to make dizzy and execute even less reliable than they already were.
7. This isnt an exhausted list, rather an illustrative list of why melee damage should be buffed.
So, to summarize, i have to slot skills and/or spend half my resources to chase you down. And when i do you can still hit me as hard or almost as hard as I can hit you, sometimes harder, with added crit and all your resources intact as a bonus.
Nope.
spartaxoxo wrote: »Thumbless_Bot wrote: »spartaxoxo wrote: »Thumbless_Bot wrote: »Melee should outperform all ranged damage. Risk reward. It's just that simple. Right now the difference is not enough.
Weapon skills should hit as hard as class and guild skills. Melee like melee and ranged like ranged.
Ranged is the higher risk playstyle at this point. The higher damage + speed + gap closers + resource restore being stam (vs staves) makes it lower risk than staves and bows.
Disagree.
1. Gap closers cost a lot of resources and need to be slotted and do not do good damage.
2. Bows are stam with movement speed bonus of hasty retreat.
3. The damage difference from dizzy and snipe is miniscule. Both spammables. I think it's 8% on my last test. They used to both have the same cast time as well. I have a post about it here: https://forums.elderscrollsonline.com/en/discussion/665286/buff-weapon-based-single-target-melee-damage#latest
4. Reach passive extends range by 5m for anything over 28m positively affecting staves and bows.
5. You can stand on a wall and hit me from up to 40m away. I cant stand on a wall and hit you from 8m away.
6. Thanks to the miracle workers at zos they managed to make dizzy and execute even less reliable than they already were.
7. This isnt an exhausted list, rather an illustrative list of why melee damage should be buffed.
So, to summarize, i have to slot skills and/or spend half my resources to chase you down. And when i do you can still hit me as hard or almost as hard as I can hit you, sometimes harder, with added crit and all your resources intact as a bonus.
Nope.
All spells need to be slotted too. Wall fighting is a joke. When you're actually the real fighting occurs, getting close and maintaining that closeness to ranged users is trivial thanks to speed and gap closers. Complaining that something that greatly reduces the disadvantages inherent to your range doesn't also have a lot of damage is wild.
And that's especially true in BGs and IC. The damage bonus may not be large but it's enough to win fights, especially when melee greatly wins on counterplay to CC.
Range not being inferior in every possible scenario =/= melee isn't just better overall.
ETA
I'm not saying that 2H doesn't have any issues or that weapon skills in general couldn't use some tuning. Because they do need that, especially when it comes to offense (sword and board, ice staff, and resto staffs are all better shape than DPS weapon balance). But this idea that melee is oh so much riskier falls flat because speed is crazy in this game.
Thumbless_Bot wrote: »spartaxoxo wrote: »Thumbless_Bot wrote: »spartaxoxo wrote: »Thumbless_Bot wrote: »Melee should outperform all ranged damage. Risk reward. It's just that simple. Right now the difference is not enough.
Weapon skills should hit as hard as class and guild skills. Melee like melee and ranged like ranged.
Ranged is the higher risk playstyle at this point. The higher damage + speed + gap closers + resource restore being stam (vs staves) makes it lower risk than staves and bows.
Disagree.
1. Gap closers cost a lot of resources and need to be slotted and do not do good damage.
2. Bows are stam with movement speed bonus of hasty retreat.
3. The damage difference from dizzy and snipe is miniscule. Both spammables. I think it's 8% on my last test. They used to both have the same cast time as well. I have a post about it here: https://forums.elderscrollsonline.com/en/discussion/665286/buff-weapon-based-single-target-melee-damage#latest
4. Reach passive extends range by 5m for anything over 28m positively affecting staves and bows.
5. You can stand on a wall and hit me from up to 40m away. I cant stand on a wall and hit you from 8m away.
6. Thanks to the miracle workers at zos they managed to make dizzy and execute even less reliable than they already were.
7. This isnt an exhausted list, rather an illustrative list of why melee damage should be buffed.
So, to summarize, i have to slot skills and/or spend half my resources to chase you down. And when i do you can still hit me as hard or almost as hard as I can hit you, sometimes harder, with added crit and all your resources intact as a bonus.
Nope.
All spells need to be slotted too. Wall fighting is a joke. When you're actually the real fighting occurs, getting close and maintaining that closeness to ranged users is trivial thanks to speed and gap closers. Complaining that something that greatly reduces the disadvantages inherent to your range doesn't also have a lot of damage is wild.
And that's especially true in BGs and IC. The damage bonus may not be large but it's enough to win fights, especially when melee greatly wins on counterplay to CC.
Range not being inferior in every possible scenario =/= melee isn't just better overall.
ETA
I'm not saying that 2H doesn't have any issues or that weapon skills in general couldn't use some tuning. Because they do need that, especially when it comes to offense (sword and board, ice staff, and resto staffs are all better shape than DPS weapon balance). But this idea that melee is oh so much riskier falls flat because speed is crazy in this game.
Disagree as above it is fundamentally safer to attack from far away than it is to attack up close for so, so many reasons. Also, you do not have to slot a gap closer. I do and have to spend resources to use it. The compensation for me having to slot and use that extra skill to fight ranged opponents is not enough.
This is why melee skills do slightly more damage, because even zos understands this. However, the delta is not enough.
No need to spam this post with a back and forth. We can disagree and that's cool, but actual battle irl and in game tend to support my position that the further away you are when you attack your opponent the safer it is.
spartaxoxo wrote: »Thumbless_Bot wrote: »spartaxoxo wrote: »Thumbless_Bot wrote: »spartaxoxo wrote: »Thumbless_Bot wrote: »Melee should outperform all ranged damage. Risk reward. It's just that simple. Right now the difference is not enough.
Weapon skills should hit as hard as class and guild skills. Melee like melee and ranged like ranged.
Ranged is the higher risk playstyle at this point. The higher damage + speed + gap closers + resource restore being stam (vs staves) makes it lower risk than staves and bows.
Disagree.
1. Gap closers cost a lot of resources and need to be slotted and do not do good damage.
2. Bows are stam with movement speed bonus of hasty retreat.
3. The damage difference from dizzy and snipe is miniscule. Both spammables. I think it's 8% on my last test. They used to both have the same cast time as well. I have a post about it here: https://forums.elderscrollsonline.com/en/discussion/665286/buff-weapon-based-single-target-melee-damage#latest
4. Reach passive extends range by 5m for anything over 28m positively affecting staves and bows.
5. You can stand on a wall and hit me from up to 40m away. I cant stand on a wall and hit you from 8m away.
6. Thanks to the miracle workers at zos they managed to make dizzy and execute even less reliable than they already were.
7. This isnt an exhausted list, rather an illustrative list of why melee damage should be buffed.
So, to summarize, i have to slot skills and/or spend half my resources to chase you down. And when i do you can still hit me as hard or almost as hard as I can hit you, sometimes harder, with added crit and all your resources intact as a bonus.
Nope.
All spells need to be slotted too. Wall fighting is a joke. When you're actually the real fighting occurs, getting close and maintaining that closeness to ranged users is trivial thanks to speed and gap closers. Complaining that something that greatly reduces the disadvantages inherent to your range doesn't also have a lot of damage is wild.
And that's especially true in BGs and IC. The damage bonus may not be large but it's enough to win fights, especially when melee greatly wins on counterplay to CC.
Range not being inferior in every possible scenario =/= melee isn't just better overall.
ETA
I'm not saying that 2H doesn't have any issues or that weapon skills in general couldn't use some tuning. Because they do need that, especially when it comes to offense (sword and board, ice staff, and resto staffs are all better shape than DPS weapon balance). But this idea that melee is oh so much riskier falls flat because speed is crazy in this game.
Disagree as above it is fundamentally safer to attack from far away than it is to attack up close for so, so many reasons. Also, you do not have to slot a gap closer. I do and have to spend resources to use it. The compensation for me having to slot and use that extra skill to fight ranged opponents is not enough.
This is why melee skills do slightly more damage, because even zos understands this. However, the delta is not enough.
No need to spam this post with a back and forth. We can disagree and that's cool, but actual battle irl and in game tend to support my position that the further away you are when you attack your opponent the safer it is.
It is IRL and in other games. But I have a much easier time in this game on my melee characters than on my ranged characters in all aspects of play. I barely play my Bow/Bow character anymore. The only ranged character that feels safer is my lightning staff pet sorc and that's because of shielding and streaking not because of her weapon being ranged. And I feel like streak is the main reason anyone even still feels that way about things. But now everyone can equip streak.
Meanwhile my DW Arcanist that I barely play is on par or better than characters I have played for years with less effort. DW+ Greatsword in PvE is crazy strong too.
Bows and staves have lagged behind Dual Wield and to a lesser extent 2H in PvE for a while and I wouldn't want that delta widened any further. Which is honestly my primary concern as a mostly PvE player. Although I agree that some of the 2H skills are clunky to use and could use some improvements in that regard. So we're not totally on a different page. I would agree that 2H is weaker than DW as well.