Two Handed weapons have 2 Sigil Slots
As long as they lower the damage of them down to what 1 handers do.
Or raise one-handers damage by 10%.
https://twitter.com/TalathionEQ2
As long as they lower the damage of them down to what 1 handers do.
Or raise one-handers damage by 10%.
Interesting. I haven’t played the other classes so I can only speak for ele. The daggers may not do the same damage per hit, but as far as attack rate they do more in an allotted time. So I disagree with adjusting the damage output.
Would you rather have a 10% base damage increase, or an extra sigil?
https://twitter.com/TalathionEQ2
Make it so you can’t put two of the same sigil on a 2 Hander.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
And then decrease the base damage of 2 handed weapons by 10%.
https://twitter.com/TalathionEQ2
they said it was something they were looking in to. however, as a relativly minor thing it might not happen for awhile.
Daecollo, rather than repeating yourself like a broken record, perhaps you’d like to state your reasons why you think Damage adjustment is a good idea? Is it for balance? That seems to be your reason, but i’m only assuming.
EDIT: i think that lowering 2Hander dmg is unfair considering only a few Proffessions actually seem to have OP 2Handers. Any weapon’s value is actually dependent on the Skills associated with them, which are based on the Profession of the user. Nerfing all 2Handers would have negative results on those professions whose skills already aren’t that fantastic.
However, a 10, or even 5% increase in selective 1Handers could benefit everyone, and even make certain weapons viable again. My reason for saying selective 1Handers is because there are some weapons that don’t seem to need a boost, but again, their true value lies in the skills associated with them, so…
But i wonder if it isn’t backward to consider adding a second sigil to 2Handers as the unbalancing element. Shouldn’t this have been instituted from the beginning? Isn’t it unbalanced that they don’t have a second sigil?
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
Because 1 handers have 981 damage, two handers have 1100 damage.
The skill slots are divided between the 1/2/3, 4/5.
The ‘3’ is based off both damage of weapons, divided by 2. (if you play thief.)
the ‘1’ skills damage is based of your main hand.
If you raised one handers damage up to two handers, there ‘1’/‘2’/‘3’ (or 1/2 if you play thief.) (main hand abilities.) would do close to the same damage.
Two-Handed Weapons have a passive 10% extra damage just from being two-handed, giving them 5% (x2) an extra 2 sigils in extra damage.
So, I think they should decrease the damage of two-handed weapons by 10% and add an extra 2 sigils.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Of course the damage output is going to be somewhat subjective depending on the Profession that is using the weapon. I play warrior, so sword and rifle have bleeds. Using the steady PvP weapons on the medium golem, i found that those two had unproportionally fast kill times (under 30 seconds using auto attack only) whereas the Longbow was horrid (over 4 minutes). Axe and Hammer both averaged 1 minute 40 seconds, while Greatsword and Mace averaged just over 2 minutes. The difference isn’t in the power of the weapon, but the conditions they lay on, as well as the speed of the swing/shot.
I tested each weapon (except longbow) 2-3 times, and the times were consistent for each weapon within a 4 second margin of error.
A 10% difference between the base damage of 2 handers and 1 handers doesn’t make that much difference from what i’m seeing. Even excluding the bleed weapons, it’s about the speed of the attack, not the base damage.
In order of fastest to slowest: Axe (1m31s)>Hammer (1m46s)>Mace (2m11s)>Greatsword (2m5s)>Longbow (4m11s for one test).
And between the two bleed weapons: Sword (21s)>Rifle (23s).
NOTE: i’m not a dps build, so these numbers may be faster for someone who is.
NOTE: i’m also not specced for Greatsword or Axe, so my traits didn’t have any effect on those.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
Wouldn’t a simple fix be to have the “first sigil” affect the first “1,2,3” weapon skills and the “second sigil” affect the “4,5” weapon skills?
This would require two of the same damage sigils (e.g. force) to increase all the attacks of the two handed weapon. It would also allow someone wielding a 2 handed weapon to have two sigils which proc on any hit similar to the behavior of wielding a main hand and an off hand. For example, with a “on-crit” sigil in either the main hand or offhand, all attacks can proc the on crit. In addition to the on crit, the mainhand/offhand user can also get a stat boost or a damage boost or weapon swap etc. Right now two-handers are pretty gimped in terms of taking advantage of multiple sigils.
I realize the damage output would be a problem but again, for damage purposes having a “1,2,3” and “4,5” sigil slot would solve this.
As long as they lower the damage of them down to what 1 handers do.
Or raise one-handers damage by 10%.
Nah, it is balanced if it stays +10%.
Two handers are not versatile since the last two slots are filled.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Because 1 handers have 981 damage, two handers have 1100 damage.
Weapondamage itself isnt relevant, its scaling that matters.
If pistol had 981dmg, and damage on its abilities scaled 0.8×. It would be a lot better then a Rifle who’s damage abilities scaled for 0.5x Or even how the abilities themself actually work. Staff is a 2h weapon for Guardian, doesnt deal much damage thats not what its designed for. You’ll get a lot more damage from scepter + focus, 2x 1hander.
Just looking at weapondamage and calling on it isnt enough when there is so much more stuff going on under the hood. Its a little more complex.