@GGG: Enough of this about dual wielding and reave
" " This. If dual wield gave a 50% more aspd bonus, I'm still not sure I'd call reave a dual wield skill. It still scales to 8 stacks easily without a speed boost, reaches that cap even with slow weapons, and doesn't do anything extra for dual wield once you're at 8 stacks. Additionally, at that point the alternating attacks would still WASTE your offhand. So basically, you benefit a tiny bit in your first few hits by getting a bigger aoe on those initially, then afterwards you're back to completely wasting your time with your offhand. And that's assuming the extra aoe is actually netting hits on more mobs, which isn't even certain in the first place. Using multistrike and/or faster attacks with your reave? Well you might as well not bother with dual wielding then, because you'll be hitting 8 stacks so fast you won't even notice any added effectiveness with dual wielding, and you're probably losing both dps AND survivability because of differences in your weapons' damage and speed. I mean sure, this might help dual wielding by making it impossible to not benefit somehow, but is this really the solution we want? It would make dual wielding OP, and sadly it still won't fix a large number of the problems dual wield faces. Raising the speed boost is unfortunately just poorly thought out and lazy, much like the original implementation. Oh and of course, reave still wouldn't be a "dual wield skill". At some point you're just going to have to face the facts and accept the realization that reave is simply not a dual wield skill and performs vastly better with one weapon. I really don't see how despite the massive evidence saying otherwise, someone would still think it's a dual wield skill. Seems to lack logical process. As for how to fix dual wielding that's already been discussed in the other thread so I feel no need to bother with it here. I'll say again that raising the aspd boost is terrible though. my evasion is so high i only insta rip sometimes ----- Bug Fixes: People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it. Editado por útlima vez por Legatus1982#1658 en 3 abr. 2014 21:16:19
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Regarding animation issues for using both weapons on every melee attack, I have a solution.
Read this suggestion thread and discuss: http://www.pathofexile.com/forum/view-thread/875099 my evasion is so high i only insta rip sometimes
----- Bug Fixes: People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it. |
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oh, I agree, just aspd itself is not going to make it an attractive option.
Was just trying to say, it is understandable why reave is considered a goal for dual wield, but dual wield itself is really in a bad place is my main point |
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" So, it seems you have DIFFERENT opinion about what dual-wielding should be. Different from GGG, and from me. I agree, there is a lot of games to implement dual-wielding in games, from realistical parry/distraction (Dark Souls) to hitting with weapons simultaneously (WoW, NWN, etc). GGG made dual-wielding mechanics similar to most (if not all) ARPGS. Diablo2-3, Titan Quest, Dungeon Siege2, Sacred1-2, Diablo3, Torchlight1-2... In all of them, dualwielding implictly alternates weapons, so you hit with only one weapon at a time. Some of them allow character to make simultaneous attacks with both weapon as a "proc" (Titan Quest, Torchlight2). Some provide specific skills, that hit with both weapons simultaneously (Diablo2 and PoE, too). Others offer significant bonuses for dual-wielding (Diablo3, Sacred1-2, DS2). For example, using two weapons in D3 allows you to use two gems instead of one. It seems, you want PoE behave like Diablo2 did - dualwield was usually viable only for specific dual-wield skills (e.g. Frenzy for Barbarian and Dragon Claw for Assassin). I want Dual-wield to behave like D3/Sacred, OR Titan quest/Torchlight2. I believe, this is a better way, as it allows player to use ANY attack skill while dualwielding, not just few specific ones, thus, providing much more diversity and customization. IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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" Sacred 2 is a good example of worthwhile dualwielding, it's really very well done. Levelling dual wield weapon mastery allows you to mix and match weapons at will, however, it doesn't unlock special bonuses on weapons like inidividual weapon skills do. Also, skills use both weapons wherever possible, take inquisitor as an example. callous execution (heavy strike) - hits with both weapons in a quick sequence, if first strike kills target he will hit another one with the second like in pic http://www.sacredwiki.org/images/7/7e/Callous_Execution_DW_02.jpg ruthless mutilation (cleave) - same, swings both weapons at once dryad has a spin attack like sweep and she will also hit with both weapons with it chars that use sequence attacks like sera or shadow warrior hit faster and get more hits per use sera's dive attack will also hit with both weapons ... So? Are people using only DW in Sacred, I mean it hits with both weapons for full damage? Nope, shields are pretty good, you can do enough damage even without dual wield and weapon bonuses are very good. On the other hand, there are a lot of ways to be tanky without shields so you don't absolutely need them so DW is pretty tempting choice. Balance - pretty much spot on. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Editado por útlima vez por raics#7540 en 4 abr. 2014 4:39:25
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