It just occured to me while playing Guild Wars 2 (which had a similar issue a few years ago), is there a (balance) reason why 2H weapons can only have one slotted component instead of two? It seems like a huge buff for dual wielders.
My guess is that it’s more of a technical reason but maybe I’m wrong on the balance thing so I’d like to hear your thoughts about this.
I’m sure someone else has a more historically sensitive answer than the one I’m going to give here: 2H weapons are very strong as they are with a limit of one component & augment; since 1Hs are fundamentally weaker, they are given a chance to ‘catch up’ by having more augments and components available to them.
For the Augment part the two hand version are always nearly the double of the 1 hand (or shield or off-hand) version.
It is honestly the component that I would have to agree with the OP having two can make a difference (even more when there is skill attached to those component)
The components mainly gives +% bonuses, which means that their bonuses scale with the item it is applied on, so having 1x2H weapon with % bonuses instead of 2x1H weapons with % bonuses by itself it not much the problem.
2 slots for the 2H weapons? Why not more? Diablo II for instance featured weapons with up to 6 component slots and nobody ever complained about this kind of missing feature here as far as I remember.
The main problem in my opinion is more about having the bonuses of the 1H weapons stacking over each other, and not having the 2H weapons with the stats that they really are supposed to have.
It is really a matter of point of view here. But Grim Dawn being such a bonuses fest, I am not sure that most players are going to miss or even just notice another +30% damage bonus.
I don’t see it as a huge issue, as most components I end up using in my weapons are for the skill, not so much the stats. The only time I notice the limit is when I end up short on both Aether and Chaos resistance.
As much as there are components more or less specific to medals or guns or off-hands, there could be super-components that can only be used on big (2H) weapons, or components with an additional bonus that only applies on 2h weapons, exactly like the +skill bonuses that only apply depending on the build masteries.
Still disagree, it’s not really sufficient. Even with your suggestion, because a component can only grant one skill, a 2H weapon will never be able to use - for instance - Bloodthirster + an Aether resist aura. ‘Super components’ still aren’t as good as the utility gained from two individual components and would just further clutter up people’s inventories.
I’m more than happy to have this argument again, but everything I have to say has already been said in those two aforementioned threads.
I am converting my 2hand builds to shield types… please show some more love to 2hand… maybe making them weapons more powerful with more resists :undecided: :rolleyes:
If you want more resistances, you have to go for a shield. That is the way it is.
The way of the 2Hers is the way of “maximal damage but maximal weakness”. The glass executioner/sniper: It is the first one who hits who wins.
I don’t say though that some 2h weapons shouldn’t be balanced. There should be options for everyone. But there definitely should be end game 2h weapons that are complete exterminators: executioner swords and bazooka-rifles. Full offense. I don’t care about your attacks because you won’t have time to perform them anyway.
At the moment, late game 2hs are mostly just another weapons, nothing more, and those are questionable rewards for those who have chosen to go the 2H way.
In my opinion, if you manage to get a end game character with both full offense (maximal damage output) and full defense (maximal damage resistance + health), then this can only mean that the game is broken.
If there is one choice that is much better than all the others, all the other choices turn out to be meaningless and the whole game turns into a bot game and is no longer worth playing.
The players have to make choices and get rewards and penalties for them.
So, no, I think not. Going 2H should mean going full offense in my opinion.
The dual wielders go full offense with quick attacks from various damage types, with plenty of bonuses and effects,
the 2Hers should go full offense with massive damage from more specific damage types and effects.
Otherwise, it is not going to make much difference at the end what the builds really are about, and this does not help the game.
Damage resistance alone is not ‘full defense’. If all you focus on is resists and ignore your health, DA, armor, armor absorption, and general damage absorption, Ultimate will slaughter you.
Fixed. I thought that this would be self-explanatory enough.
I agree about the health points. Of course the health pool is a critical part of survivability, but the resistances is the #1. You can have 20K HP, if your resists are 0, you are basically stuck in the first town in ultimate. A 5K HP guy with all res maxed and a decent regen/conversion has more survivability than a 15K HP one with all res to 30% or less and no regen/conv I think, with the exact same attacks. I am not completely sure, but I would personally feel more confident with the first one in those examples.
I disagree however about armor and defense. Of course good armors and defense rating make some difference to some extend, but since all you need is just enough armor and defense not to get hit with massive damage on a permanent basis, and that it will tend to build up by itself anyway more or less steadily with the gear switching and with the masteries, and that the HP and resistances will then help mitigating the remaining damages anyway, I do not consider those as much critical, unless I really focus on a melee front build.
And about the damage absorption, I have to admit that I have never really noticed any real difference between my build with some DA and those without. This is really one of those things that looks really good on the paper but that you hardly notice in game to me.
I’d like it if you could craft 2h versions of components at the blacksmith.
That way it wouldn’t clutter the drops further (although it would make the crafting list longer).