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Also I use lots of resistances while light weight (the miracle of 99 END + both talismans) helps too.
Still, bleed is useful against the 60+ VIG builds and rot may take longer to proc but I think it still as effective (when it procs).
Other buffs I dont have idea.
Hundreds of things. I think I tried to count the number of spells that got buffed one patch and counted over 100. I was going to count the Ash of War list too, but the list was about the same size.
There were also some buffs to entire weapon types. I know Colossals, swords and otherwise have had their overall speed buffed twice. All charged heavies were made faster at some point. Improved scaling and Guard counters were made faster on great- sized weapons. Elemental infusions (Magic, Fire, Lightning) improved. I believe recovery delay was reduced on great- sized weapon R1s, and greataxes were just made faster all around. Pretty much everything that wasn't an L1 or jump attack got improved across several weapon types -- mostly large weapons, but a few buffs made it towards unloved weapons like flails (they're still iffy, but better than launch).
1.07 through 1.09 have the most changes, if you want to reach their patch notes.
In comparison, the largest nerf might have been dual wield status buildup. L1 attacks now only deal 65% of their listed status buildup per weapon you swing with both weapons. So the damage is still practically double that of a single weapon, but the status buildup isn't much higher anymore.
Not really the case. Dual wield status buildup was nerfed, the AR you have while dual wielding was unchanged. Besides, four points:
-Dex isn't just dual wielding anyways, it has plenty of single wield options
-Strength dual wields too, but again, this is moot since dual wield AR was not nerfed
-Amongst the many weapons that got buffed, Claws, whips, flails and daggers were on the list, which dex can use.
-Dual wielding is still the most direct damage compared to 2handed in almost every case
Again, there were very few things that got nerfed, and it would be a real reach to interpret 'did not get buffed' as 'nerf' (especially since, with infusion buffs, Lightning and Fire are now stronger). One of the few things that did get nerfed, aka status effects specifically while dual wielding, is still one of the highest damage setups in the game.
If you want the full list of details, read the patches for 1.06, 1.07, and 1.08. Either the list of buffs is huge, or there's a few one-liners like "magic/fire/lightning infusion now better" that applies to every weapon that could receive it. Compare that to the occasional nerf like "Rot Breath lower base damage", and the buffs far outnumber the nerfs by a longshot.
There are way, way more viable specs now than there were when the game launched, by a longshot.
Note that PvP changes are separate from the rest, so take hearsay with a massive grain of salt as it may be inaccurate. Test for yourself.
In my experience, dual-wielding is less advantageous based on enemy type rather than some implicit, constant balance scheme as in PvP. I prefer to exploit the crumple mechanic as much as possible, even with a little straight sword.
Getting "critical" or "advantage" hits in without tons of prep and buff management is my way, and it feels stronger now than it did at release. Margit for instance was a joke after a 6-month hiatus with Lordsword SS +0.