I would think a passive that doubles the effectiveness of attributes on the weapon, or something of that sort would be a better fix, since tinkering with the items themselves would probably make crusaders overpowered.
2handers are fine , you guys are mislead by the sheetdps of a crappy 1hander tickling mobs with 1000-2000 minmax dmg
You couldn't be further from the truth. Sheet dps is completely irrelevant to the issue with 2 handers. first of all, basic math. 2300 1 hander + 300 damage off hand = 2600 damage. Most 2 handers range from 2400-2700. With a few rare exceptions exceeding that. Next up is stats. 2 handers at most can roll 1150 of a main stat. Meanwhile a 1 hander can roll 750 and an off hand can roll 750. 1500 is higher than 1150. Lets factor in off hands being able to also roll crit chance, resource regeneration, a legendary affix from both main and and off hand. There is a long list of reasons why 2 handers aren't viable vs 1 hander + off hand or 2 1 handers. And there is a reason why sader using 2 handers as 1 handers still have similar, and in some cases less damage output than other classes with similar level gear and regular 1 handers.
So you sir, are so offended by the sheet dps, that you fail to realize there is a serious problem with 2 handers on all classes except for the crusader.
That's literally the only viable 2H others thanSchaefer's hammerbecause of elemental damage + a good proc which fit a unique niche build. That shouldn't be the fate of 2h's. they definitely need a buff.
The main problem with 2 handers is that they only have 50% more stats, at best, then 1 handers, and even then for only a few stats (weapon damage, primary stat. Things like Attack Speed, Critical Strike Chance, sockets, ect, come equally on 2 handers and 1 handers)
Thus, dual-wielding generally means that you get 50%->100% more stats, depending on what you are going for (50% more weapon damage, 50% more primary stats, 100% more of most secondaries, 1 extra socket, ect). In order for 2 handers to actually compete with 1 handers, they need to have DOUBLE ALL the stats that 1 handers do. If it rolls a socket, it will always roll 2 sockets, if it rolls attack speed, it rolls 75-100% more attack speed then a 1 hander, ect.
So yea. With the exception of outstanding legendary procs, the majority of 2 handers are useless by everyone but Crusaders, who pretty much HAVE to take heavenly strength in order to do viable damage.
as for the Crusader, maybe he should be restricted to 2-handed flails
No. An idea in a different thread was good- Crusaders should be able to use 2 handers baseline with the movement speed penalty, Heavenly Strength removes the movement penalty for 2 handers and adds extra damage for 1 handers so that both are equal.
Well I think the 20% damage bonus for Two-handers as passive slot might be not good enough, but I've made the experience that when I found a near decent twohander and compare it with a decent onehander, there surely is a difference. But I think another problem - when it comes to pick Onehanders over Twohanders - is the fact, that most of the Twohanders just don't have decent Procs or extras. Okay we got that sword with that throwing axe, dealing nice damage. And we got that 'demonic explosion' sword (Scourge was it name, aight?). But most of the procs are just not that good like TF proc or Odyns Son proc.
There needs to be a solution to make 2 handers attractive for all potential classes but leave them as good as they are for crusaders. And I think this can only be realized thru passive skills. (tho i admit the idea of 2 sockets for 2handers). AND one must have: Give the legendary 2h Staffs some nice procs. They are shitty atm.
Monks have a class specific 2-H weapon type that almost nobody uses. Either everybody that plays monk is stupid, or these daibos are broken. There's no reason whatsoever for daibos to have the same attack speed as a giant iron battle axe.
Why are we worried about the Crusader being over-powered with 2-handers? Just put something in the Heavenly Strength passive that nerfs damage from 2 handers by X% instead of the movement speed, and viola, a solution that allows you to buff all 2H weapons. The Crusader will still get the benefits of all the other stats, which in combination with a shield with %crit, should even things out.
Agreed. I've never used a diabo on my monk. I thought the character was supposed to be about speed? Shouldn't fist weapons have the highest attack speed of any weapon anyways? And Diabos should have 1.3 minimum attack speed.
This is what I think of when I imagine my monk with a diabo. Speed. It's not a damn claymore.
- Buff all 2 hander's damage by 20%, EXCEPT diabos, and increase the possible stat rolls for all 2handers to be on par with dual wield/1hand & source (Including 2 sockets) for all 2 handers, INCLUDING diabos
- Change the base speed of diabos to 1.30/1.35. This is instead of the 20% all other 2 handers get
-Change heavenly strangth to give a 10-20% damage reduction, instead of the horrible movementspeed thing that's totally hampering that class atm.
The main problem is the active resource regeneration in D3. 2H are much slower so u get less resources which results in lesser use of spenders which results in less damage. To keep up with DW u need a lot of resource cost reduction or passive resource regeneration.
Yes, 2h-ers would probably need about 2x resource generation for me to even consider one, if it could SOMEHOW match my autoattack DPS.
Honestly, using Thunderfury and Odyn Son (with a stupid crappy damage roll), there's not a 2h-er in the game I could use, regardless of any rolls it got. Hell, it could have 2 sockets with perfect stats and it would still be a loss for me. 2h-ers are in a bad way right now. Really annoying as I could have a 3-piece IK set bonus if I was willing to wield that stupid IK 2h-er.