Can we just do away with fake dual wielding already?

Why? If it's imbalanced then balance it. There's no reason to simply remove the mechanic though.
I think the main problem, as some others have mentioned earlier, is that they are superior to two hands and 1 handed builds in every way pretty much.

That is not my only concern though.
There is zero reason to go for a pure physical build at the moment, even with the use of bleed.

This is not a debate about which works, it is a debate about which build gets the job done best, and using a stat stick is winning in every way.

For reference, to see how strong it can actually get.

Mathil made a demostration.
https://www.youtube.com/watch?v=VMXnNE5fWFE&t=842s

Generally i dont have a problem with very strong items in the game. But once they become to easy to obtain, through trading or crafting or they make it seem like the most obvious choice in every build. Then it is just wrong in my oppinion.
Last edited by Anubis2108#3783 on Mar 19, 2018, 4:02:41 AM
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allbusiness wrote:
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LowBudget780 wrote:
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allbusiness wrote:
Like why is it even still allowed? It's clearly an abuse of skill mechanics and has highly unintended consequences (i.e. making 2H absolutely worthless outside of rushing early game with RT).


Offhand stat-sticks aren't exclusive to PoE.





Offhand stat-sticks in other games are balanced around the presence of offhand stat-sticks. PoE is clearly not, because 2H is basically worthless when you compare it to dual wield.



Considering Blade Flurry was already the best single target skill in the game, and Reave for long stretches of time (pre-AoE nerfs) was the best melee clear in the game, I'm not really sure why it's ok for both to get almost triple the damage boost from a stat stick. Your build alone currently shows how dumb stat sticks are.


Where are you getting worthless from? I've build 2h builds that make anything you've squibbed together look like a total mess. Dual Wielding is working as intended and in nearly a year of daily forum viewing you're honestly the first person I've seen complain about it.
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demon9675 wrote:
I recognize that there are more systemic issues here, but let's just start with a global nerf to the values of "% elemental damage as phys" mods on elder & shaper items. Getting 10-20% is still amazing; the fact that those even go up to 40% (more than a Hatred aura that requires mana reserved) is just a joke. Any item that has two or more 15% extra elemental damage mods is going to be fabulous anyway, and no build should be "broken" by this nerf because any build that requires 40-60% extra elemental damage to do somewhat decent dps just isn't very good.

Just nerfing the numbers is probably not good enough. There are four of such mods (on sceptres), three prefix and one suffix, so alt-aug-regaling something with two of them is not that hard. Another good suffix is ele. penetration, so that makes five desirable shaper mods you can hit.

Either make these mods local, so that they would apply only to "attacks with this weapon", or fix dualweilding skills to use both weapons, so that a top rolled phys weapon would be able to compete with a good rolled stat stick.

The current situation might be balanced for SSF, since it will take a while to loot an appropriate item of an appropriate ilvl and roll it into something good. But the markets should be flooded with such cheap upgrades that out-DPS a "properly" rolled offhand weapon. Which makes gearing up completely trivial.
When night falls
She cloaks the world
In impenetrable darkness
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zzang wrote:
Simple fix: weapon stats of weapons in dual wield setup are deactivated when not used by attacking skill. Bye Bye fake dual wielding.


How u want to play trap and mine?
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Anubis2108 wrote:

Generally i dont have a problem with very strong items in the game. But once they become to easy to obtain, through trading or crafting or they make it seem like the most obvious choice in every build. Then it is just wrong in my oppinion.


This is pretty much my only beef with this "fake" dual wielding thing.
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How u want to play trap and mine?


With spells, this would not be an issue; spells can be used with any setup.
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Ombre_vengerese wrote:
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zzang wrote:
Simple fix: weapon stats of weapons in dual wield setup are deactivated when not used by attacking skill. Bye Bye fake dual wielding.


How u want to play trap and mine?



Even i don't think this would be the best solution to deal with fake dual wielding, there would not be any issue with traps or mines. Simply because spells would not be affected at all (attack is the keyword) and every attack that can be used with traps/mines is either a Bow or Wand attack, so fake dual wielding does not apply. (and even if there would be a trap/mine that could use melee weapons in the future, it would just have to check at the moment of trap/mine placement if the offhand is part of the damage calculation or not)
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