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Dual Zoren...


SpiderWaifu
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Hmmm... Well maybe after we do some testing, I am nowhere near close to doing any of that because I still do not understand the game fully. We could collate all this information and maybe suggest a buff to this particular weapon. Or even bring it up to the Dual Skanas. Maybe we are missing something, it doesn't seem right to add a weapon that is useless in comparison it has to have some advantage.

@Wolfereign I like your thinking sir. I normally sit at the back and deal some DPS and if CC is needed I come in and take care of it, I only need to hack and slash if enemies come at me, could complement my play style. However if I were looking to build a Melee Specialist and be a "Tank", I would choose something else.

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If this weapon needs a buff its only a slight one. buff it to mutch and it will obsolete the dual scana because it has twice the attack speed. I do notice that if a freeze a target with Frost my dual zoran will do more damage. I do not know if this is the same with all melee with this skill

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I don't think any weapon should trump another. It should be situational or play style or even specialised.

I am going ahead with building the Zoren and will use them until they are maxed and then see whether I like them and whether I want to fit them into my play style.

I have so much to do on this game my Nyx is so low level and I need it to catch up. I don't stand a chance. :(

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Costs more than dual skanas, perform worse than dual skanas.

As the poster above you stated, it takes two hits from the dzorens to crack a crate, while it only take one dskana hit to do the job.

The "Same as the others" was directed at the upgrade tree. It's the same as every melee weapon.

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I don't think any weapon should trump another. It should be situational or play style or even specialised.

I am going ahead with building the Zoren and will use them until they are maxed and then see whether I like them and whether I want to fit them into my play style.

I have so much to do on this game my Nyx is so low level and I need it to catch up. I don't stand a chance. :(

Many of the ? Alert BP weapons are better than the Cronus, Skana, and even eachother. End game weapons that require rank and BP should be better than early credit weapons.

The Furax seems to be an exception as it's absoluetely amazing!

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The "Same as the others" was directed at the upgrade tree. It's the same as every melee weapon.

Oh. That, i believe, it's being worked on.

Dual skanas should go for more "rate" upgrade slots (They are lighter), more "charge speed" and "crit chance" slots. The dual zoren perhaps could go for more "damage" upgrade slots (They are heavier), more "charge damage" and "crit damage" slots.

At the end you'd have two dual wield melee weapons that have more or less the same DPS, but different functions. With the higher "rate of swing" of the skanas, they would be ideal to clear infected. The heavy hitting (and also faster rate, compared to single wielded weapons) Zorens would be perfect to clear those pesky moas.

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OK, I'm a little steamed. 15 base damage? Really? No special effect either (like knockback, armor pierce)? I really think that they need a damage buff. Like, a DECENT one. Not 5 or 6. An axe is meant to overcome armor to some degree (leastways more than a sword) due to the increased weight behind the swing, relatively small area of impact etc etc - a charged hit cannot kill a lvl 1 Grineer Lancer? Your default, unranked Skana can, but something you have to find materials for and then spend money on crafting can't? What gives? Why would I choose this weapon over ANY of the current alternatives? To be clear, a pair of axes have less effect on an enemy than a long stick (the Bo)!

I feel like Melee weapons need a bit of a base damage buff across the board. At least +10 to everything. And the Zorens should have higher damage and armor pierce potential than the Dual Skanas with a lower rate. Give the Dual Skanas (and prolly Furax too, they're fist weapons - they shouldn't hit at the same rate as the Scindo ffs) 2.0 rate to start with and the Zorens maybe 1.5. One handed blades perhaps 1.2/1.3.

I say this because at the moment I feel like most melee weapons are just there for aesthetic appeal. On enemies past lvl 20, you only use them if you're either desperate, feeling cocky or levelling them. If you're going toe to toe with enemies, you need to be dropping them quickly, not bashing them like some kind of MMO elite mob - there are usually too many enemies laying on the hurt at any given time for that kind of crap to exist here, but it's what usually ends up happening.

The farming (main part of the game at the moment) is happening on enemies between level 30 and 50, so that is where the focus for viability of weapons should be.

Edited by psyanide
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Just listen to me. You took a sword, split it in two. You get two faster attacking weapons, with slightly lower damage.

They took a huge axe, split it in to THREE parts, and threw away one. You got two faster attacking weapons with flimsy damage, unless you specialize in melee, like my Volt does.

Edit: The damage spread also makes no sense. 1350 damage to unarmored, upright infested. 10% of that damage is done to chargers. 10% of the damage done to chargers, is how much it hurts the Ancients.

That 1.3k damage will be against Leapers I'm guessing. When they jump at you (and a second before/after) they take Massivly increased damage, anything can 1-hit kill them.

And yes, I used them for a bit, then sold them. High rate of fire low damage works out to the same DPS as Medium/high rate, med/high damage in theory, but in practice anything with even a bit of armour is going to laugh those widdle axes off.

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my dual skanas are a click fest as it is (swapped melee to thumb button on mouse) and with annoyingly crap damage compared to pretty much anything else, but they have style (not been lucky enough to find any good + melee dmg for my ash, only a 39% and a 24%) i was hoping the axes would be a bit slower but heavier hitting, give dual wield a armour piercing option, i dont liek the look fo the furaxs but damn are they insanely good.

but what we got are just so weak even vs infested you can barely take them out before they explode on you (unless your lucky enough to have insane + melee dmg mods you lucky gits or are wasting time testing on low mobs),

to make it worse, they are just too damn small, i ws hoping for a pair of nice axes, i got a pair of damn hatchets / tomahawks, would be cool if we could throw them at this size over a short range, but they need to be bigger as they are.

laters

Monk

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Hmm. so I just tried the level 1 Zoren on my un modded Rhino against the Grineer

Normal Attacks = 5 Damage

Charge = 50 Damage

Added mods and leveled them up to 4.

Weapon = +12% Melee Damage

Frame = Around +250% Malee Damage

Normal Attacks = 13 Damage

Charge = 50 Damage (Erm......)

Is there some kind of damage cap on these things?

melee damage isnt the same as charge damage 13 is well over 100%+ increased damage.though not near 250%

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I never knew that they were seperate things.

they shouldnt be. melee damage should apply to damage done by the melee weapon.

also.

the dual zoren needs a buff, presently. keep the low damage but increase the charge damage to at least 150 - these are hand axes afterall. not daggers. these things are designed to shatter armor. in that vein they also needs some armor peircing/armor ignore added to them. dual zoren are possibly the weakest weapon in the game right now. the only way to fix it is to give them a huge buff.

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