0CART
×

Shopping Cart

Total: 0 USD
Home > Game News > Eso Gold

NEW 2H Abilities REVIEWED ESO

Naviblood1988: Thank god Uppercut looks more like we've mastered our blade than attempting to beat Tiger Wood's golfing record.

likes2playcatch: There's going to be alot of Bonk Dk builds running around in Cyrodil in update 49

Rudsterism: Somewhat agree with you on Cleave. More so that I think it’s just too big of a visual and I don’t like how the visual appears so much sooner than the actual weapon swing.

merpins: New uppercut goes from an overhead stance, and pops into an uppercut in one frame. It looks fine despite that, but feels weird and floaty compared to how heavy the original felt.

Dusk_ExE: So far so good with the refreshes. The major thing is the sound and giving attacks impact and a feel. I hope they keep it up with the other classes and weapons. This game is also way overdue for a new weapon alltogether. Maybe a spear or a magical gauntlet.

lucasjulian5628: Imho, It's the lack of hitstop that makes the weapon trails fall a bit flat for me. The trails are just being used to trace the path of the weapon, but it doesn't feel like they're being using to emphasize the actual "hit" part of the animation, if that makes sense. More visible weapon trails really need to fill both functions.

I agree that the absolute best use of dev time with these animation refreshes would be to look at light attack weaving and focus on making the weaves fit the abilities. If weaving is the correct way to play, it NEEDS to look correct too. Let the light attacks resolve into the guard position used in Uppercut, for example.

Personal preference with the last one, but there really should be FREE skill styles that change the vfx of the weapon trails for all moves in a weapon skill line. The orange used here looks right on a DK or maybe Templar, but clashes horribly with a Sorc's purple. If the weapon trails and exaggerated animations are to convey the type of move, the color should be used to make the skills feel more cohesive with each character's kit. I don't want weapon types to feel "wrong" on any class, and color can play a big part of that.

JGib12345: all the 2handed animations look like they'll go great with the DK but are too fiery/red/molten for other classes. Also the 2handed skill tree still needs a buff to it's passives to make it competitive.

ImPoStier: I want to see axes and maces taken out and made into their own trees, these animations are very long sword but don’t work for maces and great axe as much, they are completely different weapons that should get their own skills and animations imo

salinaember9527: best they can do with animations is make Light Attacks invisible. meaning, they still count towards your combat spam cancelling, but animations are hidden. can be a glow or other on screen effect to indicate you are light attacking to improve the flow of combat animations.

GatheredMyst: An improvement all around. The new sounds and weapon trails add that bit of punch and feeling of connection that was seriously lacking in the older animations. If I were to change anything, it would be to change the trails to a more steel color instead of red or orange. That way, at base, they work with any weapon set, and can be modified to other styles with the skill style system.

val_hallen: I don't get why it all has to be orange, and think buffs should be highlited for the whole duration, not just on cast. And the wave from the uppecut, just why.

imperialexplorer10: I dont like how huge and in your face the weappn trails are now. I worry that it'll make your character appear like they are using firey magic style attacks, when really it should just look like a regular sword swing. I also like the jump animation for the execution skill much more than the new awkward swing. Some of the new changes are good, but I'm not keen on some of the charges, changes that I'd not asked for as well. I get some players wanted changes, but for me I'm just left worrying if the devs will ruin my characters skills or not.

basedegg666: I was under the impression that 2h was going to get a much bigger rework, so I'm super disappointed that we're not seeing some passive reworks and more ability reworks to make it more viable as a front bar option. The animations are extremely nice though.

Nephesis: 1 i also like the closer to realism with the longsword guards and such.

2 i would love a new idle stance while the 2h is drawn.

ofuscado420: As a HEMA enthusiast, these changes are everything. Proper guards are long overdue, imo, and I can't wait to play around with the new 2h skill animations.

PapaDeusVult: Personally? It's all a step in the right direction, but it would be considerably better if ZOS improved them in a way as to exclusively show the character wielding the weapon with both hands during the execution of the abilities. After all, the skill line is called Two-Handed. And the fact that old and new Cleave are still a one-handed sweep as opposed to something more in line with something like how Uppercut operates is a missed opportunity for a more accurate portrayal of the weapon fantasy.

- Cleave could be portrayed (much like Uppercut) as a horizontal sweeping strike from right to left (and similarly from left to right) with both hands on the blade and a torque of the player model's hips, and spamming it essentially has its own reset animation like Uppercut does with the Ochs guard. Maybe a Neben/Tail guard as the starting point for each cleave.

- Critical Charge is nice; but again, it could be more two-handed. What I can think of is that the 'dash' part is a shoulder-check of some kind, and it concludes with the player model slamming their weapon with both hands into the enemy and thus producing the shockwave from the target. Alternatively, lean into the shoulder-check and let that be its own attack, while just letting the model hold the weapon in both hands during.

- For Reverse Slash, not really much to criticize. Maybe make the player model's stance look more stable since it's essentially a chunky, solid execution move. And much like Uppercut, it could have two directions since it's essentially a spammable.

- For Momentum, I would dare to say a compromise between the old and the new would be the way to go. In the old one, the player model is already holding the weapon with both hands. In the new one, that animation is lost, but the VFX is better. A compromise for me personally to do it like some kind of salute that concludes in that brandish at the end as if to get the weapon back to a battle-ready position. For the concept of the salute: if you're familiar at all with Final Fantasy 7: Crisis Core, the kind of salute that the character of Zack does with his own weapon.

Overall, it's got potential. Which is why it's a hope that ZOS gets it right. Details matter, after all

ZevielS: The new reverse slash i dont like too much but its still pretty cool. I do love all the other ones though. With berserker strike being a let down

Could be gold aura for buff morph and red for penetration. Uppercuts beautiful i may use it now instead of jabs

dibelmont7463: One thing I know for sure: we'll be getting a practically new game soon. I'm really glad the game has changed course with the new director. Most likely because the new director himself plays ESO.

hebertn0191: I love the change to uppercut and momentum!!! I agree that exaggerated weapon trails don't fit into elder scrolls. The game franchise capitalizes on a more grounded gameplay, feels like the department of Final Fantasy to have these more intense visuals.

jeantaylor2435: the reverse slice looks so much better. that lil 360 jump looked so dumb.

tiagofialho7015: That's all fine and dandy... but know what?

Im tired of physical habilities in games, specially mmos, having huge neon effects... Where is all the visual effects of blood, of debris, of "cutting the wind" at? Know what i mean?

Now everything is a lazy neon and players look like cristmass trees.

...guess ive grown out of it

shando5579: You saying for them to iron out the animations between light attacking and abilities... truer words could never have been said! I hope they can do that. :')

nightowl1337: I like the dizzying swing change a lot. I always thought the delay was clunky to use in PVP.

thomas00129: ya know i want specific animations for weapons like an axe having different idle and or swing animations compared to mace and greatsword

ericschmitz3605: I Hope they will Change Something with the Two Handed so Heavy Attacks can shine more with it. Im asking this because their ist a Passive which uses Heavy Attack to proc and i would Love to use it, but the heavy Attacks are a bit to slow ...

ЯрославСуський: 2H passives need something unique... for example, HA bonus damage.

Motawa88: Why don't they make custom

Animations and swords for swords, hammers etc?

Jan 20 2026

Buy ESO Gold

www.gamexfer.com is a professional game items Shop.
Copyright 2008-2033 gamexfer All Rights Reserved.
paypal support png webp
Live Chat