You were talking about adding a Tenebrium bar to something.
But yes, even if the same 30% now instead of 100% that's still better than the magical variations since, as mentioned, few enemies resist Tenebrium.

Sure, but I always (and still) think Two-Handed, Single are totally junk anyway. Now they're a little less junk, but still junk.

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I'm not sure how your math works to figure that needing to spend twice the ability points to get the same or lesser damage is actually a damage improvement.

It's called Balancing.
You now need to spend more points to get overpowered than before? WHAT A TRAGEDY! I shed crocodile tears.
And you know what the funny thing is? It's *STILL* overpowered... heh.

Cause I don't actually need to play the game to remember Tenebrium was seriously OP, and this seems a good way (and often suggested might I add) to actually reign it in.

And no, I don't disagree we can talk about improvements... I do disagree however about statements as 'revert it' or 'buff it!' seeing it's still-OP state.

There's re-spec so it's not really much of a problem to reconfigure "on the fly". Now if this was a hard core RPG with permanent decsions on character development I would agree, but it's not.
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Since Tenebrium no longer adds damage, and is merely a prerequisite, and since higher-Tenebrium-rank-required weapons do not have a higher proportion of Tenebrium damage than Tenebrium-rank-1 weapons, then if Tenebrium Handling were to become a Talent granted for free from the quest/book, it would not actually change the game balance at all.

Yes, it would, since you would get "for free" higher powered weaponry. The balance is it's costing price in skill points.
More powerful weapon? More skillpoints investment. Makes sense to me rather than "more powerful weapon? Sure, here, it's free!"