Since there is some huge changes with stat cap, I want to ask - is there are some changes/balancing with races which doen't have some bonuses to any stat:
- Wood Elves
- Khajiits
and other races which have very minor bonus:
- Argonians
- Nords
- ...
Why? Coz damage is very depend on stat (mana, stamina), sustain, vitality and much more.
Also, I want to see some changes on passives. To be clear - orc last passive versus nord last passive - as heaven and earth, useless and usefull...Do you see orc sprint and win? I don't. Orc charge and win? Probably, but not with +6% lol.
Also, I want to know, when you will give us changing race option? Let it be cost $ option, but it should be.
Also, I want to suggest my vision:
1) Breton:
to make some bonus usefull coz unbalance spell resistance cap
Spell resistance - Reduce incoming spell damage by X%
2) Orc:
the hell, who use health recovery? most worthless parametre in game. you can make it even + 100% - it will be worthless anyway (hello vamps...). Until you fix health recovery stat cap. so
Robust - increase power by X
Swift - increase all speed (run, sprint, crouch, mounted) by X%
3) Redguard:
Melee fighters, athletics, unstoppable race with? nothing lol. regenerate stamina in combat? ok, combat is bugged and you will mostly in combat all time in cyrodiil, but if you fix this bug? what about regeneration all time?
Vigor - Increases Stamina Recovery by flat amount X and Increase Health by Y%
Adrenaline Rush - if you stamina lower than 20%, all regenerations increased by X for Y seconds. Z seconds cooldown.
4) High elves:
Pretty strong, but need some work. It is mage archetype race? Ok, but most of spells are magic damage, not elemental....
Spellcharge - Increases Magicka Recovery by X%.
Elemental Talent Increases damage with Cold, Fire, Shock and MAGIC effects by X%. (or increase spell power by X)
5) Wood elves:
No comments
Vigor - check redguards
Stealthy - pretty *** bonus for last passive. You will be detected anyway with inner fire or npc guards - no matter how metres it will give.
Stealthy - Undetected by any player magic while stealthed. Decrease npc detection area by X and player detection area by Y.
You can still be detected if get closer, but not by magic from 15 metres!
6) Khajiits:
Most weakness race atm imo. Yes, I play this race, but chose it before knowledge about how *** stamina builds are. Best asassins in game? Pfff. Only wool and tail.
Robust - see orcs
Stealthy - see wood elves
Carnage - increase crit chance by X. Yes, keep it like it is now, but also for spell crit. Or return at least 5% crit damage bonus to compencate lack of stats (aka damage)
7) Argonians:
Quick to Mend - Increases healing received by 2%. Also increase health by X%
Amphibious - Increase the effectiveness of potions by 5%. Melee attacks have a 10% chance to proc poison damage by X which reduce heling resieved by Y for 3 sec. Z second cooldown.
8) Dark elves:
Dunno, for me it is pretty balanced due fire resistance. May be last bonus should be more flexible for all classes. Not only for DKs
9) Nords:
Resist Frost - the problem is what almost no1 use frost lol. whats why you already give some extra HP bonus to this. Remake it whatever you want.
You can also remake all passives which gives some regeneration to calculate it without cap deminishing. As solution - give flat amount without deminishing!
Atm If you are already at soft cap for stat regeneration, this passives give nothing...
You can also invent new passives bonuses instead of current. With race change option it will not be problem.
All passives should be significant and give bonus all time - not just like it is now (remember nord vs orc)
dreams... it still will not be heard