Holycannoli wrote: »Do NOT touch my imperial passives. Orc, redguard and argonian need the biggest changes but leave imperial alone.
I have, but I really don't see why it needs to be tested, as the level of relative materiality is largely irrelevant. 12% to max health and 10% to stamina. Other races get at most 10% to one, and Orcs/Dunmer get 6% to health/stam, so 12% overall. So essentially double the bonuses of any other race. In a game that no longer has softcaps, meaning these percentages hold full force at endgame. It is unambiguously unbalanced.For those who say the imp racials grant god mode, do you actually play one? If so do tell how these racials are god mode with build/kit/etc because I've had one since launch and while he has a bit of extra health I would hardly call him god mode. I can't imagine 1.6 will change these racials so much that to be the case but I would truly love to understand why they are considered so.
Verdwhisper wrote: »Imperial? Really? Take away health buff, i dont care, buff red diamond, it is ridiculously useless! 10% proc. U cannot count on that.
I agree, the Hp proc is significantly less concerning than the outright stats. Thanks for the clarification, MSG.
Verdwhisper wrote: »Imperial? Really? Take away health buff, i dont care, buff red diamond, it is ridiculously useless! 10% proc. U cannot count on that.
except for 10% of the time ofc
madangrypally wrote: »These are currently the Racial Passives on the PTS.
Racials:
Imperial:
- Max health: 12%
- Max Stamina: 10%
- 6% max health restored on melee attack (dont see a cd listed)
The health recovery passives are stupid. They need to be replaced or have another bonus added. Off the top of my head if they are bent on keeping the health regen add 6% max health to the passive. Just the first suggestion I thought of I am sure someone may have a better one.
madangrypally wrote: »These are currently the Racial Passives on the PTS.
Racials:Breton:
- Max Magicka: 10%
- Spell Resistance: 3,000
- Reduced Magicka Cost: 3%
Argonian:
- Increase swim speed by 50%. Gain 6% of max health, stamina and magicka on potion use.
- Poison/Disease Resist: 1440. Max Health 3%
- Increase Healing received: 6%
Wood-Elf:
- In-combat Stamina Regeneration: 21%
- Poison/Disease Resist: 1440. Max Stamina: 3%
- Decrease Stealth Radius: 3 meters, Increase damage done while stealthed by 10%
Nord:
- In-combat Health recovery: 30%
- Increase Cold Resistance: 1984 Max health 3%
- Reduce incoming damage by 6%
High-Elf:
- In-combat Magicka Recovery: 9%
- Max Magicka: 10%
- Increase damage with Frost, Fire, and Shock
Orc
- Max Health and Stamina: 6%
- In-combat health recovery: 30%
- Reduce sprint cost: 12 and increase sprint speed: 10%. Increase charge damage by 6%
Dark Elf
- Max Stamina and Magicka: 6%
- Resust Flame: 2016 Increased Max Magicka 3%
- Increase Spell Damage with Fire effects by 7%
Redguard:
- In-combat Stamina Regen: 9%
- Max Stamina: 10%
- 3% Max Stamina restored on melee attack. 3 sec cd
Khajit:
- In-combat Health recovery: 30%
- Decrease Stealth Radius: 3m Increase damage done while steathed by 10%
- Increase weapon critical 6%
Imperial:
- Max health: 12%
- Max Stamina: 10%
- 6% max health restored on melee attack (dont see a cd listed)
If taking a look at the above passives some glaring problems become apparent. ZoS needs to give a good hard look at the above passives and balance them as much as possible.
Pretty sure imperial does have a CD, probably 30 seconds and only triggered when under a certain percentage.
But the fact is the disparity means nothing at all, these racials aren't going to let win a match by hitting a certain button others don't have, they are stats to diversify them and make them, they even require skill points to be put into activate them.
madangrypally wrote: »These are currently the Racial Passives on the PTS.
Racials:Breton:
- Max Magicka: 10%
- Spell Resistance: 3,000
- Reduced Magicka Cost: 3%
Argonian:
- Increase swim speed by 50%. Gain 6% of max health, stamina and magicka on potion use.
- Poison/Disease Resist: 1440. Max Health 3%
- Increase Healing received: 6%
Wood-Elf:
- In-combat Stamina Regeneration: 21%
- Poison/Disease Resist: 1440. Max Stamina: 3%
- Decrease Stealth Radius: 3 meters, Increase damage done while stealthed by 10%
Nord:
- In-combat Health recovery: 30%
- Increase Cold Resistance: 1984 Max health 3%
- Reduce incoming damage by 6%
High-Elf:
- In-combat Magicka Recovery: 9%
- Max Magicka: 10%
- Increase damage with Frost, Fire, and Shock
Orc
- Max Health and Stamina: 6%
- In-combat health recovery: 30%
- Reduce sprint cost: 12 and increase sprint speed: 10%. Increase charge damage by 6%
Dark Elf
- Max Stamina and Magicka: 6%
- Resust Flame: 2016 Increased Max Magicka 3%
- Increase Spell Damage with Fire effects by 7%
Redguard:
- In-combat Stamina Regen: 9%
- Max Stamina: 10%
- 3% Max Stamina restored on melee attack. 3 sec cd
Khajit:
- In-combat Health recovery: 30%
- Decrease Stealth Radius: 3m Increase damage done while steathed by 10%
- Increase weapon critical 6%
Imperial:
- Max health: 12%
- Max Stamina: 10%
- 6% max health restored on melee attack (dont see a cd listed)
If taking a look at the above passives some glaring problems become apparent. ZoS needs to give a good hard look at the above passives and balance them as much as possible.
Pretty sure imperial does have a CD, probably 30 seconds and only triggered when under a certain percentage.
But the fact is the disparity means nothing at all, these racials aren't going to let win a match by hitting a certain button others don't have, they are stats to diversify them and make them, they even require skill points to be put into activate them.
There's no cooldown on Red Diamond. You can test this via caltrops on a large mob(s). It's essentially an irregular HoT. The Imperial race does add up as the best race when it comes to raw stats. So much so that I've been wrongfully accused of exploiting on PTS because their stat bonuses are that good.
It's hands down the most well rounded race in the game and offers the biggest advantage to max your raw attributes.
I'm waiting to see what other changes to racials there will be before judging, but so far there do seem to be imbalances - redguard stamina regen 9%, wood elf 21% - it does not make sense for two races to have the same specialization, but one of them being more than twice as good.
xsorusb14_ESO wrote: »Hmm, wonder why Dark Elves get more Flame resist then Nords gets Cold Resist?
Pretty sure imperial does have a CD, probably 30 seconds and only triggered when under a certain percentage.
I'm waiting to see what other changes to racials there will be before judging, but so far there do seem to be imbalances - redguard stamina regen 9%, wood elf 21% - it does not make sense for two races to have the same specialization, but one of them being more than twice as good.
I don't think it's useful to pull one bonus out of a package of three and compare just those. Pretty sure that woodelves got more passive regen due to the weakness of their other racials.
PlagueMonk wrote: »Here is what I think the Argonian passives should look like:
Guerrilla Warfare Expertise (3 ranks) – Increases movement speed while stealthed by (7/14/21)% and increases non magicka based attacks while stealthed by (3/6/9)%
Amphibian Physiology (3 ranks) – Increases swimming speed by 50% and health regen (7/14/21)%
Argonian Hardiness (3 ranks) – Increases maximum Health by (3/6/9)% and Increases Poison/Disease resistance by 1440. Disease resistance should apply directly to disease abilities, lessening their effect by a flat amount (including meatbag catapults)
This is completely in line with other races.
I'm waiting to see what other changes to racials there will be before judging, but so far there do seem to be imbalances - redguard stamina regen 9%, wood elf 21% - it does not make sense for two races to have the same specialization, but one of them being more than twice as good.
I don't think it's useful to pull one bonus out of a package of three and compare just those. Pretty sure that woodelves got more passive regen due to the weakness of their other racials.
The other two racials are not weaker tho, at least not to an extent that would warrant the first to be more than twice as good. 10% damage bonus for sneak attacks is nothing to scoff at, and poison resist is helpful against snipe spam.
The other two racials are not weaker tho, at least not to an extent that would warrant the first to be more than twice as good. 10% damage bonus for sneak attacks is nothing to scoff at, and poison resist is helpful against snipe spam.
10% bonus dmg from sneak which works only once during a fight
wile with 10% increase to max stamina/magicka you get increased damage all the time.
10% increase to one of the strongest attacks in a game where high burst is often the only way to get a kill. I would not underestimate this. Once per fight is true, but if it can make the fight end before it even started, you don't need it more than once per fight.
Argonian passives are dreadful, without exception.
The new potion passive is less effective and less versatile than the one it replaced and is not only weak - it is the only passive that costs money to use!
The resist is weaker than it used to be (does not appear to have been correctly scaled) and is only useful against a relatively small set of abilities (some PVE and a few bow and NB ones).
and the healing received is directly comparable, but worse, than the Nordic damage resistance.
Oh and swim speed is strictly fluff only as it doesn't help in PVP (slaughterfish).
The whole set needs to be reconsidered with an actual racial theme in mind, rather than a random selection of disparate and ineffective passives. If Argonian s are supposed to be a race that excels at survival in hostile environments then think of how they do that... it is not through drinking endless potions and having a pocket healer.
I suggest that if we have to keep something like these facials, then the 6% healing received should be changed to healing output (Argonians are not known as a tank race, but they have healers all over the place).
The potion passive changed to be something other than potion based unless potions get a serious revisit. Maybe something based on hist skin or a straight stamina bonus passive.
And the resist be buffed, and/ or the health component.
Naturally we should keep our fluff swim buff
I suggest that if we have to keep something like these facials, then the 6% healing received should be changed to healing output (Argonians are not known as a tank race, but they have healers all over the place).
The potion passive changed to be something other than potion based unless potions get a serious revisit. Maybe something based on hist skin or a straight stamina bonus passive.
And the resist be buffed, and/ or the health component.
Naturally we should keep our fluff swim buff