ZOS_Gilliam wrote: »High Elf
[*]Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
[*]Spellcharge: 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
[*]Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
[*]Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
Developer CommentHigh Elf culture is heavily ingrained with the belief of destiny and birthright, so we wanted a passive that highlighted their ability to harness their innate powers, or class. Granting them a unique resource when accessing a class ability really gets that feeling off and makes it much more engaging than the previous flat recovery bonus.
On top of that, High Elves are well known for being powerful spell casters, and we wanted to make this race feel more powerful when they were charging up a powerful ability.
Argonian
[*]Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
[*]Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
[*]Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
[*]Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
Developer CommentArgonians by nature are resilient creatures, adapting to their surroundings and accumulating themselves to the environment. Their ability to shrug off potent diseases makes them harder to take down, and their connection with the Hist empowers their will for life. Their bonus to Healing Done makes them gifted at healing themselves or their allies, while their resource return after drinking a potion helps them stay in the fight. Regardless of their role, their ability to recuperate and get back into the fray is something to respect.
Previously Argonians offered far too many stats and they were mathematically twice as good as some races. This retracted from the unique feeling we wanted each race to have, since their bonuses were all over the place. Now they should have more of some stats that make them stand out a bit more, while they’ll have less in other areas that weren’t in line with that vision.
Wood Elf
[*]Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
[*]Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
[*]Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
[*]Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.[*]A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
Developer CommentThe thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
Breton
[*]Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain → No changes
[*]Gift of Magnus: 10% Max Magicka → Increases your Max Magicka by 2000.
[*]Spell Resistance: 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
[*]Magicka Mastery: 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
Developer CommentThe Breton race is a proud one, and well attuned to the natures of magic. Their natural hardiness paired with arcane ability allow them to shrug off powerful spells and retaliate in quick succession with their own. This is shown in their bonuses to their Magicka pool, as well as their high resistance to spell attacks. Bretons should be feared for their ability to constantly weave spells with little delay.
Dark Elf
[*]Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
[*]Dynamic: 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
[*]Resist Flame: 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
[*]Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
Developer CommentDark Elves are a sophisticated race that can thrive in the harshest conditions. Intelligent and quick, they are well versed in blade or magic, giving them a keen advantage in juggling between the two. By giving them a balanced bonus of Weapon and Spell Damage, as well as Magicka and Stamina, their natural cunning and versatility will be demonstrated as they can fulfil any role.
Imperial
[*]Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes
[*]Tough: 12% Max Health → Increases your Max Health by 2000.
[*]Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000.
[*]Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 1750. Reduces the cost of your Block and Bash abilities by 5%.
Developer CommentStout and hardy by nature, the Imperial race is one of order in battle and culture. They stand strong and unified, regardless of what hardships face them. This is highlighted with their powerful bonuses to constitution, and ability to push back when under pressure.
Khajiit
[*]Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket → No changes
[*]Nimble: 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
[*]Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
[*]Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
Developer CommentThe Khajiiti race is one of intrigue and versatility, with a natural ability to adapt to any walk of life. Under the guidance of the moons they can fulfil any role, with a well-rounded bonus to all resources. We also wanted to better demonstrate their keenness for subterfuge and trickery, so they now have more access to critical strike chance and sneaking potential, regardless of what proficiency they build into.
Nord
[*]Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
[*]Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
[*]Resist Frost: 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
[*]Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
Developer CommentThe hardy Nords reigning from Skyrim are well accustom to the hardships of life. With a bonus to constitution and their ability to shrug off the bitter cold, they can soak up immense amounts of damage. Their ability to snap back from punishment is highlighted with their new Ultimate gain passive. We changed their flat damage reduction to Resistances, so it better scaled with all playstyles, and allowed for different build paths than it did before.
Orc
[*]Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
[*]Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
[*]Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 380 Health and Stamina. This effect can occur once every 4 seconds.
[*]Swift Warrior: 4% Melee attack, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
Developer CommentThe Orc race is one of honor and code. Well known for their aggressive combat style, we wanted to showcase this by helping them keep up the fight with their new recovery when utilizing any weapon. Their previous bonus to Melee Damage was too niche, and we wanted Orcs to feel powerful with less restrictions. Since we’re giving them more damage and aggression, we also wanted to dial back on some of their defensive power.
Redguard
[*]Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs → No changes
[*]Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
[*]Conditioning: 10% Max Stamina → Increases your Max Stamina by 2000.
[*]Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
Developer CommentFierce and resilient, the Redguard race are well respected for their physical combat prowess. We wanted to emphasize their cultural background of being well versed in the ways of combat by granting them a cost reduction bonus for weapon abilities, while pulling back from some of their passive recovery. Instead we’ve moved it more into their offensive staying power with Adrenaline Rush to highlight their natural advantage to attrition.
in case you haven't had a chance yet to see the new racial passive adjustments:ZOS_Gilliam wrote: »High Elf
Developer Comment
- Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
- Spellcharge: 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
- Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
- Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
High Elf culture is heavily ingrained with the belief of destiny and birthright, so we wanted a passive that highlighted their ability to harness their innate powers, or class. Granting them a unique resource when accessing a class ability really gets that feeling off and makes it much more engaging than the previous flat recovery bonus.
On top of that, High Elves are well known for being powerful spell casters, and we wanted to make this race feel more powerful when they were charging up a powerful ability.
ArgonianDeveloper Comment
- Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
- Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
- Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
- Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
Argonians by nature are resilient creatures, adapting to their surroundings and accumulating themselves to the environment. Their ability to shrug off potent diseases makes them harder to take down, and their connection with the Hist empowers their will for life. Their bonus to Healing Done makes them gifted at healing themselves or their allies, while their resource return after drinking a potion helps them stay in the fight. Regardless of their role, their ability to recuperate and get back into the fray is something to respect.
Previously Argonians offered far too many stats and they were mathematically twice as good as some races. This retracted from the unique feeling we wanted each race to have, since their bonuses were all over the place. Now they should have more of some stats that make them stand out a bit more, while they’ll have less in other areas that weren’t in line with that vision.
Wood ElfDeveloper Comment
- Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
- Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
- Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
- A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
BretonDeveloper Comment
- Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain → No changes
- Gift of Magnus: 10% Max Magicka → Increases your Max Magicka by 2000.
- Spell Resistance: 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
- Magicka Mastery: 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
The Breton race is a proud one, and well attuned to the natures of magic. Their natural hardiness paired with arcane ability allow them to shrug off powerful spells and retaliate in quick succession with their own. This is shown in their bonuses to their Magicka pool, as well as their high resistance to spell attacks. Bretons should be feared for their ability to constantly weave spells with little delay.
Dark ElfDeveloper Comment
- Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
- Dynamic: 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
- Resist Flame: 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
- Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
Dark Elves are a sophisticated race that can thrive in the harshest conditions. Intelligent and quick, they are well versed in blade or magic, giving them a keen advantage in juggling between the two. By giving them a balanced bonus of Weapon and Spell Damage, as well as Magicka and Stamina, their natural cunning and versatility will be demonstrated as they can fulfil any role.
ImperialDeveloper Comment
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes
- Tough: 12% Max Health → Increases your Max Health by 2000.
- Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000.
- Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 1750. Reduces the cost of your Block and Bash abilities by 5%.
Stout and hardy by nature, the Imperial race is one of order in battle and culture. They stand strong and unified, regardless of what hardships face them. This is highlighted with their powerful bonuses to constitution, and ability to push back when under pressure.
KhajiitDeveloper Comment
- Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket → No changes
- Nimble: 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
- Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
- Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
The Khajiiti race is one of intrigue and versatility, with a natural ability to adapt to any walk of life. Under the guidance of the moons they can fulfil any role, with a well-rounded bonus to all resources. We also wanted to better demonstrate their keenness for subterfuge and trickery, so they now have more access to critical strike chance and sneaking potential, regardless of what proficiency they build into.
NordDeveloper Comment
- Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
- Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
- Resist Frost: 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
- Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
The hardy Nords reigning from Skyrim are well accustom to the hardships of life. With a bonus to constitution and their ability to shrug off the bitter cold, they can soak up immense amounts of damage. Their ability to snap back from punishment is highlighted with their new Ultimate gain passive. We changed their flat damage reduction to Resistances, so it better scaled with all playstyles, and allowed for different build paths than it did before.
OrcDeveloper Comment
- Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
- Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
- Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 380 Health and Stamina. This effect can occur once every 4 seconds.
- Swift Warrior: 4% Melee attack, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
The Orc race is one of honor and code. Well known for their aggressive combat style, we wanted to showcase this by helping them keep up the fight with their new recovery when utilizing any weapon. Their previous bonus to Melee Damage was too niche, and we wanted Orcs to feel powerful with less restrictions. Since we’re giving them more damage and aggression, we also wanted to dial back on some of their defensive power.
RedguardDeveloper Comment
- Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs → No changes
- Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
- Conditioning: 10% Max Stamina → Increases your Max Stamina by 2000.
- Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
Fierce and resilient, the Redguard race are well respected for their physical combat prowess. We wanted to emphasize their cultural background of being well versed in the ways of combat by granting them a cost reduction bonus for weapon abilities, while pulling back from some of their passive recovery. Instead we’ve moved it more into their offensive staying power with Adrenaline Rush to highlight their natural advantage to attrition.
i peeked through them a bit yesterday - need to spend a little more time with them soon...
one thing that sticks out to me is that by doing away with the percentage buffs and replacing them with flat rates significantly reduces a lot of those buffs for all races...
TequilaFire wrote: »Will be interesting to see what Brian will bring to combat balance now that Eric is gone.
In the meantime my Templars are gathering the power of the light waiting to wipe out those dark powered necromancers!
TequilaFire wrote: »Will be interesting to see what Brian will bring to combat balance now that Eric is gone.
In the meantime my Templars are gathering the power of the light waiting to wipe out those dark powered necromancers!
Ummmm..... I haven't played for over three months and just started up last week to see how it goes.
Eric is gone?
You mean Wrobel?
TequilaFire wrote: »Will be interesting to see what Brian will bring to combat balance now that Eric is gone.
In the meantime my Templars are gathering the power of the light waiting to wipe out those dark powered necromancers!
Ummmm..... I haven't played for over three months and just started up last week to see how it goes.
Eric is gone?
You mean Wrobel?
I managed to make it in to Vivec for about a half an hour last night. I brought in an Orc Stamplar that I haven't played in forever. He's a werewolf too. That was a lot of fun but I'm not very good with stamina based classes right now. I got worked by some rock hoppers (players, not the goblin tribe NPC's) in Boethiah before I was able to get into Vivec.
After spending some time in the Boethiah campaign waiting my turn in the queue I realized what it is that I like about Vivec so much and it's this: There are more people who know what they are doing in Vivec.
Yes, I know we have a number of potatoes (I include myself in that) but at least people know what to do during a siege. In Boethiah I was one of two people in a large group to use siege weapons during a siege. I mean luckily the defenders were just as dumb but it took forever to get the door down on Sejanus. Whereas in Vivec, a lot of siege gets used (never enough, but more than two) and people also use defensive siege to create kill boxes. I feel like I've reached a point in Vivec that if I call out a 911 on a keep/outpost, some people will show up to help defend. The knowledge floor is higher in Vivec and I like that. That's why, despite the long queue that Vivec will remain my home campaign.
lol I know the feeling. I see him in a tower now and I just walk away. Not getting into that. My wood elf is nimble with the dodge-roll and everything, but it's hard to get out of the way of that.There are a few DC in the 30 million AP range in NA as of last night. Oh and I finally killed Gooch too. Let that be a lesson to everyone, no one kills Ballcap 50 times in a row and lives.
There are a few DC in the 30 million AP range in NA as of last night. Oh and I finally killed Gooch too. Let that be a lesson to everyone, no one kills Ballcap 50 times in a row and lives.
yeah vivec (and, even more so battlegrounds) is definitely cheeseland...there was a time when i stayed away from proc sets...not so anymore...at that time it was partly because of all the negative talk here on the forums, but, mostly because i didn't have a good understanding of the mechanics involved...
Edit: in searching for some type of humorous cheese gif i came across this incredible image:
wow, i had no idea this even existed - i love me some cheese - in game and out