Disappointed with the Orc changes. It honestly feels like they changed the Orc racial just for the sake of changing it. I would honestly rather have health recovery than relying on healing recived.
Personally i would have liked to see Orcs have less to do with speed and health and more to do with stamina and attack. They are Orcs after all, the finest warriors in Tamerial. They are known for their strengh and fighting abilities not for being able to run the 100 metres sprint in record time, Which in all honesty is completely useless in the game. When in combat most people will buff with the speed bost, when out of combat people ride their mounts. Something more useful would be nice.
- Are the changes going to make you change your character's race? If so, why?
means... how much crown u are ging to spend and how much money we are going to earn we wanna see:)...
ArtOfShred wrote: »My collected thoughts on racials:
Argonian)
- Excellent changes, no further ideas at this point.
Breton)
- Light Armor Affinity: Come up with something more interesting, a flat 1% bonus is not very interesting compared to things like 5% pickpocket or 50% swim speed.
- Magicka Mastery: I'd really like to see Magicka Mastery get some sort of comparable treatment to the Redguard racial. Either make the cost reduction a little higher (maybe 5%) to compare or have spell attacks restore magicka instead. I do have a suggestion for the Redguard passive below to adjust it down a bit so that could be factored in.
Dunmer)
- Dynamic: I'd like to see this actually receive a buff to 10% stamina/magicka. With the changes to "Flame Talent" should offset some of the loss for fire damage.
- Flame Resistance: Remove +3% magicka off of this to compensate for "Dynamic" buff.
- Flame Talent: This is... arguably a good change for overall game balance, though the +Flame damage was much more unique and interesting.
ALTERNATIVELY, it might be worth considering giving one of the Magicka races a reasonably significant +HP bonus (swap 6% stamina for 6-10% HP for Dunmer perhaps?), as right now there are several Stamina Races with pretty significant HP bonuses but no magicka option.
Altmer)
- Destruction Talent: Come up with something more interesting, a flat 1% bonus is not very interesting compared to things like 5% pickpocket or 50% swim speed.
- Spellcharge: I actually feel like it wouldn't be unreasonable to buff this slightly or add a secondary effect of some sort that's useful. Not really sure what though. As with the Dunmer notes listed above, I think it would be reasonable for this to be changed to 6-10% HP potentially.
Imperial)
- Shield Affinity: Come up with something more interesting, a flat 1% bonus is not very interesting compared to things like 5% pickpocket or 50% swim speed.
- Tough: Nerf to 10% (See below)
- Red Diamond: Replace with a racial that gives +10% max magicka. Imperial is a very good race for Stamina right now, but I feel like there's not really a good beefy race (something with an HP bonus) option for Magicka users. This would give players an option for a race that doesn't really have anything super special going in one specific category for it, but can easily respec between all playstyles and be very effective. Might be a little too strong of a change but I feel like it'd be interesting to see Imperial become a true jack of all trades race.
Khajiit)
- Medium Armor Expertise: Rather than giving Khajiit a pickpocket bonus, I'd rather see this swapped with the fall damage reduction that Bosmer recieve.
- Robust Constitution: This is a bit ridiculous, Khajiit are already the top race for Stamina DPS output. Adding on top of this really kind of pigeonholes you into being a Khajiit if you're serious about Stamina DPS. Revert this change and consider maybe increasing the Stamina Recovery a bit or increasing maximum HP instead.
Nord)
- Rugged: Please change the way this ability works from a game mechanic standpoint. It should be a flat 6% damage percentage that works in all cases. If I have 20% damage reduction from Armor as a Nord I should have 26%. It would actually be interesting to let this stack beyond the standard cap of 50% damage reduction as well.
- Robust: Health recovery is still pretty useless. Perhaps there could be some alternative here.
Orc)
- Robust: The change to 5% healing received is very good here. I'm not sure if I like it from a style standpoint. I'd rather see Orc buffed to 10% Stamina & Max HP. Separate Brawny into two passives and remove the HP recovery entirely. I see Orcs as mighty beeflords, and HP Recovery is too ineffective to represent that in the game.
ADDITIONAL THOUGHTS ON ORCS:
Potentially Heavy Armor Expertise could be changed to increase Sprint speed by 10% instead of increase of Inspiration gain. Then remove both the Sprint Speed/Cost reduction from Swift Warrior, and change the 4% melee damage increase to 4% physical damage. Additionally make the changes mentioned above with Brawny/Robust. This would make Orc a little more versatile for Stamina DPS while still retaining the movement speed bonus.
Redguard)
- Adrenaline Rush: I hate to say it but it's really just too good. Assuming you have a 35k Stamina Pool its 1050 Stam/3 seconds, the equivalent to an additional 700 Stamina Regeneration. That's pretty absurd sustain. Perhaps consider reducing this value very slightly or increase the cooldown to 5 seconds. Either way this passive is still very good. Maybe even compensate slightly by adding something useful like 3% Max HP to Exhilaration.
Bosmer)
- Archery Expertise: Would rather see this swapped with the Khajiit racial bonus.
ArtOfShred wrote: »My collected thoughts on racials:
Argonian)
- Excellent changes, no further ideas at this point.
Khajiit)
- Medium Armor Expertise: Rather than giving Khajiit a pickpocket bonus, I'd rather see this swapped with the fall damage reduction that Bosmer recieve.
NordSwordnBoard wrote: »SilentFox22 wrote: »NORD (suggested passives)
- Inc dmg with 2H
- Dmg mit - bump up to 10%
- Inc max Sta or Sta regen or decrease cost of Sta abilities by x
- Inc max Hp
Include staff weapons with the 2h and I say hell yeah (Shalidor winks)
I would much rather see the damage mitigation go up to 10%. Also, I'd even say skip the proposed stamina bonuses in favor of Nords having the best damage mitigation in game. Damage mitigation helps any class of Nord, expanding your options for play style outside of stamina melee.
Mettaricana wrote: »Nord needs a 10-12% max stam buff. Maybe even a minor stam recovery buff like 5% I don't exactly picture nords getting tired in combat they love that crap. Let them keep their full health recovery.
we need to see some buffs to magic races, at least as far as sustain goes. compare the best stamina race (redguard) to the best magic race (high elf).
They both get 10% max stats of their respective attributes
They both get 9% regen to their respective stats
But redguard gets 1000+ stamina back every 4 seconds on melee
High elf gets a slight boost to elemental damage, but there is no standout sustain passives.
9% regen in pve doesnt do much since most people will run low regen, thus getting probably 50 magic recovery from the passive while a stam class will always be using melee in something like VMA with amazing sustain.
I wouldnt mind seeing a passive that gives magic back every 4 seconds on light or heavy attacks (since some casters use stamina weapons) on either high elf or make breton a better race to compete with high elf by giving them something like this.
this would help out the classes that have major sustain issues in pve. magic templar, dragonknight and sorcerer can barely scrape through a bloodspawn parse without elemental drain on the target.
also with stam builds now the meta is vma daggers/axe with rapid strikes and empowering every DoT u have access to. almost every stam build will be using this (yes, even stamplar as it will out dps jabs). using rapid strikes has NO strain on your resources.
in conclusion. stamina is 100% the meta for trial dps right now. we need to get balance between casters and melee. and it is nothing to do with the classes but the racial passives.
I am only going to talk about Argonian's because they are my main class, I have a dark elf, an imperial and a high elf but they are all alts - I have 2 Argonian's I play as Mains
1) -- Please please please scrap the restore when drinking potions it is 99% of the time worthless. Please change our racial to be a magical version of Kajitt so max magic 2% 4% 6% and then an increase to magic recovery.
2) I would like to see healing received and given increased but honestly this isn't a big thing for me.
--
Some of the other racials seem to be getting an over the top increase but I am sure there is always a better and worse racial. Just please don't leave Argonian's sucking as much as they have done for years. Also remember max stat = greater spell / damage ability as well as more resource.
ArtOfShred wrote: »My collected thoughts on racials:
Dunmer)
- Dynamic: I'd like to see this actually receive a buff to 10% stamina/magicka. With the changes to "Flame Talent" should offset some of the loss for fire damage.
- Flame Resistance: Remove +3% magicka off of this to compensate for "Dynamic" buff.
- Flame Talent: This is... arguably a good change for overall game balance, though the +Flame damage was much more unique and interesting.
we need to see some buffs to magic races, at least as far as sustain goes. compare the best stamina race (redguard) to the best magic race (high elf).
They both get 10% max stats of their respective attributes
They both get 9% regen to their respective stats
But redguard gets 1000+ stamina back every 4 seconds on melee
Because Imperials are locked behind a paywall, there should be a very clear and desirable benefit for choosing them over other races. That benefit should NOT be a raw power advantage over other races, as many players would perceive this as “pay-to-win.” I believe the Imperial benefit should be that they are synergistic with the greatest variety of character builds and perform competitively in the greatest variety of situations. Additionally, they should be among the most conducive to switching your character between magicka and stamina specializations. I believe this is consistent with lore, as Imperials are not generally the biggest, strongest, fastest, most adept with magic, etc when compared to other races of Tamriel but they are emulous with all. Imperial physique is rooted in a solid foundation of legion basic training. Please consider this idea:
Red Diamond
Max health is increased by 3/6/9%. Melee attacks have a 10% chance to restore 2/4/6% of max health over 3 seconds.
Legionnaire
Max stamina is increased by 3/6/9%. Critical strikes with weapon attacks have a 10% chance to restore 2/4/6% of max stamina over 3 seconds.
Arcane Tenacity
Max magicka is increased by 3/6/9%. Spells causing damage or healing over time have a 10% chance to restore 2/4/6% of max magicka over 3 seconds.
The restorative portion of each passive offers sustain that is subject to RNG in the spirit of the current Red Diamond. The procs are strong but situational and overall slightly weaker than a direct boost to recovery stats that other races enjoy. They do not stack or directly interact with your character's recovery stats and are not prone to runaway multiplicative boost. The 3 second duration is also important because it prevents rapid fire procs - if additional procs occur during the 3 seconds, the duration is simply refreshed. These restorative passives scale nicely with the player's build and are very adaptive and useful to a huge number of builds.
If you want to be the BEST tank, pick another race. If you want to be BEST DPS, pick another race. If you want to be the BEST healer, pick another race. But if you want to have the most options and be able to perform any role respectably well, pick Imperial.
@ZOS_RichLambert @Wrobel @ZOS_KNowak @ZOS_JessicaFolsom
EDIT - if any readers are prone to being blinded by arbitrary numbers, please view as letter variables:
Red Diamond
Max health is increased by X/2X/3X%. Melee attacks have a 10% chance to restore Y/2Y/3Y% of max health over Z seconds.
Legionnaire
Max stamina is increased by X/2X/3X%. Critical strikes with weapon attacks have a 10% chance to restore Y/2Y/3Y% of max stamina over Z seconds.
Arcane Tenacity
Max magicka is increased by X/2X/3X%. Spells causing damage or healing over time have a 10% chance to restore Y/2Y/3Y% of max magicka over Z seconds.
Khajiit)
- Medium Armor Expertise: Rather than giving Khajiit a pickpocket bonus, I'd rather see this swapped with the fall damage reduction that Bosmer recieve.
I'm very happy about the pickpocketing bonus. It has a nice RP flavour and every player that enjoy the Justice System and Thief Guild will be happy about it.
ArtOfShred wrote: »My collected thoughts on racials:
Imperial)
- Shield Affinity: Come up with something more interesting, a flat 1% bonus is not very interesting compared to things like 5% pickpocket or 50% swim speed.
- Tough: Nerf to 10% (See below)
- Red Diamond: Replace with a racial that gives +10% max magicka. Imperial is a very good race for Stamina right now, but I feel like there's not really a good beefy race (something with an HP bonus) option for Magicka users. This would give players an option for a race that doesn't really have anything super special going in one specific category for it, but can easily respec between all playstyles and be very effective. Might be a little too strong of a change but I feel like it'd be interesting to see Imperial become a true jack of all trades race.