Rust_in_Peace wrote: »I've been stuck as a Breton since launch and after the removal of soft caps I deeply regret it - but I spent too much time maxing everything out and getting PVP ranks to ever reroll.
Obviously I play a stamina nightblade because it's the LEAST optimal build (lol) for my race but I will definitely be switching to either Imperial or Wood Elf for obvious reasons.
Bretons and Nords are by far the worst races to chose now. Very disappointing.
Argonian buffs are nice - maybe a bit too strong as templar argonian would hands down be the best healer now in terms of raw output but at least other races still have better resource management.
Khajit buffs are total overkill. This will make it the best pvp race in the game if it goes live - at least for all stamina builds.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.
I really like the idea of Imperial being a jack of all trades.
dodgehopper_ESO wrote: »My problem with the Argonian changes (the only race changes that rub me the wrong way) is that it wants to make Argonians something they are not. They've always been a highly athletic, agile race with swift bouts of regeneration and the capacity to breathe underwater. They're known for guerrilla warfare, and have a knack for stealth, alchemy, illusion, and restoration. That's it. The Restoration/Alchemy part is the only thing that fits in this new paradigm, but it completely neglects the overwhelming majority of what Argonians are supposed to be. The Nords at the very least are known for being tough (although they also use to be known as being heavy hitting melee types as well). I'll be able to live with the changes but I'm not going to be silent about it and act like I'm happy. I've been unhappy with the Argonian passives for a very long time and this is actually a move in the wrong direction. If you were to make ANY kind of change I would recommend they find a way to give Argonians 20%-30% health regeneration, stamina regeneration, and magic regeneration. I'd also add in something to lower the cooldown on potion use for Argonians, to actually signify that they are more adept at dealing with Alchemy, if they're going to stick hard and fast to that passive. As it stands the cooldowns are really terrible on this skill. I also personally would like to see them create a variant of the Stealthy passive, that includes the detection radius but does not include the extra damage bonus. Finally, for goodness sake the Poison/Disease resistance passives are a joke. These should be at least 4k to be worthwhile. You barely notice a piddly 1k resistance, particularly when debuffs are factored in. Argonians should be able to eat meatbag catapults for breakfast.
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
Id rather just see them nerf redguard now that theyre finally finally doing a somewhat serious racial rebalancing. There should not be a "best" race for stamina or magicka, ever.
I'm probably biased because I tend to prefer PvP over PvE, but I dont know why people arent making a bigger deal out of this. Forget about khajiit.... redguards get 600-800 free effective stamina regen unless theyre getting mega-zerged and cant fight back at all. People are running full-damage specs in PvP as redguards and STILL sustaining just fine. It's beyond ridiculous how much this race offers compared to any other in the current PvP meta.
Adrenaline Rush was so obviously designed in a time when we had softcaps. Now that people can stack max stamina to the moon this passive is WAY overperforming.
Rust_in_Peace wrote: »I've been stuck as a Breton since launch and after the removal of soft caps I deeply regret it - but I spent too much time maxing everything out and getting PVP ranks to ever reroll.
Obviously I play a stamina nightblade because it's the LEAST optimal build (lol) for my race but I will definitely be switching to either Imperial or Wood Elf for obvious reasons.
Bretons and Nords are by far the worst races to chose now. Very disappointing.
Argonian buffs are nice - maybe a bit too strong as templar argonian would hands down be the best healer now in terms of raw output but at least other races still have better resource management.
Khajit buffs are total overkill. This will make it the best pvp race in the game if it goes live - at least for all stamina builds.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.
I really like the idea of Imperial being a jack of all trades.
clocksstoppe wrote: »Devs please don't listen to these ignorant people claiming khajiit are OP.
Carnage passive: +8% weapon critical. Assuming the player has 60% to 80% crit without carnage, having carnage improves DPS by a WHOPPING 1%. WOW SO BROKEN 1% DMG BONUS PASSIVE.
Really hate all these bandwagoners who have no idea what they are talking about, just looking at their crit chance in character screen and assuming crit bar is just some magical multiplier for the DPS.
clocksstoppe wrote: »Devs please don't listen to these ignorant people claiming khajiit are OP.
Carnage passive: +8% weapon critical. Assuming the player has 60% to 80% crit without carnage, having carnage improves DPS by a WHOPPING 1%. WOW SO BROKEN 1% DMG BONUS PASSIVE.
Really hate all these bandwagoners who have no idea what they are talking about, just looking at their crit chance in character screen and assuming crit bar is just some magical multiplier for the DPS.
clocksstoppe wrote: »Devs please don't listen to these ignorant people claiming khajiit are OP.
Carnage passive: +8% weapon critical. Assuming the player has 60% to 80% crit without carnage, having carnage improves DPS by a WHOPPING 1%. WOW SO BROKEN 1% DMG BONUS PASSIVE.
Really hate all these bandwagoners who have no idea what they are talking about, just looking at their crit chance in character screen and assuming crit bar is just some magical multiplier for the DPS.
Assuming my current build (not counting Kena procs) as an argonian:
35k stamina
4k5 buffed weapon damage
70% critical chance
50% (base) + Minor force (12%) + Shadow (using TBS) (18%) + NB (10%) + CPs (10% in my case) = 100% crit damage.
Base uncrit damage = 35,000 / 10.46 + 4,500 = 7846
Crit multiplier = 1 + (0.7 * 1) = 1.7
Base damage = 7846 * 1.7 = 13338
Supposing I now have a Khajiit (not counting the extra 6% stamina bonus):
Base uncrit damage = 35,000 / 10.46 + 4,500 = 7846 (same)
Crit multiplier = 1 + (0.78 * 1) = 1.78
Base damage = 7846 * 1.78 = 13966
A 4.7% difference.
Not let's add Warhorn shall we? Since we have 100% critical damage, adding WH will push us up to 130% CD.
Argonian (or no bonuses whatsoever)
Base uncrit damage = 35,000 / 10.46 + 4,500 = 7846 (same)
Crit multiplier = 1 + (0.7 * 1.3) = 1.91
Base damage = 7846 * 1.91 = 14986
Khajiit (old)
Base uncrit damage = 35,000 / 10.46 + 4,500 = 7846 (same)
Crit multiplier = 1 + (0.78 * 1.3) = 2.014
Base damage = 7846 * 2.014 = 15802
A 6% difference.
Taking into account that I have 35k stamina with the undaunted passives, being a Khajiit in the new patch will bring me to 37k approximately.
Khajiit (buffed)
Base uncrit damage = 37,000 / 10.46 + 4,500 = 8037 (same)
Crit multiplier = 1 + (0.78 * 1.3) = 2.014
Base damage = 8037 * 2.014 = 16187
A 8% difference.
TL;DR: No that's not 1%. That's a flat 8% DPS increase compared to races with no bonuses (of course, slightly less for Redguards and Imperials, but I'd like to have more than 3 races ingame possibly).
You don't balance a game around bad builds, you balance it around endgame.
clocksstoppe wrote: »clocksstoppe wrote: »Devs please don't listen to these ignorant people claiming khajiit are OP.
Carnage passive: +8% weapon critical. Assuming the player has 60% to 80% crit without carnage, having carnage improves DPS by a WHOPPING 1%. WOW SO BROKEN 1% DMG BONUS PASSIVE.
Really hate all these bandwagoners who have no idea what they are talking about, just looking at their crit chance in character screen and assuming crit bar is just some magical multiplier for the DPS.
Assuming my current build (not counting Kena procs) as an argonian:
35k stamina
4k5 buffed weapon damage
70% critical chance
50% (base) + Minor force (12%) + Shadow (using TBS) (18%) + NB (10%) + CPs (10% in my case) = 100% crit damage.
Base uncrit damage = 35,000 / 10.46 + 4,500 = 7846
Crit multiplier = 1 + (0.7 * 1) = 1.7
Base damage = 7846 * 1.7 = 13338
Supposing I now have a Khajiit (not counting the extra 6% stamina bonus):
Base uncrit damage = 35,000 / 10.46 + 4,500 = 7846 (same)
Crit multiplier = 1 + (0.78 * 1) = 1.78
Base damage = 7846 * 1.78 = 13966
A 4.7% difference.
Not let's add Warhorn shall we? Since we have 100% critical damage, adding WH will push us up to 130% CD.
Argonian (or no bonuses whatsoever)
Base uncrit damage = 35,000 / 10.46 + 4,500 = 7846 (same)
Crit multiplier = 1 + (0.7 * 1.3) = 1.91
Base damage = 7846 * 1.91 = 14986
Khajiit (old)
Base uncrit damage = 35,000 / 10.46 + 4,500 = 7846 (same)
Crit multiplier = 1 + (0.78 * 1.3) = 2.014
Base damage = 7846 * 2.014 = 15802
A 6% difference.
Taking into account that I have 35k stamina with the undaunted passives, being a Khajiit in the new patch will bring me to 37k approximately.
Khajiit (buffed)
Base uncrit damage = 37,000 / 10.46 + 4,500 = 8037 (same)
Crit multiplier = 1 + (0.78 * 1.3) = 2.014
Base damage = 8037 * 2.014 = 16187
A 8% difference.
TL;DR: No that's not 1%. That's a flat 8% DPS increase compared to races with no bonuses (of course, slightly less for Redguards and Imperials, but I'd like to have more than 3 races ingame possibly).
You don't balance a game around bad builds, you balance it around endgame.
What do you mean no bonuses. Are you pretending to be dumb? Redguard and imperial have raw stats that increase damage. In addition, they are ahead in pvp due to one having higher sustain and the other having significantly higher health pool.
Also your calculation is wrong. You don't add crit chance * crit damage mod to the base uncrit damage, you add it to 1- base uncrit damage because when you crit it means you don't crit.
The existing potion resource return is a generally poor passive as it provides a return once every 45s (and few builds actually need all 3 resources returned at the same time consistently), it costs money and to be truely effective forces a thirsty playstyle. Also the returns are not great: 12% of 40k is 4800 which is 106 a second over 45s or 10% of a 2120 regen. Most builds won't achieve 40k in a stat and most players won't drink a potion on cooldown which means that this passive is generally worse than a 10% regeneration bonus and certainly requires more maintenance and costs more.
I like all the changes. I originally rolled nord templar. I will be changing that toon to highelf. I like magika. I also like your khajit changes. Lots of people cry on here, that's because they want to be the best, and they think since these changes are going to put someone over them.
I like your argonians change too, but I won't be switching my healer to them yet. If they got some magika regen too then I would. Max magika, magika regen and healing would be legit.
The existing potion resource return is a generally poor passive as it provides a return once every 45s (and few builds actually need all 3 resources returned at the same time consistently), it costs money and to be truely effective forces a thirsty playstyle. Also the returns are not great: 12% of 40k is 4800 which is 106 a second over 45s or 10% of a 2120 regen. Most builds won't achieve 40k in a stat and most players won't drink a potion on cooldown which means that this passive is generally worse than a 10% regeneration bonus and certainly requires more maintenance and costs more.
This depends on what content you are doing. In PvE most players run around with 40k+ Mainstat and a base regen of around 500...1k, most are also using potions on cooldown. So this passive is the stronger than 10% more regen pve-wise. For PvP it depends on your build. And even with 30k Mainstat and less than ~1.5k baseregen this passive is stronger.
The existing potion resource return is a generally poor passive as it provides a return once every 45s (and few builds actually need all 3 resources returned at the same time consistently), it costs money and to be truely effective forces a thirsty playstyle. Also the returns are not great: 12% of 40k is 4800 which is 106 a second over 45s or 10% of a 2120 regen. Most builds won't achieve 40k in a stat and most players won't drink a potion on cooldown which means that this passive is generally worse than a 10% regeneration bonus and certainly requires more maintenance and costs more.
This depends on what content you are doing. In PvE most players run around with 40k+ Mainstat and a base regen of around 500...1k, most are also using potions on cooldown. So this passive is the stronger than 10% more regen pve-wise. For PvP it depends on your build. And even with 30k Mainstat and less than ~1.5k baseregen this passive is stronger.
I would dispute this. In vma and trials or equivalent, then potion quaffing on cooldown is common whilst the action is ongoing but that isn't the case all the time by any stretch of the imagination and in such cases you start with a potion and hence the passive returns nothing or next to nothing. And how long do average encounters last? You may get a benefit once or twice from the passive if you start with a potion. This drops the effective returns (worse returns the shorter the fight). Also for pvp with 30k and 1.5k regen it's about even with a 10% passive regeneration but it does cost money and isn't always on. I still humbly suggest that a 4/8/12% (or better a 5/10/15) across the board regeneration would be a far better passive whilst still being suitably reptilian in nature.
Ok the restore when drinking potions for Argonian's is just terrible I think we can all agree that and anyone who plays an Argonian wants it gone. I would favour giving us a max magic and magic regen bonus.
However maybe they could swap it so this gives us an increase to healing received (rather than the terrible restore when drinking potions) while still keeping the increase to healing supplied. We would be losing a terrible racial and getting something a bit useful.
Putting this here as well since it's the official feedback post:
Argonians
I've played an Argonian healer (Templar) since the open beta so naturally I was pleased to see changes benefiting our healing capabilities. Even so, perhaps ZOS can alter Quick to Mend so it's 2/4/6% Healing Done and 2/4/6% Healing Received as to not affect tank builds yet still benefit healing builds.
I also think Argonian poison/disease resistance should be doubled its current value so it has real impact or, if not that, keep the current value and perhaps give Argonians 25/50% resistance to player-made poisons.
For those wanting that "Guerrilla Warfare" flavor, what if instead of the potion passive Argonians dropped into stealth 25/50% faster?