Seriously though, can we please get a racial passive that does something for ranged physical damage? Is that too much to ask for?
There needs to be a much greater benefit to choosing Imperial - not too pay to win, but a clear advantage to choosing that race.
The Bosmers need a significant boost to make them more attractive as a stamina race. (Deal more damage with poisons/disease at the same time as resist? Deal more damage with bows or from stealth?)
So basically you want the Wood Elf Archery Expertise to be a bit more useful? Are there any other passives that affect damage, though?Seriously though, can we please get a racial passive that does something for ranged physical damage? Is that too much to ask for?
There never should have been "Stamina abilities" in the first place.U wanna be play like magicka class then play with magicka class... it is enough that stamina users took and still ask all about for magicka skill and passives.... soon they will return stamina to BLUE color too...
There never should have been "Stamina abilities" in the first place.
Indeed. Sprinting, blocking, heavy attacks, bashing, rolling, sneaking and CC-breaking (ie, the general combat things that everyone can do) should use Stamina, and everything that requires pressing a button should use Magicka.Toc de Malsvi wrote: »
Indeed. Sprinting, blocking, heavy attacks, bashing, rolling, sneaking and CC-breaking (ie, the general combat things that everyone can do) should use Stamina, and everything that requires pressing a button should use Magicka.Toc de Malsvi wrote: »
Shadesofkin wrote: »I do believe the Dunmer racial is still not working correctly. Other than that, love the changes.
I remember that show. Never realised that phrase had become a meme thoughShadesofkin wrote: »It started very close to that, then everything changed when the fire nation attacked.Indeed. Sprinting, blocking, heavy attacks, bashing, rolling, sneaking and CC-breaking (ie, the general combat things that everyone can do) should use Stamina, and everything that requires pressing a button should use Magicka.Toc de Malsvi wrote: »
I remember that show. Never realised that phrase had become a meme thoughShadesofkin wrote: »It started very close to that, then everything changed when the fire nation attacked.Indeed. Sprinting, blocking, heavy attacks, bashing, rolling, sneaking and CC-breaking (ie, the general combat things that everyone can do) should use Stamina, and everything that requires pressing a button should use Magicka.Toc de Malsvi wrote: »
Awesome. I knew they were somewhere, didn't release there were quite so many! What you're after would be a logical thing to add to Yffre's Endurance; either increase ranged damage by 2/3/4%, or ranged attacks restore 1/2/3% of your Max Stamina. If it was the latter, they would probably need to reduce Stamina Regeneration in combat down from 7/14/21% to 6/12/18%.Orcs:Redguard:
- Swift Warrior - Increases your damage with melee weapon attacks by 2/3/4%
Imperial:
- Adrenaline Rush - Your melee attacks restore 1/2/3% of your Max Stamina
Dunmer:
- Red Diamond - Your melee attacks have a 10% chance to restore 2/4/6% or your Max Health
Altmer
- Destructive Ancestry - Increases your Flame Damage by 3/5/7% (increasing Flame Staff damage)
5/10 races have buffs to either melee damage/utility, or staff damage.
- Elemental Talent - Increases your Flame, Frost, and Shock Damage by 2/3/4% (increasing all Destruction Staff damage)
0/10 have buffs to bow damage/utility.
Breton:
- Change the perk for "Opportunist" to 1% gold gain. It makes more sense on the Bretons--well-known to be merchants, and fits better with the word "opportunist".
- The magicka cost reduction passive is rather lackluster, when compared to the Altmer regeneration passive. Perhaps this could be supplemented with magic damage? Half of your magicka classes do a form of damage that no race has a buff for.
Imperial:
- Rename "Diplomat" to "Defender of Cyrodiil" or "Homeland Defender" and change the perk to 1% AP gain. This name would fit nicely with their sword-and-shield bonus, and it makes sense that they have a natural advantage in their own home province. Even if you keep the "Diplomat" name, "Diplomat" evokes the sense of prestige, and AP is a measure of faction prestige.
Khajiit:
- 6% max stam on the race that is already the best for PvE DPS is not balanced. If the goal is to buff their viability in PvP, there surely must be some way to buff them without unbalancing the PvE side.
- Swap their thieving passive with Bosmer. The Khajiit are known to be nimble, and we've all heard about cats landing on all fours, so fall damage makes more sense for them. And Bosmer as thieves is very lore-friendly, too.
Bosmer:
- Swap their fall-damage passive with the Khajiit's thieving one. See above for reasoning.
Silver_Strider wrote: »Altmer:
Buff Elemental Talent to 3/4/5%
Altmer get a slight buff to maintain their magic superiority.
Argonian
Quick To Mend: 2/4/6% Max magic, increase Healing Done by 2/4/6%
Argonian Resist: 2/4/6% Max Health , Poison/Disease Resistance
Child of the Hist: 2/4/6% Max Stamina, Increase Poison/Disease Damage by 2/4/6%
Argonians become the hybrid race that fits their lore while not being overly powerful in any 1 role, except maybe as healers.
Breton:
Change Magicka Mastery to magic version of Adrenaline Rush
Bretons become masters of magic sustain.
Bosmer
Y'ffre's Blessing: Increase Stamina Regen by 5/10/15%, Increase Damage with Bow and Poison abilities by 2/3/4%
Resist Affliction: Resist Poison/Disease, Increase Max Stamina by 2/4/6%
Bosmer get a slight nerf to their regen to get a buff to Bow+Poison as well as an increase to their max stamina to make them more useful as Stamina DPS.
Dunmer:
Leave as is
Imperial:
Leave as is
Khajiit:
Nimble: 2/4/6% Max Health, Increase Stamina Regen by 3/6/9%
Khajiit get some extra health and still maintain their status as best PvE Stamina DPS without becoming the outright best at it as is currently the issue.
Nord:
Leave as is
Orc:
Brawny: Increase Max Health+Stamina by 3/5/7%
Orcs get a relatively small buff to make them more comparable to Nords. Nords have more Health and Mitigation, Orcs have more Stamina and Damage.
Redguard:
Leave as is
Dunmer, Imperial, Nords and Reguards are all fine now and I see little reason to change any of them.
Just my thoughts.
Awesome. I knew they were somewhere, didn't release there were quite so many! What you're after would be a logical thing to add to Yffre's Endurance; either increase ranged damage by 2/3/4%, or ranged attacks restore 1/2/3% of your Max Stamina. If it was the latter, they would probably need to reduce Stamina Regeneration in combat down from 7/14/21% to 6/12/18%.
I agree with the suggestions above that Bretons should have the 1% gold increase and the Imperials should have the 1% AP increase, as that matches the lore better.
Silver_Strider wrote: »Bosmer
Y'ffre's Blessing: Increase Stamina Regen by 5/10/15%, Increase Damage with Bow and Poison abilities by 2/3/4%
Resist Affliction: Resist Poison/Disease, Increase Max Stamina by 2/4/6%
Bosmer get a slight nerf to their regen to get a buff to Bow+Poison as well as an increase to their max stamina to make them more useful as Stamina DPS.
I just wanted to play a nord frost mage...
#Shalidor/Gauldur/Ahzidal/DragonPriest/Miraak and moar ! we're not only stupid drunk warrior !
X% moar stat on food it's a good idea (so you can play a stam or mag nord if you want or tank !)
- Two-handed Weapon Expertise: don't touch it.
- Robust: change it to idk "Nord constitution" increase X% of food stat and X% health regen.
- Frost Resist: nerf it or remove it to compensate the food buff, and add increase X% of frost damage. (#dreams ! but optional, but dreams ! brah !) (remove or nerf only the health % don't touch the frost resist)
- Rugged: change it to increase Xnumber of physical and magical resist or just physical.
That's what I really want to see for nords. (for other races do the same things [not the exact same buff ofc !] 'cause everyone should be allowed to play the race they want in any role.)
And yes I only play nord ! before you asking.
AP gain and Gold gain should be switched between imperial and breton. Imperials are from Cyrodil, hosting the battle. King Emeric is a Breton and I'm pretty sure was some kind of merchant.