Toc de Malsvi wrote: »Toc de Malsvi wrote: »Bosmer and Khajit have suffered from sharing the strongest ganking passive in the game, combined with stamina racial bonus'. This made them very comparable, Khajit Crit made it highest performing PVE stamina DPS, but in PVP that crit did not perform as well thus Bosmer had their role. Now with Max stamina on Khajit being 3% higher than Bosmer, there really isn't a good reason to play Bosmer over Khajit.
Yes, because everyone only picks a race because of the passives and doesn't care about running around with a flapping tail and looking like a cat. Not everyone is a min/maxer... and it makes me wonder what their own data-mining shows as the most popular race in ESO?!? Perhaps they've seen an imbalance and are adjusting some racials accordingly.
Yes not everyone does but it only makes you feel worse when you play a Bosmer and know that you could perform your roles better if you just race changed..
GreenSoup2HoT wrote: »Khajiit racial buff was not necessary. Many threads and players agree that they are the TOP race for stamina PVE dps. Additional thoughts about Khajiit inside spoiler.
Here are a list of changes i would have liked to see that did not happen (all my opinion's fellow forum user's). Additional thought's inside.Imperial
-Increased maximum stamina passive Conditioning to 15%, up from 10%. Renamed this passive to Imperial Discipline.
Red Guard
-Adrenaline Rush - Increased the cooldown of this passive to 5/(X) seconds, up from 3 seconds.
Nord
-Increased Rugged passive to 12%, up from 6%.
I personally believe Imperial's should have 15% maximum stamina for a couple of reason's. Imperial's are a good race but lack sustain. With this buff, i believe they would be a great competitor for PvE dps because you can relie on your group mates for sustained resource assistance. They are also too similar to Redguard, when i picture both race's fighting, i believe Imperial should do more damage but loose on the sustained battle. (Also note Zos this is your Imperial Edition Race)
The increased cooldown to the Red Guard Adrenaline Rush passive is a slight nerf because i believe it is still a little to powerful. Many build's can throw resource recovery out the window and only relie on this passive. This is a slight nerf and i think is justifiable. (This is not the end of the world Red Guard's, just a slight balance tweak).
The Nord Rugged passive need's a buff. With addition to the stamina buff it received in this update, i believe Nord would be a great choice for many play-style's. When compared to Imperials, you will deal less damage but you will have much more damage mitigation. This passive also should not be effected by battle spirit in cryodill.
The changes to Khajiit i think are a little overkill. This race was already the TOP race for stamina dps. With this recent change to Khajiits passives (increased maximum stamina to 6%), they now step into the Bosmer's territory as the "best GANK race" for pvp in cryodill. I do not think Khajiit should have this right and should perform second best in GANK scenario's. Revert the maximum stamina increased to health and i think this is a fine change. This would also retain Bosmer's former glory of "TOP GANK" race and give that race a specialty.
My comments on all the tweak's to Affinity passive's.
I personally think each race should have something specific that buff's what ever Affinity bonus they have.
Breton - Light Armour Affinity - Grants X% more spell penetration with Light Armour (5 pieces or more)
Orc - Heavy Armour Affinity - Grants X% stamina recovery with heavy Armour (5 pieces or more)
Redguard - Shield Affinity - Reduce cost of Bash (Shield equipped)
Imperial - Shield Affinity - Increase damage of Bash (Just something different then Redguard) / (Shield equipped)
Argonian - Restoration Affinity - Reduce time to heavy attack with a Restoration staff
Dunmer - Ambidexterity - Increase Max magicka and stamina by X% with duel wielding
Nord - Two-Handed Weapon Expertise - Increase damage with Two hand by X%
High Elf - Destruction Talent - Increase damage with a Destruction staff by X%
Bosmer - Archery Expertise - Increase damage with a bow by X%
Khajiit - Medium Armor Expertise - Reduce roll/sneak/sprint cost by X% while in 5 medium Armour
JUST EXAMPLES
I think what is currently implemented for the Affinity passive's is pretty lame. I'd much rather see Race's be more powerful with specific weapons/armors.
GreenSoup2HoT wrote: »@OrphanHelgen Orc's just got a healing buff. Also, your not forced to wear heavy, your race would just get a bonus perk for wearing it if you wanted to wear heavy (since Orc's Affinity bonus is heavy armour).
In my suggestion, just because Nord gets a bonus with 2 handed weapons, does not mean you need to use one.
OrphanHelgen wrote: »GreenSoup2HoT wrote: »@OrphanHelgen Orc's just got a healing buff. Also, your not forced to wear heavy, your race would just get a bonus perk for wearing it if you wanted to wear heavy (since Orc's Affinity bonus is heavy armour).
In my suggestion, just because Nord gets a bonus with 2 handed weapons, does not mean you need to use one.
I ment your suggestions
Orc - Heavy Armour Affinity - Grants X% stamina recovery with heavy Armour (5 pieces or more)
The 7% flame damage increase on Destructive Mastery for Dunmers isn't currently working on PTS.
As you can see my tooltip on frost damage for force shock is 2114, divide that by 1.02 to account for the new dunmer 2% increased frost damage you get my exact tooltip for the flame damage on it (rounded up ofc). Needs to be fixed ASAP por favor because flame damage increase is a pretty central part of deciding on dunmer as a race for a character.
As a magicka race, Bretons are very weak now. Take back the 1% AP bonus and give us a small boost to spell damage or spell crit.
Well thankfully you'll now be able to change your race to Altmer. But I do think that many Breton players may argue with you about them being very weak... in fact, I've read many statements on how Bretons make the best Magicka Templars... and as we all know, everyone complains about them and their 'Jesus Beam'.
ZOS_JessicaFolsom wrote: »This is the official feedback thread for the Racial Passive balance changes coming with Update 11. Specific feedback that the team is looking for includes the following:
- What do you think about the changes?
- Are there any that you feel are too strong compared to the others? Too weak?
- Did you encounter any issues with the new Racial Passive changes?
- Are the changes going to make you change your character's race? If so, why?
- Are the changes going to encourage you to adjust your current build? If so, how?
Yeah, reduce Altmers to 3% and add magic damage into them.
Good point, maybe a passive that procs magicka restore upon taking spell damage or something similar? That would be nice, maybe add a small magicka regeneration buff to spell erosion. I see Altmers requesting for magic damage to be given to them, maybe they could integrate it into elemental expert?
Well, for self-healing magicka tanks these changes are a slight buff, but for any other kind of tank I can see how this would hurt. Just be sure you always run with an Argonian healer and you should not notice too much of a difference