I only have two qualms with the changes:
First, I really hope you reconsider/change the Breton AP bonus - this affects leaderboards and emperorship. No player should have an AP advantage.
Second, I am very surprised (and disappointed) that Red Diamond was not buffed for Imperials. Don't get me wrong, it isn't a terrible passive, but it is very situational and relatively weak compared to the Nord incoming damage reduction or the Orc bundle, for example. I hope you evaluate RD and perhaps add something to it - a 1/2/3% incoming damage reduction or a small damage proc or reduced break free cost, or anything really. Again, it's not terrible, just very lackluster.
As far as I know, Red Diamond is halved by battle spirit and really doesnt come down to a lot of health regen if you somehow end up in a really long fight where it actually ends up contributing to the fight at all. Think my imperial stam DK has about a 1500 tooltip, which is halved to 750 by battle spirit.
So that's a 10% on melee hit to heal for 750. Let's say 1 melee hit every second... you're healing 750 every 10 seconds on average. Effectively 150 health regen. This is all very optimistic and assuming it procs reliably enough (which it probably won't in a lot of typical cyrodiil scenarios)
GreenSoup2HoT wrote: »@Valencer I personally wish Red Diamond worked like Redguards Adrenaline Rush. Give me a percentage of my maximum health on a 3 second cool-down. I hate rng passives.
Redguards with 30k stamina get 3%, so 900 stamina every 3 seconds. If Red Diamond worked the same, that would be at least better then what we have now (this also should not be effected by battle spirit).
I only have two qualms with the changes:
First, I really hope you reconsider/change the Breton AP bonus - this affects leaderboards and emperorship. No player should have an AP advantage.
Second, I am very surprised (and disappointed) that Red Diamond was not buffed for Imperials. Don't get me wrong, it isn't a terrible passive, but it is very situational and relatively weak compared to the Nord incoming damage reduction or the Orc bundle, for example. I hope you evaluate RD and perhaps add something to it - a 1/2/3% incoming damage reduction or a small damage proc or reduced break free cost, or anything really. Again, it's not terrible, just very lackluster.
Ummmm...RD is absolutely superior to the Nord Damage Reduction...its not even close....
Nord Damage Reduction does not scale..if you're at Cap Resist it reduces damage by like 1%..which is nothing..
I only have two qualms with the changes:
First, I really hope you reconsider/change the Breton AP bonus - this affects leaderboards and emperorship. No player should have an AP advantage.
Second, I am very surprised (and disappointed) that Red Diamond was not buffed for Imperials. Don't get me wrong, it isn't a terrible passive, but it is very situational and relatively weak compared to the Nord incoming damage reduction or the Orc bundle, for example. I hope you evaluate RD and perhaps add something to it - a 1/2/3% incoming damage reduction or a small damage proc or reduced break free cost, or anything really. Again, it's not terrible, just very lackluster.
Ummmm...RD is absolutely superior to the Nord Damage Reduction...its not even close....
Nord Damage Reduction does not scale..if you're at Cap Resist it reduces damage by like 1%..which is nothing..
No @xsorus, resistance values are hard-capped but incoming damage mitigation is not. Nords always get 6% damage reduction, but multiplicatively with CP and other functions.
As another poster pointed out, Red Diamond basically just equates to a very measly amount of health regen which is unreliable and very limited in uptime. Therefore it's not even as good as normal health regen passives enjoyed by Nords and Orcs.
PlagueMonk wrote: »First off I would say its a bit difficult to gauge exactly what the changes are since all you do is list the changes and not the overall adjusted package. I would highly recommend retooling the original post to show what each race should look like with the adjustments.
Khajiit - only comment here is, their fluff ability should be, "lands on feet"- takes less damage from a fall.
Argonians - I absolutely HATE the proposed changes. You are basically taking away a general "good" ability that benefits all lizards (healing received) and giving it to ONLY a specific build type, healer. You got some benefit regardless of weather you were a DK, Temp, Sorc or NB, now only healers get it which is complete crap and pigeonholes the race and gimps all NON-healer Argonians FURTHER (since this is considered our powerful ability)
I would also like to know why you insist that Argonians are a super healing race when from your own history they are not. Per lore they are more thieves, assassins, and the like.
"Enigmatic and intelligent, the Argonians are experts of guerrilla tactics, and their natural abilities suit their swampy homeland. They have developed immunities to diseases that have plagued many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe water. Argonians also have some resistance to poison."
"The Argonians' stealth and lockpicking make them brilliant assassins, thieves, scouts, and ambushers. Their lack of combat bonuses in archery and one-handed weapons can be overcome by natural skill leveling and play. Argonians can be used fairly well as spellswords, but conjuration training may be necessary. They can also be useful mage-thieves due to their skills in both magic and stealth, though one may want some illusion training."
"They are known as the foremost experts in guerrilla warfare throughout the Starry Heart, a reputation brought upon them by defending their borders from enemies for countless centuries. Argonians have a lifespan similar to that of humans. According to the First Era Scholar Brendan the Persistent “the Argonian people have, throughout Tamrielic history, been perhaps the most misunderstood, vilified, and reviled of all the sentient races. Yet, those who have taken the time to experience Argonian culture have gained a greater appreciation for this noble and beautiful people". However, it should be noted that he himself went missing in his final expedition into the deeper swamps of their homeland."
"The Shadowscales are an order of Argonian assassins originating in Black Marsh. Argonians born under the sign of the Shadow are taken at birth and offered to the Dark Brotherhood where they are trained in the arts of stealth and assassination. Any Shadowscale who lives to come of age is accepted into the Dark Brotherhood as a full member of the family. They may also leave the Brotherhood and return to Black Marsh to serve the Argonian people. They act with impunity there, and some serve as personal assassins to the King of Black Marsh."
Over and over and OVER I read these things about Argonians but I have yet to see a SINGLE of these supposedly iconic traits become part of ESO Argonian racials. Where are our stealthy abilities?, Where is our scaly hide represented? Why are we not guerrilla experts?
Now I'm not saying that Argonians are devoid of magic ability because they do have historically get alchemical bonuses and illusion abilities but both play into the above abilities.
Not happy about the little I have gained in the recent patches being stripped from me because I don't play a healer.
I only have two qualms with the changes:
First, I really hope you reconsider/change the Breton AP bonus - this affects leaderboards and emperorship. No player should have an AP advantage.
Second, I am very surprised (and disappointed) that Red Diamond was not buffed for Imperials. Don't get me wrong, it isn't a terrible passive, but it is very situational and relatively weak compared to the Nord incoming damage reduction or the Orc bundle, for example. I hope you evaluate RD and perhaps add something to it - a 1/2/3% incoming damage reduction or a small damage proc or reduced break free cost, or anything really. Again, it's not terrible, just very lackluster.
Ummmm...RD is absolutely superior to the Nord Damage Reduction...its not even close....
Nord Damage Reduction does not scale..if you're at Cap Resist it reduces damage by like 1%..which is nothing..
No @xsorus, resistance values are hard-capped but incoming damage mitigation is not. Nords always get 6% damage reduction, but multiplicatively with CP and other functions.
As another poster pointed out, Red Diamond basically just equates to a very measly amount of health regen which is unreliable and very limited in uptime. Therefore it's not even as good as normal health regen passives enjoyed by Nords and Orcs.
Apart from perhaps bumping up the max health passive, overall I think the above are all pretty good.. The real shortfall in my opinion is the mitigation passive - let me explain why.
Let's say you have fully capped armor/resistance giving you 50% mitigation + 6% mitigation from the Nord passive (so 56%), this is what you would expect to see:
1000 incoming damage
56% mitigated (560 damage)
1000 - 560 = 440 damage received
Having done a lot of mitigation testing (with Nord passives, vampire damage reduction passives/abilities, and other stuff), this is how mitigation appears to actually work:
1000 incoming damage
50% mitigated (500 damage)
[second calculation]
500 damage
6% mitigated (30 damage)
1000 - (500 + 30) = 470 damage received
In a nutshell bonus mitigation provides diminishing returns as it is only applied to incoming damage after the damage from armor/resistances have been subtracted, ie. the more armor/resistance you have the less effective the Nord passive is. At 0% armor/resistance the Nord passive gives a full 6% mitigation, at 50% armor/resistance the Nord passive only gives 3% mitigation.
i was wrong, its 3% mitigation..not 1%...still absolute ***.
karakondzula wrote: »Nord is still gonna be worst race. Its the only race that you both nerfed (health regen)and buffed (6% stam).
You guys NEED to look at Rugged passive! Its not working correctly, fix it and buff it to 9% flat damage reduction instead of just bonus armor and spell resistance...
Nords advantages: Health, Health regen, armor.
All three are basically useless stats since big health is not needed , health regen is way too weak and hard to stack, armor and spell resistance are worthless because of insane numbers of penetrations in this game.
Ok they got a bit of stamina now great... Orc's had it all the way and they are still far better choice than Nord cuz of their damage bonus.
Just make Rugged useful, it has to be changed!
For bosmer passive (Acrobat): a reduce cost for dodge roll by x% or increase weapon speed by x%. (Lore wise its safe).
Edit:
For breton (Opportunist): increase ultimate gain by x%
@ZOS_JessicaFolsom @Wrobel
There is no other choice for a stamina DD now... you have to be a cat-.-
What do you think about the changes?
Khajiit - Cutpurse is ok, I think 10% would be more attractive than 5% and still not be game-breaking. The Robust Constitution passive did not need to be changed, though. As others have said Khajiit are already top stamina dps. They do not need more max stamina.
Suggestion: Switch Khajiit passive with Wood Elf (cat fall damage decrease makes much more sense). Increase pickpocket chance to 10%, whoever gets it. Leave Robust Constitution the way it was or just give it a little extra stamina regen.
Wood Elf - As stated above, I think they should get the pickpocket perk and Khajiit get the fall damage one.
I only have two qualms with the changes:
First, I really hope you reconsider/change the Breton AP bonus - this affects leaderboards and emperorship. No player should have an AP advantage.
Second, I am very surprised (and disappointed) that Red Diamond was not buffed for Imperials. Don't get me wrong, it isn't a terrible passive, but it is very situational and relatively weak compared to the Nord incoming damage reduction or the Orc bundle, for example. I hope you evaluate RD and perhaps add something to it - a 1/2/3% incoming damage reduction or a small damage proc or reduced break free cost, or anything really. Again, it's not terrible, just very lackluster.
Ummmm...RD is absolutely superior to the Nord Damage Reduction...its not even close....
Nord Damage Reduction does not scale..if you're at Cap Resist it reduces damage by like 1%..which is nothing..
No @xsorus, resistance values are hard-capped but incoming damage mitigation is not. Nords always get 6% damage reduction, but multiplicatively with CP and other functions.
As another poster pointed out, Red Diamond basically just equates to a very measly amount of health regen which is unreliable and very limited in uptime. Therefore it's not even as good as normal health regen passives enjoyed by Nords and Orcs.
Apart from perhaps bumping up the max health passive, overall I think the above are all pretty good.. The real shortfall in my opinion is the mitigation passive - let me explain why.
Let's say you have fully capped armor/resistance giving you 50% mitigation + 6% mitigation from the Nord passive (so 56%), this is what you would expect to see:
1000 incoming damage
56% mitigated (560 damage)
1000 - 560 = 440 damage received
Having done a lot of mitigation testing (with Nord passives, vampire damage reduction passives/abilities, and other stuff), this is how mitigation appears to actually work:
1000 incoming damage
50% mitigated (500 damage)
[second calculation]
500 damage
6% mitigated (30 damage)
1000 - (500 + 30) = 470 damage received
In a nutshell bonus mitigation provides diminishing returns as it is only applied to incoming damage after the damage from armor/resistances have been subtracted, ie. the more armor/resistance you have the less effective the Nord passive is. At 0% armor/resistance the Nord passive gives a full 6% mitigation, at 50% armor/resistance the Nord passive only gives 3% mitigation.
i was wrong, its 3% mitigation..not 1%...still absolute ***.
Even at an effective 3%, the Nord passive will vastly outperform the Imperial passive in basically all situations except a 1v1 (and even then only if you keep 100% melee offensive uptime). The Nord passive becomes much MORE powerful as more people get to beating on you, while the Imperial passive becomes much LESS powerful versus multiple opponents.
Furthermore, basic health regen passives synergize with potions, drinks, gear, etc, whereas RD is a static 6% max health.
I'll say again, RD isn't total garbage, but currently I see it simply as flavor and not as practical or reliable as it needs to be.