On Live Nords have no "restrictions": they have benefits neither for stamina nor for magica. On PTS you guys push Nords to play stamina.
BTW, don't tell me Nords are suposed to be warriors. Shalidor is one of the greatest mages in Tamriel, and he is a Nord.
As already have been suggested, rework one Nord passive to boost food and drinks. For example, all food and drinks gain 30% increase when used by Nord.
Dark Elf Skills
- Ambidexterity/Ashlander: "Ashlander" will surely upset players who role-play as House Dunmer. I suggest "Ashborn" or, as suggested by another player, "Ancestor Guardian" to keep things a bit more traditional. I also agree with that player's proposal to replace the damage reduction from environmental lava in exchange for a Minor Evasion buff (ala Sanctuary in Morrowind).
- Flame Talent/Destructive Ancestry: Honestly, the bonus order (0/1/2%) could be improved ever-so-slightly (1/2/3%), but I'd rather the Frost and Shock damage boosts be replaced in favor of Spell critical chance (1/2/3%). It further fits into the shifty nature of the Dunmeri people.
ZOS_JessicaFolsom wrote: »
- 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?
Argonian Skills
- Amphibious/Resourceful: While the Max Magicka bonus is comparable to the Bosmer's Resist Affliction bonuses to Max Stamina (1/2/3%), it is appreciated nonetheless. Personally, I'd like both passives to be boosted up to (2/4/6%), and in the case of Argonians, maybe lessen the Max Health from Argonian Resistance (3/6/9%) to the same amounts (2/4/6%).
- Quick to Mend: I'm not seeing the issue with the change from "healing received" to "healing done" that other players have pointed out for tank builds, as I recall that both apply to you regardless. Unless players specifically wanted to stack "healing received" bonuses (Swallow Soul, Rapid Mending, Leeching Plate Set, etc.), I generally find "healing done" the superior of the two. If I am mistaken, please enlighten me.
- Restoration Expertise/Amphibian: Thank the Hist! Swift swimming it still a thing!
ZOS_JessicaFolsom wrote: »
- 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?
Argonian Skills
- Amphibious/Resourceful: While the Max Magicka bonus is comparable to the Bosmer's Resist Affliction bonuses to Max Stamina (1/2/3%), it is appreciated nonetheless. Personally, I'd like both passives to be boosted up to (2/4/6%), and in the case of Argonians, maybe lessen the Max Health from Argonian Resistance (3/6/9%) to the same amounts (2/4/6%).
- Quick to Mend: I'm not seeing the issue with the change from "healing received" to "healing done" that other players have pointed out for tank builds, as I recall that both apply to you regardless. Unless players specifically wanted to stack "healing received" bonuses (Swallow Soul, Rapid Mending, Leeching Plate Set, etc.), I generally find "healing done" the superior of the two. If I am mistaken, please enlighten me.
- Restoration Expertise/Amphibian: Thank the Hist! Swift swimming it still a thing!
Okay I'll explain why quick to mend is a nerf.
It's called playing in groups with other people and not just using self heals.
As it is on live, your healers heal you, as an Argonian tank, for 9% more than they'd heal you if you were another race.
Comparatively, could be considered Nord, Imperial, and Argonian. The point of a tank is to keep a boss taunted and stay alive, and having secondary functions of debuffing the enemy and maybe providing some buffs for allies (the earthen heart minor berserk passive and such).
For Nords, they just take less incoming damage from every hit, that helps them survive better than other races trying to tank.
For Imperials, the just have more maximum health and stamina, and they get a little bit of self healing from their melee attacks giving them some sustain
For Argonians, they receive more health when your healer casts heals on them, so they're easier to heal, particularly from HoT's. They also get more out of healing potions
Tanks don't rely much on self heals to keep themselves up, they might use an emergency thing like dragon's blood (which is unaffected by outgoing healing and probably not affected by incoming healing as well, correct me if I'm wrong, but it's just 33% of your missing health), but most of the time.. that's why you bring a healer in the group.... to do the healing.
Otherwise your groups would just be a tank and 3 dps.
So the changes remove that method of having extra survivability from Argonian tanks (and then you want to remove some of their health bonus too, well, thanks for wanting to finish the job @Wrobel started of gutting Argonians as a tank race)
"so have your healer be an Argonian" is not a solution either, because then, it'd STILL be better to change race to Nord or Imperial to have a bigger health pool, or take less damage.
Argonian now offers very little for being a tank. I mean if you're a healer, because when you made your character you saw they had restoration staff specialist and immediately thought healer, because you were ignorant and didn't know that it would just make leveling up the skill line faster rather than actually making you more effective.. hooray you, you're now vindicated in your choice.
But for those of us who actually looked at the passives and thought "hey, being easier to heal and having a health bonus would make a good tank, and I'm already soft capped on armor and health (back when there were soft caps on everything...)" We're getting punished and charged however many thousands of crowns it costs for a race + name change.
[Snip.][Snip.]ZOS_JessicaFolsom wrote: »[Snip.]
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
NordSwordnBoard wrote: »(Shalidor winks)
Indeed, the Good Daedra will reclaim what was theirs to begin with.
Also, agreed that there should be a condition and/or internal cooldown on it to make it similar to other such passives. Minor Evasion for 15 seconds when at 50% health or below with a cooldown of once every 30s-1m seems fair, maybe?
[Snip.]
KoshkaMurka wrote: »NordSwordnBoard wrote: »(Shalidor winks)
Shalidor is not your typical nord though.
And racials are based on common stereotypes. Of course, there are nords who hate mead and are very talented in magic (for example), or altmer that cannot cast even the weakest spell, but average altmer is more likely to be a mage than nord.
NordSwordnBoard wrote: »KoshkaMurka wrote: »NordSwordnBoard wrote: »(Shalidor winks)
Shalidor is not your typical nord though.
And racials are based on common stereotypes. Of course, there are nords who hate mead and are very talented in magic (for example), or altmer that cannot cast even the weakest spell, but average altmer is more likely to be a mage than nord.
@KoshkaMurka You're right, although I like magic and love mead. I just want to relate to my idol!
I was just thinking it could help existing magical Nords, yet it wouldn't make people flock to the Nord race just for that racial bonus to apply to a build.
Really what I think would benefit the Nords most while staying in the lore is simply more damage mitigation. Any Nord class/play style would benefit from it.
Again, I wish race choice was based on preference not performance. Making all passives weaker in general would not penalize noobs as much for making early mistakes with their toon. This can be changed later with crowns but it does not fix the system that causes it.
@NordSwordnBoard wrote: »KoshkaMurka wrote: »NordSwordnBoard wrote: »(Shalidor winks)
Shalidor is not your typical nord though.
And racials are based on common stereotypes. Of course, there are nords who hate mead and are very talented in magic (for example), or altmer that cannot cast even the weakest spell, but average altmer is more likely to be a mage than nord.
@KoshkaMurka You're right, although I like magic and love mead. I just want to relate to my idol!
I was just thinking it could help existing magical Nords, yet it wouldn't make people flock to the Nord race just for that racial bonus to apply to a build.
Really what I think would benefit the Nords most while staying in the lore is simply more damage mitigation. Any Nord class/play style would benefit from it.
Again, I wish race choice was based on preference not performance. Making all passives weaker in general would not penalize noobs as much for making early mistakes with their toon. This can be changed later with crowns but it does not fix the system that causes it.
Joy_Division wrote: »I don't know why your combat team thought Bretons were comparable to Altmer as far as magicka races go, but they are mistaken.
Also Dunmer and Kahjiit are two of the best races in the game and got buffed. I do not so mind buffs, but you've got to toss a bone to those unfortunates like myself that would rather not change the race they pick becuase they actually want to play it.
Nord Healer Templar = RIP. Worst race possible. Even argonians are laughing.
I seriously think the 2+ years of frustrating racial imbalance was 100% intentional to get us to pay ZOS money for a race change.
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
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
Sure, also lets add this
- 50% damage increase
- If your health drops to 20%, restore back to 100% and grant a 10k damage shield for 6 seconds
- Increase Max Stamina, Health and Magika by 10%
- Increase Stamina, Health and Magika Recovery by 20%
- Once a week, grant 1 millon gold, just because
I love when people think that they have good suggestions to game's balance lol
[Snip.][Snip.]ZOS_JessicaFolsom wrote: »[Snip.]
I understand now. I assumed the uproar was due to self-healing in general that I didn't really see it from the perspective of the Argonian tank wanting the extra healing received from other group members. Neither of my Argonians are built to be healers (not directly, anyway), seeing as one is a Sorcerer and the other being Nightblade Saptank-to-be in response to the unsolicited and continuing punishment towards tanks in general. I will say though that most heals from group mates tend to be "over-healing" and that "healing received" can still be stacked to decent amounts, but I see your point.
I suppose my opinion on Quick to Mend has changed somewhat, where if ZOS can find a balance to offer both "healing received" (3/6/9%) and "healing done" (1/2/3%), I think that wouldn't be too terrible for both healers and tanks.
I'll reflect this in my previous post.
Indeed, the Good Daedra will reclaim what was theirs to begin with.
Also, agreed that there should be a condition and/or internal cooldown on it to make it similar to other such passives. Minor Evasion for 15 seconds when at 50% health or below with a cooldown of once every 30s-1m seems fair, maybe?
PlagueMonk wrote: »
The um, Argonian NB community are on the outraged side as well. (and for good reason)
If you are not an Argonian healer come this patch you will get a HUGE assed nerf.
PlagueMonk wrote: »
The um, Argonian NB community are on the outraged side as well. (and for good reason)
If you are not an Argonian healer come this patch you will get a HUGE assed nerf.
Well as far as I know, the race wasn't very well suited to stam dps, never has been suited to stam or magicka DPS, it was suited for tank
Used to be:
Increased swim speed 50% & Increased potion effects 30% (so increased healing from Tripots, increased duration of effects for other pots like invis)
Increased disease resistance & 1/2/3% increased health (not much but at the time you could soft cap health anyway)
Increased incoming healing 6%.
First big sweeping change was they changed how the stats all worked and removed softcaps. Suddenly a 3% health boost was vastly inferior to a 9-12% health boost, and Nord's passive was 6% reduced damage rather than 250 extra armor (which people were soft capped on just by wearing heavy armor), it bypassed armor mitigation diminishing returns, so now that was attractive. At the same time, they nerfed our potion passive to a weaker form of what it is now.
People got angry, demanded changes, so we got what we have now, a better health boost, a stronger incoming heal boost, the potion bonus is a bit better. For awhile, things were good.
Then @Wrobel comes along and jacks it all up again.
KoshkaMurka wrote: »@NordSwordnBoard wrote: »KoshkaMurka wrote: »NordSwordnBoard wrote: »(Shalidor winks)
Shalidor is not your typical nord though.
And racials are based on common stereotypes. Of course, there are nords who hate mead and are very talented in magic (for example), or altmer that cannot cast even the weakest spell, but average altmer is more likely to be a mage than nord.
@KoshkaMurka You're right, although I like magic and love mead. I just want to relate to my idol!
I was just thinking it could help existing magical Nords, yet it wouldn't make people flock to the Nord race just for that racial bonus to apply to a build.
Really what I think would benefit the Nords most while staying in the lore is simply more damage mitigation. Any Nord class/play style would benefit from it.
Again, I wish race choice was based on preference not performance. Making all passives weaker in general would not penalize noobs as much for making early mistakes with their toon. This can be changed later with crowns but it does not fix the system that causes it.
Well, I think it would be nice if some "flavour" passives were fixed (like that swimming speed on argonians), but the rest would be chosen by players. So there would be some innate racial traits, and some "talents' that would vary from character to character depending on their preference.
For example, an altmer would have extra elemental damage and bretons would be resistant to magic but they would still be able to choose whichever stat buff they want. So the races wont lose individuality this way, but characters will be more individual, so to speak...