QuebraRegra wrote: »Congrats, this is thread #368, you WIN!
I despise the ALTMER, but I'll admit those racials for a SORC ate too good to pass up
Hmm, what say we have a character RACE APPEARANCE change, as part of the OUTFIT system?
QuebraRegra wrote: »Congrats, this is thread #368, you WIN!
I despise the ALTMER, but I'll admit those racials for a SORC ate too good to pass up
Hmm, what say we have a character RACE APPEARANCE change, as part of the OUTFIT system?
Only if they end up looking like Michael Jackson
Altmer. Almost all races get 2 or more benefits out of 1 passive, they get stuffed with good stuff. Altmer still only has sad single benefit passives. So
Altmer. Almost all races get 2 or more benefits out of 1 passive, they get stuffed with good stuff. Altmer still only has sad single benefit passives. So
Come on, now
1 strong passive better than 2 rubbish ones. I think it's universally accepted that High Elves are the strongest and most rounded magicka race for any role/playstyle in PvP or PvE. Only dunmers are better for MagDK and that's about it.
Much as I like RPing Altmers myself, they don't really need a buff.
Orc Craftsman.
It's the only racial trait which grants a limited bonus, after you've finished levelling craft lines it does nothing for your character.
Other fluff traits whilst not amazing at least continue to be useful.
Personally I would change this to something like repair costs, it's not amazing still but it's going to come into play more than it currently does.
Stealthy would be fine if it just added an actual combat use (lets face it, stealth is useless in both pve and pvp outside of thieves guild quests and soloing). I'd say maybe have it give a passive 5% extra chance to dodge attacks.
For khajiit, the carnage passive needs to increase both spell and weapon critical again. It used to function this way even before it was nerfed to 8% (If I recall correctly back at launch it was 10%). Adding 8% spell crit would help out the khajiit magicka builds at least a little, and would mostly impact pve (pvp runs so much impen that crit doesnt matter).
I love my Nord DK. She feels tanky in PvP. I'm sure the Rugged passive contributes to that, so I don't particularly want to give it up. I assume, also, that it applies before shields, so would reduce the damage to shields for a mag DK, effectively giving you a 6% bigger shield.Nord, 3/5 passive bonuses are kinda meh:
- Stalwart: 6% max stamina is OK but 20% health recovery is pretty useless, would change that to healing received or something else
- Resist Frost: 9% max health is OK, but cold damage isn't exactly prevalent in game, most of it is lightning and fire, the latter should be replaced or augmented
- Rugged: 6% damage mitigation looks good at first glance but it's not really useful since you have plenty of % mitigation already and has diminishing returns once you pile more of that, namely when playing tank.
http://elderscrollsonline.wiki.fextralife.com/Nord+Racial+Skills
Finedaible wrote: »Stealthy would be fine if it just added an actual combat use (lets face it, stealth is useless in both pve and pvp outside of thieves guild quests and soloing). I'd say maybe have it give a passive 5% extra chance to dodge attacks.
For khajiit, the carnage passive needs to increase both spell and weapon critical again. It used to function this way even before it was nerfed to 8% (If I recall correctly back at launch it was 10%). Adding 8% spell crit would help out the khajiit magicka builds at least a little, and would mostly impact pve (pvp runs so much impen that crit doesnt matter).
This. Although, increase Carnage to 10% from 8% critical. Khajiit need a boost to at least one of their max stats (stam or health) and remove useless Health Recovery for something better.
@SmellyUnlimited but they're not limited with the additional ones. Dunmer always get lava damage reduction, Altmer always get 1% more XP, Imperials always get 1% more gold. However once an Orc gets max crafting they no longer get a benefit from that passive.SmellyUnlimited wrote: »Orc Craftsman.
It's the only racial trait which grants a limited bonus, after you've finished levelling craft lines it does nothing for your character.
Other fluff traits whilst not amazing at least continue to be useful.
Personally I would change this to something like repair costs, it's not amazing still but it's going to come into play more than it currently does.
All the skills that give a % bonus to skill lines (Dark elf for dual wield, Redguard for SnB) are limited bonus. In fact, every single race has this type of skill. Orc is actually significantly better, because it applies to all crafting. It’s much easier to level a skill line than leveling up every craft available. If you can do that 10% faster, that’s a huge boon.
I love my Nord DK. She feels tanky in PvP. I'm sure the Rugged passive contributes to that, so I don't particularly want to give it up. I assume, also, that it applies before shields, so would reduce the damage to shields for a mag DK, effectively giving you a 6% bigger shield.Nord, 3/5 passive bonuses are kinda meh:
- Stalwart: 6% max stamina is OK but 20% health recovery is pretty useless, would change that to healing received or something else
- Resist Frost: 9% max health is OK, but cold damage isn't exactly prevalent in game, most of it is lightning and fire, the latter should be replaced or augmented
- Rugged: 6% damage mitigation looks good at first glance but it's not really useful since you have plenty of % mitigation already and has diminishing returns once you pile more of that, namely when playing tank.
http://elderscrollsonline.wiki.fextralife.com/Nord+Racial+Skills
The health recovery synergises with Troll King, so it's not something to sneeze at either, if you build with that specific set. I dare say that it's a staple set for Orc stamsorcs, who also have this passive. I would prefer to keep it.
I do agree the frost resistance is pretty useless, although I watched a recent video by Gilliam the Rogue, who pointed out that elemental resistances, any amount of them, make the character immune to the secondary effect of that damage type. In other words, Nords cannot get the Minor Maim from the Chilled effect. Not sure about roots. Would be nice if they were immune to frost based roots, but I doubt it.
Nord, 3/5 passive bonuses are kinda meh:
- Rugged: 6% damage mitigation looks good at first glance but it's not really useful since you have plenty of % mitigation already and has diminishing returns once you pile more of that, namely when playing tank.
http://elderscrollsonline.wiki.fextralife.com/Nord+Racial+Skills
Nord, 3/5 passive bonuses are kinda meh:
- Stalwart: 6% max stamina is OK but 20% health recovery is pretty useless, would change that to healing received or something else
- Resist Frost: 9% max health is OK, but cold damage isn't exactly prevalent in game, most of it is lightning and fire, the latter should be replaced or augmented
- Rugged: 6% damage mitigation looks good at first glance but it's not really useful since you have plenty of % mitigation already and has diminishing returns once you pile more of that, namely when playing tank.
http://elderscrollsonline.wiki.fextralife.com/Nord+Racial+Skills
I believe that would only be removal of anything which adds to character combat ability.whichever one stops yet another thread being created
- Resist Frost: 9% max health is OK, but cold damage isn't exactly prevalent in game, most of it is lightning and fire, the latter should be replaced or augmented
- Rugged: 6% damage mitigation looks good at first glance but it's not really useful since you have plenty of % mitigation already and has diminishing returns once you pile more of that, namely when playing tank.
Orc Craftsman.
It's the only racial trait which grants a limited bonus, after you've finished levelling craft lines it does nothing for your character.
Other fluff traits whilst not amazing at least continue to be useful.
Personally I would change this to something like repair costs, it's not amazing still but it's going to come into play more than it currently does.