Demycilian wrote: »Fix for animation cancelling aka ESO leaving the beta phase..
Cloak cuts health recovery by some percentage and halts counting of roll dodge cost debuff.
What are your dream summerset isle dlc patch notes?
1. Dlc set in summerset, not filthy murkmire
2. Housing slots increased
Valkyn_Eltrys wrote: »Mundus Stones:
- Thief Stone: From 7% crit chance to 8%
- Shadow Stone: From 9% crit damage to 10%
Champion Points:
The Tower:
- Siphoner: From "Reduces all resource restore effects of enemies you hit with Light or Heavy Attacks by [0-15]% for 3 seconds including potions, item sets and ability passives as well as Health/Magicka/Stamina regeneration" to War Mount: "decreases stamina drain from your mounts by [0-35%]." No this is in a good place right now
- War Mount: Removed and replaced as the 120 CP Passive.
- Quick Learner: Passives unlocked after spending 120 points in The Tower. Decrease research times and rate you can train your mounts by 50%.. Serious about this one. Horse training and researching is too long.
Racial Passives:
- Khajiit: Nimble from "Increase your Health Recovery by 6%/14%/20% and Stamina Recovery by 3%/6%/10%" to "Decrease Stamina Cost of your Abilities by 2%/4%/6% and increases Stamina Recovery by 2%/4%/8%."
- Nord: Rugged now calculates damage reduction before all other calculations. Rugged from "2%/4%/6% damage reduction" to "3%/6%/9% damage reduction" before all calculations.
- Breton: Magicka Mastery from "Reduces the Magicka cost of your abilities by 1%/2%/3%" to "Increases damage done with Magic Damage by 2%/4%/6%." No it’s truly amazing how many people don’t understand how amazingly strong this passive is
- Bosmer (Wood Elf): Resist Affliction reworked. Now "Potent Affliction" - Increases damage done with Poison and Disease damage by 2%/4%/6%.
Weapons:
Destruction Staff:Two-Handed:
- Tri Focus: "Fully-charged Frost Heavy Attack taunt the enemy to attack you for 15 seconds and grant a damage shield that absorbs 805 damage. While a Frost Staff is equipped, blocking cost Magicka instead of Stamina" to " Fully-charged Frost Heavy Attacks fires a glacial whirlwind in a straight path for 18 metres, damaging enemies and slowing them by 50% for 2/3 seconds." ---> Similar to what some NPC's use, and instead of a root it's a slow.
- Ancient Knowledge: "Frost Staff reduces the cost of blocking by 15%/30% and increases the amount of damage you block by 10%/20%" to "Frost Staff Increases your damage done with Damage over Time abilities by 4%/8%." No Frost went from useless to useful, and you want to take that away again? It will never compete on DPS. Maim and root would be to OP
Dual Wield:
- Cleave: Increased the damage of this ability and it's morphs by 15%.
- Thrive in Chaos (Lacerate Morph): From "Each enemy hit increases your damage done by [5]% for the duration, up to a maximum of [30]% damage done" to "Reduced Cost" from 150 Ultimate to ~80.
Status Effects:
- Chilled Now "When you apply the chilled status effect on an enemy, they take frost damage over time based on your current Spell damage. Chilled effect lasts 4 seconds and ticks every 1 second, increasing in damage the longer it ticks." 65%/90%/115%/140% damage. No - again, it will be OP with matching damage and utility. Just like how all gap closer snares got nerfed
Item Sets:
- Domihaus Now a static circle. (Similar to Grothdarr, but doesn't move with you). 8 Metre Radius.
- Molag Kena: From "(2 items) When you deal damage with 2 consecutive Light Attacks you trigger Overkill for 6 seconds, which increases your Weapon and Spell Damage by 516 but also increases the cost of your abilities by 20%." to "(2 items) When you deal damage you have a 15% to trigger Overkill for 6 seconds, which increases your Weapon and Spell Damage by 400 but also increases the cost of your abilities by 15%.
- Nerien'eth: 1 Piece now provides Spell Damage. Increased proc chance from 10% to 15%.
- Scathing Mage: Now procs off of Critical Damage, rather than Direct Critical Damage. Proc chance from 20% to 15%.
- Silks of the Sun: 2-piece now provides Spell Critical instead of Maximum Health.
All zones PvP enabled. Dying in PvP deletes your character. Killing another player gives you all their stuff. Guards damage increased by 300%, initiating PvP agros guards but defending does not.
ThinkerOfThings wrote: »
Maura_Neysa wrote: »Valkyn_Eltrys wrote: »Mundus Stones:
- Thief Stone: From 7% crit chance to 8%
- Shadow Stone: From 9% crit damage to 10%
Champion Points:
The Tower:
- Siphoner: From "Reduces all resource restore effects of enemies you hit with Light or Heavy Attacks by [0-15]% for 3 seconds including potions, item sets and ability passives as well as Health/Magicka/Stamina regeneration" to War Mount: "decreases stamina drain from your mounts by [0-35%]." No this is in a good place right now
- War Mount: Removed and replaced as the 120 CP Passive.
- Quick Learner: Passives unlocked after spending 120 points in The Tower. Decrease research times and rate you can train your mounts by 50%.. Serious about this one. Horse training and researching is too long.
Racial Passives:
- Khajiit: Nimble from "Increase your Health Recovery by 6%/14%/20% and Stamina Recovery by 3%/6%/10%" to "Decrease Stamina Cost of your Abilities by 2%/4%/6% and increases Stamina Recovery by 2%/4%/8%."
- Nord: Rugged now calculates damage reduction before all other calculations. Rugged from "2%/4%/6% damage reduction" to "3%/6%/9% damage reduction" before all calculations.
- Breton: Magicka Mastery from "Reduces the Magicka cost of your abilities by 1%/2%/3%" to "Increases damage done with Magic Damage by 2%/4%/6%." No it’s truly amazing how many people don’t understand how amazingly strong this passive is
- Bosmer (Wood Elf): Resist Affliction reworked. Now "Potent Affliction" - Increases damage done with Poison and Disease damage by 2%/4%/6%.
Weapons:
Destruction Staff:Two-Handed:
- Tri Focus: "Fully-charged Frost Heavy Attack taunt the enemy to attack you for 15 seconds and grant a damage shield that absorbs 805 damage. While a Frost Staff is equipped, blocking cost Magicka instead of Stamina" to " Fully-charged Frost Heavy Attacks fires a glacial whirlwind in a straight path for 18 metres, damaging enemies and slowing them by 50% for 2/3 seconds." ---> Similar to what some NPC's use, and instead of a root it's a slow.
- Ancient Knowledge: "Frost Staff reduces the cost of blocking by 15%/30% and increases the amount of damage you block by 10%/20%" to "Frost Staff Increases your damage done with Damage over Time abilities by 4%/8%." No Frost went from useless to useful, and you want to take that away again? It will never compete on DPS. Maim and root would be to OP
Dual Wield:
- Cleave: Increased the damage of this ability and it's morphs by 15%.
- Thrive in Chaos (Lacerate Morph): From "Each enemy hit increases your damage done by [5]% for the duration, up to a maximum of [30]% damage done" to "Reduced Cost" from 150 Ultimate to ~80.
Status Effects:
- Chilled Now "When you apply the chilled status effect on an enemy, they take frost damage over time based on your current Spell damage. Chilled effect lasts 4 seconds and ticks every 1 second, increasing in damage the longer it ticks." 65%/90%/115%/140% damage. No - again, it will be OP with matching damage and utility. Just like how all gap closer snares got nerfed
Item Sets:
- Domihaus Now a static circle. (Similar to Grothdarr, but doesn't move with you). 8 Metre Radius.
- Molag Kena: From "(2 items) When you deal damage with 2 consecutive Light Attacks you trigger Overkill for 6 seconds, which increases your Weapon and Spell Damage by 516 but also increases the cost of your abilities by 20%." to "(2 items) When you deal damage you have a 15% to trigger Overkill for 6 seconds, which increases your Weapon and Spell Damage by 400 but also increases the cost of your abilities by 15%.
- Nerien'eth: 1 Piece now provides Spell Damage. Increased proc chance from 10% to 15%.
- Scathing Mage: Now procs off of Critical Damage, rather than Direct Critical Damage. Proc chance from 20% to 15%.
- Silks of the Sun: 2-piece now provides Spell Critical instead of Maximum Health.
Valkyn_Eltrys wrote: »Maura_Neysa wrote: »Valkyn_Eltrys wrote: »Mundus Stones:
- Thief Stone: From 7% crit chance to 8%
- Shadow Stone: From 9% crit damage to 10%
Champion Points:
The Tower:
- Siphoner: From "Reduces all resource restore effects of enemies you hit with Light or Heavy Attacks by [0-15]% for 3 seconds including potions, item sets and ability passives as well as Health/Magicka/Stamina regeneration" to War Mount: "decreases stamina drain from your mounts by [0-35%]." No this is in a good place right now
- War Mount: Removed and replaced as the 120 CP Passive.
- Quick Learner: Passives unlocked after spending 120 points in The Tower. Decrease research times and rate you can train your mounts by 50%.. Serious about this one. Horse training and researching is too long.
Racial Passives:
- Khajiit: Nimble from "Increase your Health Recovery by 6%/14%/20% and Stamina Recovery by 3%/6%/10%" to "Decrease Stamina Cost of your Abilities by 2%/4%/6% and increases Stamina Recovery by 2%/4%/8%."
- Nord: Rugged now calculates damage reduction before all other calculations. Rugged from "2%/4%/6% damage reduction" to "3%/6%/9% damage reduction" before all calculations.
- Breton: Magicka Mastery from "Reduces the Magicka cost of your abilities by 1%/2%/3%" to "Increases damage done with Magic Damage by 2%/4%/6%." No it’s truly amazing how many people don’t understand how amazingly strong this passive is
- Bosmer (Wood Elf): Resist Affliction reworked. Now "Potent Affliction" - Increases damage done with Poison and Disease damage by 2%/4%/6%.
Weapons:
Destruction Staff:Two-Handed:
- Tri Focus: "Fully-charged Frost Heavy Attack taunt the enemy to attack you for 15 seconds and grant a damage shield that absorbs 805 damage. While a Frost Staff is equipped, blocking cost Magicka instead of Stamina" to " Fully-charged Frost Heavy Attacks fires a glacial whirlwind in a straight path for 18 metres, damaging enemies and slowing them by 50% for 2/3 seconds." ---> Similar to what some NPC's use, and instead of a root it's a slow.
- Ancient Knowledge: "Frost Staff reduces the cost of blocking by 15%/30% and increases the amount of damage you block by 10%/20%" to "Frost Staff Increases your damage done with Damage over Time abilities by 4%/8%." No Frost went from useless to useful, and you want to take that away again? It will never compete on DPS. Maim and root would be to OP
Dual Wield:
- Cleave: Increased the damage of this ability and it's morphs by 15%.
- Thrive in Chaos (Lacerate Morph): From "Each enemy hit increases your damage done by [5]% for the duration, up to a maximum of [30]% damage done" to "Reduced Cost" from 150 Ultimate to ~80.
Status Effects:
- Chilled Now "When you apply the chilled status effect on an enemy, they take frost damage over time based on your current Spell damage. Chilled effect lasts 4 seconds and ticks every 1 second, increasing in damage the longer it ticks." 65%/90%/115%/140% damage. No - again, it will be OP with matching damage and utility. Just like how all gap closer snares got nerfed
Item Sets:
- Domihaus Now a static circle. (Similar to Grothdarr, but doesn't move with you). 8 Metre Radius.
- Molag Kena: From "(2 items) When you deal damage with 2 consecutive Light Attacks you trigger Overkill for 6 seconds, which increases your Weapon and Spell Damage by 516 but also increases the cost of your abilities by 20%." to "(2 items) When you deal damage you have a 15% to trigger Overkill for 6 seconds, which increases your Weapon and Spell Damage by 400 but also increases the cost of your abilities by 15%.
- Nerien'eth: 1 Piece now provides Spell Damage. Increased proc chance from 10% to 15%.
- Scathing Mage: Now procs off of Critical Damage, rather than Direct Critical Damage. Proc chance from 20% to 15%.
- Silks of the Sun: 2-piece now provides Spell Critical instead of Maximum Health.
3% cost reduction is actually completely weak as hell. 2500 Magicka cost on lets say, Puncturing Sweep. 3% cost reduction is 2425.. 75 Difference. That is extremely pathetically weak.
Nobody, NOBODY tanks with an Ice Staff, I have yet to actually see an Ice Staff Tank. I never said Chill applies minor maim, I reworked that if you read down. It went from very useless to absolutely useless.
Chilled DoT rework would not be OP at all, since it would only scale with Spell Damage, rather than Spell Damage + Max Magicka (such as burning - doesn't tick as often, but still would do more DPS than chilled in this manner).
Siphoner.. Meh. Can be good, but it's CP it should be universal for PvP and PvE. If they balanced the 2 separately, I'd understand. Idc much for that tbh.
Valkyn_Eltrys wrote: »Maura_Neysa wrote: »Valkyn_Eltrys wrote: »Mundus Stones:
- Thief Stone: From 7% crit chance to 8%
- Shadow Stone: From 9% crit damage to 10%
Champion Points:
The Tower:
- Siphoner: From "Reduces all resource restore effects of enemies you hit with Light or Heavy Attacks by [0-15]% for 3 seconds including potions, item sets and ability passives as well as Health/Magicka/Stamina regeneration" to War Mount: "decreases stamina drain from your mounts by [0-35%]." No this is in a good place right now
- War Mount: Removed and replaced as the 120 CP Passive.
- Quick Learner: Passives unlocked after spending 120 points in The Tower. Decrease research times and rate you can train your mounts by 50%.. Serious about this one. Horse training and researching is too long.
Racial Passives:
- Khajiit: Nimble from "Increase your Health Recovery by 6%/14%/20% and Stamina Recovery by 3%/6%/10%" to "Decrease Stamina Cost of your Abilities by 2%/4%/6% and increases Stamina Recovery by 2%/4%/8%."
- Nord: Rugged now calculates damage reduction before all other calculations. Rugged from "2%/4%/6% damage reduction" to "3%/6%/9% damage reduction" before all calculations.
- Breton: Magicka Mastery from "Reduces the Magicka cost of your abilities by 1%/2%/3%" to "Increases damage done with Magic Damage by 2%/4%/6%." No it’s truly amazing how many people don’t understand how amazingly strong this passive is
- Bosmer (Wood Elf): Resist Affliction reworked. Now "Potent Affliction" - Increases damage done with Poison and Disease damage by 2%/4%/6%.
Weapons:
Destruction Staff:Two-Handed:
- Tri Focus: "Fully-charged Frost Heavy Attack taunt the enemy to attack you for 15 seconds and grant a damage shield that absorbs 805 damage. While a Frost Staff is equipped, blocking cost Magicka instead of Stamina" to " Fully-charged Frost Heavy Attacks fires a glacial whirlwind in a straight path for 18 metres, damaging enemies and slowing them by 50% for 2/3 seconds." ---> Similar to what some NPC's use, and instead of a root it's a slow.
- Ancient Knowledge: "Frost Staff reduces the cost of blocking by 15%/30% and increases the amount of damage you block by 10%/20%" to "Frost Staff Increases your damage done with Damage over Time abilities by 4%/8%." No Frost went from useless to useful, and you want to take that away again? It will never compete on DPS. Maim and root would be to OP
Dual Wield:
- Cleave: Increased the damage of this ability and it's morphs by 15%.
- Thrive in Chaos (Lacerate Morph): From "Each enemy hit increases your damage done by [5]% for the duration, up to a maximum of [30]% damage done" to "Reduced Cost" from 150 Ultimate to ~80.
Status Effects:
- Chilled Now "When you apply the chilled status effect on an enemy, they take frost damage over time based on your current Spell damage. Chilled effect lasts 4 seconds and ticks every 1 second, increasing in damage the longer it ticks." 65%/90%/115%/140% damage. No - again, it will be OP with matching damage and utility. Just like how all gap closer snares got nerfed
Item Sets:
- Domihaus Now a static circle. (Similar to Grothdarr, but doesn't move with you). 8 Metre Radius.
- Molag Kena: From "(2 items) When you deal damage with 2 consecutive Light Attacks you trigger Overkill for 6 seconds, which increases your Weapon and Spell Damage by 516 but also increases the cost of your abilities by 20%." to "(2 items) When you deal damage you have a 15% to trigger Overkill for 6 seconds, which increases your Weapon and Spell Damage by 400 but also increases the cost of your abilities by 15%.
- Nerien'eth: 1 Piece now provides Spell Damage. Increased proc chance from 10% to 15%.
- Scathing Mage: Now procs off of Critical Damage, rather than Direct Critical Damage. Proc chance from 20% to 15%.
- Silks of the Sun: 2-piece now provides Spell Critical instead of Maximum Health.
3% cost reduction is actually completely weak as hell. 2500 Magicka cost on lets say, Puncturing Sweep. 3% cost reduction is 2425.. 75 Difference. That is extremely pathetically weak. see the math below, you’re calling that weak?
Nobody, NOBODY tanks with an Ice Staff, I have yet to actually see an Ice Staff Tank. I never said Chill applies minor maim, I reworked that if you read down. It went from very useless to absolutely useless.Actually I do Tank with an Ice Staff back bar, and they are common enough that no one even bats an eye when I PuG Vet trials.
Chilled DoT rework would not be OP at all, since it would only scale with Spell Damage, rather than Spell Damage + Max Magicka (such as burning - doesn't tick as often, but still would do more DPS than chilled in this manner). Are you trying to take that away then? You do know Chilled applies Minor Maim already and hitting a Chilled target with Frost Damage roots them
Siphoner.. Meh. Can be good, but it's CP it should be universal for PvP and PvE. If they balanced the 2 separately, I'd understand. Idc much for that tbh.
lucky_Sage wrote: »Maura_Neysa wrote: »lucky_Sage wrote: »Maura_Neysa wrote: »Major in this priority:
-Nord
-Imperial
Minor:
Breton (that 3% is laughable, at least 5 thanks.)
Nord -okay
Imperial - #2 tank? nope don't need buffed
Breton -#1 healer? nope don't need buffedRemove race passives that lock a race into a certain class, ie, Stealthy.
Brets need +4% magic damage, or a boost to 4% for its cost reduction passive
Nords need some sustain passive for stamina (and frost damage perhaps?)
Imperials could use mag/stam recov, or both.
Other way around, every race should have a useless passive for that play style.sneakymitchell wrote: »Nords are fine sure lack of substain but at least you are surviving more hits than usual. Imperials are just fine too. Bretons maybe more love since 1% increase ap isn’t enough for so called buff. And argonians are mainly healers compared to Bretons. Back then it was Bretons who had good healing mostly due to the substain.
1% AP, 1% gold, 1% xp sounds like its right on targetIMO, they need to remove Max <stat> and <stat> Regen from racial skill lines. Move them into the "World" skill tree and let them keep their original level requirements, or similar ones, but let any race choose from them. Create a "Training" tree or "Conditioning". Put all the regen and max stat passives in there, but each separately.
Keep the little bonuses that each race has to keep them different. This would make it so that, while some races stay better for min/maxing, you wont feel crippled by not choosing that race.
For example:
- Orcs keep Craftsman and Swift Warrior. Brawny is removed entirely from the game. Unflinching becomes part of the World skill tree. It's a good passive for tanks.
- Argonians would lose Resourceful, and the resistances from Argonian Resistance would be combined into Quick to Mend.
- Redguard would lose Exhilaration and Conditioning, but keep Adrenaline Rush and Wayfarer.
The biggest issue comes with the elves. Their final passives need to be completely redesigned. Other races can be mixed or combined with their other passives, but the elves are simply either too focused or too strong. Maybe Dunmer keep fire restistance and fire damage? Altmer could get bonus shock damage. This could let Nords have a bonus to frost damage. Bosmer could get a bonus to poison and disease.
The reason I'm for changing things is that there's not really a choice for many people. If they want to play magicka, they have to pick from one of 3 races. Most of the time between 2 races: Dunmer and Altmer. If they want to play Stamina, they can pick between Redguard and Redguard.
And yes, it IS noticeable, before anyone says anything. I had an Imperial Stamplar that I switched to magicka at one point. It was awful. I switched back to stam and eventually race changed to Redguard. You can feel the difference. Even passives like the Bretons make playing magicka way more enjoyable.
Altmer tank, caved and went to Argonian, switch back 2 weeks later. Altmer works better.WakeYourGhost wrote: »Creative minds find uses for nearly everything.
That being said - Small adjustments would be fine... As long as the unique flavor of each race, and more importantly it's Lore-based features, remains in place.
TruthLightspeedflashb14_ESO wrote: »The 3% cost reduction with bretons is a great mag resourse passive, better then the 9% that high elfs get. Not sure what you guys are about.
The average mag cost in the game is around 3k on the low end, so 3% of that is 90. Which in regen terms is 180. To get 180 regen out of the 9% passive you would need 2000 base regen. Noone has that.
TruthSheezabeast wrote: »Nords need bonus to frost damage, it might revitalize a dead weapon line. Frost tanks never really caught on...
Some of us figured it out. Nords could use something though. Personally I think more like Dunmer Frost Resistance and Frost Damage
Bretons arnt best healers. argonians are and are prob close to best tank aswell and for pvp one of the top 3 races for magdk and magplar
Read the whole tread, you'll see it over and over. Breton, Altmer, Argonian, in that order are the best healers. Yes Argonian is BiS tank. Healers at times have to be able to be able to constantly cast, no room for a heavy. This means the best sustain race wins, that Breton. Second best sustain is Altmer. Lastly is Argionan whos resourceful passive is very strong, but also completely useless if the pain comes 20 seconds into a cool down.
@ Maura_Neysa
ok I did the math argonian passives gives 4620 for every potion drank with 45 second cd = 102.666 mag per second
each magicka class with Breton 3% reduce cost = mag per second
dragonknight avg cost 3510 = 105.3 mag per second regen
nightblade avg cost 3060.06 = 91.80 mag per second
warden avg cost 3060.73 = 91.82 mag per second
sorcerer avg cost 3379 = 101.37 mag per second (did not count dark conversion because mag morph cost stam)
Templar avg cost 3516 = 105.48 mag per second
so with just base cost know passive other than Breton not any class or armor passives etc. 3 out of 5 argonians have better sustain with magicka and they get all 3 resources not just mag with not even 3 mag per second that Bretons beats in sustain they get all 3 types so how is Breton better for sustain I did the math they don't win. I am not saying nerf argonians its but Bretons which is the magicka sustain race and argonians are jack of all trades sustain race
id like to add its funny that the melee mag classes have highest cost when part of why stam abilities less is because they are melee
@Iucky_sage
Because of how regen works. That extra cast you get when you're low. Especially on a healer who doesn't have the luxury of heavy attacking for resources when they are low. That is why Bretons are BiS healers. Its not about how much magic they can recover. Which according to your own math is absolutly competitive. Its about how long they can go without needing to stop to recover. Here is the full picture for you.
Healing Springs
Argonian cost 2580, Return 338*3 = 1566 cost. 30k mag at 1566 cost = 19.1 casts
Breton cost 2491, Return 338*3 = 1477 cost . 30k mag at 1427 cost = 20.3 casts
Assuming your numbers greatest difference of 15 regen, thats one extra Springs for the Argonian every 104.4 seconds (assuming GCD frequency)
Harness
Argonian cost 3422, Return 1009*3 = 395 cost. 30k mag at 395 cost = 75.9 casts
Breton cost 3291 , Return 1072*3 = 75 cost. 30k mag at 75 cost = 400 casts
Assuming your numbers greatest difference of 15 regen, thats on extra Harness for the Argonian every 26. 3 seconds.
(assuming GCD frequency)
So... tell me again how Argonians have better sustain than Breton. By the way Springs cost is well under the average, meaning cost reduction is least effective on it and it still crushes Argonian Resourceful
Maura_Neysa wrote: »lucky_Sage wrote: »Maura_Neysa wrote: »lucky_Sage wrote: »Maura_Neysa wrote: »Major in this priority:
-Nord
-Imperial
Minor:
Breton (that 3% is laughable, at least 5 thanks.)
Nord -okay
Imperial - #2 tank? nope don't need buffed
Breton -#1 healer? nope don't need buffedRemove race passives that lock a race into a certain class, ie, Stealthy.
Brets need +4% magic damage, or a boost to 4% for its cost reduction passive
Nords need some sustain passive for stamina (and frost damage perhaps?)
Imperials could use mag/stam recov, or both.
Other way around, every race should have a useless passive for that play style.sneakymitchell wrote: »Nords are fine sure lack of substain but at least you are surviving more hits than usual. Imperials are just fine too. Bretons maybe more love since 1% increase ap isn’t enough for so called buff. And argonians are mainly healers compared to Bretons. Back then it was Bretons who had good healing mostly due to the substain.
1% AP, 1% gold, 1% xp sounds like its right on targetIMO, they need to remove Max <stat> and <stat> Regen from racial skill lines. Move them into the "World" skill tree and let them keep their original level requirements, or similar ones, but let any race choose from them. Create a "Training" tree or "Conditioning". Put all the regen and max stat passives in there, but each separately.
Keep the little bonuses that each race has to keep them different. This would make it so that, while some races stay better for min/maxing, you wont feel crippled by not choosing that race.
For example:
- Orcs keep Craftsman and Swift Warrior. Brawny is removed entirely from the game. Unflinching becomes part of the World skill tree. It's a good passive for tanks.
- Argonians would lose Resourceful, and the resistances from Argonian Resistance would be combined into Quick to Mend.
- Redguard would lose Exhilaration and Conditioning, but keep Adrenaline Rush and Wayfarer.
The biggest issue comes with the elves. Their final passives need to be completely redesigned. Other races can be mixed or combined with their other passives, but the elves are simply either too focused or too strong. Maybe Dunmer keep fire restistance and fire damage? Altmer could get bonus shock damage. This could let Nords have a bonus to frost damage. Bosmer could get a bonus to poison and disease.
The reason I'm for changing things is that there's not really a choice for many people. If they want to play magicka, they have to pick from one of 3 races. Most of the time between 2 races: Dunmer and Altmer. If they want to play Stamina, they can pick between Redguard and Redguard.
And yes, it IS noticeable, before anyone says anything. I had an Imperial Stamplar that I switched to magicka at one point. It was awful. I switched back to stam and eventually race changed to Redguard. You can feel the difference. Even passives like the Bretons make playing magicka way more enjoyable.
Altmer tank, caved and went to Argonian, switch back 2 weeks later. Altmer works better.WakeYourGhost wrote: »Creative minds find uses for nearly everything.
That being said - Small adjustments would be fine... As long as the unique flavor of each race, and more importantly it's Lore-based features, remains in place.
TruthLightspeedflashb14_ESO wrote: »The 3% cost reduction with bretons is a great mag resourse passive, better then the 9% that high elfs get. Not sure what you guys are about.
The average mag cost in the game is around 3k on the low end, so 3% of that is 90. Which in regen terms is 180. To get 180 regen out of the 9% passive you would need 2000 base regen. Noone has that.
TruthSheezabeast wrote: »Nords need bonus to frost damage, it might revitalize a dead weapon line. Frost tanks never really caught on...
Some of us figured it out. Nords could use something though. Personally I think more like Dunmer Frost Resistance and Frost Damage
Bretons arnt best healers. argonians are and are prob close to best tank aswell and for pvp one of the top 3 races for magdk and magplar
Read the whole tread, you'll see it over and over. Breton, Altmer, Argonian, in that order are the best healers. Yes Argonian is BiS tank. Healers at times have to be able to be able to constantly cast, no room for a heavy. This means the best sustain race wins, that Breton. Second best sustain is Altmer. Lastly is Argionan whos resourceful passive is very strong, but also completely useless if the pain comes 20 seconds into a cool down.
@ Maura_Neysa
ok I did the math argonian passives gives 4620 for every potion drank with 45 second cd = 102.666 mag per second
each magicka class with Breton 3% reduce cost = mag per second
dragonknight avg cost 3510 = 105.3 mag per second regen
nightblade avg cost 3060.06 = 91.80 mag per second
warden avg cost 3060.73 = 91.82 mag per second
sorcerer avg cost 3379 = 101.37 mag per second (did not count dark conversion because mag morph cost stam)
Templar avg cost 3516 = 105.48 mag per second
so with just base cost know passive other than Breton not any class or armor passives etc. 3 out of 5 argonians have better sustain with magicka and they get all 3 resources not just mag with not even 3 mag per second that Bretons beats in sustain they get all 3 types so how is Breton better for sustain I did the math they don't win. I am not saying nerf argonians its but Bretons which is the magicka sustain race and argonians are jack of all trades sustain race
id like to add its funny that the melee mag classes have highest cost when part of why stam abilities less is because they are melee
@Iucky_sage
Because of how regen works. That extra cast you get when you're low. Especially on a healer who doesn't have the luxury of heavy attacking for resources when they are low. That is why Bretons are BiS healers. Its not about how much magic they can recover. Which according to your own math is absolutly competitive. Its about how long they can go without needing to stop to recover. Here is the full picture for you.
Healing Springs
Argonian cost 2580, Return 338*3 = 1566 cost. 30k mag at 1566 cost = 19.1 casts
Breton cost 2491, Return 338*3 = 1477 cost . 30k mag at 1427 cost = 20.3 casts
Assuming your numbers greatest difference of 15 regen, thats one extra Springs for the Argonian every 104.4 seconds (assuming GCD frequency)
Harness
Argonian cost 3422, Return 1009*3 = 395 cost. 30k mag at 395 cost = 75.9 casts
Breton cost 3291 , Return 1072*3 = 75 cost. 30k mag at 75 cost = 400 casts
Assuming your numbers greatest difference of 15 regen, thats on extra Harness for the Argonian every 26. 3 seconds.
(assuming GCD frequency)
So... tell me again how Argonians have better sustain than Breton. By the way Springs cost is well under the average, meaning cost reduction is least effective on it and it still crushes Argonian Resourceful
leothedino wrote: »Remove PVE to PVP balance
This problem is causing a wide divide in the community between pvp and pve'ers. Stop trying to balance the two against one another, and in my opinion, simply build classes to have a PVE and PVP build, passives and skills adjusted for that content. There is no open-world PVP in ESO (turning on a 'flag' whilst levelling, having pvp outside of cyrodiil), there is no reason to keep this stress and ridiculous pressure up. It may appear biased to say, but PVP changes only make PVE suffer and it's getting stale.