Hey everyone! o/ I do really like about the class reps system and the topics we're all discussing about but... what about races? Some of them are just BiS while other are forgotten at the bottom of the barrel, I think no one should to be force to play a race he/she just don't like, so... I have some ideas about how to improve (in my opinion) the balance between races:
Imperial: Its pasives has been redesigned.
OLD:
- Tough 1/2/3: Increases Max Health by 4%/8%/12%
- Conditioning 1/2/3: Increases Max Stamina by 4%/7%/10%
- Red Diamond 1/2/3: Give your melee attacks a 10% change to restore 174/349/524 Health
NEW:
- Tough 1/2/3: Increases Max Health by 4%/8%/12%
- Dynamic 1/2/3: Increases Max Stamina by 4%/5%/6% and Max Magicka by 4%/5%/6%
- Red Diamond 1/2/3: Reduce the Stamina and Magicka cost of your habilities by 1%/2%/3%
Nord: Its pasives has been redesigned.
OLD:
- Stalwart 1/2/3: Increases Max Stamina by 2%/4%/6% and Health Recovery by 6%/13%/20%
- Resist Frost 1/2/3: Increases Max Health by 3%/6%/9% and Cold Resistance by 693/1386/2079
- Rugged 1/2/3: Reduces incoming damage by 2%/4%/6%
NEW:
- Endurable 1/2/3: Increases Max Stamina by 2%/4%/6% and Stamina Recovery by 3%/6%/9%
- Adamant 1/2/3: Increases Max Health by 3%/6%/9% and Health Recovery by 6%/13%/20%
- Rugged 1/2/3: Increases your Physical and Spell Resistance by 1320/2640/3960
Breton: Magicka Mastery pasive has been improved and Spell Resistance pasive has been reworked.
OLD:
- Gift of Magnus: Increases Max Magicka by 4%/7%/10%
- Spell Resistance: Increases your Spell Resistance by 1320/2640/3960
- Magicka Mastery: Reduce the Magicka cost of your spells by 1%/2%/3%
NEW:
- Gift of Magnus: Increases Max Magicka by 4%/7%/10%
- Spell Resistance: Increases your Spell Resistance by 693/1386/2079. When you take Magic damage you restore 150/290/410 Magicka. This effect can occur once every 5 seconds
- Magicka Mastery: Reduce the Magicka cost of your spells by 3%/4%/5%
BONUS Track:
Item sets changes overview:
Merciless Charge set: This set has been renamed as Piercing Charge set:
OLD:
- Critical Charge deals an additional 6000 Physical Damage over 5 seconds.
NEW:
- When you deal damage with Critical Charge, your Physical penetration is increased by 4150 for 10 seconds
Piercing Spray Set: This set has been renamed as Accurate Snipe set:
OLD:
- When you deal damage with Arrow Spray, you cause enemies hit to take 45%/50% more damage from the direct damage portion of your next Snipe, Scatter Shot, or Poison Arrow used within 5 seconds.
NEW:
-When you deal damage with Snipe, your Critical Strike damage is increased by 11%/12% for 8 seconds.
Think also that these kind of weapons (i mean, maelstrom/master/asylum) should get some love since they're all dificult to get... and now some of them are pretty useless T_T. The second one has no chance vs maelstrom/master bow, so... its existance is irrelevant.
Edited by Vaneur on July 16, 2018 4:32PM