My initial impression is that I don't like it. I didn't like the preamble about freedom, and there's a lot of things that instantly rub me the wrong way like:
Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds.
I don't have a high elf character, but this description is what I hate about building characters in ESO in a nutshell: stupid arbitrary conditions: why tie racial recovery to using a class ability?
I would have much preferred it if the current system was tweaked.
Yolokin_Swagonborn wrote: »If you had a race with 10% max stamina or magicka, and your final build was around 40k magicka or stamina, then these changes are nerfing you by HALF. You will lose effectively 2000 of the 4000 resources in your max pool (39600/1.1) = 36,000 + 2000 = 38,000
- If you ran a Breton or High Elf Magicka build with 40k magicka, you now have 38k magicka. I guess Magnus is an indian giver.
- If you ran a Redguard Stamina damage build with 40k stamina, you now have lost effectively 200 weapon damage.
- If you ran a 50k health imperial tank, you now have 46.6k Health
This isn't "Balance" this is nerfing the top damage dealing builds in the game. This is the price of power creep.
Nice cash grab. 1 free race change. Which means I have to spend $300 or reroll everything.
HatchetHaro wrote: »Yolokin_Swagonborn wrote: »If you had a race with 10% max stamina or magicka, and your final build was around 40k magicka or stamina, then these changes are nerfing you by HALF. You will lose effectively 2000 of the 4000 resources in your max pool (39600/1.1) = 36,000 + 2000 = 38,000
- If you ran a Breton or High Elf Magicka build with 40k magicka, you now have 38k magicka. I guess Magnus is an indian giver.
- If you ran a Redguard Stamina damage build with 40k stamina, you now have lost effectively 200 weapon damage.
- If you ran a 50k health imperial tank, you now have 46.6k Health
This isn't "Balance" this is nerfing the top damage dealing builds in the game. This is the price of power creep.
Actually, I would like to correct you, at least about the magicka pool, since I've done the necessary calculations a couple of weeks ago involving Khajiiti, Argonians, and Dunmer. I didn't test Altmer, but I have the calculations down and verified.
The fun thing about the +max Magicka% increases in racial passives right now is that they are additive to the existing +max Magicka% increases. Take, for example, a non-pet Magsorc on the exact same build: Magsorcs have several sources of +max Magicka%, such as Inner Light, Bound Aegis, Mages Guild, and Undaunted Mettle. With those in mind, Dunmer would have a total of +30% max Magicka to their pool, while something without Magicka racial passives, take Khajiit for example, would just have +21% max Magicka to their pool. Currently, on the same build, the Khajiiti would have 39,501 Magicka, and the Dunmer would have 42,439. Just from calculations, Altmer would have 42,766 max Magicka in the same build.
With these changes in mind, the new numbers with the new proposed changes would differ depending on how that flat magicka buff is applied. If it is applied before the +max Magicka%, Dunmer would have 41,013 Magicka, and Altmer would have 41,921; if it is applied after the % buff, Dunmer would have 40,751 Magicka, and Altmer would have 41,501.
From 42,766 max Magicka down to either 41,921 or 41,501, a decrease in only 2-3% Magicka in the end.
The same would happen to Redguards, but I haven't tested anything related to stamina as of yet, but my theory is that since stamina builds have smaller stamina pools, their nerfs would be completely insignificant, or perhaps is even a damage buff.
DjMuscleboy02 wrote: »i knew those announcements from the stream were missing the bad parts, frankly race changes should be free for a limited time. 1 race change simply is not going to be enough.
Nice. So you nerf Nords *even* more, by changing the previous "all-round" 6% into resistance? Dunno about the ulti generation, might just be pessimistic - every 10 seconds? Well that's not much, certainly not in PVP. Sure it might be good for a TANK, but do we really want to push Nords into even more niche tanking role? They were not best at it to start with, so why force them to stay there?
And Redguard... Ffs., you *increase* what made these meta? Why do you want ever stamina DD to be Redguard? Why?
And... You *decreased* Khajiit stamina recovery to literally... NOTHING? Great. You just made Khajiit impossible to use for competitive damage dealing, really - this makes them good for nothing at all, they were already struggling with stamina recovery; 75 recovery? Really? What are they supposed to be used for? Pickpocketing alone? Redguard was already the "button masher handicapped" choice over Khajiit. Khajiit will now have the vigor of a 50 year old obese chain smoker.
With these changes - there's no such thing as a serious end game Khajiit DD anymore. Every stamina damage dealer HAS to be Redguard or gtfo. Khajiit is out, Bosmer is out - only remotely viable alternative is now Orc. I don't know, but I'm getting a weird feeling this some kind of "real world" political correctness thing? Everyone needs to be a Redguard. Seriously, it's ridiculous. Pathetic.
Congratulations
Now all the races feel exactly the same.
HatchetHaro wrote: »Yolokin_Swagonborn wrote: »If you had a race with 10% max stamina or magicka, and your final build was around 40k magicka or stamina, then these changes are nerfing you by HALF. You will lose effectively 2000 of the 4000 resources in your max pool (39600/1.1) = 36,000 + 2000 = 38,000
- If you ran a Breton or High Elf Magicka build with 40k magicka, you now have 38k magicka. I guess Magnus is an indian giver.
- If you ran a Redguard Stamina damage build with 40k stamina, you now have lost effectively 200 weapon damage.
- If you ran a 50k health imperial tank, you now have 46.6k Health
This isn't "Balance" this is nerfing the top damage dealing builds in the game. This is the price of power creep.
Actually, I would like to correct you, at least about the magicka pool, since I've done the necessary calculations a couple of weeks ago involving Khajiiti, Argonians, and Dunmer. I didn't test Altmer, but I have the calculations down and verified.
The fun thing about the +max Magicka% increases in racial passives right now is that they are additive to the existing +max Magicka% increases. Take, for example, a non-pet Magsorc on the exact same build: Magsorcs have several sources of +max Magicka%, such as Inner Light, Bound Aegis, Mages Guild, and Undaunted Mettle. With those in mind, Dunmer would have a total of +30% max Magicka to their pool, while something without Magicka racial passives, take Khajiit for example, would just have +21% max Magicka to their pool. Currently, on the same build, the Khajiiti would have 39,501 Magicka, and the Dunmer would have 42,439. Just from calculations, Altmer would have 42,766 max Magicka in the same build.
With these changes in mind, the new numbers with the new proposed changes would differ depending on how that flat magicka buff is applied. Keeping the exact same non-pet magsorc build, if it is applied before the +max Magicka%, Dunmer (+1250 max Magicka) would have 41,013 Magicka, and Altmer (+2000 max Magicka) would have 41,921; if it is applied after the % buff, Dunmer would have 40,751 Magicka, and Altmer would have 41,501.
From 42,766 max Magicka down to either 41,921 or 41,501, a decrease in only 2-3% Magicka in the end.
The same would happen to Redguards, but I haven't tested anything related to stamina as of yet, but my theory is that since stamina builds have smaller stamina pools, their nerfs would be completely insignificant, or perhaps is even a damage buff.
RIP Dunmer.
Unless you intend to play a hybrid, there's absolutely no reason to pick Dunmer over Altmer for a mag class.
In the current patch, Dunmer-vs-Altmer was a question of damage-vs-sustain. With the high amount of fire damage at play, Dunmer did slightly higher DPS than Altmer, but Altmer had better sustain. Dunmer had 9% max mag (6%+3%) vs. Altmer's 10%, so that was not a substantial difference.
Now with these proposed changes...
- The magicka deficit between Dunmer and Altmer is larger.
- Replacing Dunmer's higher flame damage with weapon damage (useful only for a hybrid) means that Dunmer now does less DPS than Altmer (as they have the same spell damage bonus).
- Dunmer doesn't have Altmer's sustain.
So whereas in the past Dunmer lost sustain in exchange for slightly more damage versus Altmer, now they've lost sustain and lost damage. So... why would anyone pick Dunmer?
Suggestion: Give Dunmer fire abilities an additional X spell damage. It would make them once again a meaningful alternative to Altmer and is consistent with their lore background.
This whole thing is a money grab. The fact that they don't even include a name change with the race change proves it's a money grab.silentdeath714 wrote: »1 free token? Out of 15 character slots most vet players probably have. And your doing how many changes in how many races? What a joke. How about you have tokens free after your ‘balance’ changes. I won’t do another year of this schemes. You’re changing things we have to put up real money to benefit from the chances. AGAIN. I love the part when it says ‘when you pick a race’ how old is this game? And you have to buy the adventure pack to even play any race any alliance. How about you balance your store prices.
HatchetHaro wrote: »Yolokin_Swagonborn wrote: »If you had a race with 10% max stamina or magicka, and your final build was around 40k magicka or stamina, then these changes are nerfing you by HALF. You will lose effectively 2000 of the 4000 resources in your max pool (39600/1.1) = 36,000 + 2000 = 38,000
- If you ran a Breton or High Elf Magicka build with 40k magicka, you now have 38k magicka. I guess Magnus is an indian giver.
- If you ran a Redguard Stamina damage build with 40k stamina, you now have lost effectively 200 weapon damage.
- If you ran a 50k health imperial tank, you now have 46.6k Health
This isn't "Balance" this is nerfing the top damage dealing builds in the game. This is the price of power creep.
Actually, I would like to correct you, at least about the magicka pool, since I've done the necessary calculations a couple of weeks ago involving Khajiiti, Argonians, and Dunmer. I didn't test Altmer, but I have the calculations down and verified.
The fun thing about the +max Magicka% increases in racial passives right now is that they are additive to the existing +max Magicka% increases. Take, for example, a non-pet Magsorc on the exact same build: Magsorcs have several sources of +max Magicka%, such as Inner Light, Bound Aegis, Mages Guild, and Undaunted Mettle. With those in mind, Dunmer would have a total of +30% max Magicka to their pool, while something without Magicka racial passives, take Khajiit for example, would just have +21% max Magicka to their pool. Currently, on the same build, the Khajiiti would have 39,501 Magicka, and the Dunmer would have 42,439. Just from calculations, Altmer would have 42,766 max Magicka in the same build.
With these changes in mind, the new numbers with the new proposed changes would differ depending on how that flat magicka buff is applied. Keeping the exact same non-pet magsorc build, if it is applied before the +max Magicka%, Dunmer (+1250 max Magicka) would have 41,013 Magicka, and Altmer (+2000 max Magicka) would have 41,921; if it is applied after the % buff, Dunmer would have 40,751 Magicka, and Altmer would have 41,501.
From 42,766 max Magicka down to either 41,921 or 41,501, a decrease in only 2-3% Magicka in the end.
The same would happen to Redguards, but I haven't tested anything related to stamina as of yet, but my theory is that since stamina builds have smaller stamina pools, their nerfs would be completely insignificant, or perhaps is even a damage buff.
Could you 'show your work' as they used to say at school? I'd like to see how you calculated ... for ease of mind.
RIP Dunmer.
Unless you intend to play a hybrid, there's absolutely no reason to pick Dunmer over Altmer for a mag class.
In the current patch, Dunmer-vs-Altmer was a question of damage-vs-sustain. With the high amount of fire damage at play, Dunmer did slightly higher DPS than Altmer, but Altmer had better sustain. Dunmer had 9% max mag (6%+3%) vs. Altmer's 10%, so that was not a substantial difference.
Now with these proposed changes...
- The magicka deficit between Dunmer and Altmer is larger.
- Replacing Dunmer's higher flame damage with weapon damage (useful only for a hybrid) means that Dunmer now does less DPS than Altmer (as they have the same spell damage bonus).
- Dunmer doesn't have Altmer's sustain.
So whereas in the past Dunmer lost sustain in exchange for slightly more damage versus Altmer, now they've lost sustain and lost damage. So... why would anyone pick Dunmer?
Suggestion: Give Dunmer fire abilities an additional X spell damage. It would make them once again a meaningful alternative to Altmer and is consistent with their lore background.