Why was redguard buffed? how does that make sense when they are already considered the best race for stamina dps. and then the second best option khajiit gets nerfed. i just dont understand how that is supposed to make sense at all. now khajiit has more health recovery than stam... but yea lets buff adrenaline rush
They nerfed the passive recovery
IronWooshu wrote: »I love the changes, I will be changing my main to Nord since they are actually good now and I tank so I'm always taking damage for that ulti generation.
lassitershawn wrote: »High Elf - Good changes all over the place. I'm finding it difficult to say anything negative about them.
Argonian - Again, good changes. I still don't understand why they want to make Argonians the healer class, lorewise they are not healers.
Wood Elf - Pretty good stuff. I can see Wood Elves becoming a lot more popular in PvP, especially if that 20% speed increase stacks with the major expedition from the bow. A bit OP even?
Breton - Much needed buff to the cost reduction racial. I will be changing my magplar main from Argonian to Breton.
Dark Elf - 3% Max Magicka → Increases your Max Health by 600. This is not a good change, makes no sense whatsoever, and 600 health is an insignificant amount to justify losing 3% magicka.
Imperial - New go to race for pvp, and tanking?
Khajiit - I feel like they're trying to make them a "trick of all trades" race, but lorewise they are not. Argonians would be better suited for this.
Nord - Are these nerfs? Look like it to me, and it honestly doesn't make any sense.
Orc - Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500. That's an unnecessary nerf. I'm on board with the other 2 though.
Redguard - WUT? Redguard sustain was so good that if you were not playing a redguard as a stamina class, you were simply doing it wrong. And their solution to this was to make their sustain even better...WTH!
Nord is substantially buffed. 4k resists is stronger than the not-really-functioning 6% mitigation and increased ulti gen is extremely important, especially in the context of PvE tanks where you can get off more warhorns.
Dark elf is too powerful: Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
This is too much
IzzyStardust wrote: »That's a beeg nerf to Dark Elf Magblades lol - waiting to see.
Argonian
Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
Developer Comment:
Argonians by nature are resilient creatures, adapting to their surroundings and accumulating themselves to the environment. Their ability to shrug off potent diseases makes them harder to take down, and their connection with the Hist empowers their will for life. Their bonus to Healing Done makes them gifted at healing themselves or their allies, while their resource return after drinking a potion helps them stay in the fight. Regardless of their role, their ability to recuperate and get back into the fray is something to respect.
Previously Argonians offered far too many stats and they were mathematically twice as good as some races. This retracted from the unique feeling we wanted each race to have, since their bonuses were all over the place. Now they should have more of some stats that make them stand out a bit more, while they’ll have less in other areas that weren’t in line with that vision.
Khajiit
Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
Too much
terrasight wrote: »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.
I agree 100% here.
In PVE, with these changes, you'll see no Dunmer anymore... and that is sad... I like my Dunmer since gamestart
There'll be Altmer everywhere at magical classes...
Don't know PVP (and don't care) but for PVE Dunmer will be dead with this changes.
Princess_Ciri wrote: »
it's ok, Liofa came to my house and threw a brick through my window with a note on it that said 'High Elf Templar Healers will still be great' so i'm not scared anymore.
So many mixed feelings while reading this.
Every race got sustain nerfed, except for Bretons, Altmer(?) and Redguards, but Redguards got straight up buffed on weapon builds (for some reason...) This is probably going to hit heavy armor builds in pvp, which I am looking forward to.I am looking with worry on my Bosmer who will feel those 21% missing but can now detect people from farther away (woohoo! /s) and run very fast after dodge rolling (especially with the bow passive). I feel like the race's greatest strength was taken away and replaced with something that just can't make up for it. Reduce the sprint cost at least! Or bow skill cost (which redguards already have as well!)
There was once a time I bought a single race change token to turn my altmer templar into an imperial max health templar. This build has seen constant nerfs since then and I have already given up on it after Morrowind sustain. At least I am getting the race change refunded...
My Dunmers can't complain as long as the math works out and Dunmer are in line with other races.
Yay for magicka Khajiit. I doubt anyone was stacking health regen anyway.
Looking forward to playing my Breton with less ability cost. Reminds me of the old days. Too bad the max magicka had to go, but Altmer got rid of it too so I guess it's fair.
Might need to start wearing light armor on my Altmer DK from now on, but overall it looks alright.
Only Redguards seem way too strong in my book.
2 points :
20% speed afer a roll dodge on a Wood Elf is clearly unbalanced and will lead to so many abuses.
Bretons are still far away from the other races, their bonuses are too weak.
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.
Ok.
Nords are literally OP buffed. 4k resistance of EACH? Almost STATIC minor heroism is a nerf to you - HUH?
Khajiit just got 8% spell and weapon crit - the most desirable stat in a PVE DPS kit and yet you say they have 0 chance of being competitive - HUH?
starkerealm wrote: »Only one I'm worried about is the Redguard. Given how hard that race is pushed as "The Choice for StamDPS," buffing Adrenaline Rush feels like a mistake.
imredneckson wrote: »... Most of these don't look good. Some are ok but most like Nimble for Khajiit just looks bad. 75 Stamina and Magicka recovery.... Really???
Why was redguard buffed? how does that make sense when they are already considered the best race for stamina dps. and then the second best option khajiit gets nerfed. i just dont understand how that is supposed to make sense at all. now khajiit has more health recovery than stam... but yea lets buff adrenaline rush
They nerfed the passive recovery
2 points :
20% speed afer a roll dodge on a Wood Elf is clearly unbalanced and will lead to so many abuses.
Bretons are still far away from the other races, their bonuses are too weak.
joaaocaampos wrote: »ZOS_Gilliam wrote: »High Elf
- 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. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
Khajiit
- Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
Orc
- Brawny: Increases your Max Health and Stamina by 500.
@ZOS_Gilliam
High Elf
- Spell Recharge: Restore 575 Magicka after activating a Magicka Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an Magicka ability with a cast or channel time.
Khajiit
- Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 125.
Orc
- Brawny: Increases your Max Health and Stamina by 1000.
Thank you.
MassTerror23 wrote: »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.
Regarding you saying Bosmer is out that is a lie I’m currently a bosmer and my recov with this change will be like 950 without stam pot it’ll be at like 1150 with stam pot. Redguards will have a 700 recov and a like 850 recov with pots. So in combat your recov procs every 2 seconds. So let’s do the math for redguards first. Every 5 seconds they get 950 recov via passive and their stam recov procs twice so that’ll be 850*2=1700 so every 5 secs they get 1700+950=2650 stam. Now wood elves in 5 seconds will get 1150*2=2300 stam recov. The difference in their recov will be 2650-2300=350 recov. And a standard pve rotation is about 10 seconds so their difference in one rotation is 700 stam which isn’t that bad especially since they have the same stam gain which is a nerd for redguards and buff for wood elves. So you can’t count them out.
Also the 700 comes from the recov my character has without my stam passive.
Another thing is wood elves might come out with more than 950 recov because it flat 258 and idk if that’s applied before or after stats like recov is increased by x%
Yolokin_Swagonborn wrote: »I predicted this An all out assault on max % stats. Effectively stealing power from EVERYONE's build.
Thanks champion system supporting people. This is the price of the power creep I was talking about.