this is what im asking too.menschikov2 wrote: »I am a bit Surprised. I expected atleast some buffs for example for Stamina Argonier. And how you Count some stats is also Pretty unusual. Argonians get 1k Health for 9% but other Races get 2k for 6%?
Also the Buff for Redguards seems way to strong when they even get this reg while on Range
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.
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.
Since when 9% percent is 1k. (argonian, nord) and 10% is 2k? (altmer)
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 don't know why I'm amazed that you failed again at balance zos.
NO ONE should want to get a race change b/c you ruined their race. They should want to get one b/c you made others equally appealing and they've always wanted to play "x" race and now feel like they can without losing anything.
gplumblingnrb18_ESO wrote: »Since when 9% percent is 1k. (argonian, nord) and 10% is 2k? (altmer)
They are not changing the exact percentage to digits. They are just changing the current stats to what they think is a reasonable/stable number, regardless of what the current percentage is. Just be happy they didn't completely remove the max health buff.
Bloodystab wrote: »Cant believe how lazy this 'Balance' is.
Lets reduce this, remove that, put this here & there. TADAM!
Also half of the changes are out of place.
- Argonians get 1k Health for 9% but other Races get 2k for 6%
- Bosmer Movement Speed will be pain in the ass in PvP environment
etc
gplumblingnrb18_ESO wrote: »Since when 9% percent is 1k. (argonian, nord) and 10% is 2k? (altmer)
They are not changing the exact percentage to digits. They are just changing the current stats to what they think is a reasonable/stable number, regardless of what the current percentage is. Just be happy they didn't completely remove the max health buff.
Argonian needed a nerf was slightly overpowered.
I think the changes are great, I'm gonna really enjoy testing and creating new builds.
2 quick points:
1). this thread should have appeared on the general discussion page - it literally affects everyone playing...
Why dont buff lightning damage for highelve and sorcs can use lightning staff again?
Why dont give bretons magic damage anda nb or warden can go?
Dunmer with fire damage?
for example
Raids with 5 (6) different classes (stamina/magicka) and 5-6 different races should be a goal.
And not 3 classes and 2 races
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%
All that math, and you missed out Redguards get an 8% cost reduction too? I can't see you counting that into your equation.
gplumblingnrb18_ESO wrote: »Since when 9% percent is 1k. (argonian, nord) and 10% is 2k? (altmer)
They are not changing the exact percentage to digits. They are just changing the current stats to what they think is a reasonable/stable number, regardless of what the current percentage is. Just be happy they didn't completely remove the max health buff.
Argonian needed a nerf was slightly overpowered.
I think the changes are great, I'm gonna really enjoy testing and creating new builds.