InvitationNotFound wrote: »Funny how some people defend it and bring up statistics which are flawed.
Try to do the math with recovery. They want diversity and play as you want right? Yet, they nerf some aspects and builds massively.
Again, they try to fix something that isn't (respectively only slightly) broken.
eirinnpryderi wrote: »Khajiit, Orc and Argonian new passives need to be tweaked, Orc having only +500 Stam +500 Health and Khajiit having +750 in all 3 seems too few compared to others....also the total immunity should be reduced from 100% to 50% because Argonians will shrug Nightblades, Bosmers will laugh at stam DKs and Dunmers will basically feel nothing from Mag DKs (which are pretty awful)
The only 1 Token its a swindle too, also being only race instead race and name, because most of us tie name to the race we chose to give it more identity to our character
brandonv516 wrote: »Just let us choose our own 3 racial passives from the entire pool and let people be creative FFS.
Then people can choose their race based on how they want to look, not the bonuses.
aaronwilliams017b14_ESO wrote: »The high elf change from recovery to needing to use a class ability is a terrible idea, 575 mag/stamina restore only every 6 sec depending on higher resource is completely useless campared to skill cost. And why give back stamina option when all other passives are magicka based makes no sense. Leave the recovery on high elf since Breton got to keep resistance with added magicka recovery and increased cost reduction to all abilities. This would create a more balanced option of either sustain/damage or sustain/tankier cost reduction.
I’m confused for Breton. What am I supposed to excel at? It’s magic based but you are still outdamaged by high elves.
We get a max magicka nerf. And loose 2000 spell resistance for only 100 more recovery. With only a 4percent increase to reduced cost. Running out of magicka was never even really a issue. This just decreases magicka tanking for us too doesn’t it?
I don’t see what we are supposed to be useful for except to still being second to everything else. Also none of the racial passives really screams “yeah being a Breton is awesome” like the other races. It’s like we got the last pick of racial passives 🙁
Epicasballs wrote: »RIP Dark elves.... I literally just race changed my sorc, dk and magblade into dark elves from high elves. There is no reason to be dark elf anymore. High elf is the clear BiS mag dps race. Glad I waited on the magplar. Can we get refunds on recently changed characters. 1 token is borderline offensive.... it's honestly the very least you could do. I don't mean that nicely.
That said I actually like the other changes. I don't see why you did dark elves dirty though. Better stam races and better mag races represented in these changes make dark elves useless.
My dk was a high elf for so long. I finally pull the trigger on a race change last week and boom... not even magdk wants to be a dark elf anymore. Why? The flavor of being a dark elf is gone. Flame damage. We bought into that race for the flame damage. Not to be a hybrid master of none... we were masters of flame.
@ZOS_GinaBruno y'all need to issue refunds on tokens for ALL previously race changed characters. This 1 token BS is BS!
TheRealPotoroo wrote: »ZOS_Gilliam wrote: »Wood ElfDeveloper Comment
- Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
- Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
- Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
- A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
Surely Hunter's Eye would reduce your detection radius in Stealth, not increase it. Not only are Wood Elves the smallest race in the game, who in their right mind would choose to make themselves more detectable?
Epicasballs wrote: »RIP Dark elves.... I literally just race changed my sorc, dk and magblade into dark elves from high elves. There is no reason to be dark elf anymore. High elf is the clear BiS mag dps race. Glad I waited on the magplar. Can we get refunds on recently changed characters. 1 token is borderline offensive.... it's honestly the very least you could do. I don't mean that nicely.
That said I actually like the other changes. I don't see why you did dark elves dirty though. Better stam races and better mag races represented in these changes make dark elves useless.
My dk was a high elf for so long. I finally pull the trigger on a race change last week and boom... not even magdk wants to be a dark elf anymore. Why? The flavor of being a dark elf is gone. Flame damage. We bought into that race for the flame damage. Not to be a hybrid master of none... we were masters of flame.
@ZOS_GinaBruno y'all need to issue refunds on tokens for ALL previously race changed characters. This 1 token BS is BS!
You knew race changes were coming...and you did it anyway....really can;t fault anyone else...imo...
This thread is goldmine of wrong assumotions based on not understanding how the game works, what is useful and what is not or even being incapable of math.
I read tens of post saying khajiit was nerfed when they received only buffs. Sure their sustain is still bad but still, they will do more damage ane have better sustain than on live now. There is no way to spin getting more stamina and stamina recovery on top of getting everything in magicka version as a nerf.
Overall I like these changes. Bosmer got buffed nicely for pvp, but comparing it to other races it is now easily one of worst races for pve. Redguards imo got much more sustain when they should have been untouched at best. Orcs got very good pve buffs to make them good option between khajiit and redguard.
InvitationNotFound wrote: »Moonsorrow wrote: »Since everything was buffed and all are giddy with anticipation for these lovely changes.. I am waiting anxiously to hear how recovery was buffed on bosmer that was built for pvp high stam regen?
Waiting..
Waiting..
It will be nerfed, that's why you won't get any fancy calculations or comments on it.
Let's just ignore the nerfs and call everything buffs (while it isn't). So we can all feel good and be happy... at least until the patch is released.
So there should be calculations for every specific scenario there is? Just because someone stacks 3000 stam regen in PVP we should call it nerf even tho 99% of people dont do that?
Any PVP build stacking regen on bosmer will now receive at minimum 490 regen. To match that (on live) one has to stack 2333 raw regen so fully buffed run over 4k regen build.
Omg, no. Why would you change the stealthy passive for bosmers. Being sneaky is the heart and sole of being bosmer. Hunting, right of theft, ect.. all require being sneaky. Increased detection radius is useless garbage that doesn't even fit. Not to mention that the increased damage from stealth was the only real reason to roll one for pvp..... Please recosider this.
InvitationNotFound wrote: »InvitationNotFound wrote: »Moonsorrow wrote: »Since everything was buffed and all are giddy with anticipation for these lovely changes.. I am waiting anxiously to hear how recovery was buffed on bosmer that was built for pvp high stam regen?
Waiting..
Waiting..
It will be nerfed, that's why you won't get any fancy calculations or comments on it.
Let's just ignore the nerfs and call everything buffs (while it isn't). So we can all feel good and be happy... at least until the patch is released.
So there should be calculations for every specific scenario there is? Just because someone stacks 3000 stam regen in PVP we should call it nerf even tho 99% of people dont do that?
Any PVP build stacking regen on bosmer will now receive at minimum 490 regen. To match that (on live) one has to stack 2333 raw regen so fully buffed run over 4k regen build.
Some ppl stack Stamina, some stack weapon damage and other do it with recovery.
While stamina / weapon damage might be only a small nerf, in case of recovery it can be a huge one. There are builds that are going for high recovery and they are nerfed (besides everything else) more than the other builds. Just because you don't care or have no idea why you should go for that doesn't mean that this has to apply for everyone else.
The claim this is for "freedom" and you can play as you want is a joke. Races haven't been a huge issue at all. Some minor tweaks would have been sufficient. But i guess this is a good way to sell a few race change tokens (and for some RP guys a few name change tokens). And less work than fixing Cyrodiil i guess...
InvitationNotFound wrote: »InvitationNotFound wrote: »Moonsorrow wrote: »Since everything was buffed and all are giddy with anticipation for these lovely changes.. I am waiting anxiously to hear how recovery was buffed on bosmer that was built for pvp high stam regen?
Waiting..
Waiting..
It will be nerfed, that's why you won't get any fancy calculations or comments on it.
Let's just ignore the nerfs and call everything buffs (while it isn't). So we can all feel good and be happy... at least until the patch is released.
So there should be calculations for every specific scenario there is? Just because someone stacks 3000 stam regen in PVP we should call it nerf even tho 99% of people dont do that?
Any PVP build stacking regen on bosmer will now receive at minimum 490 regen. To match that (on live) one has to stack 2333 raw regen so fully buffed run over 4k regen build.
Some ppl stack Stamina, some stack weapon damage and other do it with recovery.
While stamina / weapon damage might be only a small nerf, in case of recovery it can be a huge one. There are builds that are going for high recovery and they are nerfed (besides everything else) more than the other builds. Just because you don't care or have no idea why you should go for that doesn't mean that this has to apply for everyone else.
The claim this is for "freedom" and you can play as you want is a joke. Races haven't been a huge issue at all. Some minor tweaks would have been sufficient. But i guess this is a good way to sell a few race change tokens (and for some RP guys a few name change tokens). And less work than fixing Cyrodiil i guess...
Everything you said is false. There is almost no situation where recovery changes result in nerfs even on builds that actually stack regen. And even then only on races that werent good for regen before. As I demonstrated, one has to go for over 4k buffed regen on their bosmers on live to even match the amount they will be getting from bosmer in new patch.
Yes.
https://forums.elderscrollsonline.com/en/discussion/comment/5736318#Comment_5736318
In short, Bretons get around 625 Magicka Recovery, while Altmer get 191 at best, if they manage to activate a class ability in exactly 6 second intervals - which they most likely will not.
Ok, Dunmer changes are not that bad. A race that is designed to be a hybrid it's OK and the amount of stam/mag and wpn/spell dmg besides extra health is more than ok.
The problem is that the game is not designed around decent hybrid builds. The only set desigend to be hybrid is pelinal's and that's a bad set. Some other sets as shaclebreaker or amberplasm can be used for hybroid builds, but none of them really shines in that department and are better used in traditional classes.
If ZoS wants to make hybrids viable they need to give something else. Changes to some sets would be nice, same as some skills (currently the magicka/stamina options is not even good for pure resource builds), but I doubt they will do that in the same patch they plan to improve server performance and introduce shittymancer; unless shittymancer is a hybrid class.
John_Falstaff wrote: »1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
I'm curious, what % buffs? As a stamina Warden, where do I get 'all' these % stamina buffs? Undaunted?
Explain to me how a +2000 stamina, will give me the same (or more!) as 10% of 48k?
I'll explain, this dude has no idea what he is talking about xD
I tested the current build that i have, Right now its:
39,699 Stamina.
Without redguard and undauted i sit at:
34,224
Add the 2k redguard passive
36,224
Add 6% undauted again:
38,397
So overall i lost like, 1,302 stamina which is like 100 in tool tips - Not that bad, but its sure better now to stack weapon damage - Which in my opinion really destroy build diversity.
You forgot the CP 20% boost right there my friend. your calculations seems to be a little simple...
Sorry - I must be confused, just thought I'd ask - 20% in what CP tree? What does affect max stamina there?
Investing into cp points increases your stats. Investing 100 Points in the blue, red and green tree give a 20% boost to them.
Check this out if you wanna know more the background of ESO combat:
https://forums.elderscrollsonline.com/en/discussion/422268/a-comprehensive-guide-on-damage-dealing-in-elder-scrolls-online/p1
1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
I'm curious, what % buffs? As a stamina Warden, where do I get 'all' these % stamina buffs? Undaunted?
Explain to me how a +2000 stamina, will give me the same (or more!) as 10% of 48k?
I'll explain, this dude has no idea what he is talking about xD
I tested the current build that i have, Right now its:
39,699 Stamina.
Without redguard and undauted i sit at:
34,224
Add the 2k redguard passive
36,224
Add 6% undauted again:
38,397
So overall i lost like, 1,302 stamina which is like 100 in tool tips - Not that bad, but its sure better now to stack weapon damage - Which in my opinion really destroy build diversity.
You forgot the CP 20% boost right there my friend. your calculations seems to be a little simple...