High Elf mitigation is tied to an awkward condition. Make it proc the same as the resource regen and last for the length of the cooldown on the resource regen, and we'll have something usable for tanks. As it stands right now, High Elves are only good as mag DDs.
They're the BEST at mag DDs. There is no need to give them more buffs, unless you're prepared to take away something from them.
Why do Bretons get 7% magic cost reduction when their stamina counterpart, Redguard, get 8% stam reduction? The percentage should be the same.
Khajiits are still underwhelming. The bonus health recovery is terrible and their flat stat increases are too little.
I'd love to know the math behind what the crit bonus averages out to be in terms of raw weapon damage. Is the 8% crit chance on average going to be more or less than the flat 258 weapon damage other races get?
ZOS_Gilliam wrote: »NordDeveloper Comment
- Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
- Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
- Resist Frost: 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
- Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
The hardy Nords reigning from Skyrim are well accustom to the hardships of life. With a bonus to constitution and their ability to shrug off the bitter cold, they can soak up immense amounts of damage. Their ability to snap back from punishment is highlighted with their new Ultimate gain passive. We changed their flat damage reduction to Resistances, so it better scaled with all playstyles, and allowed for different build paths than it did before.
kambo_trick3yub17_ESO wrote: »Decided to blow 27k gold to do a real world test on my Altmer comparing the flat value changes to just Gift of Magnus ->> New Syrabane's Boon Passive. These tests were done wearing the exact same gear (All light, Earthgore Monster Set, Spell Power Cure Body, and Moondancer Jewelry and Moondancer Fire Staff) and capped CP points applied (35 Elfborn, 75 Elemental Expert, 10 Spell Erosion, 41 Staff Expert, 34 Master at Arms, 75 Thaumaturge, 30 Ironclad, 20 spell shield, 30 light armor focus, 30 thick skinned, 75 hardy, 75 elemental defender, 10 bastion, 35 warlord, 45 sprinter, 75 arcanist, 20 tumbling, 20 shadow ward).
CP Magicka with 3/3 Gift of Magnus 10 Percent Magicka Increase Passive
34796
CP Magicka with 0/3 Gift of Magnus 10 Percent Magicka Increase Passive
31689
So in total = 3107 Magicka is gained from JUST that passive wearing the exact same gear and exact same CP setup.
Non CP Magicka without 3/3 Gift of Magnus 10 Percent Magicka Increase Passive
29592
Non CP Magicka with 0/3 Gift of MAgnus 10 Percent Magicka Increase Passive
26950
So in total = 2642 Magicka is gained from JUST that passive in non cp campaign wearing the exact same gear.
From what I can tell, in no way you slice it be it CP or non CP, that flat 2000 Magicka change that is coming for Altmer is a nerf. Not a monstrously big one, but still a nerf.
Just wanted to put this test out there for anyone who hasn't done it yet or doesn't want to spend the money to test things out.
For me it's even worse. I gain 4213 Magicka from Gift of Magnus in Cyrodiil pvp. In pve and IC it will be so much more.
I would need over 100% magicka amplify if I wanted to get compareable numbers and nobody has that. I also compared the 4% elemental damage to 258 spell damage with all buffs applied.
Force pulse deals 45 more damage with 258 SD as opposed to 4% elemental damage. Due to the 2k magicka that I will loose, it will do even less than what it does now.
And they say that flat numbers portrait a BUFF in MANY cases ? Darling, it does not do that in any case. Maybe for people in white gear, probably not even then.
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
Deloth_Vyrr wrote: »@ZOS_Gilliam
While I am super excited with changes that will create for variation amongst races, the changes to Dark Elves (specifically when compared against High Elves) don't actually help race diversity at all, but rather eliminate it.
As far as Magicka DPS is concerned right now on live, Altmer and Dunmer are more or less neck in neck. Depending on class/build one can edge out the other but they are a good example of different but equal.
With the proposed changes, that parity is gone and Altmer becomes the de facto choice with Dunmer lagging far behind.
Currently in live Dark Elves get 9% extra magicka, with High Elves having 10%. So only a 1% difference.
1250 max magicka vs 2000 however is a staggering difference, and the extra stamina and health do not do anything to make up for it.
The Dunmer design here seems to be aimed at building a hybrid, as its stats are split between stam and magicka (and a bit of health even). Meaning its not going to excel at anything. Hybrid stam/mag builds just aren't viable, they don't work. A player has to dedicate to one or the other... but doing so will mean choosing Dunmer wastes half the benefit of these passives, and gets less overall.
I ask you please re-visit the Dunmer passives without trying to pigeonhole them into a hybrid, jack of all trades. All this will do is make them an inferior race for any one role.
I sure hope someone considers my post. 7 out of my 15 characters are magicka dark elves. I only played dark elves through Oblivion and Skyrim. My main is a dark elf magicka dragonknight that I’ve had since console launch. I am a dark elf and fire mage at heart.
Maybe these dark elf changes aren’t that major, but I do hope you seriously consider tweaking. I feel like a lot of people also choose dark elves for their fire damage and mage skills. It’s part of the aesthetic, gameplay, and lore. Please don’t change the fundamentals of my dark elves. Please restore fire damage. Maybe add a little more magicka too
Thank you
lol This one must be a typo 'cuz there's no way a Dunmer and his/her frail body could hit harder than an Orc.Das_Phyllis wrote: »I don't understand why there would be a difference between:
DUNMER - Dynamic: 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
ORC - Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
1250 vs 500 for the same previous percentage?
martijnlv40 wrote: »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.
You're forgetting Shacklebreaker and Twice-Born-Star, those are the only other 'viable' hybrid sets.
Carbonised wrote: »@Masel Dunmer has been one of the top races for a magdk, competing with only Altmer, and with these changes, both Altmer and Breton will be leagues above a Dunmer for a magdk, with probably even a khajiit beating a dunmer for best race for magdk - and you try and downplay this as something else than a friggin huge nerf, from top race for the class and spec to maybe 4th best?
Hybrid my a$$, in what remote scenario will 600 health and more weapon damage help my magdk in any pve scenario whatsoever?
Emmagoldman wrote: »Nord might be really fun as an ult machine but maybe thats were it would be limited to. I would set my nord stamdem cenetered on permafrost or set it to magden to spam the healing ult. What would you add to it @Minno?
martijnlv40 wrote: »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.
You're forgetting Shacklebreaker and Twice-Born-Star, those are the only other 'viable' hybrid sets.
Read again, please. I already mentioned shackle and amberplasm. TBS is a really bad for hybrids because you have to spread the bonuses. A traditional class can use the 2 bonuses for a much better effect (wpn dmg and extra stam for example beats wpn and spell dmg)
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.
I would love to get insight if i forgot something in this calculation, i was testing this on a DK knight, beside undauted, i couldnt recall another % max stat buff.