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
I prefer 1 thousand times the extra spell dmg than the extra fire dmg. Extra spell dmg is useful not only as damage dealer but also for healing. And the extra wpn dmg is great in a race that has always be able to use swords and bows with the same proficency than staves and spells.
If ZoS encourages hybrids, dunmer is the way to go, but I really doubt they will do that this patch. That's my main concern at the moment. Losing extra elemental dmg is no big deal
Carbonised wrote: »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)
Nothing about that is even remotely relevant for pve, where Dunmer is lagging behind at least 3 other races when it comes to being BiS for anything mag dd related. Even for the iconic magdk spec, where Dunmer could at least stand toe to toe with Altmers since game launch, it will now be objectively outclassed by Altmer, Breton and most likely Khajiit as well. They have in effect reduced Dunmer from a viable race to pureply being an RP joke.
clocksstoppe wrote: »High elf feels way stronger than all others for no reason. 4% elemental damage to 258 spell damage is absolutely insane.
Dont_do_drugs wrote: »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$$, in what remote scenario will 600 health and more weapon damage help my magdk in any pve scenario whatsoever?
@Masel and the rest of those, responsible for this dunmer aka mdk desaster. pls give us something as exchange.
make mag dk great again. pls......
Dont_do_drugs wrote: »Carbonised wrote: »@Masel Dunmer has been one of the top races for a magdk, competing with only Altmer, and with these changes, both Altmer and Breton will be leagues above a Dunmer for a magdk, with probably even a khajiit beating a dunmer for best race for magdk - and you try and downplay this as something else than a friggin huge nerf, from top race for the class and spec to maybe 4th best?
Hybrid my a$$, in what remote scenario will 600 health and more weapon damage help my magdk in any pve scenario whatsoever?
@Masel and the rest of those, responsible for this dunmer aka mdk desaster. pls give us something as exchange.
make mag dk great again. pls......
Actually that change makes me thing the extra fire dmg passive will go directly to mDK which is not a bad option. mDK has very crappy ofensive passives per se.
If mDK gets extra fire dmg, dunmer (and especially, dunmer vamp) will still be a viable option for the class.
Cundu_Ertur wrote: »ZOS_Gilliam wrote: »Wood Elf
[*]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.
Can we please get something useful instead?
Reduced cost for roll dodge for example. Even just +10 health would be better than this.
no, 20 percent speed buff is amazing
You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.
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
Tempestwrath wrote: »Not sure I'm really digging some of these changes. Specifically, look at this:
Orcs get 500 stamina and health, as well as 258 weapon damage.
Dark Elves get 1250 stamina and magicka, 600 health, and 258 weapon damage.
Orcs do get a stamina/health sustain passive, but it feels a little lopsided because no matter how you slice it, a dark elf will always hit harder and take more damage than an Orc in melee, and the Dark Elf has the option of being a mage just as easily if they want. It'd feel a whole lot better if the Orc passives offered Orcs at least a flat 1000 health and stamina.
This is just the first example of some of the random weird disparities that feel very first-pass.
Coolio_Wolfus wrote: »Still annoyed that Orcs can outrun cheetahs.
I see Khajiit keep their stealth radius but it needs an addition...
They could do with the no sneak movement penalty and a 5% sneak cost redux.
As a booster to their re-location of misplaced items...
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?
Could run it a few ways. Armor it gets is basically between 2-3 protective traits on jewels. If you pair that with light armor/medium, you can roll other traits for extra dmg and I dare say extra dmg set.
6% flat dmg reduction to 3960 resistance is a nerf.
It’s a sizeable buff against anything else than bleeds, and that’s the point. The previous bonus was multiplicative, not additive, meaning that those 6% are very ineffective after the dust settles and mitigation is fully calculated. Read @paulsimonps excellent thread about damage calculation and mitigation (https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-murkmire/) if you don’t believe that.
Edit:DAMAGE TAKEN=Base Damage*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc
The way you would use this formula is to replace the place holders with the percentage numbers that is show in the tool-tips in the game and obviously the resistance should be the number of which ever resistance you want to test with. If you have more than 3 sources than just add more to fill your needs. Now something you might notice is that this way of calculating will result in diminishing returns, what that means is that for each added mitigation source the usefulness of each individual source gets reduced. As an example, having 2 sources that give 50% mitigation will give you a total of 75% mitigation.
And that's exactly what happens with Nord's current Rugged passive.
fastolfv_ESO wrote: »nerfing the holy bajesus out of my breton mag sorcs mag pool cool changes guys.....
Toc de Malsvi wrote: »Cundu_Ertur wrote: »ZOS_Gilliam wrote: »Wood Elf
[*]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.
Can we please get something useful instead?
Reduced cost for roll dodge for example. Even just +10 health would be better than this.
no, 20 percent speed buff is amazing
You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.
It should stack as it wont be Major Expedition. Meaning Bow Bosmer should be very fast after dodge roll. More useful in PVP than PVE but useful and perhaps very powerful for medium armor.
grannas211 wrote: »Carbonised wrote: »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)
Nothing about that is even remotely relevant for pve, where Dunmer is lagging behind at least 3 other races when it comes to being BiS for anything mag dd related. Even for the iconic magdk spec, where Dunmer could at least stand toe to toe with Altmers since game launch, it will now be objectively outclassed by Altmer, Breton and most likely Khajiit as well. They have in effect reduced Dunmer from a viable race to pureply being an RP joke.
Nah, Dunmer going to be a stamina damage race now
Yes by far.
Ofc it depends on how many spells you cast and how expensive they are at base - but the 7% cost reduction passive is worth between 350 and 450 mag recovery in stat sheet.
The 100 base regen breton gets will be almost enough to put breton on the same sustain as altmer with their passive.