Lightspeedflashb14_ESO 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.
wood elf look terribly useless...
Y’ffre’s Endurance- this is a nerf... imo 21% is much more then 258.. at least on my build..
lets us see this build, please.
2385 stamina recovery. with 21% from current passive.
so base stamina recovery
2385/1.21=1971
with the new update
1971+258 = 2229
difference is
2385-2229=156
stamina recovery loss:156
please correct me if am wrong
p.s. if you need help building stamina recovery. then maybe you should review your equipment. i know not everyone build for sustain, but that doesn't mean it is wrong.
You are wrong. 21% is additive. So put together 514 (base) with whatever your gear of food is giving you and make 21% out of that, I bet it will be around 200 stamina regen.
Now put the new 258 and increase it by all the % you get from passives and CP and I bet it will be over 400
You just got buffed hard and went here to say you got nerfed. And thats the case with half this thread.
ok champion point Mooncalf under the lover give 15% stamina recovery for 100 point.
if 258 > 21%
assume 258 = 21%
then 15% = 258/0.21*0.15=184
are you telling me that 100 point in Mooncalf grant less then 184 stamina recovery?
https://elderscrollsonline.wiki.fextralife.com/Mooncalf
Malacthulhu wrote: »The argonian bonus for drinking a potion should be a % return on health/magic/stam instead of a flat value, (even if it had something to gain as a flat value that would be op) otherwise as the game progresses you will just have to buff it again or ignore it. The rest of the bonuses are a huge buff, should be interesting.
It was a percentage before and it was absolute garbage.
ZarkingFrued wrote: »
Yolokin_Swagonborn wrote: »If you had a race with 10% max stamina or magicka, and your final build was around 40k magicka or stamina, then these changes are nerfing you by HALF. You will lose effectively 2000 of the 4000 resources in your max pool (39600/1.1) = 36,000 + 2000 = 38,000
- If you ran a Breton or High Elf Magicka build with 40k magicka, you now have 38k magicka. I guess Magnus is an indian giver.
- If you ran a Redguard Stamina damage build with 40k stamina, you now have lost effectively 200 weapon damage.
- If you ran a 50k health imperial tank, you now have 46.6k Health
This isn't "Balance" this is nerfing the top damage dealing builds in the game. This is the price of power creep.
No you are wrong on a 40k hp tank 9% extra health is 3600 hp so we will take a nerf zos need to stop screwing us over with their pathetic needs obvious not even Gillam the trampy rogue sell out even plays the game anymore
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
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.
dimensional wrote: »
John_Falstaff wrote: »So khajiits are left jack of all trades, masters of none. Thank you, ZOS. Thank you a lot; that's the most lousy balancing job so far.
As for redguards, then they got a buff:
At base 750 regen, they lost 9%, so loss of 67.5 regen.
Rending slashes present in any rotation, 2160 stamina. With 12-second rotation, gain of 28.8 regen.
New Adrenaline Rush - gain of 63.2 regen.
So, they got a small, but still a buff in sustain.
ZOS_Gilliam wrote: »OrcDeveloper Comment
- Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
- Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
- Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 380 Health and Stamina. This effect can occur once every 4 seconds.
- Swift Warrior: 4% Melee attack, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
LightMaster7 wrote: »So is this a big FU to redguard sorcerers? So now your saying any class that doesn't have a magic bonus has no business being a magic user or sorcerer class?
I thought the race change was supposed to bring about more diversity in choices for a race? But your saying completely the opposite.
And *** NO, I aint going to change my race just to fit your mold. I'd rather quit this game.
so let me get this straight:
in the year of expansions based in the khajiiti homelands....you nerf khajiit..? they are complete trash. they already lagged behind, now they are just unusable.
my main toon cries today.
@n0tthesun they literally got only buffs.