MLGProPlayer wrote: »What about this for dunmer:
- 2000 magicka
- 1250 stamina
- 1250 health
- 258 spell/weapon damage
Basically, they trade 192 magicka recovery for 1250 health. But otherwise they can hit the same DPS numbers as Altmer. Get rid of the damage reduction passives.
grannas211 wrote: »MLGProPlayer wrote: »What about this for dunmer:
- 2000 magicka
- 1250 stamina
- 1250 health
- 258 spell/weapon damage
Basically, they trade 192 magicka recovery for 1250 health. But otherwise they can hit the same DPS numbers as Altmer. Get rid of the damage reduction passives.
no. Stamina and Health are important PVP stats. Theres no trade off with your proposed changes. Not everything can be equal on the target dummy meta.
Regarding Argonian: I know this is likely not a very popular idea, but at this point I feel like they just need to drop the potion mechanic of Resourcefulness entirely. Attempts to keep it balanced are hamstringing any efforts to actually bring Argonian racials in line with everyone else. As it's the only racial that is both intelligently/manually triggered as well as having a gold/resource cost it has to be very strong in order to seem worthwhile at all, but making it strong enough to be attractive at large means it's going to be overpowered when used to its max potential. As we can tell from the various tweaks to it over the past few major updates, ZOS has been having a hard time trying to find a sweet spot here, and I doubt such a sweet spot actually exists that would be satisfying to both the players and the devs.
I'd much prefer just scrapping the mechanic entirely and moving the freed up "racial budget" to the more consistent and, yes, more mundane options that all the other races possess. Now that Argonian tank strength has been nerfed, why not give them a little something to make them more attractive options for stamina or magicka damage roles?
MassTerror23 wrote: »IveFunny thing? ZoS decides to go full lore with the race changes in the same patch they deliver necromancer...
Inconsistency at its best.I suggest you add a Name + Race Change token instead of a Race Change. Some characters are bound to their name. For example, I have a Magicka DPS Sorcerer that is a High Elf named Mithrandir. This won't make any sense to roll a Breton, as it won't fit the name and I really don't want to spend money to change the name too.
Why? Because Mithrandir means The Gray Wanderer in Elvish. Derivative of the elvish words "mith" meaning grey and "randir" meaning pilgrim or wanderer.
This is a name made up by the elves as an endearment to the wizard Gandalf from Lord of the rings. This name won't really work for a class that's not an Elf. Also, race changing enables the ability to change the gender and in case the player doesn't like how a race looks like, it will be stuck with a name of the opposing gender.
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Regarding the bonuses: I am happy with how the game changes. It doesn't affect how I see things, only make what I already like better. You only need one character for each role.
- Stamina DPS: Red Guard Nightblade (Vampire)
- Magicka DPS: High Elf Sorcerer (Vampire)
- Healing: Breton Templar (Vampire)
- Tanking: Imperial Dragonknight (Vampire)
Buffs: High Elf, Breton, Imperial, Red Guard
Neither: Argonian, Khajiit, Nord
Nerfs: Wood Elf, Dark Elf, Orc
Explain how wood elves are nerfed.
My initial impression is that I don't like it. I didn't like the preamble about freedom, and there's a lot of things that instantly rub me the wrong way like:
Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds.
I don't have a high elf character, but this description is what I hate about building characters in ESO in a nutshell: stupid arbitrary conditions: why tie racial recovery to using a class ability?
I would have much preferred it if the current system was tweaked.
Regarding pet sorcs: this batch of changes looks like a massive nerf to max mag stacking pet sorc dps toons.
problem: Pets do not benefit in any way from max spell power.
Currently pet sorcs are ~10-15k dps behind other mag dps specs. This will further become a problem after these racial changes (assuming most pet sorcs are high elves)
MLGProPlayer wrote: »What about this for dunmer:
- 2000 magicka
- 1250 stamina
- 1250 health
- 258 spell/weapon damage
Basically, they trade 192 magicka recovery for 1250 health. But otherwise they can hit the same DPS numbers as Altmer. Get rid of the damage reduction passives.