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
starkerealm wrote: »Only one I'm worried about is the Redguard. Given how hard that race is pushed as "The Choice for StamDPS," buffing Adrenaline Rush feels like a mistake.
Is it not balanced by this part though?:Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
This line is definitely a nerf - not just the difference between 9% and 8%, but the difference between passive recovery and cost reduction to only weapon skills. It sounds like the cost reduction wouldn't apply to things like Surprise Attack, Killer's Blade, Relentless Focus, Razor Caltrops, Resolving Vigor, Rearming Trap, etc.
You forget weapon abilities could also include ultimates.
Ultimate abilities consume ultimate and not stamina, therefore the Redguard passives didn't affect them either before or after these changes.
starkerealm wrote: »Only one I'm worried about is the Redguard. Given how hard that race is pushed as "The Choice for StamDPS," buffing Adrenaline Rush feels like a mistake.
grannas211 wrote: »
MartiniDaniels wrote: »grannas211 wrote: »
What's good in there? redguards got exactly the same stamina and recovery, but on top of that 8% stamina cost decrease.
Bosmers will be bow-rolling rofling jokers now, nothing more.
The previous argonian passives were very well in line with the race's abilities in terms of lore, they weren't "all over the place"... affinity for quick swimming, the body's responsiveness to resource restores/healing, and disease AAAAAND poison resistance. The poison resistance being removed irks me very heavily... While wood elves are getting poison immunity. It's like skyrim all over again with the passives... There's nothing I've ever been able to find in lore that suggests wood elves should have poison resistances that are more effective than an argonian's... heck, argonian intentionally poison themselves as a cultural practice to exercise their immunities. The previous passives for argonians were perfect... you just had to tone them down a notch to bring the power level in line with the other races.
In Morrowind Bosmer had disease resistance. In Oblivion Bosmer had disease resistance. In Skyrim Bosmer had disease resistance and poison resistance. But whatever. This is nothing compared to the train wreck ahead.Wood Elf
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.
Ok, so instead of a useful passive that lets Bosmer and Khajiit both fill their lore based role of being famously (or notoriously)thiefly stealthy types, the Wood Elves get de-stealthed by getting a passive that by your own admission is completely useless in PvE (see the bolded part above). In compensation, they get something that EVERY RACE CAN DO WITH A WEAPON SKILL PASSIVE.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.
Khajiit
Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
I think you are misreading the benefit. Instead of some Stam recovery percentage, you'll get a cost reduction on potentially all weapon abilities. Includes staffs, swords, etc. And might include ultimate costs, something that isn't a Nerf, at least in my eyes. Plus they still get some Stam recovery out of it anyway.
Once again percentage scaling gets replaced with fixed stats, dumbing down builds even further. Most of these changes are straight up 30% nerfs for any reasonable build. So where are the "this is a buff if you run under 20k of your primary resource" developer comments?
Bosmer's getting stealth detect seems like a completely useless passive, there is almost no instance where I think I run into stealthed players these days other than nightblades (which stealth detect doesn't matter). I would rather see more damage to stealthed enemies, or something that would actually be useful in combat. I know lore is important, but don't have it determine ingame buffs/usefulness of the race. Also why does the speed only last 3 seconds and not 4 like the bow hasty retreat passive, it would make more sense to have these overlap.
otherwise great to see that the game isn't just
stam build ---> orc
mag/tank/stam ---> argonian
side note i'm a pvp player, but i'm pretty sure stealth detect has no place in pve aswell.