Trancestor wrote: »Please make it something like this and you won't trigger anyone with yet again more nerfs and force people to buy tokens:
High Elf
Spellcharge: 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka after activating a Magicka Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2500.
Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
Argonian
Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka and Stamina by 500. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1500 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done and Recieved by 4%.
Wood Elf
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 10% Movement Speed for 4 seconds.
Bosmer
Gift of Magnus: 10% Max Magicka → Increases your Max Magicka by 2500.
Spell Resistance: 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
Magicka Mastery: 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%. Gain flat reduction of snares by 15%.
Dark Elf
Dynamic: 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
Resist Flame: 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 750 and your Flame Resistance by 2310. You are immune to the Burning status effect.
Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 175. Increases your flame damage by 4%.
Imperial
Tough: 12% Max Health → Increases your Max Health by 3000.
Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 3000.
Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 2000. Reduces the cost of your Block and Bash abilities by 10%.
Khajiit
Nimble: 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Stamina and Magicka recovery by 150.
Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
Nord
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 1750 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.
Orc
Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 1250.
Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal melee damage you restore 760 Health and 380 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%.
Redguard
Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Stamina abilities by 5%.
Conditioning: 10% Max Stamina → Increases your Max Stamina by 2500.
Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 850 Stamina. This effect can occur once every 5 seconds.
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.
The Dunmer change is the dumbest thing I've ever seen. There is now no reason to choose Dunmer over Altmer for mag DPS. Or for anything really, other than an RP hybrid build.
ArcadenceBlaine wrote: »Yall are Messing the game up again, and my friends are gonna leave.
Very disappointing
(edit) I know how to fix it.. Just trash this crap.
I think racial passives should be removed so we can play with our favorite race. With the racial passives we are forced to play with the meta or at least with a viable race. Or maybe they could nerf the passives so they give only low stats like 1% Stamina Regen, 1% Magicka regen, etc ...
Not too bad lol feedback: @ZOS_Gilliam
highelf: The gain resources back ever 6 seconds is pretty weak That mean roughly every rotation your getting 1k resources backs. I dont see myself investing in this perk. Id prefer something like when you use a class ability you gain x amount of recovery for x seconds. Or if your really trying to gimp highelf recovery and it seems like you are. Maybe do an attack buff instead to gain x damage from class abilitys for x seconds.
Also I think you kinda shot yourself in the foot on this one lol zos stated one of the goals was to give more effective options for roles. Highelf was an effective option for healers along with argonian and breton. The nerf to recovery for highelf essentially rules it out as a healer whose most important stat is sustain. so you went from 3 healer options down to 2.
Argonian: Not bad, I think i was expecting worse tbh, good job
Woodelf: I think this is one of the weaker classes from these changes, it really doesnt seem like it has a purpose. It needs passives that are more clear cut. Really the stam recovery and 2k stam are the only useful passives.
Dark elf: Again not bad, I would say its an effective option for stam or mag dps now
Imperial: good
khajiit: I dont like the recovery passive. Its very underwhelming. 75 to recovery is basically a full set of invigorating and that is also a weak buff. It needs work, id say out of all the passives so far this is the worst.
Nord is cool, i like it
Orc is a little underwhelming too
redguard pretty good
Feedback from an endgame PvE perspective:
The changes seem quite alright, not taking into account that it is a nerf to most builds, however. We lose some ressources but overall it looks more balanced. I personally don´t really like the fact that % values were changed to flat numbers since it only simplifies the game mechanics and takes away some of the unique passives, this, however, is only my personal opinion and is not really essential for objective feedback.
Two of the changes seem out of place though. Looking at the Dunmer changes first:
The fact that Dunmer are now forced into a sort of hybrid role makes them lose a lot of combat power against High Elves, which were both viable in endgame pve (Dunmer providing slightly more damage compared to High Elves being the 'rounder' class which also targets sustain issues, etc.). The lost combat power is also not outweighed by the gained stats which only benefiit stamina builds. Thus, Dunmer are neither competitive when it comes to magicka builds nor can they compete with the various stam races.
The second change is affecting the Khajiit. I like that they are granted spell crit and some magicka, however, 75 stam regen is definitely not doing the job. There are two options to target this issue. Either increase the max stamina they receive up to 1000-1500 or remove the health recovery (which is btw. the most useless stat in the game, not even valuable for tanks) and change it into a higher amount of stam (and magicka) recovery (100-150 ish).
Other than that I think the changes are well done, providing more balance across different races and giving some new options. This, however, is only possible if Dunmer passives get adjusted, because otherwise we have a High Elf only meta for magicka builds. Also, one race change token is definitely a meme if changes go live like this.
@ZOS_Gilliam @ZOS_GinaBruno
Feedback from an endgame PvE perspective:
The changes seem quite alright, not taking into account that it is a nerf to most builds, however. We lose some ressources but overall it looks more balanced. I personally don´t really like the fact that % values were changed to flat numbers since it only simplifies the game mechanics and takes away some of the unique passives, this, however, is only my personal opinion and is not really essential for objective feedback.
Two of the changes seem out of place though. Looking at the Dunmer changes first:
The fact that Dunmer are now forced into a sort of hybrid role makes them lose a lot of combat power against High Elves, which were both viable in endgame pve (Dunmer providing slightly more damage compared to High Elves being the 'rounder' class which also targets sustain issues, etc.). The lost combat power is also not outweighed by the gained stats which only benefiit stamina builds. Thus, Dunmer are neither competitive when it comes to magicka builds nor can they compete with the various stam races.
The second change is affecting the Khajiit. I like that they are granted spell crit and some magicka, however, 75 stam regen is definitely not doing the job. There are two options to target this issue. Either increase the max stamina they receive up to 1000-1500 or remove the health recovery (which is btw. the most useless stat in the game, not even valuable for tanks) and change it into a higher amount of stam (and magicka) recovery (100-150 ish).
Other than that I think the changes are well done, providing more balance across different races and giving some new options. This, however, is only possible if Dunmer passives get adjusted, because otherwise we have a High Elf only meta for magicka builds. Also, one race change token is definitely a meme if changes go live like this.
@ZOS_Gilliam @ZOS_GinaBruno
RIP Dunmer
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...
10% fall damage is just a sick joke. usually people only take fall damage out of combat. which make this tiny damage reduction meaningless
Y’ffre’s Endurance- this is a nerf... imo 21% is much more then 258.. at least on my build..
Resist Affliction- not bad.. but poison damage is not very common in both pvp and pve.. at least when comparing with other elemental such as fire and ice...
Hunter’s Eye: ??? stealth detection? really??? why the hell does anyone want this? there is mage light, in pvp. and in pve no one ever need this thing...
both khajiit and wood elf are been known for their sneaky and thievery culture. why only the cat get everything that is useful???? please at least give one trait to the wood elf, for gum's sake this is the only reason i ever choose wood elf... because i can stealth better and i don't have to have a tail on my rear end..
my suggestion
change 10% fall damage to 15% movement speed while stealth.
change stealth detection to chance of getting better result from pickpocket.