Il3rotherhood wrote: »Some of these seem pretty inconsistant... for exemple:
Wood elves previously had a 6% max stamina increase. Now, it will be a 2000 max stamina increase.
Breton previously had a 10% max magicka increase. Now, it will also be a 2000 max magicka increase..!
High elves previously had a 10% max magicka increase. Now, it will also be a 2000 max magicka increase..!
I mean... why ? this is really inconsistent.
Also, lore wise and with the dev comment you put under Breton, they should clearly have the highest base magicka pool of all races. So why do they have the exact same bonus than Altmer ? And why did you nerf the spell resistance ? they are not even more resistant to spells than Nords..! this does not make any sense
All I'm saying is that we get 1 race AND name change token per account (I'd say per character but I don't think ZOS would let it slide) to maintain the lore continuity of naming conventions. This will be one hell of a cash-grab by ZOS if they think some of us are going to pay 35 bucks for race and name changes per how ever many toons might be changed.
As a StamDK Orc, I am happy now.
I made my character on launch day, and I've been sticking with him through everything. Even if I haven't played ESO every day since then, I always come back to it. It's good to be viable again.
Why don't the conversions from percentage resource to static amount scale the same. 10% is 2000, yet 9% is 1000? etc. Overall nerfs to max health and health regen builds. Will be interesting to see how these align with Necromancer. Will be interesting to see if Percentage stat/regen increase class and armor passives stay the same.
High Elf - huge buff. Just wow for Templar with Cyrodill's light, channeling Mist form. Probably best healer, dps magicka race.
Argonian - nerf
WoodElf - probably a buff, only good for stam.
Breton - huge buff. New magicka DK race.
DE - max staf nerf, still best hybrid race
Imperial - meh, max health nerf.
Khajit - big buff. viable as magicka now.
Nord - not sure, nerf to rugged, but Ult regen might be best passive. Nord Wardens will spam ults.
Orc - huge buff.
Redguard - huge buff
Carbonised wrote: »@ZOS_Gilliam
Arguably Dunmer is now converted from a predomitably magicka oriented race to a primarily stamina oriented race.
automatony wrote: »Carbonised wrote: »@ZOS_Gilliam
Arguably Dunmer is now converted from a predomitably magicka oriented race to a primarily stamina oriented race.
I dont see this at all, what I see is a race that was handicapped for PVP and forced into a fire mage role which in PVP does not much. I welcome the opportunity to run an Ice build on my Dunmer in and not be penalized for it in my passives.
The extra Stamina is just extra roll dodges, breakfrees, and Vigors which I also welcome.
And hey I may just try out a hybrid Stampire build. The future is so bright.
Carbonised wrote: »
Sorry but you seem to be quite clueless here.
Carbonised wrote: »Dunmer has never been handicapped for pvp, that's about the most clueless thing i have ever heard, but certainly dunmers are going to be very handicapped in both pve and pvp after the change, if you stick with any type of magicka spec.
Carbonised wrote: »Dunmer has never been handicapped for pvp, that's about the most clueless thing i have ever heard, but certainly dunmers are going to be very handicapped in both pve and pvp after the change, if you stick with any type of magicka spec.
You're aware that you're talking about 750 magicka (and thus in addition 75 spell power) in difference right?
Thats really not that crazy significant. Dunmer allows you to break free, roll dodge, block and interrupt - all essential elements of gameplay in endgame content better than the Altmer with this nice balancing of the Dunmer racials.
Plus... we're getting a resistance buff to the nr 1. widely used element in this game: Fire, as well as immunity to its status effect. Thats a sweet buff, even more so vampires too.
Its not doom and gloom for the Dunmer with these changes, never have and never will be.
Honestly I wouldn't hate this, but I think the best option is just to overhaul existing racials so that one of the two options happens:
-All racials have morphs that allow the player to focus on magicka or stam
or
-Most racials are chosen from a unified pool available to all races, with the only traits being locked to race being the more thematic things like swim speed, elemental resists, weapon line XP, and stealth detection.
I understand that it's important to adhere to lore concerns, but the current model is skewed too heavily in that direction to the detriment of just being a satisfying gameplay experience. Every race should be capable of playing every roll without feeling like they are gimping themselves by playing the "wrong" race. I just don't see lore/RP concerns as a good enough justification for reducing player freedom/choice to the degree that the current racial bonus setup does.
WreckfulAbandon wrote: »
Carbonised wrote: »You're completely ignoring the altmer mag regen that comes ON TOP of their increased magicka pool.
And yes, it's shoving dunmers even more into the pigeonhole of having to go vamp to be remotely relevant. Well some of us don't want to ruin our character's appearance and flavour feel with vampirism, as a pretty much forced choice, to not be overly gimped.
The numbers have already been crushed, Dunmer is now one of the better stamina races and below both altmer, bretons and khajiit as a mag race. It's not just "small tweaks" its a complete game changer.
Carbonised wrote: »It's not just "small tweaks" its a complete game changer.
automatony wrote: »Carbonised wrote: »It's not just "small tweaks" its a complete game changer.
You can take that as a negative or a positive, it is entirely up to you.
I choose positivity.
gamerratic_ESO wrote: »Honestly I wouldn't hate this, but I think the best option is just to overhaul existing racials so that one of the two options happens:
-All racials have morphs that allow the player to focus on magicka or stam
or
-Most racials are chosen from a unified pool available to all races, with the only traits being locked to race being the more thematic things like swim speed, elemental resists, weapon line XP, and stealth detection.
I understand that it's important to adhere to lore concerns, but the current model is skewed too heavily in that direction to the detriment of just being a satisfying gameplay experience. Every race should be capable of playing every roll without feeling like they are gimping themselves by playing the "wrong" race. I just don't see lore/RP concerns as a good enough justification for reducing player freedom/choice to the degree that the current racial bonus setup does.
Perhaps something along the lines of a Racial Birthright system? Something that balances both Lore and freedom of choice that you mention @ZOS_Gilliam ?
At Level 1 - you receive your Racial Legacy passives. For example...
- High Elf - Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
- Argonian - Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed
- Wood Elf - Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10%
- And so on...
At Level 10 - you receive your Racial Birthright passives.
- Aldmeri Perfection (High Elf) - Restore 575 Magicka or Stamina, whichever is higher, after activating a Class Ability, once every 6 seconds. Reduces damage taken by 5%, while you are using a cast time or channel ability.
- One with the Hist (Argonian) - Increases your Healing Done by 4% and your Disease Resistance by 2310. You are immune to the Diseased status effect.
- Roots of the Valenwood (Wood Elf) - Increases your Stamina Recovery by 258 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- High Rock Ancestry (Breton) - Gain 2310 Spell Resistance and 100 Magicka Recovery.
- Will of the Tribunal (Dark Elf) - Increases your Max Stamina and Magicka by 1250 and your Max Health by 625.
- Child of the Red Diamond (Imperial) - When you deal Direct Damage, you have a 15% chance to heal for 1750. Reduces the cost of your Block and Bash abilities by 5%.
- Rajhin's Luck (Khajiit) - Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
- Ysgramor's Boon (Nord) - Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
- Malacath's Vengeance (Orc) - 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.
- Yokuda Heritage (Redguard) - When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
At Level 30 - you receive your first Divine Blessing passive. For example, you can choose ONE from a number of options such as...
- Increase your Max Magicka by 2000.
- Increase your Max Stamina by 2000.
- Increase your Max Health by 2000.
- Increase your Weapon or Spell Damage by 258, whichever is higher.
- Increase your Physical and Spell Resistance by 3960.
- Increase your Healing Done by 4%.
- And so on...(obviously creating balanced choices; these are just suggestions based on the proposed changes)
At Level 50 - your receive your second Divine Blessing passive. For example, you can choose ONE from a number of new (or previous) options such as...Yes, certain races would still have an edge in certain archetypes. High Elves for magicka dps. Redguard for stamina dps. Argonians for healing. Imperial/Nord for tanking. However, the disparity in creating an Orc magicka dps would not be as significant a dps loss as it is given the current racial passives.
- Increase your Max Health, Magicka, and Stamina by 750.
- Increase your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
- When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
- Reduces the cost of your Weapon Abilities by 8%.
- Increase your Flame damage by 5% and your Flame Resistance by 2310.
- Increase your Shock damage by 5% and your Shock Resistance by 2310.
- And so on...(obviously creating balanced choices; these are just suggestions based on the proposed changes)
And yes...I do realize that the passives would have to be balanced out to ensure there is no stat bloating...rofl.
Moreover, as with resetting your skill and attribute points, an additional Shrine can be added in the main hubs where players would be able to reset their TWO Divine Blessing passives for a significant cost.
Finally, I feel that this suggestion would give players the freedom to create the characters and character types/roles they want - tank, healer, dps, raiding, pvp, etc. - while hopefully maintaining a balance with the Lore passives.
Please feel free to riff on this!
(Apologies if something like this was already suggested. My eyes started getting blurry 20 pages of forum responses in...rofl)
Let me give you a statement on why I see these changes as an overall improvement. First, let me clear a few things up that people do not seem to understand when they look at these changes:
1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
2. On magicka races, sure you can say that altmer is the best race when it comes to the pure dps output while neglecting any sustain component. However, that's neglecting additional factors that come in. Khajiit has spell crit, magicka recovery that effectively translates into roughly the same sustain that altmer gets, they have max magicka AND 8% spell critical, which will benefit more from additional critical damage you have in group content and will be especially effective on templars and nightblades. Factoring in sustain, bretons are incredibly strong in that regard, so much so that they are a valid choice for any class that struggles with sustain and also allows using BLUE food in most instances, plus giving resistance and a flat recovery that always ticks. Also people seem to neglect the additional health that khajiit gets, which is very valuable in many instances. Dunmer is the most versatile race now since it can do both specs and also gets health. If you wanted to min/max 100% dunmer is not the ideal choice for dps (again neglecting the aspects from above), but the difference is ~1k magicka and 60-70 magicka per second. The altmer sustain component also only functions when you actually cast a class ability, whereas breton and khajiit have a passive that always ticks.
3. Stamina races are very very close to each other, especially in actual fights. People seem to think redguard is still the ultimate best, but this is not the case. Bosmer, orc, khajiit, dunmer are all viable. Redguard requires you to deal DIRECT damage now to benefit from the adrenaline rush, which is a significant reduction in effectiveness from what we had before, since it will not proc on DoT-abilities. The weapon cost reduction also requires you to cast abilities to be effective. Bosmer is 100% on par with redguard sustainwise. 258 recovery that ticks all the time is a lot and will net you a higher gain than the passives redguards have in many instances in PvE and PvE. Orc has higher damage compared to these two, but a bit less sustain. Khajiit is still a very viable choice and the sustain is basically unchanged from what they had before. I'm not 100% satisifed on the imperial side because they don't really have anything that benefits their role as a DD in pve, but for tanking they definetely became better.
In order to prove some of this, i made an excel sheet where i implemented these into a standard build for stamina and magicka DDs in PvE. Magicka build was (as far as i remember) Zaan, Siroria and Sorrow/Spell Strategist, while the stamina version uses Relequen+Advancing Yokeda+Velidreth.
Formula is the same as above.
Here's the comparison of effective spell power and weapon power:
Here, altmer comes out as the clear winner, and for stamina, dunmer puts out the highest damage. This does not yet factor in sustain components. In order to do so, I introduced a ranking system that basically just ranks races based on damage and sustain with equal weights. The weights can ofc be adjusted, so if sustain is more important to you, the ranks will change accordingly.
With equal weights, altmer still comes out on top, but not by much. Shifting the weights towards sustain more and more makes breton the best choice.
Shifting the weights to 30% sustain and 70% damage yields the following:
And the other way around:
It all depends on what you need, and the gaps are not as cear and big as many make them seem.
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. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
Syrabane’s Boon: Increases your Max Magicka by 2000.
Elemental Talent: Increases your Spell Damage by 258.
I think making Spell Recharge restore higher resource also doesn't make sense. Because who would like to play a stamina Altmer if all the other bonuses are for magic.
I like changes to Khajit since there are mages and warrior cat-folk and it can finally be played this way. But there are NORD MAGES, ALTMER DUDES WITH SWORDS IN HEAVY ARMOUR, ORC SHAMANS... Someone was mentioning morphs for racial passives, I think that's a really interesting and good Idea. So why not make it possible for players for ALL RACES?
Don't know what to do with my Dunmer nightblade now... I wanted my char to be strong in magicka like for instance Telvanni mages/Divayth Fyr, but now Dunmer are not as good magic dps as Altmer... I like playing magblade, but now there are way better options. But If I wanted to go stamblade, then again, there are also better options. Since there are mages and warrions of all races, that would make sense. You say you want to follow the lore too, but Imperials are left without magic passives at all. Dunmer are also known as good mages, but you nerf their magicka.
Let me give you a statement on why I see these changes as an overall improvement. First, let me clear a few things up that people do not seem to understand when they look at these changes:
1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
2. On magicka races, sure you can say that altmer is the best race when it comes to the pure dps output while neglecting any sustain component. However, that's neglecting additional factors that come in. Khajiit has spell crit, magicka recovery that effectively translates into roughly the same sustain that altmer gets, they have max magicka AND 8% spell critical, which will benefit more from additional critical damage you have in group content and will be especially effective on templars and nightblades. Factoring in sustain, bretons are incredibly strong in that regard, so much so that they are a valid choice for any class that struggles with sustain and also allows using BLUE food in most instances, plus giving resistance and a flat recovery that always ticks. Also people seem to neglect the additional health that khajiit gets, which is very valuable in many instances. Dunmer is the most versatile race now since it can do both specs and also gets health. If you wanted to min/max 100% dunmer is not the ideal choice for dps (again neglecting the aspects from above), but the difference is ~1k magicka and 60-70 magicka per second. The altmer sustain component also only functions when you actually cast a class ability, whereas breton and khajiit have a passive that always ticks.
3. Stamina races are very very close to each other, especially in actual fights. People seem to think redguard is still the ultimate best, but this is not the case. Bosmer, orc, khajiit, dunmer are all viable. Redguard requires you to deal DIRECT damage now to benefit from the adrenaline rush, which is a significant reduction in effectiveness from what we had before, since it will not proc on DoT-abilities. The weapon cost reduction also requires you to cast abilities to be effective. Bosmer is 100% on par with redguard sustainwise. 258 recovery that ticks all the time is a lot and will net you a higher gain than the passives redguards have in many instances in PvE and PvE. Orc has higher damage compared to these two, but a bit less sustain. Khajiit is still a very viable choice and the sustain is basically unchanged from what they had before. I'm not 100% satisifed on the imperial side because they don't really have anything that benefits their role as a DD in pve, but for tanking they definetely became better.
In order to prove some of this, i made an excel sheet where i implemented these into a standard build for stamina and magicka DDs in PvE. Magicka build was (as far as i remember) Zaan, Siroria and Sorrow/Spell Strategist, while the stamina version uses Relequen+Advancing Yokeda+Velidreth.
Formula is the same as above.
Here's the comparison of effective spell power and weapon power:
Here, altmer comes out as the clear winner, and for stamina, dunmer puts out the highest damage. This does not yet factor in sustain components. In order to do so, I introduced a ranking system that basically just ranks races based on damage and sustain with equal weights. The weights can ofc be adjusted, so if sustain is more important to you, the ranks will change accordingly.
With equal weights, altmer still comes out on top, but not by much. Shifting the weights towards sustain more and more makes breton the best choice.
Shifting the weights to 30% sustain and 70% damage yields the following:
And the other way around:
It all depends on what you need, and the gaps are not as cear and big as many make them seem.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. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
Syrabane’s Boon: Increases your Max Magicka by 2000.
Elemental Talent: Increases your Spell Damage by 258.
I think making Spell Recharge restore higher resource also doesn't make sense. Because who would like to play a stamina Altmer if all the other bonuses are for magic.
I like changes to Khajit since there are mages and warrior cat-folk and it can finally be played this way. But there are NORD MAGES, ALTMER DUDES WITH SWORDS IN HEAVY ARMOUR, ORC SHAMANS... Someone was mentioning morphs for racial passives, I think that's a really interesting and good Idea. So why not make it possible for players for ALL RACES?
Don't know what to do with my Dunmer nightblade now... I wanted my char to be strong in magicka like for instance Telvanni mages/Divayth Fyr, but now Dunmer are not as good magic dps as Altmer... I like playing magblade, but now there are way better options. But If I wanted to go stamblade, then again, there are also better options. Since there are mages and warrions of all races, that would make sense. You say you want to follow the lore too, but Imperials are left without magic passives at all. Dunmer are also known as good mages, but you nerf their magicka.
Dunmer is the top PvE stamina DPS. Check one of the other threads. There are mathematical breakdowns.