Crixus8000 wrote: »I feel like wood elf is lacking. First 2 passives are nice but then extra stealth detection radius and 20% move speed after dodge rolling seems a little off. Stealth detection is only used in cyro and still useles imo since there is many ways of revealing in stealth already and the 20% move speed bonus is nothing special.
In a snare meta, more movement speed is king, but the stealth detection is a bit lack luster
lassitershawn 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.
This isn't the case, the 2k magicka should be affected by % magicka increases and I saw somewhere that the final difference is only around 1k on a fairly high magicka build.
Twohothardware wrote: »On the Stamina side the Redguard changes definitely need to be looked at again and this time put your glasses on.
The meta for builds in both PvE and PvP is running high damage and a lower Recovery stat. Redguard has been the #1 choice by far for PvE Stamina builds for forever now because of the strong passive sustain from Adrenaline that doesn't require you to have any Recovery stat at all to benefit. That allows you to stack more damage for higher DPS and requires fewer heavy attacks in your rotation to sustain.
And your fix for this is to now change Redguards 9% Recovery bonus to 8% cost reduction which further ignores any need for a Recovery stat and then buff Adrenaline on top of it? This will be even more imbalanced in PvE and be the new replacement for where Argonian is now for OP in PvP.
If Redguard is going to have noticeably better sustain than the other Races then at least drop the max stamina to 1000, especially considering you dropped Orc max stamina to only 500 when you gave them passive sustain.
The 8% cost reduction is only to weapon abilities. Orcs also have a weapon damage passive which is already better than 2k stam. If you look at bosmer, the 258 regen is better than adrenline rush due to regen multipliers while still having the same stam as redguard, having movement speed after dodging and poison resists.
The 3 races are overall balanced
IronWooshu wrote: »ZoS we’ve gone so far past the time where you can reasonable make changes to the races like you have. I’ve personally leveled 14 characters with the intention of playing a specific race on that character to sever specific needs. Setting aside the clear in balance and lack of freedom you’re giving people you’re also costing us hundreds of dollars to re adjust ourselves to something we’ve made decisions on that costed us hundreds of hours in leveling alone.
You are directly costing your player base money and time.
The only solution I see is making races a cosmetic choice with no combat influence. Perhaps add a system where you choose the passives because frankly you’re just forcing people who genuinely care about performance to buy tokens and race change. This is unacceptable.
Honestly you, the min/maxers that tell is what is BiS take the fun out of end game so I feel no sorrow for any of the min/maxers on these changes who have the shell out money.
High Elf will be an only choice of magicka users next patch.
- Dark Elf is not great and any one thing which kills the hardcore players. No good reason to choose this one over High Elf.
- Argonian does not offer any meaningful advantages over other classes so total RIP there. High Elf is better here.
- Breton can sustain like a mother but will never compete in damage. The change is actually a damage nerf if you do the math. High Elf is still better here.
Twohothardware wrote: »Twohothardware wrote: »On the Stamina side the Redguard changes definitely need to be looked at again and this time put your glasses on.
The meta for builds in both PvE and PvP is running high damage and a lower Recovery stat. Redguard has been the #1 choice by far for PvE Stamina builds for forever now because of the strong passive sustain from Adrenaline that doesn't require you to have any Recovery stat at all to benefit. That allows you to stack more damage for higher DPS and requires fewer heavy attacks in your rotation to sustain.
And your fix for this is to now change Redguards 9% Recovery bonus to 8% cost reduction which further ignores any need for a Recovery stat and then buff Adrenaline on top of it? This will be even more imbalanced in PvE and be the new replacement for where Argonian is now for OP in PvP.
If Redguard is going to have noticeably better sustain than the other Races then at least drop the max stamina to 1000, especially considering you dropped Orc max stamina to only 500 when you gave them passive sustain.
The 8% cost reduction is only to weapon abilities. Orcs also have a weapon damage passive which is already better than 2k stam. If you look at bosmer, the 258 regen is better than adrenline rush due to regen multipliers while still having the same stam as redguard, having movement speed after dodging and poison resists.
The 3 races are overall balanced
A VERY marginal damage advantage from Orc doesn't translate to higher DPS if Redguard has superior sustain and that's the point that ZOS keeps missing. Argonian and Redguard aren't OP right now because of 3% Magicka or 10% Stamina, they are OP because of the Resourceful passive and the Adrenaline passive giving at least twice the effective sustain as other Races because low Stam Recovery builds are the Meta. It doesn't matter how much damage you deal, if you don't have any Stamina you can't cast a skill.
Imperial and Nord still have no Stam Recovery or Cost reduction bonuses outside of Imperials measly 5% block cost reduction and Khajiit's Recovery is even weaker now than it was before because they're splitting it between Stamina and Magicka.