SturgeHammer wrote: »Argonian changes were kind of what I expected, but I would have preferred the argonian resistance passive to be a little more interesting. If it has to be a damage type resist, then poison resist is probably more useful than disease. Personally, I think something unique like a small bleed damage % resist would be more exciting.
LADYKiLLER wrote: »I get all the combat arguments. PvE, PvP, whatever. But as someone who really, really enjoys the gameplay of being a sticky-fingered rogue type, suddenly losing the reduced stealth detection on wood elves sucks. And I'm a role player so the race change token is meaningless to me. My character isn't just going to sprout ears and a tail.
Savos_Saren wrote: »SturgeHammer wrote: »Argonian changes were kind of what I expected, but I would have preferred the argonian resistance passive to be a little more interesting. If it has to be a damage type resist, then poison resist is probably more useful than disease. Personally, I think something unique like a small bleed damage % resist would be more exciting.
Hell give Dunmer a small resistance to bleed (since they're supposed to be able to survive the harshest stuff). That might help with the fact that they're supposed to be a "hybrid" race and that bleeds effect all builds.
cambergang wrote: »Wow so instead of dark elf and over all 9% max you basic gave them 6% and then made them do the same amount of spell damage as high elf when dark elf should have More becuase they do 7% flame damage. good job zos you can destroy *** even more great balancing so you can send me my free race change token in the mail, or I’ll mail you a summons paper
Samsquanch wrote: »Orc brawny passive is a joke! You should increase the stat given or add resistances or something.
What bothers me is; I wanted a nord, so I took my templar a nord. I gave up meta and in stead built to use its health recovery, health, and stam. The damage reduction percent really was not great but helped with bleeds which do not care about armor. I feel like a sledgehammer was taken to it, decreasing the health and stam and vaporizing the health recovery. Probably most people could care less about that but for me, it made the character different. Ultimate generation can be nice but 10 seconds is an incredibly long time in combat to just get 5 ultimate.
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
A dazzling ulti generation up to 30 ulti per minute, that's game changing! Or... was it?
Twohothardware wrote: »Samsquanch wrote: »Orc brawny passive is a joke! You should increase the stat given or add resistances or something.
Yeah a bonus 500 Health/Stamina is pathetic. That's not even 2% bonus in most cases.
Orc has about one third of the Stamina sustain as Redguard and Redguard gets 2000 Stamina giving them nearly the same damage as Orc.
Twohothardware wrote: »Samsquanch wrote: »Orc brawny passive is a joke! You should increase the stat given or add resistances or something.
Yeah a bonus 500 Health/Stamina is pathetic. That's not even 2% bonus in most cases.
Orc has about one third of the Stamina sustain as Redguard and Redguard gets 2000 Stamina giving them nearly the same damage as Orc.
2000 stam = 190 weapon damage (228 with cp, well 2k stam becomes 2.4k stam)
Orc has 258 weapon damage and 500 stam without cp= 305 weapon damage. (315 with cp) Plus 500 health. The orc's sustain also includes health. Don't forget there are far more multipliers for weapon damage some to include are major and minor brutality and fighter'a guild. Just major brutality and dbos will bring orc's 258 weapon damage to 317. 356 if you wear 5 medium with it.
This plus cp will give you 413 effective weapon damage.
Samsquanch wrote: »Twohothardware wrote: »Samsquanch wrote: »Orc brawny passive is a joke! You should increase the stat given or add resistances or something.
Yeah a bonus 500 Health/Stamina is pathetic. That's not even 2% bonus in most cases.
Orc has about one third of the Stamina sustain as Redguard and Redguard gets 2000 Stamina giving them nearly the same damage as Orc.
2000 stam = 190 weapon damage (228 with cp, well 2k stam becomes 2.4k stam)
Orc has 258 weapon damage and 500 stam without cp= 305 weapon damage. (315 with cp) Plus 500 health. The orc's sustain also includes health. Don't forget there are far more multipliers for weapon damage some to include are major and minor brutality and fighter'a guild. Just major brutality and dbos will bring orc's 258 weapon damage to 317. 356 if you wear 5 medium with it.
This plus cp will give you 413 effective weapon damage.
While I agree that the 258 weapon damage is pretty nice, and will net more total damage than redguards Max Stam passive, the orc brawny passive is still a joke.
Take the dark elf passive for example. They get the 258 weapon AND spell damage, as well as 1250 Stam/mag.
The orc conditional health/Stam regen is only going to be 140/4 secs with battle spirit. What a joke.
Twohothardware wrote: »Samsquanch wrote: »Orc brawny passive is a joke! You should increase the stat given or add resistances or something.
Yeah a bonus 500 Health/Stamina is pathetic. That's not even 2% bonus in most cases.
Orc has about one third of the Stamina sustain as Redguard and Redguard gets 2000 Stamina giving them nearly the same damage as Orc.
AlienatedGoat wrote: »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.
That's BS. There would always be a race seen as better than the others, it's not min/maxers' or endgame players' faults.
This is a blatant cash grab and nothing else. The only people at fault here are ZOS.
AlienatedGoat wrote: »Wow, Dark Elf is completely ruined for my magicka builds.
ZOS, what the hell were you thinking?
WhiteKhajiit wrote: »My Magicat is finally viable for vet content! So excited.
StarOfElyon wrote: »I play my Altmer Templar using primarily class skills knowing that I'll never be tops at anything but more or less well rounded. This is the way I want to play. So I don't understand people seeming to want to change race because they're not the tops at something anymore.