All this talk about Dunmer being gutted and Altmer being the shining winner. O.o
If one race was nerfed the most, then it has to be Altmer. (Right up there with Argonians) Gift of Magnus is just worse in every way, the regen passive is also a nerf for many instances. There are situations where I personally never use class abilities, because they are not needed. The only class ability is liquid lightning and that is used every 10s not every 6s. Everything else is weapon abilities.
And Elemental Expert is no difference at all. 258 spell damage was just 45 more damage for force pulse compared to 4% elemental damage.
Dunmer is overloaded with passives in comparison. You get health, stamina, Magicka and spell damage on top. Compared to live, you have lost fairly little and you have at least been compensated with many other stats that EVERY build benefits from (no matter how little you claim to care for it). Altmer got nothing in return. It's just worse than before without compensation. All races have gained something interesting, Altmer is just worse in every aspect.
mr_wazzabi wrote: »All this talk about Dunmer being gutted and Altmer being the shining winner. O.o
If one race was nerfed the most, then it has to be Altmer. (Right up there with Argonians) Gift of Magnus is just worse in every way, the regen passive is also a nerf for many instances. There are situations where I personally never use class abilities, because they are not needed. The only class ability is liquid lightning and that is used every 10s not every 6s. Everything else is weapon abilities.
And Elemental Expert is no difference at all. 258 spell damage was just 45 more damage for force pulse compared to 4% elemental damage.
Dunmer is overloaded with passives in comparison. You get health, stamina, Magicka and spell damage on top. Compared to live, you have lost fairly little and you have at least been compensated with many other stats that EVERY build benefits from (no matter how little you claim to care for it). Altmer got nothing in return. It's just worse than before without compensation. All races have gained something interesting, Altmer is just worse in every aspect.
Altmer magplar and magblades got a huge buff though. Class skills form most of their dps and most if not all of them are magic damage.
oXI_Viper_IXo wrote: »
Shezzarrine wrote: »I was really hoping they would either give Imperial something for magicka or give it some sort of stam recovery passive. The passives seem pretty lackluster, for pve that is. I have both a mag and stam dps that are Imperial and was hoping I could change my main dps ok Imperial without it being too much of a loss in sustain/damage but it seems I will have to stick with redguard. Most of the passives can be good for multiple roles but Imperial seems only good for tanking and maybe a little in pvp. Any chance Imperial gets looked at again?
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.ZOS_Gilliam wrote: »Wood Elf
[*]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.
Can we please get something useful instead?
Reduced cost for roll dodge for example. Even just +10 health would be better than this.
no, 20 percent speed buff is amazing
ZOS_Gilliam wrote: »
High ElfDeveloper Comment
- Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
- Spellcharge: 9% Magicka Recovery → 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.
- Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
- Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
High Elf culture is heavily ingrained with the belief of destiny and birthright, so we wanted a passive that highlighted their ability to harness their innate powers, or class. Granting them a unique resource when accessing a class ability really gets that feeling off and makes it much more engaging than the previous flat recovery bonus.
On top of that, High Elves are well known for being powerful spell casters, and we wanted to make this race feel more powerful when they were charging up a powerful ability.
ZOS_Gilliam wrote: »
High ElfDeveloper Comment
- Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
- Spellcharge: 9% Magicka Recovery → 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.
- Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
- Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
High Elf culture is heavily ingrained with the belief of destiny and birthright, so we wanted a passive that highlighted their ability to harness their innate powers, or class. Granting them a unique resource when accessing a class ability really gets that feeling off and makes it much more engaging than the previous flat recovery bonus.
On top of that, High Elves are well known for being powerful spell casters, and we wanted to make this race feel more powerful when they were charging up a powerful ability.
I am so confused about Spell Charge.
High Elfs are clearly the race wich is more magicka related then any others Race But Can Potential restore stamina when the ressource pool is higher? The passive is called Spell charge. SPELL!
All other passives are magicka based, max magicka, spell damage but then this stamina or magicka wichever is higher?
Feels so random cause maybe 1% of all highelf classes will be stamina.... so confused.
So as I am chewing on this a while, I guess it feels like all races were adjusted somewhat close for the most part with just Red guard and Altmer as they seem to be more dedicated one way or another. Whatever there, as I will let the math people go over this crap.
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. Even if it would be decent, it seems the race is now better suited for a different character I have (*cough* Dunmer DK) and less for what I was doing already that might actually synergise better with Khajiit at a bit weaker version, which is all well and good, but that already is more than 1 race change. I have a few characters that will be stuck.
I guess I feel like we could adjust to clearly less exaggerated strength of races, but it feels like the deck has been shuffled and we are stuck with either a race that no longer matches what we are trying to do; or we have to purchase tokens if we have more than 1 character.
IronWooshu wrote: »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?
combine that with Wardens ulti generation and that is a lot
IronWooshu wrote: »I would like to see the ulti gen cooldown shorter on the Nord, bring it down to like 8 seconds.