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Upcoming Racial Balance Changes for Update 21

  • jlmurra2
    jlmurra2
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    I feel these changes are mostly positive. I am looking forward to playing as a Nord again, and I like the increased versatility added to the races.

    There are few issues however, Nords should not have more magicka resistance than a Breton, that seems like a lore contradiction. Khajiit should retain thier increased damage from stealth, and Dunmer should be able to produce the most damage with fire magicka.




  • JinMori
    JinMori
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    Actually now that i think about it, this is mostly a nerf for pretty much everyone, aside from sustain on some races, it's pretty difficult to quantify the 258 spell and weapon damage, but it's most probably not as good as what we had before, especially for dunmer mag dk, and the flat mag and stamina value is definitely a nerf, so yea, another disappointment, instead of progressing we are going backwards, all because zos doesn't wanna put the effort into making a new difficulty accounting for cp.

    It could have been worse, but it's not that good.

    Edited by JinMori on January 18, 2019 12:13PM
  • macsmooth
    macsmooth
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    macsmooth wrote: »
    Wow just wow to these changes, some of these changes are lazy. You made bis races still bis races

    You didn’t even make skill lines passives useful after you levelled them to 50, it wasn’t hard to do making a imperial have cost reduction to s&b skills, a nord cost reduction to 2h skills and so on, Breton cost reduction to light armour skill and the ability to use the skill regardless of armour weight and so on. It really wasn’t hard to make the passives useful after getting them to level 50

    The races has the apprentice/warrior Mundus stone built in to passive, instead of effecting elemental/poison damage it’s a flat increase to all damage

    The 2k stats is only comparable to tank builds that only had 20k stam and mag anything over 20k lost stats now

    I would like a refund on my imperial purchase please you took her stats away from her and gave the dune ripper 5th piece as a passive

    You managed to nerf a nord wow, how does 9% health translate to 1k health when other races that had 10% health got nerfed to 2k health

    Kat just lost more sustain wow like my kat stam sorcerer didn’t need help with sustain at all

    These flat health recovery bonuses, is that before or after vampirism or defile?
    macsmooth wrote: »
    macsmooth wrote: »
    Wow just wow to these changes, some of these changes are lazy. You made bis races still bis races

    You didn’t even make skill lines passives useful after you levelled them to 50, it wasn’t hard to do making a imperial have cost reduction to s&b skills, a nord cost reduction to 2h skills and so on, Breton cost reduction to light armour skill and the ability to use the skill regardless of armour weight and so on. It really wasn’t hard to make the passives useful after getting them to level 50

    The races has the apprentice/warrior Mundus stone built in to passive, instead of effecting elemental/poison damage it’s a flat increase to all damage

    The 2k stats is only comparable to tank builds that only had 20k stam and mag anything over 20k lost stats now

    I would like a refund on my imperial purchase please you took her stats away from her and gave the dune ripper 5th piece as a passive

    You managed to nerf a nord wow, how does 9% health translate to 1k health when other races that had 10% health got nerfed to 2k health

    Kat just lost more sustain wow like my kat stam sorcerer didn’t need help with sustain at all

    These flat health recovery bonuses, is that before or after vampirism or defile?

    Learn to play issues,

    Many players explaining on forum about changes, read and then post.

    36 pages and multiple threads nah I will stay with my learn to read issues not play issues thank you and complain about the changes as I see them like everyone else that has a right to say what they won’t as they see them

    Yeah sure, but you're wrong on some of the math. I think it will do you well to watch t3hasiangod's video on this. He does the math pretty well on dps, and he also mentions some sustain.
    On thing I clearly know to be wrong, is that the Khajiit lost sustain; you forget that the light armour passives and major intellect are mostly up, which translates to a 115 recovery increase. You had to have 1150 base recovery to be nerfed this way, which is too high for any dps build. Yes you should reach that number, but not on base recovery.

    So what your saying is cast dark deal every rotation and not every third rotation which is what I can do now, got ya I can see how that will help dps and sustain for me having more magic regen to cast dark deal more good spot there I missed that completely thanks

  • ComboBreaker88
    ComboBreaker88
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    These changes are garbage and I hope you fire everyone involved in creating them. They are a burden to the community. If these are the changes you are making why not just remove races all together? We can all just be the exact same sexless, binary doll. What a joke. 0/10
  • Colecovision
    Colecovision
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    SodanTok wrote: »
    n0tthesun wrote: »
    SodanTok wrote: »
    n0tthesun wrote: »
    so let me get this straight:

    in the year of expansions based in the khajiiti homelands....you nerf khajiit..? they are complete trash. they already lagged behind, now they are just unusable.

    my main toon cries today.

    @n0tthesun they literally got only buffs.


    seriously? no. stam recovery went from 10% to 75. this hurts my build.

    i don't need increases to max mag or mag recovery, as i'm not--and i don't think anyone else is--running a khajiit as a mag toon. this isn't a buff, it's useless.

    in comparison to a race like redguard that gets 2000 max stam increase, khajiit only gets 750 max stam increase. that is incomparable. additionally, redguard gets 950 stam recovery when dealing damaage. that's simply better than khajiit. the race becomes useless when stacked against the other options.
    @n0tthesun
    Well you were saying khajits lagg behind so I assume you were talking in pve and on higher level. So I assume your build is proper meta build not some regen stacking build (in that case you are lagging behind for your own reasons). At most in pve on meta build you will find 962 base recovery from dubious, stormfist and the universal one. 10% of that is 96. At minimum in pve when fully buffed you find yourself having 60% recovery boost, but usually it goes to 80%. 75 recovery boosted by 60 - 80% is 120 - 135.

    135 > 96

    You are correct 750 stam is incomparable to 2000 stam. But 8% crit + 750 stam (and 750 health) is far better than 2000 stam. Also before this patch you had no 750 stam (or health) so 750 > 0 is another buff.

    Also redguard doesn get 950 stam recovery, they get 950 stam every 5s. That is far different but yeah, they get more sustain. They always had more sustain and they still have more sustain. Your argument was khajiit was nerfed, when they were buffed more than even redgurds were.

    To solo vet dungeons I dodge roll, and I dodge roll a lot in vMA too. To you, end game has a healer and someone to take aggro, but that's not the case for everyone. I need stam regen.

    My pvp khajiit uses bone pirates with 1 stam regen glyph and troll king. Can you clarify the buff to that?

    I really wish I were wrong. If not, I'd at least like people to stop blanketly saying there's a buff withflat stats, when it's only a buff to people who didn't use the percentages to their advantage.
  • John_Falstaff
    John_Falstaff
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    @Colecovision , regarding khajiits and stamina, the information was appearing earlier in this thread. Thing is, up until certain regen value, flat value of 75 (the new passive) is better after percentage buffs than 10% (the old passive). So, counting in CP, medium armor passives and Major Endurance, the equilibrium point lies somewhere around 1270 unbuffed stamina regen - if your base regen (514) plus all flat value buffs - Dubious, glyphs, set bonuses - are below this value, then you have more regen after the update than you had before; if your flat base regen is above - then you've gotten a nerf.

    Just as an example, assuming you run 15% from CP, 20% from Endurance and 28% from medium armor. Suppose you had recovery of 514 (base) + 169 (glyph) + (129 + 150) (bone pirate) + 319 (dubious) = 1281. Now...
    • Currently on live: (1281) * (1 + 0.15 + 0.2 + 0.28 + 0.1 (current khajiit passive)) = 2216 regen.
    • After the update: (1281 + 75 (new khajiit passive)) * (1 + 0.15 + 0.2 + 0.28) = 2210 regen.

    So yes, you'll have lost 6 regen after the update. (Edit: if you're nightblade and also run Minor Endurance with Relentless, then you'll have gained 1 regen.)
    Edited by John_Falstaff on January 18, 2019 1:05PM
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    @Colecovision , regarding khajiits and stamina, the information was appearing earlier in this thread. Thing is, up until certain regen value, flat value of 75 (the new passive) is better after percentage buffs than 10% (the old passive). So, counting in CP, medium armor passives and Major Endurance, the equilibrium point lies somewhere around 1270 unbuffed stamina regen - if your base regen (514) plus all flat value buffs - Dubious, glyphs, set bonuses - are below this value, then you have more regen after the update than you had before; if your flat base regen is above - then you've gotten a nerf.

    Just as an example, assuming you run 15% from CP, 20% from Endurance and 28% from medium armor. Suppose you had recovery of 514 (base) + 169 (glyph) + (129 + 150) (bone pirate) + 319 (dubious) = 1281. Now...
    • Currently on live: (1281) * (1 + 0.15 + 0.2 + 0.28 + 0.1 (current khajiit passive)) = 2216 regen.
    • After the update: (1281 + 75 (new khajiit passive)) * (1 + 0.15 + 0.2 + 0.28) = 2210 regen.

    So yes, you'll have lost 6 regen after the update.

    6 Stam?



    How is he supposed to complete vMA and solo group dungeons with 6 less regen.
  • John_Falstaff
    John_Falstaff
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    @Lightspeedflashb14_ESO , 6 stamina regen, yes. That is, 6 stamina per 2 seconds. ^^ Or even gained 1 regen in case of nightblade. Rejoice. ^^
    Edited by John_Falstaff on January 18, 2019 1:08PM
  • Colecovision
    Colecovision
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    @John_Falstaff thank you! Suddenly I can't wait til Monday.
  • Atzepan
    Atzepan
    Soul Shriven

    Argonian

    Resourceful: Increases your Max Stamina and Magicka by 1000. Restore 3600 2400 Health, and 3600 Magicka and Stamina when you drink a potion.
    Quick to Mend: Increases healing done by 4%, and increases Weapon and Spell damage by 129 for 5 seconds upon receiving any healing.
    I'm actually trying not to be biased here and buff them too hard, but I really do love Argonians. Also, I believe these will level the playing field a little in terms of raw damage, while being faithful to the lore of Argonians being resilient lovable hunks without affecting their nerfed utility.

    I think it is somewhat on the right track, the problm with resourceful ist how it interact with speed glyphs which forces it down from a 45 to 30 second cooldown and so actually getting 308 rec for 3 resources. But it also has the backlash that you might not get the full potential out of the resources.

    Suggestion would be:
    Resourceful: Restore 4000 Health, Magicka and Stamina over 10 second and can only trigger every 45 second while a potion is active.

    This will give them a lower recovery then then them a lower recovery then high elf, wood elf, Redguard and orc. But no Burst heal and not Glyphs boost to make them to easy as tanks.


    The next things is argonian resistances, argonian are lore wise pretty resiliant they live in black marsh where disease and poison is everywhere, and when they got caught by the ayleids and tortured with heat and cold they could even manage for a while. The thing that annoys me the most is the loss of poison and disease immunity.

    Suggestion:
    Argonian Resistances: 1000 health and Immunity to Poison and Disease status effect.

    Mainly because the argonian needs to to have poison and disease immunty lore wise.


    Last Quick to mend considering that there is health recovery/restore in Resourceful and the immunity in poison and Disease it feels redundant having more healing. And as it has been pointed out Argonians don't have Damage passive, which is why i would suggest a new passive just suggesting Guerrilla warfare/Adaptability.
    For those reading this you might have noticed i removed 1k Magicka the reason is that the extra resoruce get placed in here with the quick to mend.

    Guerrilla warfare/Adaptability:
    Suggestion A: If 5 piece of the gear is light: 500/1000 Magicka and 258 spell damage. Medium: 500/1000 stamina and 258 weapon damage. If heavy 500/1000 HP and 3960 Phys and Spell Resistance

    Suggestion B: Every light piece give: 150 Mag and 37 spell damage. Every Medium piece: 150 Stamina and 37 Weapon Damage. Every Heavy piece gives 150 HP and 570 Phys and spell Resistance.


    The main issue is that there isn't any DD play ability with argonians.
    With this here they are 1 k mag behind high elf and 13 mag recovery behind high elf.
    Argonian are 1 k stam behind bosmer, but 258 weapon damage infront and but 80 stam recovery behind bosmer.
    Argonian will be 500 stam infront of orcs but be 12 stam recovery behind the orcs.
    Argonian will be 1000 stam behind Redguard, but be 258 weapon damage infront, but wooping 200 stmina recovery behind redguards .
    Argonian will be 250 resource behind Dunmer, but 178 resource recovery infront of Dunmer which means Dunmer needs reduces cost or recovery.
    Edited by Atzepan on January 18, 2019 2:14PM
  • Cundu_Ertur
    Cundu_Ertur
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    Sun7dance wrote: »
    Wood Elves are no longer immune to the status effect of disease damage.
    That's a huge nerf, especially for medium armour in pvp.
    I don't understand ZOS kind of view here!

    Argonians are traditionally resistant or immune to poisons, and even use poisons in their rituals that would kill other races. Bosmer are traditionally resistant or immune to diseases, and culturally use rotting meat in ways that makes other races deathly sick. It was only in Skyrim where these resistances were combined into one.

    The information in the character creation screen reflects these traditional immunities. I think that when they separated the poison and disease resistance passive which Argonians and Wood Elves shared into two passives they goofed and flipped which one went where.
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
  • Galarthor
    Galarthor
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    6 stam regen is 3 stam per second.

    Let's say you are playing an average of 4 hours per day or 14400 seconds a day, 300 days a year, that amounts to a loss off 12,960,000 stamina. You know how many times more you could dodge roll and troll with 12,960,000 stamina?

    And if you are a junky and play 16 hours a day (36000) for 360 days a year (being generous in assuming there are a few days a year where you don't play) then this amounts to 62,208,000 stamina lost in 1 year. Imagine all those dodge rolls ...
  • technohic
    technohic
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    Sun7dance wrote: »
    Wood Elves are no longer immune to the status effect of disease damage.
    That's a huge nerf, especially for medium armour in pvp.
    I don't understand ZOS kind of view here!

    Argonians are traditionally resistant or immune to poisons, and even use poisons in their rituals that would kill other races. Bosmer are traditionally resistant or immune to diseases, and culturally use rotting meat in ways that makes other races deathly sick. It was only in Skyrim where these resistances were combined into one.

    The information in the character creation screen reflects these traditional immunities. I think that when they separated the poison and disease resistance passive which Argonians and Wood Elves shared into two passives they goofed and flipped which one went where.

    I think they realized they were already nerfing Argonian heals and went that way on purpose
  • Bladerunner1
    Bladerunner1
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    It would be weird if Orcs were the new best bow/bow race. They get a load of weapon damage and stamina return on weapon skill use, which could include snipe as the spammable.

    Weapon damage has a ton of multipliers, 3% for each fighters guild skill, 5% flawless dawnbreaker, 15% from medium armor, 10% minor brutality, 20% major brutality.

    Stamina now has.....20% from CP and maybe a class modifier if you run the class, and maybe 6% from undaunted if you wear 5/1/1? But a lot of people are down to wearing 6/1 or all 7 medium because of the extra crit rating and regen it provides.

    A stamina buff isn't nearly as cool as a weapon damage buff in my opinion.
    Edited by Bladerunner1 on January 18, 2019 2:39PM
  • FrankonPC
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    Why do I get the feeling AD races have taken the brunt of the nerfs? You've basically turned AD into useless PvP classes which is why you see AD groups chasing single characters unable to kill them

    These changes that haven't happened yet are why yellows x v 1 people!
  • Deathlord92
    Deathlord92
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    After thinking about this I would love it if u could keep Breton spell resistance at 3960 why nerf it nord now has it Breton is a nord/altmer thy should be eating magic not nord 🙂
  • HackTheMinotaur
    HackTheMinotaur
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    @ZOS_Gilliam

    Most of us have maxed out our character slots. I realize it may cost ZOS some income in the short term, but I think you would get a lot more good will from the fan base if more than one race token was given.

    Heck, put in a limited time quest where we can earn extra tokens in game during the Q1 release. Or put in a race change shrine that offers unlimited switches for a few weeks only.

    I want to explore these changes for a lot of my toons but there is no way I can afford to if you leave it at one free change. You guys obviously put a lot of work into this. Don’t put up a pay gate to access a change you intended to be positive for game balance. Keep in mind that your most loyal and long time players are the most effected by this. Give us more than one chance to interact with it.
  • technohic
    technohic
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    Raudgrani wrote: »
    technohic wrote: »
    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.

    I can't see this "It's Minor Heroism all the time dude! Amazing!", no? It's like this, you get 5 Ultimate, for taking damage, and that's every TEN seconds. That's maximum 30 ultimate/minute, given that you TAKE damage at least every ten seconds. ten seconds is a long time in combat, at least in PVP.
    And I don't know how they mean Nords should take that damage now, health recovery is no more, max helth messed up, max stamina messed up, the old damage reduction made worse - no recoveries at all, on any stat. How are you supposed to intentionally take damage as to build up that ultimate? And what ultimate are you supposed to use? Warhorn? Remembrance? If you build your character to walk around and soak up damage all the time, your Dawnbreakers or whatever really won't do any silly damage; especially not now since you get lower max stamina and everything.

    It's just stupid, I can't see how people get so excited about this new passive. Can't people read?

    I think people who did not play Nord, or at least to make use of its strengths probably like it and maybe where they got the feedback from and it was probably "everything nord is terrible and it's the worst race" I probably would have agreed until I went nord to use the increase in health and stam because I wanted a nord. But then after complaining about the passives, I built around it. Ran the steed mundy and troll king. Made everything about the race work for me.


    The new armor might be a slight general improvement but weaker on bleeds along with losing the health recovery that helps as well so it's a nerf from hell in the current meta, but we shall see the POTEs Monday.

    I mean, I can run Bloodspawn and it will match with the armor increase and medium armor suddenly becomes close to cap and ultigen of the new passives will match but that will fit my warden or DK better now. Warden would become an ulti-machine and DK could be flying all over the place recovering resources while doing it and both are tankier classes than my templar to make use. The frustrating part is they all are now the wrong race.
  • BlackLabel
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    Orcs are very underwhelming.
    Need more raw stats increase for first passive, and seconds passive cut to 2 seconds or so and raise the regen numbers.
  • Koronach
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    Sun7dance wrote: »
    Wood Elves are no longer immune to the status effect of disease damage.
    That's a huge nerf, especially for medium armour in pvp.
    I don't understand ZOS kind of view here!

    Argonians are traditionally resistant or immune to poisons, and even use poisons in their rituals that would kill other races. Bosmer are traditionally resistant or immune to diseases, and culturally use rotting meat in ways that makes other races deathly sick. It was only in Skyrim where these resistances were combined into one.

    The information in the character creation screen reflects these traditional immunities. I think that when they separated the poison and disease resistance passive which Argonians and Wood Elves shared into two passives they goofed and flipped which one went where.

    Actually Argonians are highly immune to poisons and disease. Remember they were immune to the knahaten flu. I'm pretty sure the only disease they can be inflicted with are lycanthropy and vampirism because those are magical diseases made by daedric princes.
  • silver1surfer69
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    "Some races provided far more mathematical combat power than others". Took you 5 years to see that! gz on that
    PC/EU
    Starstréam - NB, Loveknight - HybridDK (4*), Stahlstrahlenreiter - StamDen, Azgul Grahl Bashrugk - HybridSorc (5*), Tínúvíél - StamCro, Thógard - StamPlar
  • Cagro
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    I was really hoping for racial morphs because there is still no racial diversity and no racial balance. Some races are still far superior than others for a particular role. ZOS just keep changing stuff around that at least for me does not make sense. I also does not understand why not organizing racial passives better, i.e. Khajiit's increased weapon and spell critical chance should not be together with the reduced detection.
  • Wildberryjack
    Wildberryjack
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    Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.

    No. Leave Dunmer their flame damage bonus. Keep Destructive Ancestry as it is and add a Stam buff with weapon damage. That way Stam builds get a buff without taking away the unique flame affinity from the race or ruining Mag builds.
    The purpose of art is washing the dust of daily life off our souls. ~Pablo Picasso
  • Anoregon
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    Cagro wrote: »
    I was really hoping for racial morphs because there is still no racial diversity and no racial balance. Some races are still far superior than others for a particular role. ZOS just keep changing stuff around that at least for me does not make sense. I also does not understand why not organizing racial passives better, i.e. Khajiit's increased weapon and spell critical chance should not be together with the reduced detection.

    Yeah I really dislike how morphs appear to be off the table despite that the fact that it actually would be totally lore acceptable to do so, as well going a long way towards making every race viable at every role. Even a race that generally favors warriors in lore still has some skilled magic users and vice versa. It's 2019, the genre has largely moved past the idea of "this race is good/bad at this class" and it's frustrating that ESO is still lagging behind on that front, even with these changes.
  • GoonyGoat
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    I was genuinely expecting a lot worse! :) will be interested to see how its tweaked and what eventually makes it to live

    P.S thanks @Masel for sharing your docs
  • RedTalon
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    Thankfully I will have to change nothing, the changes to orcs and imperials already suit my builds for each
    Edited by RedTalon on January 18, 2019 4:32PM
  • grizzly375
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    Well, let's see.

    Magicka DPS - Altmer cemented as THE magicka DPS race; Dunmer magicka DPS nerfed significantly; changes to other races as Magicka options minimal or non-existant.

    Tank - Argonian nerfed a litte. Nords gutted. Nothing in any other races to make them more viable as tanks, so still Argonian meta.

    Stam DPS - Redguards (already the meta and overperforming) got buffed. Imperial got changed, pretty neutral overall. Nords still worthless. Dunmer got a slight buff.

    Heals - meh all the way around.

    So, the "balance" does NOTHING to make racials more "balanced." Wanna guess what the ZOS development team members play? I'll give you a hint, Altmer Magicka DPS, Redguard Stamina DPS, and Argonian Tanks...

    Now, let see. My main, an Dunmer Magplar Vampire, needs a race change. Same with my Dunmer Magblade. Luckily, my Imperial Stamplar should be as OK now as he was before. My DK Tank is already a lizard, no change needed, same with my Healplar. And, my Redguard Stamblade is still meta.

    This pretty much scaps my plans for a Nord Stamina DPS toon (was leaning towards Warden), a dunmer MagDK, and another tank that's NOT a freakin' lizard.

    So, I get ONE race change token? gee thanks. Frankly, I'm just about done with this game.
  • katorga
    katorga
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    technohic wrote: »
    Raudgrani wrote: »
    technohic wrote: »
    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.

    I can't see this "It's Minor Heroism all the time dude! Amazing!", no? It's like this, you get 5 Ultimate, for taking damage, and that's every TEN seconds. That's maximum 30 ultimate/minute, given that you TAKE damage at least every ten seconds. ten seconds is a long time in combat, at least in PVP.
    And I don't know how they mean Nords should take that damage now, health recovery is no more, max helth messed up, max stamina messed up, the old damage reduction made worse - no recoveries at all, on any stat. How are you supposed to intentionally take damage as to build up that ultimate? And what ultimate are you supposed to use? Warhorn? Remembrance? If you build your character to walk around and soak up damage all the time, your Dawnbreakers or whatever really won't do any silly damage; especially not now since you get lower max stamina and everything.

    It's just stupid, I can't see how people get so excited about this new passive. Can't people read?

    I think people who did not play Nord, or at least to make use of its strengths probably like it and maybe where they got the feedback from and it was probably "everything nord is terrible and it's the worst race" I probably would have agreed until I went nord to use the increase in health and stam because I wanted a nord. But then after complaining about the passives, I built around it. Ran the steed mundy and troll king. Made everything about the race work for me.

    Same with me. There were specific reasons and build designs I used Nord for...health regen or raw damage mitigation. Don't really care about the regen builds that much; they are fun to play around with but that's about it, but I build my stam warden and mag templar, totally non-meta, around Rugged for that little extra extreme reduction oomph. I just knew it would wrecked when I heard they were balancing races.

    That said, the changes are fine by me. Rugged got hit hard with diminishing returns when I stacked lots of % damage reductions, and raw resistances open up medium or light armor options. My templar will likely use the free race change to go to Altmer, but my warden will stay Nord because it still has synergy with the class.

  • TheBonesXXX
    TheBonesXXX
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    Now give CP the same treatment and condense the games code.

    @ZOS_Gilliam, great changes.
  • John_Falstaff
    John_Falstaff
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    @grizzly375 , I think you got a lot of things the other way around. Sure, many things are... not nice, but stamina DPS got a bit more diverse - bosmer challenges redguard for sustain, and dunmer together with orc have most raw stamina damage (and if you can sustain your build without extra sustain, dunmer will beat redguard to the punch). Khajiits were added to the cohort of magicka races (though they're really not shining anywhere now). Nord is going to be new tank meta because of ultimate generation.
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