ArvenAldmeri wrote: »The altmer recovery change is nothing but a huge nerf. Its almost like if it got removed overall. It restores less than what natural magicka recovery does. And bound to class skills... useless, completely. Rip mag sorc.
@ZOS_Gilliam @ZOS_GinaBruno Please reconsider the change to % again instead of flat stat to max stamina, magicka & HP,
This change is damaging build diversity by alot which is already damaged, and limit the way players want to play.
Choosing to stack max stats, isnt better than stacking weapon damage etc (7th legion + Fury rather than hulking + shackle for example) - First build will still win, but its fun to know that there is a slightly less powerfull alternative.
IronWooshu wrote: »I would like to see the ulti gen cooldown shorter on the Nord, bring it down to like 8 seconds.
Make it no cooldown whatsoever, and it might start to get close to compensating all the other stuff they messed up.
Can't see why they simply didn't make MORPHS of racial passives. So that you COULD remain the same, or fiddle around with this if you wanted to make an "ulti poop tank", an Orc magsorc, or a Khajiit healer. Why, just WHY do they need to turn the game completely upside down every time they decide to "balance" something? Some of us are pretty pleased with the characters we made, and we don't want to theory craft and spend a fortune on armor etc. once every six months.
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?
Lord_Dexter 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.
Lord_Dexter wrote: »@ZOS_Gilliam @ZOS_GinaBruno Please reconsider the change to % again instead of flat stat to max stamina, magicka & HP,
This change is damaging build diversity by alot which is already damaged, and limit the way players want to play.
Choosing to stack max stats, isnt better than stacking weapon damage etc (7th legion + Fury rather than hulking + shackle for example) - First build will still win, but its fun to know that there is a slightly less powerfull alternative.
Lol my build his build that build,
There is no need for %multiplier, ZOS moving into right direction.
Many players explained some class benefits from this and some loss very little stats.
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?
Lord_Dexter 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
MAGISSCIEN wrote: »This all looks great and excellently balanced EXCEPT Dunmer.
My thoughts.
As has been stated above they are losing out to the other races for Magicka builds and Stamina builds. There are no viable hybrid dps builds and any that are tried always fail. The flame resist is only a 3% reduction and is way too situational compared to the other 2 magicka races specifically.
Ideas.
1. Switching the 600 health to 600 magicka or stamina based on whichever is higher would definitely help here.
2. Another thought as we do not have morphs for racial skills might be something like the example below.
Destructive Ancestry: Increases your Weapon Damage or Spell Damage(Whichever is higher) by 387 *This one alone would probably balance Dunmer and Altmer as they were before.
Feel free to quote me on this anyone if you like the idea. Would definitely help it get noticed.
martijnlv40 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?Lord_Dexter 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.
@n0tthesunso 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.
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.
John_Falstaff wrote: »@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.
HatchetHaro wrote: »
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.
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!
Cundu_Ertur 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.
marius_buys wrote: »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