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
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?
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.
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.
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.