MartiniDaniels wrote: »grannas211 wrote: »
What's good in there? redguards got exactly the same stamina and recovery, but on top of that 8% stamina cost decrease.
Bosmers will be bow-rolling rofling jokers now, nothing more.
While these all seem rather nice.. what about the 12k crowns i spent on race changes 2 weeks ago? I now have tospend another 12k on race changes. 1 race change token is a kick in the teeth really. I dont mind th e changes everything looks alot more balanced. I just wasted all those crowns and now I have to buy more what i dont like 😑😑
weedgenius wrote: »Khajiit
Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
Overall some very interesting and pleasant stuff but this one is bizarre. Just... what? I think removing the Khajiit stealth bonus is lame enough, but the replacement passive is just "If you play a Khajiit you get 750 extra in your stats." I dunno, just strikes me as off.
Also bummed about Dunmer losing the passive bonus to flame damage. That was a really fun racial bonus that seemed to fit well, although I understand your reasoning based on the problem that was outlined.
Cundu_Ertur wrote: »Read on with the Khajiit, they get a 5m reduction to their detection radius in the next passive. So they end up with better stealth than they had before (by 2m). However, they do lose the 10% bonus to damage from stealth. Pity the Bosmer who lose stealth and damage from stealth to get a better detection range (which is useless outside of Cyrodil) and a replication of a Bow skill tree passive.
Bosmer effectively have one fewer racial passive than every other race.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Why was redguard buffed? how does that make sense when they are already considered the best race for stamina dps. and then the second best option khajiit gets nerfed. i just dont understand how that is supposed to make sense at all. now khajiit has more health recovery than stam... but yea lets buff adrenaline rush
Once again percentage scaling gets replaced with fixed stats, dumbing down builds even further. Most of these changes are straight up 30% nerfs for any reasonable build. So where are the "this is a buff if you run under 20k of your primary resource" developer comments?
Can you even run under 20k of your primary resource? Naked I am still over 20k with a split HP/Mag attribute loadout >.>
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.
Is it not balanced by this part though?:Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
This line is definitely a nerf - not just the difference between 9% and 8%, but the difference between passive recovery and cost reduction to only weapon skills. It sounds like the cost reduction wouldn't apply to things like Surprise Attack, Killer's Blade, Relentless Focus, Razor Caltrops, Resolving Vigor, Rearming Trap, etc.
You forget weapon abilities could also include ultimates.
Ultimate abilities consume ultimate and not stamina, therefore the Redguard passives didn't affect them either before or after these changes.
Brutusmax1mus wrote: »Excited about a bow roll dodge on my bosmer.
Malacthulhu wrote: »The argonian bonus for drinking a potion should be a % return on health/magic/stam instead of a flat value, (even if it had something to gain as a flat value that would be op) otherwise as the game progresses you will just have to buff it again or ignore it. The rest of the bonuses are a huge buff, should be interesting.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.