TheTraveler wrote: »NobleMatias wrote: »
Yea sure, you wanna play that game.
https://en.uesp.net/wiki/Lore:Khajiit
Suthay-raht are the kitties we have seen In almost every Elder Scrolls game, and I assume the ones in ESO, with no other racial difference other than skin change in the character creator, until now. This means I win right?
https://en.uesp.net/wiki/Lore:Ring_of_Khajiiti
A powerful ring just for them sneaky pests.
Besides that point I It would be pretty cool to bring in all the racial differences and play styles of all the different kitties. I mean their might someone out there wanting to play a common house cat right?
Let's talk about actual TES game-play mechanic tradition in addition to "lore" . The lore you are quoting was only introduced in later TES games.
I clearly showed you in an earlier post, how Bosmer were the only "thief" race in the first Elder Scrolls game. In the second game, Argonians were presented as being sneaky, and only in the second game does Kahjiit come in as thieves, but not due to stealth - due to their climbing ability. https://elderscrolls.fandom.com/wiki/Races_(Daggerfall)
Khajiit in Arena: https://elderscrolls.fandom.com/wiki/Khajiit_(Arena) As you can see, no sneaking or thievery, but the Bosmer most definitely are thieves:
https://elderscrolls.fandom.com/wiki/Bosmer_(Arena)
Cundu_Ertur wrote: »NobleMatias wrote: »Cundu_Ertur wrote: »NobleMatias wrote: »Cundu_Ertur wrote: »NobleMatias wrote: »TheRealPotoroo wrote: »NobleMatias wrote: »The video I posted above has literally all the races within 2% of each other. If your going to choose a race because you want a laughable 2% more dps, then your pretty shallow in my opinion.
You didn't address rampant stupidity like Bosmers losing their stealth bonus. Yet again PVE gets screwed because of PVP.
Bosmer now have a mechanic that allows them to be the fastest resource harvesters in the game. Please for the love of god stop complaining about the Bosmer's stealth being taken away. they are given other special skills to make up, and for you to complain about 3m of detect just makes me laugh so damn much. The Bosmer race literally got a buff when comparing all the race changes, quit crying.
Please for the love of God stop trying to dismiss other people's opinions because they have the temerity to not agree with your perfect all-knowing wisdom. (note, the description of your wisdom is sarcastic icymi)
The fact is, that despite saying "so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives," the devs in actually completely removed stealth bonus from the Bosmer entirely. The statement of the intent and the result do not match. We are completely within our rights to point this out. We are also within our rights to point out the substantial lore that says that Wood Elves are adept at stealth. We are within our rights to point out how this lore, and our experience with other games, informed our choices regarding this race and how we choose to play it. You do NOT get to dictate to us how we choose to play, how we choose to feel, or how we choose to express our deep dissatisfaction with the change as it currently stands.
Yes, we got some significant benefit from this change, as do the Khajiit. That's not the issue. The issue is that we are losing something that is core to how many people see the Bosmer as a race. It is like telling Redguards that they are no longer masters of weapons but magic instead.
Khajiit on the other hand have always been the sneakiest In every Elder Scrolls entry, hence why they still have their sneaky style.
Gotta go for a while, but had to ask: wanna bet? C'mon, you know you wanna.
Yea sure, you wanna play that game.
https://en.uesp.net/wiki/Lore:Khajiit
Suthay-raht are the kitties we have seen In almost every Elder Scrolls game, and I assume the ones in ESO, with no other racial difference other than skin change in the character creator, until now. This means I win right?
https://en.uesp.net/wiki/Lore:Ring_of_Khajiiti
A powerful ring just for them sneaky pests.
Besides that point I It would be pretty cool to bring in all the racial differences and play styles of all the different kitties. I mean their might someone out there wanting to play a common house cat right?
Sorry, but no. What race had the biggest boost in hiding in Morrowind and Oblivion? Bosmer. What race has as their most famous national epic the Meh Ayleidion (or The Thousand Uses of Hiding)? Bosmer. What race has the rite of theft, where villages and tribes would steal each other's most precious artifacts, without drawing either blood or attention? Bosmer.
Did you even play Morrowind or Oblivion? Khajiit didn't have hiding as their primary skill, it was a secondary skill with a +5; Bosmer got a +10. The only reason why Bosmer didn't have hiding as a primary skill in Skyrim was that each race got only one primary (which was bow for the Bosmer); and the Khajiits' previous primary, Acrobatics, no longer existed (well, in Oblivion they also had hand-to-hand as a primary, and it, too, was removed from Skyrim). Also, the Khajiit were digitigrade in Morrowind, so quite different in the character creator, which you would know if you'd played it. It was hard to miss, since Khajiit couldn't wear most shoes, iirc.
And for someone who is gaining lots of converts, you have an amazing low number of agrees on your posts. Almost as if no-one agreed with you.
Cundu_Ertur wrote: »The speed bonus wasn't to compensate for the loss of sneak; it was to compensate for the loss of the bonus to damage out of stealth, which is how Khajiit ended up with a buff to health, stamina, and majicka.
I don't disagree with you on the stealthy lore and culture of the Khajiit. I don't think I've written anything to imply that, but if I did it was poorly worded. Obviously, the Khajiit have always had a stealthy, thievery-filled background; there's even more that you haven't referenced. So I have no problem with them getting a bonus, even a better bonus than before. I have no problem with them having the only racial pick-pocket buff (though I am certainly envious). At no point have I asked that they be nerfed, in any way. I'm just asking for the devs to honor what they said, that they were going to preserve stealth for both of the races that had it before in some way. They did so for the Khajiit, they did not for the Bosmer.
That said, I have to wonder how much of the movement bonus is actually going to survive testing.
edit to add: I do agree with you that UESP is a better resource than most.
NobleMatias wrote: »https://en.uesp.net/wiki/Morrowind:Races
https://en.uesp.net/wiki/Oblivion:Races
https://en.uesp.net/wiki/Skyrim:Races
These are the skills from Morrowind, Oblivion, and Skyrim. These games are really the only games you can get the way races are, skill wise. The other games only have base stats to play off, character creation is a bit different in older titles. If you look at the skills, then yes Bosmer were a bit sneakier, but at the same time did not have security skill which was used for lock picking and thievery. In Skyrim the role switched, Khajiit were more sneaky and Bosmer had the lockpicking, but in every Elder Scrolls title, Bosmer had been the bow using master marksman, having that skill always at the top compared to other races.
The Suthay-raht Cats, are the epitome of the thief. They have acrobatics along with sneak, security, lockpicking, and short blade=knifes, In every title after Arena and Daggerfall.
Bosmer have some lore in regards to thievery but way more on Archery, and the Suthay-raht Khajiit have books, lore and their whole being skill wise is tailored to thievery, although I think lore wise a lot of Khajiit don't consider their mischievous behavior something as low as thievery, they just think finders keepers, lol.
Bosmer= best race with a bow, and have some thievery potential.
Suthay-raht Khajiit= best sub-race at stealing, period.
I only say the things I say because I want all races to be unique in the game world and at the same time balanced. I do wish that you get your sneak back, it would make life easier for both the players that fight Bosmer and the players that play Bosmer. I would also like ZOS to bring in all the sub races from the lore, people would have so much fun. But the recent changes to khajiit allready sort of bring that in the way they are kinda good at every role.
So I agree, give Bosmer back the small sneak bonus and take away that speed boost, it will make it better for me and you ; }.
https://en.uesp.net/wiki/Lore:Khajiit
"Rajhin
The Footpad / The Silent Walker
The thief-god of the Khajiiti, legend holds that Rajhin grew up in the Black Kiergo section of Senchal. In life, Rajhin was the most infamous burglar in Elsweyr's history, said to have stolen a tattoo from the neck of the Empress Kintyra as she slept. He is accredited with using the Ring of Khajiiti in his thievery, making the ring famous. After his death, Rajhin was inculcated among the Khajiit gods, to serve as an example to them of cleverness and adroit ability. His blessing is most often asked for before undertaking activities of a less-than-lawful nature."
Khakjiit have 3 deities/gods That are associated with cunning, cleverness, deceit, and thievery. You really cannot beat that.
NobleMatias wrote: »I am going to leave all I said about Bosmer and Khajiit at that, I really dont think discussion on either is warranted anymore. I will instead post all the changes I think should happen to the current race changes, only picking races I think should be changed slightly.
Altmer: leave as is, not really much to say about the all mighty Magic wielding god descendants.
Argonian: Real talk though Argonians needed a nerf to the potion passive. the developers said they were twice as good and this really is why, resource management and recovery. In all honesty it was not a big nerf at all, they in turn gained more magicka and only lost 1000 stat recovery via potions, and taking away the healing received made it where they were not the best at heal tanking because both healing received and healing done played off of each other. Argonian and Bosmer resistance I could care less about because they both kinda have game lore backing them with either way.
Bosmer: In all honesty the race bow passive is OP in my opinion. Some people might be angry they lost the sneak bonus but in reality they gained so much more. In favor of both parties that play and play against Bosmer I would give them 2m sneak back and take away 10% speed bonus from the roll dodge as it accumulates too much speed with other skills. Dems be my final words on the little people.
Breton: I rule in favor of lore and giving the Breton back a little bit more spell resistance, not as much as before but just a bit more and take away the recovery. Reasons being the Nord are now stronger in spell resistance I think lore states otherwise but ZOS is really hammering in that tanky Nord role.
Dunmer: In all honesty I like where the Dunmer are, they have always been the hybrid race lore wise and game wise. Damage stat wise they compare easily to the top magicka and stamina races, at the cost of recovery. But what people do not think about is that they have the ultimate potential to be the best race stat wise especially factoring in certain set bonuses, shackle breaker baby. Besides that point Dunmer can draw from both stat pools and can rely less on recovery, that is epic.
Imperial: Imperial is the race I think is lacking stats in a broad spectrum. Think about it, stats are not % based anymore which makes them less important in min maxing. Now we take the other races like Nord or Dunmer and compare, you can see that what an Imperial has is 1000 to 1400 health and 500 to 750 stamina over the other two, while a Nord has huge mitigation with ulti gen, and a Dunmer has weapon and spell damage. Red Diamond is indeed a cool skill but it cannot scale as good as weapon/spell damage and armor/spell mitigation. End game Imp will be a joke. I would propose they give some other stats or skills, or maybe just give them 500 more in both stam and health. The sword and board is more niche, but I dont mind it as most races have something that is tailored to lore and play style.
Khajiit: Leave as is, they are in a nice moon lit spot. Khajiit are balanced quite well and the stats are based primarily off of lore, regarding the moons Masser and Secunda, hence why they are adequate at all roles, warrior, mage, thief. Very cool indeed.
Nord: Very strong race indeed this patch. Mitigation will be king and with so much, they can now focus on boosting other stats very easily, plus they get a boost to ulti gen, Jesus, talk about power. Nord will be the go to tank, with Imps being an afterthought. The changes I would make to Nord are = giving them a bit less mitigation maybe 1000 to 1500 and giving back that spell resist to Breton, they can keep the ulti as its really cool addition. I think that will bring them in balance with others.
Orc: Really with orcs all i hear is people complaining that they have less base stats, but really they have a little of everything when it comes to a complete warrior. Healing and health proc, stamina proc, base stat gain, healing received, weapon damage and a nice speed boost to top it off. They really are an all around warrior. I would not make any changes because weapon damage can scale way more easily compared to base stats, if a change could be made I would say give them some spell resist because lore.
Redguard: These dudes are really the stamina kings able to hold their own for a very very long period of time. Really no change needed, as they are meant to show their endurance. Uniqueness comes from this fact, and their affinity for weapons is shown by how resource usage is lower for said weapon skills.
These are my thoughts on the matter. I have no racial bias, I think in a competitive multiplayer, and pvp intensive game, most mechanics should be at an even playing field. Id like to hear what everyone else thinks without bias in their hearts and minds. Free yourselves and show me what you got.
NobleMatias wrote: »I am going to leave all I said about Bosmer and Khajiit at that, I really dont think discussion on either is warranted anymore. I will instead post all the changes I think should happen to the current race changes, only picking races I think should be changed slightly.
Altmer: leave as is, not really much to say about the all mighty Magic wielding god descendants.
Argonian: Real talk though Argonians needed a nerf to the potion passive. the developers said they were twice as good and this really is why, resource management and recovery. In all honesty it was not a big nerf at all, they in turn gained more magicka and only lost 1000 stat recovery via potions, and taking away the healing received made it where they were not the best at heal tanking because both healing received and healing done played off of each other. Argonian and Bosmer resistance I could care less about because they both kinda have game lore backing them with either way.
Bosmer: In all honesty the race bow passive is OP in my opinion. Some people might be angry they lost the sneak bonus but in reality they gained so much more. In favor of both parties that play and play against Bosmer I would give them 2m sneak back and take away 10% speed bonus from the roll dodge as it accumulates too much speed with other skills. Dems be my final words on the little people.
Breton: I rule in favor of lore and giving the Breton back a little bit more spell resistance, not as much as before but just a bit more and take away the recovery. Reasons being the Nord are now stronger in spell resistance I think lore states otherwise but ZOS is really hammering in that tanky Nord role.
Dunmer: In all honesty I like where the Dunmer are, they have always been the hybrid race lore wise and game wise. Damage stat wise they compare easily to the top magicka and stamina races, at the cost of recovery. But what people do not think about is that they have the ultimate potential to be the best race stat wise especially factoring in certain set bonuses, shackle breaker baby. Besides that point Dunmer can draw from both stat pools and can rely less on recovery, that is epic.
Imperial: Imperial is the race I think is lacking stats in a broad spectrum. Think about it, stats are not % based anymore which makes them less important in min maxing. Now we take the other races like Nord or Dunmer and compare, you can see that what an Imperial has is 1000 to 1400 health and 500 to 750 stamina over the other two, while a Nord has huge mitigation with ulti gen, and a Dunmer has weapon and spell damage. Red Diamond is indeed a cool skill but it cannot scale as good as weapon/spell damage and armor/spell mitigation. End game Imp will be a joke. I would propose they give some other stats or skills, or maybe just give them 500 more in both stam and health. The sword and board is more niche, but I dont mind it as most races have something that is tailored to lore and play style.
Khajiit: Leave as is, they are in a nice moon lit spot. Khajiit are balanced quite well and the stats are based primarily off of lore, regarding the moons Masser and Secunda, hence why they are adequate at all roles, warrior, mage, thief. Very cool indeed.
Nord: Very strong race indeed this patch. Mitigation will be king and with so much, they can now focus on boosting other stats very easily, plus they get a boost to ulti gen, Jesus, talk about power. Nord will be the go to tank, with Imps being an afterthought. The changes I would make to Nord are = giving them a bit less mitigation maybe 1000 to 1500 and giving back that spell resist to Breton, they can keep the ulti as its really cool addition. I think that will bring them in balance with others.
Orc: Really with orcs all i hear is people complaining that they have less base stats, but really they have a little of everything when it comes to a complete warrior. Healing and health proc, stamina proc, base stat gain, healing received, weapon damage and a nice speed boost to top it off. They really are an all around warrior. I would not make any changes because weapon damage can scale way more easily compared to base stats, if a change could be made I would say give them some spell resist because lore.
Redguard: These dudes are really the stamina kings able to hold their own for a very very long period of time. Really no change needed, as they are meant to show their endurance. Uniqueness comes from this fact, and their affinity for weapons is shown by how resource usage is lower for said weapon skills.
These are my thoughts on the matter. I have no racial bias, I think in a competitive multiplayer, and pvp intensive game, most mechanics should be at an even playing field. Id like to hear what everyone else thinks without bias in their hearts and minds. Free yourselves and show me what you got.
It feels like redguard is pigeon holed into classes without spammables such as dk and sorc, therefore going against what zos is trying to do (I mean, they took away dunmer's flame damage, which is arguablly pigeon holing them into magdk or single target mag dps (like nb) at the least). To fix this imo, replace the 8% weapon cost reduction to 3-4% all skills cost reduction.
Nord is overall fine as it is, no changes needed here.
According to many tests, if sustain is ignored (which is usually the case in high end raid guilds due to group support) dunmers are the strongest stam race, even better than pure stam races. Quite interesting, especially when khajiit seems to be overtaking altmer for nb and even templar under those same tests. Not sure what to think about this.
NobleMatias wrote: »NobleMatias wrote: »I am going to leave all I said about Bosmer and Khajiit at that, I really dont think discussion on either is warranted anymore. I will instead post all the changes I think should happen to the current race changes, only picking races I think should be changed slightly.
Altmer: leave as is, not really much to say about the all mighty Magic wielding god descendants.
Argonian: Real talk though Argonians needed a nerf to the potion passive. the developers said they were twice as good and this really is why, resource management and recovery. In all honesty it was not a big nerf at all, they in turn gained more magicka and only lost 1000 stat recovery via potions, and taking away the healing received made it where they were not the best at heal tanking because both healing received and healing done played off of each other. Argonian and Bosmer resistance I could care less about because they both kinda have game lore backing them with either way.
Bosmer: In all honesty the race bow passive is OP in my opinion. Some people might be angry they lost the sneak bonus but in reality they gained so much more. In favor of both parties that play and play against Bosmer I would give them 2m sneak back and take away 10% speed bonus from the roll dodge as it accumulates too much speed with other skills. Dems be my final words on the little people.
Breton: I rule in favor of lore and giving the Breton back a little bit more spell resistance, not as much as before but just a bit more and take away the recovery. Reasons being the Nord are now stronger in spell resistance I think lore states otherwise but ZOS is really hammering in that tanky Nord role.
Dunmer: In all honesty I like where the Dunmer are, they have always been the hybrid race lore wise and game wise. Damage stat wise they compare easily to the top magicka and stamina races, at the cost of recovery. But what people do not think about is that they have the ultimate potential to be the best race stat wise especially factoring in certain set bonuses, shackle breaker baby. Besides that point Dunmer can draw from both stat pools and can rely less on recovery, that is epic.
Imperial: Imperial is the race I think is lacking stats in a broad spectrum. Think about it, stats are not % based anymore which makes them less important in min maxing. Now we take the other races like Nord or Dunmer and compare, you can see that what an Imperial has is 1000 to 1400 health and 500 to 750 stamina over the other two, while a Nord has huge mitigation with ulti gen, and a Dunmer has weapon and spell damage. Red Diamond is indeed a cool skill but it cannot scale as good as weapon/spell damage and armor/spell mitigation. End game Imp will be a joke. I would propose they give some other stats or skills, or maybe just give them 500 more in both stam and health. The sword and board is more niche, but I dont mind it as most races have something that is tailored to lore and play style.
Khajiit: Leave as is, they are in a nice moon lit spot. Khajiit are balanced quite well and the stats are based primarily off of lore, regarding the moons Masser and Secunda, hence why they are adequate at all roles, warrior, mage, thief. Very cool indeed.
Nord: Very strong race indeed this patch. Mitigation will be king and with so much, they can now focus on boosting other stats very easily, plus they get a boost to ulti gen, Jesus, talk about power. Nord will be the go to tank, with Imps being an afterthought. The changes I would make to Nord are = giving them a bit less mitigation maybe 1000 to 1500 and giving back that spell resist to Breton, they can keep the ulti as its really cool addition. I think that will bring them in balance with others.
Orc: Really with orcs all i hear is people complaining that they have less base stats, but really they have a little of everything when it comes to a complete warrior. Healing and health proc, stamina proc, base stat gain, healing received, weapon damage and a nice speed boost to top it off. They really are an all around warrior. I would not make any changes because weapon damage can scale way more easily compared to base stats, if a change could be made I would say give them some spell resist because lore.
Redguard: These dudes are really the stamina kings able to hold their own for a very very long period of time. Really no change needed, as they are meant to show their endurance. Uniqueness comes from this fact, and their affinity for weapons is shown by how resource usage is lower for said weapon skills.
These are my thoughts on the matter. I have no racial bias, I think in a competitive multiplayer, and pvp intensive game, most mechanics should be at an even playing field. Id like to hear what everyone else thinks without bias in their hearts and minds. Free yourselves and show me what you got.
It feels like redguard is pigeon holed into classes without spammables such as dk and sorc, therefore going against what zos is trying to do (I mean, they took away dunmer's flame damage, which is arguablly pigeon holing them into magdk or single target mag dps (like nb) at the least). To fix this imo, replace the 8% weapon cost reduction to 3-4% all skills cost reduction.
Nord is overall fine as it is, no changes needed here.
According to many tests, if sustain is ignored (which is usually the case in high end raid guilds due to group support) dunmers are the strongest stam race, even better than pure stam races. Quite interesting, especially when khajiit seems to be overtaking altmer for nb and even templar under those same tests. Not sure what to think about this.
Interesting observations. But wouldn't Redgaurd play more off of expensive spam weapon skills like steel tornado and power slam, this giving them more weapon affinity like stated in lore, and at the same time be able to use class skill as a way of boosting themselves? Redgaurd already have awesome sustain regardless of this do to Adrenaline Rush, giving them more in everything just makes them OP.
A dunmers flame damage has been replaced with even numbers both stam and mag. Honestly they can go either way or both ways, that is the caveat, they are a hybrid. The caveat with Redgaurd is that they have good sustain and melee weapon affinity.
You really do have to factor in all the different ways of playing, what about playing by yourself, or small scale, everything that envelopes both PVE and PVP. Recovery of stats really do matter and long engagements are key on a ton of builds.
I know the tests you are referring to, and I know the tests are based on meta gear and skill of which will not matter as much with the patch, you have to factor in other build styles now, and gear setups. Besides that point the numbers are really so dang close you basically cant compare without margin of error literally 2% difference with one gear and skill setup.
I understand your reasoning, but think outside the limited raid groups and factor in everything, lore, gear, skills, PVE and PVP.
rofl.NobleMatias wrote: »Cundu_Ertur wrote: »The speed bonus wasn't to compensate for the loss of sneak; it was to compensate for the loss of the bonus to damage out of stealth, which is how Khajiit ended up with a buff to health, stamina, and majicka.
I don't disagree with you on the stealthy lore and culture of the Khajiit. I don't think I've written anything to imply that, but if I did it was poorly worded. Obviously, the Khajiit have always had a stealthy, thievery-filled background; there's even more that you haven't referenced. So I have no problem with them getting a bonus, even a better bonus than before. I have no problem with them having the only racial pick-pocket buff (though I am certainly envious). At no point have I asked that they be nerfed, in any way. I'm just asking for the devs to honor what they said, that they were going to preserve stealth for both of the races that had it before in some way. They did so for the Khajiit, they did not for the Bosmer.
That said, I have to wonder how much of the movement bonus is actually going to survive testing.
edit to add: I do agree with you that UESP is a better resource than most.
I am glad we can come to an agreement and that you have been humbled.
I suspect the speed will go down as you suggest, but my hope is for a 3m hiding bonus; I suspect it will be a combination of hide and detect bonus, which will together add to 5m. Someone on the dev team really wanted that detection thing from the new name of the passive (just not anyone with a Bosmer thief). Time will tell.NobleMatias wrote: »I think that the speed boost will stay and launch with the DLC. For some reason I think that Gill and the team have gone through the changes and stat crunching rigorously and determined that the speed stays before the pts launch happened. Some might not agree but I dont think ZOS will adhere to them. Hopefully I am wrong. I would not mind Bosmer getting a 2m stealth bonus while taking away 10% speed.
NobleMatias wrote: »NobleMatias wrote: »I am going to leave all I said about Bosmer and Khajiit at that, I really dont think discussion on either is warranted anymore. I will instead post all the changes I think should happen to the current race changes, only picking races I think should be changed slightly.
Altmer: leave as is, not really much to say about the all mighty Magic wielding god descendants.
Argonian: Real talk though Argonians needed a nerf to the potion passive. the developers said they were twice as good and this really is why, resource management and recovery. In all honesty it was not a big nerf at all, they in turn gained more magicka and only lost 1000 stat recovery via potions, and taking away the healing received made it where they were not the best at heal tanking because both healing received and healing done played off of each other. Argonian and Bosmer resistance I could care less about because they both kinda have game lore backing them with either way.
Bosmer: In all honesty the race bow passive is OP in my opinion. Some people might be angry they lost the sneak bonus but in reality they gained so much more. In favor of both parties that play and play against Bosmer I would give them 2m sneak back and take away 10% speed bonus from the roll dodge as it accumulates too much speed with other skills. Dems be my final words on the little people.
Breton: I rule in favor of lore and giving the Breton back a little bit more spell resistance, not as much as before but just a bit more and take away the recovery. Reasons being the Nord are now stronger in spell resistance I think lore states otherwise but ZOS is really hammering in that tanky Nord role.
Dunmer: In all honesty I like where the Dunmer are, they have always been the hybrid race lore wise and game wise. Damage stat wise they compare easily to the top magicka and stamina races, at the cost of recovery. But what people do not think about is that they have the ultimate potential to be the best race stat wise especially factoring in certain set bonuses, shackle breaker baby. Besides that point Dunmer can draw from both stat pools and can rely less on recovery, that is epic.
Imperial: Imperial is the race I think is lacking stats in a broad spectrum. Think about it, stats are not % based anymore which makes them less important in min maxing. Now we take the other races like Nord or Dunmer and compare, you can see that what an Imperial has is 1000 to 1400 health and 500 to 750 stamina over the other two, while a Nord has huge mitigation with ulti gen, and a Dunmer has weapon and spell damage. Red Diamond is indeed a cool skill but it cannot scale as good as weapon/spell damage and armor/spell mitigation. End game Imp will be a joke. I would propose they give some other stats or skills, or maybe just give them 500 more in both stam and health. The sword and board is more niche, but I dont mind it as most races have something that is tailored to lore and play style.
Khajiit: Leave as is, they are in a nice moon lit spot. Khajiit are balanced quite well and the stats are based primarily off of lore, regarding the moons Masser and Secunda, hence why they are adequate at all roles, warrior, mage, thief. Very cool indeed.
Nord: Very strong race indeed this patch. Mitigation will be king and with so much, they can now focus on boosting other stats very easily, plus they get a boost to ulti gen, Jesus, talk about power. Nord will be the go to tank, with Imps being an afterthought. The changes I would make to Nord are = giving them a bit less mitigation maybe 1000 to 1500 and giving back that spell resist to Breton, they can keep the ulti as its really cool addition. I think that will bring them in balance with others.
Orc: Really with orcs all i hear is people complaining that they have less base stats, but really they have a little of everything when it comes to a complete warrior. Healing and health proc, stamina proc, base stat gain, healing received, weapon damage and a nice speed boost to top it off. They really are an all around warrior. I would not make any changes because weapon damage can scale way more easily compared to base stats, if a change could be made I would say give them some spell resist because lore.
Redguard: These dudes are really the stamina kings able to hold their own for a very very long period of time. Really no change needed, as they are meant to show their endurance. Uniqueness comes from this fact, and their affinity for weapons is shown by how resource usage is lower for said weapon skills.
These are my thoughts on the matter. I have no racial bias, I think in a competitive multiplayer, and pvp intensive game, most mechanics should be at an even playing field. Id like to hear what everyone else thinks without bias in their hearts and minds. Free yourselves and show me what you got.
It feels like redguard is pigeon holed into classes without spammables such as dk and sorc, therefore going against what zos is trying to do (I mean, they took away dunmer's flame damage, which is arguablly pigeon holing them into magdk or single target mag dps (like nb) at the least). To fix this imo, replace the 8% weapon cost reduction to 3-4% all skills cost reduction.
Nord is overall fine as it is, no changes needed here.
According to many tests, if sustain is ignored (which is usually the case in high end raid guilds due to group support) dunmers are the strongest stam race, even better than pure stam races. Quite interesting, especially when khajiit seems to be overtaking altmer for nb and even templar under those same tests. Not sure what to think about this.
Interesting observations. But wouldn't Redgaurd play more off of expensive spam weapon skills like steel tornado and power slam, this giving them more weapon affinity like stated in lore, and at the same time be able to use class skill as a way of boosting themselves? Redgaurd already have awesome sustain regardless of this do to Adrenaline Rush, giving them more in everything just makes them OP.
A dunmers flame damage has been replaced with even numbers both stam and mag. Honestly they can go either way or both ways, that is the caveat, they are a hybrid. The caveat with Redgaurd is that they have good sustain and melee weapon affinity.
You really do have to factor in all the different ways of playing, what about playing by yourself, or small scale, everything that envelopes both PVE and PVP. Recovery of stats really do matter and long engagements are key on a ton of builds.
I know the tests you are referring to, and I know the tests are based on meta gear and skill of which will not matter as much with the patch, you have to factor in other build styles now, and gear setups. Besides that point the numbers are really so dang close you basically cant compare without margin of error literally 2% difference with one gear and skill setup.
I understand your reasoning, but think outside the limited raid groups and factor in everything, lore, gear, skills, PVE and PVP.
If you think about it, bosmer not only can easily surpass redguard's adrenline rush with just a stam regen multiplier of 1.47 (which is extremely easy to obtain, 2 ways are 5x medium, having a stam potion up & being a vampire, and simply having a stam potion up and killing something with a 2h ability) which also always ticks unless sprinting or blocking.
Idk altering the passive to 3-4% across everything vs 8% to spin2win, bleeds, rally etc will make them op
When both redguard and bosmer, with the same max stam in those same tests end up with bosmer as better than redguard in a pure parse, it can only mean that bosmer outsustained redguard
In previous elder scrolls games, redguard sustain was unmatched.
NobleMatias wrote: »NobleMatias wrote: »NobleMatias wrote: »I am going to leave all I said about Bosmer and Khajiit at that, I really dont think discussion on either is warranted anymore. I will instead post all the changes I think should happen to the current race changes, only picking races I think should be changed slightly.
Altmer: leave as is, not really much to say about the all mighty Magic wielding god descendants.
Argonian: Real talk though Argonians needed a nerf to the potion passive. the developers said they were twice as good and this really is why, resource management and recovery. In all honesty it was not a big nerf at all, they in turn gained more magicka and only lost 1000 stat recovery via potions, and taking away the healing received made it where they were not the best at heal tanking because both healing received and healing done played off of each other. Argonian and Bosmer resistance I could care less about because they both kinda have game lore backing them with either way.
Bosmer: In all honesty the race bow passive is OP in my opinion. Some people might be angry they lost the sneak bonus but in reality they gained so much more. In favor of both parties that play and play against Bosmer I would give them 2m sneak back and take away 10% speed bonus from the roll dodge as it accumulates too much speed with other skills. Dems be my final words on the little people.
Breton: I rule in favor of lore and giving the Breton back a little bit more spell resistance, not as much as before but just a bit more and take away the recovery. Reasons being the Nord are now stronger in spell resistance I think lore states otherwise but ZOS is really hammering in that tanky Nord role.
Dunmer: In all honesty I like where the Dunmer are, they have always been the hybrid race lore wise and game wise. Damage stat wise they compare easily to the top magicka and stamina races, at the cost of recovery. But what people do not think about is that they have the ultimate potential to be the best race stat wise especially factoring in certain set bonuses, shackle breaker baby. Besides that point Dunmer can draw from both stat pools and can rely less on recovery, that is epic.
Imperial: Imperial is the race I think is lacking stats in a broad spectrum. Think about it, stats are not % based anymore which makes them less important in min maxing. Now we take the other races like Nord or Dunmer and compare, you can see that what an Imperial has is 1000 to 1400 health and 500 to 750 stamina over the other two, while a Nord has huge mitigation with ulti gen, and a Dunmer has weapon and spell damage. Red Diamond is indeed a cool skill but it cannot scale as good as weapon/spell damage and armor/spell mitigation. End game Imp will be a joke. I would propose they give some other stats or skills, or maybe just give them 500 more in both stam and health. The sword and board is more niche, but I dont mind it as most races have something that is tailored to lore and play style.
Khajiit: Leave as is, they are in a nice moon lit spot. Khajiit are balanced quite well and the stats are based primarily off of lore, regarding the moons Masser and Secunda, hence why they are adequate at all roles, warrior, mage, thief. Very cool indeed.
Nord: Very strong race indeed this patch. Mitigation will be king and with so much, they can now focus on boosting other stats very easily, plus they get a boost to ulti gen, Jesus, talk about power. Nord will be the go to tank, with Imps being an afterthought. The changes I would make to Nord are = giving them a bit less mitigation maybe 1000 to 1500 and giving back that spell resist to Breton, they can keep the ulti as its really cool addition. I think that will bring them in balance with others.
Orc: Really with orcs all i hear is people complaining that they have less base stats, but really they have a little of everything when it comes to a complete warrior. Healing and health proc, stamina proc, base stat gain, healing received, weapon damage and a nice speed boost to top it off. They really are an all around warrior. I would not make any changes because weapon damage can scale way more easily compared to base stats, if a change could be made I would say give them some spell resist because lore.
Redguard: These dudes are really the stamina kings able to hold their own for a very very long period of time. Really no change needed, as they are meant to show their endurance. Uniqueness comes from this fact, and their affinity for weapons is shown by how resource usage is lower for said weapon skills.
These are my thoughts on the matter. I have no racial bias, I think in a competitive multiplayer, and pvp intensive game, most mechanics should be at an even playing field. Id like to hear what everyone else thinks without bias in their hearts and minds. Free yourselves and show me what you got.
It feels like redguard is pigeon holed into classes without spammables such as dk and sorc, therefore going against what zos is trying to do (I mean, they took away dunmer's flame damage, which is arguablly pigeon holing them into magdk or single target mag dps (like nb) at the least). To fix this imo, replace the 8% weapon cost reduction to 3-4% all skills cost reduction.
Nord is overall fine as it is, no changes needed here.
According to many tests, if sustain is ignored (which is usually the case in high end raid guilds due to group support) dunmers are the strongest stam race, even better than pure stam races. Quite interesting, especially when khajiit seems to be overtaking altmer for nb and even templar under those same tests. Not sure what to think about this.
Interesting observations. But wouldn't Redgaurd play more off of expensive spam weapon skills like steel tornado and power slam, this giving them more weapon affinity like stated in lore, and at the same time be able to use class skill as a way of boosting themselves? Redgaurd already have awesome sustain regardless of this do to Adrenaline Rush, giving them more in everything just makes them OP.
A dunmers flame damage has been replaced with even numbers both stam and mag. Honestly they can go either way or both ways, that is the caveat, they are a hybrid. The caveat with Redgaurd is that they have good sustain and melee weapon affinity.
You really do have to factor in all the different ways of playing, what about playing by yourself, or small scale, everything that envelopes both PVE and PVP. Recovery of stats really do matter and long engagements are key on a ton of builds.
I know the tests you are referring to, and I know the tests are based on meta gear and skill of which will not matter as much with the patch, you have to factor in other build styles now, and gear setups. Besides that point the numbers are really so dang close you basically cant compare without margin of error literally 2% difference with one gear and skill setup.
I understand your reasoning, but think outside the limited raid groups and factor in everything, lore, gear, skills, PVE and PVP.
If you think about it, bosmer not only can easily surpass redguard's adrenline rush with just a stam regen multiplier of 1.47 (which is extremely easy to obtain, 2 ways are 5x medium, having a stam potion up & being a vampire, and simply having a stam potion up and killing something with a 2h ability) which also always ticks unless sprinting or blocking.
Idk altering the passive to 3-4% across everything vs 8% to spin2win, bleeds, rally etc will make them op
When both redguard and bosmer, with the same max stam in those same tests end up with bosmer as better than redguard in a pure parse, it can only mean that bosmer outsustained redguard
In previous elder scrolls games, redguard sustain was unmatched.
Now your saying you can surpass the stam recovery of a Redgaurd with certain play styles of a Bosmer, right? That means you would have to be willing to be a vamp, or run most medium, or use stam potions. All of this comes with a glaring deterrent, that your sacrificing other ways of playing and stats, and that not everyone wants to do or play this, and Redgaurd can easily do the same, or run different sets that make them better than the Bosmer.
I understand that a Bosmers regen is always active besides sprinting and blocking, but when do you need resource the most..... when your in combat. I am not sure if a Redgaurds Adrenaline Rush can be de-buffed like a Bosmers can. I have not tested, but I think that they do not get resource regen de-buffed with that racial proc skill.
I am not saying redgaurds need a buff or anything, but maybe you can come up with a more unique way of portraying a Redgaurds abilities?
NobleMatias wrote: »NobleMatias wrote: »NobleMatias wrote: »I am going to leave all I said about Bosmer and Khajiit at that, I really dont think discussion on either is warranted anymore. I will instead post all the changes I think should happen to the current race changes, only picking races I think should be changed slightly.
Altmer: leave as is, not really much to say about the all mighty Magic wielding god descendants.
Argonian: Real talk though Argonians needed a nerf to the potion passive. the developers said they were twice as good and this really is why, resource management and recovery. In all honesty it was not a big nerf at all, they in turn gained more magicka and only lost 1000 stat recovery via potions, and taking away the healing received made it where they were not the best at heal tanking because both healing received and healing done played off of each other. Argonian and Bosmer resistance I could care less about because they both kinda have game lore backing them with either way.
Bosmer: In all honesty the race bow passive is OP in my opinion. Some people might be angry they lost the sneak bonus but in reality they gained so much more. In favor of both parties that play and play against Bosmer I would give them 2m sneak back and take away 10% speed bonus from the roll dodge as it accumulates too much speed with other skills. Dems be my final words on the little people.
Breton: I rule in favor of lore and giving the Breton back a little bit more spell resistance, not as much as before but just a bit more and take away the recovery. Reasons being the Nord are now stronger in spell resistance I think lore states otherwise but ZOS is really hammering in that tanky Nord role.
Dunmer: In all honesty I like where the Dunmer are, they have always been the hybrid race lore wise and game wise. Damage stat wise they compare easily to the top magicka and stamina races, at the cost of recovery. But what people do not think about is that they have the ultimate potential to be the best race stat wise especially factoring in certain set bonuses, shackle breaker baby. Besides that point Dunmer can draw from both stat pools and can rely less on recovery, that is epic.
Imperial: Imperial is the race I think is lacking stats in a broad spectrum. Think about it, stats are not % based anymore which makes them less important in min maxing. Now we take the other races like Nord or Dunmer and compare, you can see that what an Imperial has is 1000 to 1400 health and 500 to 750 stamina over the other two, while a Nord has huge mitigation with ulti gen, and a Dunmer has weapon and spell damage. Red Diamond is indeed a cool skill but it cannot scale as good as weapon/spell damage and armor/spell mitigation. End game Imp will be a joke. I would propose they give some other stats or skills, or maybe just give them 500 more in both stam and health. The sword and board is more niche, but I dont mind it as most races have something that is tailored to lore and play style.
Khajiit: Leave as is, they are in a nice moon lit spot. Khajiit are balanced quite well and the stats are based primarily off of lore, regarding the moons Masser and Secunda, hence why they are adequate at all roles, warrior, mage, thief. Very cool indeed.
Nord: Very strong race indeed this patch. Mitigation will be king and with so much, they can now focus on boosting other stats very easily, plus they get a boost to ulti gen, Jesus, talk about power. Nord will be the go to tank, with Imps being an afterthought. The changes I would make to Nord are = giving them a bit less mitigation maybe 1000 to 1500 and giving back that spell resist to Breton, they can keep the ulti as its really cool addition. I think that will bring them in balance with others.
Orc: Really with orcs all i hear is people complaining that they have less base stats, but really they have a little of everything when it comes to a complete warrior. Healing and health proc, stamina proc, base stat gain, healing received, weapon damage and a nice speed boost to top it off. They really are an all around warrior. I would not make any changes because weapon damage can scale way more easily compared to base stats, if a change could be made I would say give them some spell resist because lore.
Redguard: These dudes are really the stamina kings able to hold their own for a very very long period of time. Really no change needed, as they are meant to show their endurance. Uniqueness comes from this fact, and their affinity for weapons is shown by how resource usage is lower for said weapon skills.
These are my thoughts on the matter. I have no racial bias, I think in a competitive multiplayer, and pvp intensive game, most mechanics should be at an even playing field. Id like to hear what everyone else thinks without bias in their hearts and minds. Free yourselves and show me what you got.
It feels like redguard is pigeon holed into classes without spammables such as dk and sorc, therefore going against what zos is trying to do (I mean, they took away dunmer's flame damage, which is arguablly pigeon holing them into magdk or single target mag dps (like nb) at the least). To fix this imo, replace the 8% weapon cost reduction to 3-4% all skills cost reduction.
Nord is overall fine as it is, no changes needed here.
According to many tests, if sustain is ignored (which is usually the case in high end raid guilds due to group support) dunmers are the strongest stam race, even better than pure stam races. Quite interesting, especially when khajiit seems to be overtaking altmer for nb and even templar under those same tests. Not sure what to think about this.
Interesting observations. But wouldn't Redgaurd play more off of expensive spam weapon skills like steel tornado and power slam, this giving them more weapon affinity like stated in lore, and at the same time be able to use class skill as a way of boosting themselves? Redgaurd already have awesome sustain regardless of this do to Adrenaline Rush, giving them more in everything just makes them OP.
A dunmers flame damage has been replaced with even numbers both stam and mag. Honestly they can go either way or both ways, that is the caveat, they are a hybrid. The caveat with Redgaurd is that they have good sustain and melee weapon affinity.
You really do have to factor in all the different ways of playing, what about playing by yourself, or small scale, everything that envelopes both PVE and PVP. Recovery of stats really do matter and long engagements are key on a ton of builds.
I know the tests you are referring to, and I know the tests are based on meta gear and skill of which will not matter as much with the patch, you have to factor in other build styles now, and gear setups. Besides that point the numbers are really so dang close you basically cant compare without margin of error literally 2% difference with one gear and skill setup.
I understand your reasoning, but think outside the limited raid groups and factor in everything, lore, gear, skills, PVE and PVP.
If you think about it, bosmer not only can easily surpass redguard's adrenline rush with just a stam regen multiplier of 1.47 (which is extremely easy to obtain, 2 ways are 5x medium, having a stam potion up & being a vampire, and simply having a stam potion up and killing something with a 2h ability) which also always ticks unless sprinting or blocking.
Idk altering the passive to 3-4% across everything vs 8% to spin2win, bleeds, rally etc will make them op
When both redguard and bosmer, with the same max stam in those same tests end up with bosmer as better than redguard in a pure parse, it can only mean that bosmer outsustained redguard
In previous elder scrolls games, redguard sustain was unmatched.
Now your saying you can surpass the stam recovery of a Redgaurd with certain play styles of a Bosmer, right? That means you would have to be willing to be a vamp, or run most medium, or use stam potions. All of this comes with a glaring deterrent, that your sacrificing other ways of playing and stats, and that not everyone wants to do or play this, and Redgaurd can easily do the same, or run different sets that make them better than the Bosmer.
I understand that a Bosmers regen is always active besides sprinting and blocking, but when do you need resource the most..... when your in combat. I am not sure if a Redgaurds Adrenaline Rush can be de-buffed like a Bosmers can. I have not tested, but I think that they do not get resource regen de-buffed with that racial proc skill.
I am not saying redgaurds need a buff or anything, but maybe you can come up with a more unique way of portraying a Redgaurds abilities?
NobleMatias wrote: »TheRealPotoroo wrote: »NobleMatias wrote: »The video I posted above has literally all the races within 2% of each other. If your going to choose a race because you want a laughable 2% more dps, then your pretty shallow in my opinion.
You didn't address rampant stupidity like Bosmers losing their stealth bonus. Yet again PVE gets screwed because of PVP.
Bosmer now have a mechanic that allows them to be the fastest resource harvesters in the game. Please for the love of god stop complaining about the Bosmer's stealth being taken away. they are given other special skills to make up, and for you to complain about 3m of detect just makes me laugh so damn much. The Bosmer race literally got a buff when comparing all the race changes [edit].
[edited for baiting]
NobleMatias wrote: »You want to see numbers? Fine.NobleMatias wrote: »I will be an constructive as possible because it seems I am hurting some persons feelings.
In the case of a Bosmer and a Khajiit. What has replaced the stealth damage a and sneak potential? Bosmer now are able to roll dodge and gain a 20% boost to speed, I can imagine them playing with their victims regarding certain sets, and are able to spot enemies at 3m the cost of a 3m sneak. Khajiit on the other hand have always been the sneakiest In every Elder Scrolls entry, hence why they still have their sneaky style. Neither have the damage bonus as before, and both are based on lore. Bosmer being that they turn into ravenous hunting beasts if you mess with their forest, and khajit for being master thief's with a whole back story and Daedric Items to back it up.
I would trade 3m of stealth for a 20% speed boost any day. I know majority who love the changes are not on the forums voicing frustrations when simply should not be as big a deal, so peeps should be calm. Now it would be warranted if people of which I will not mention, can back the statements with proof, data, and statistics, this will make me and many others take what is said more seriously. I have shown these. The Bosmer race will still be viable in a sneaky role and honestly be able to roll out of danger and pop into sneak mode with a 20% speed boost. This enables a quick getaway.
I am trying to show everyone that the team at ZOS have really number crunched on the races while providing unique buffs, and they are indeed balanced. Every race is now viable. But of course tweaking would not hurt for the sake of diversity. I could name a ton of lore related reasons to tweak the races.
I am scratching my head on why you think this argument of yours will win any converts. I don’t think you are quite grasping why people are upset with the Bosmer change. The addition of the roll, or the bonus damage from stealth, or what ever, is immaterial. It appears to me no one who is arguing for Bosmers to retain their stealth actually cares what the second half of the passive is.
The point is that bosmers are sneaky and the players who play bosmers like to play a sneaky characters. That is what they care about. Not combat. Nor about characters that roll around a lot.
The stealth functionality is being nerfed for bosmers, and ONLY for bosmers. Everyone other race is having their stealth ability stay the same or it’s being boosted.
The roll mechanic is ok. I think rolling in eso is clumsily implemented so when I actually roll it’s by accident. So right now, on live, I have a two part racial I am getting a lot of use of, and it’s changing to a two part racial I will get little use of. So yes I am going to complain.
But even then, if I could only keep part of the old racial I would keep the stealth. In fact if it was changed to 6m of stealth and NOTHING ELSE I would not complain.
To sum up; The stealth mechanic is important to other players. Right now it is being nerfed for them (and me) and they are upset about it (as am I). We don’t care about the roll/speed boost. Stealth is what’s fun.
I have been winning people over almost since this race post was posted. You and others can disagree and complain all you want until your blue in the face but unless you can provide an alternative for the whole of the ESO community, not just the people who play Bosmer and like a little bit of stealth, that can change a Bosmer to be more unique compared to other races, then all I hear is people complaining because that is the race they play.
Provide proof that 3m in sneak is a huge deal, and that 20% speed boost into a Nightblades sneak skill is not better for sneaking. How is a 6m Bosmer stealth different from a Khajiit's 5m? Can you make a mechanic that makes a Bosmer have a unique stealth buff? Will that mechanic match the others in lore and balance? You also blatantly disregard people who play with a game pad or controller as for such roll dodging is quite easy and useful, and not a clumsy on accident mistake. It was built into the game for a reason, and a lot of the ESO community play on console as well.
As I conclude all I hear really is gripes, no constructive thoughts. They are saying give me what I want now, not maybe you can make it better this way. All races matter in this game, as do all players, and pandering to the vocal minority is def not the way to go about it. Attack, or I mean talk to me with reason, and thought provoking analogies.
3m of additional stealth > 0m of additional stealth. It’s a full 3m better actually (I thought that was obvious).
Show me your numbers that say 0m of extra stealth is better then the 3m of extra stealth. Remember, roll boost has nothing to do with stealth.
NobleMatias wrote: »For all the peeps wanting sneak back for the Bosmer. I hope you guys get it back, I genuinely hope you are able to get a little sneak bonus because that would mean you would lose that speed boost, and that makes me happy ; }. If you lose that speed boost then me and many others will have an easier time killing you in PVP. So zos please give back the sneak bonus to Bosmer and its players so both them and the many wanting to kill them in PVP can be happy. While your at it give the khajiit the speed boost so we can use it against them.
NobleMatias wrote: »TheTraveler wrote: »NobleMatias wrote: »
Yea sure, you wanna play that game.
https://en.uesp.net/wiki/Lore:Khajiit
Suthay-raht are the kitties we have seen In almost every Elder Scrolls game, and I assume the ones in ESO, with no other racial difference other than skin change in the character creator, until now. This means I win right?
https://en.uesp.net/wiki/Lore:Ring_of_Khajiiti
A powerful ring just for them sneaky pests.
Besides that point I It would be pretty cool to bring in all the racial differences and play styles of all the different kitties. I mean their might someone out there wanting to play a common house cat right?
Let's talk about actual TES game-play mechanic tradition in addition to "lore" . The lore you are quoting was only introduced in later TES games.
I clearly showed you in an earlier post, how Bosmer were the only "thief" race in the first Elder Scrolls game. In the second game, Argonians were presented as being sneaky, and only in the second game does Kahjiit come in as thieves, but not due to stealth - due to their climbing ability. https://elderscrolls.fandom.com/wiki/Races_(Daggerfall)
Khajiit in Arena: https://elderscrolls.fandom.com/wiki/Khajiit_(Arena) As you can see, no sneaking or thievery, but the Bosmer most definitely are thieves:
https://elderscrolls.fandom.com/wiki/Bosmer_(Arena)
LOL those are not proper links to show what you are talking about. I am not sure If you have played those games but races did not get a boost to skills, this was all chosen by the player in the character creator at the start of the game. The only boost the races got were to base stats. The site you are on is not the best site to look for Elder Scrolls lore and mechanics, but this site is.
https://en.uesp.net/wiki/Daggerfall:Daggerfall#Character_Information
https://en.uesp.net/wiki/Arena:Races
get your facts straight before posting false information.
John_Falstaff wrote: »@BlueRaven , nothing is official, but I think they do balancing changes later in PTS cycle - on second or third week after the cycle starts. So probably shouldn't hold breath for racial changes today, though who knows.
I'm still rooting for a bump to khajiit sustain (and removal of the ridiculous 100 health regen). Khajiit parses look good, but even with perfect support they're unsustainable and bound to plummet on longer distances. And to add insult to injury, builds with absorb stamina on DW took a hefty hit, so overall sustain have dropped.
You think 5% is going to make them unkillable?StarOfElyon wrote: »Gotta admit, I think Altmer using Meditate is going to be OP. They won't be able to be killed. I say this with an Altmer main.