kingwrestler2165nub19_ESO wrote: »Hope that these changes can make people happy! I am just coming back after a good break. Two months after game launched … anyhow I have been enjoying the game a lot and look forward to the changes being made as I feel like they are balancing. I mean hell they are doing better than WoW, which launches things without being tested on PTS. And from the gripes I have seen ZOS has answered and given 3 Race change tokens. Probably not as many as some people would like, but they did "listen". On top of that they are giving us discounts shortly after. I think that is a win for most people.
Something I do like is Racials in ESO do give each Race a distinguished feel. As each class has perks that another does not have makes them feel unique. Anyhow that's my 2c. Hope everyone has a good day/evening/night! See you in-game!
Lightspeedflashb14_ESO wrote: »
I am happy to see the skill points are being refunded, but 1 free race change per account is really a fair offer. You are making changes to all the characters on an account, so why not grant 1 race change per character?
I think that reduced effectiveness of Snares more fit to Argonians, they were more athletic in previous TES games and their homeland is swamp, that promotes progress of this skill.Redguard
Martial Training: Added a bonus that reduces the effectiveness of Snares applied to you by up to 15%.
Developer Comment:
While we're relatively happy with the performance and identity of the Redguard race, we noticed they lacked that unique flavor or story piece in their passives that helped add a little something different. Due to their training in battle and ability to flow in combat, we decided to help them retain some of their fluidity by granting a small reduction to snare potency
This addition to the passive feels strange. It adds more strange element then unique. Hard to describe, its seems some kind of illogical or inconsistent.Breton
Spell Attunement: The Spell Resistance granted by this effect will now be doubled if you are afflicted with Burning, Chilled, or Concussed.
Developer Comment:
While Bretons had been brought up to speed with our other races with our first round of changes, we still felt the story or unique element to be missing. We added a small contextual flavor bonus on their Spell Attunement passive to help highlight their ability to shrug off magical attacks.
Speed maybe fits Wood elves, but roll dodges and bonus damage after fits Khajiits more, they were know as good acrobats.Wood Elf
Hunter's Eye: Reduced the Movement Speed Bonus granted to 10% from 20%, but added a bonus to Physical and Spell Penetration of 1500 for the duration.
Developer Comment:
We heard your concerns of adding in a highly powerful movement speed bonus tied to Roll Dodging, as well as the performance of this passive in PvE versus PvP environments. We wanted players who are focused on damage to get a small boost out of this in situations where they dodge attacks, without adding more passive power to the race.
marius_buys wrote: »High Elf Changes in PTS 4.3.2
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.
marius_buys wrote: »High Elf Changes in PTS 4.3.2
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.
Allright, so if I get that right, an Altmer who specialises in magicka will restore stamina. And if for some reason someone specialised their Altmer in stamina, they would restore magicka ?
That's absolutely silly. It's like they're forcing Altmers to become hybrids, without anything else in the game working in favor of hybrids. Personnally, I'll play a hybrid when ALL class and weapon skills will offer both a stamina and a magicka morph... As of today it's pretty inefficient.
marius_buys wrote: »High Elf Changes in PTS 4.3.2
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.
Allright, so if I get that right, an Altmer who specialises in magicka will restore stamina. And if for some reason someone specialised their Altmer in stamina, they would restore magicka ?
That's absolutely silly. It's like they're forcing Altmers to become hybrids, without anything else in the game working in favor of hybrids. Personnally, I'll play a hybrid when ALL class and weapon skills will offer both a stamina and a magicka morph... As of today it's pretty inefficient.
This passive is just weird. What utility does this bring? Allowing mages to regain stamina after a block?
MotokoHutt wrote: »Your developing a game that already has an established lore, your not making some brand new game where you can just make the lore as you go along because THIS is an elder scrolls game. So please stop pushing this Orc supposed berserker identity, just because someone can go into a berserker rage does not make them a berserker. Nord's are known for going into drunken stoopers but does that mean there racial identity should be that there all alchoholic's ? Should we now force all Nord players to use the drunken personality ? What your doing ZOS is literally taking the stereotype propagated by other races and making it the "racial identity". Does that mean we shoud now make Argonians racials completely based around being slaves? Or should we make Khajiit racials completely based around being drugged out merchants? You see where I am going with this?
Deathlord92 wrote: »I tried magblade I suck at it also really hard to survive on
Thx m8 I like add in from a pvp point view I like pvp as much as pve my damage awesome my sustain absolutely 100% no problem it’s when I get group players on me or I’m against a really good stamplar on a stamblade I shred esy look at my yt on a magblade I’m just dead very fastMotokoHutt wrote: »Your developing a game that already has an established lore, your not making some brand new game where you can just make the lore as you go along because THIS is an elder scrolls game. So please stop pushing this Orc supposed berserker identity, just because someone can go into a berserker rage does not make them a berserker. Nord's are known for going into drunken stoopers but does that mean there racial identity should be that there all alchoholic's ? Should we now force all Nord players to use the drunken personality ? What your doing ZOS is literally taking the stereotype propagated by other races and making it the "racial identity". Does that mean we shoud now make Argonians racials completely based around being slaves? Or should we make Khajiit racials completely based around being drugged out merchants? You see where I am going with this?
I'd say, we're going to the point where Bosmers are hunters so they should detect hidden stuff even though said hidden stuff doesn't even exist in the game, and make them as stealthy as Orcs or Nords, because obviously the race that has been the stealthiest both in lore and previous game is suddenly not supposed to be stealthy at all. Also, the hunter stereotype is all wrong, as the hunter is hidden and the prey isn't.
We're in the same boat, bro.Deathlord92 wrote: »I tried magblade I suck at it also really hard to survive on
Not the best place to discuss it, but if you find it hard to survive as a Breton magblade, there is something you're doing wrong. Magblade has TONS of survival tools, and Bretons have the highest magicka sustain of the game, so you're never going to run out of magicka to use those tools that keep you alive. Also, IIRC, you're also a vampire, which means you litterally have skills to suck the life out of enemies to replenish your own. Top that with a set that enhances sustain and survival, like the Withered hand set, and you're pretty much going to run laughing into a pack of mobs, and then into the next, and then into the next.
That's what my Dunmer Mablade vampire does, anyway. And just for the added weirdness, she uses a Nirnhoned restoration staff as her main offensive weapon. Her DPS is really sub-par, but she's unstopable, since even charging her attacks to refill magicka will also heal her slightly.
If that is of interest to you, send me a private message, so I don't derail this thread any further, and I'll tell you what skills and gear shes uses
We have a lot of exposition already, there are 5 other games worth of exposition.The problem with pulling this kind of thing the wrong way in a speculative-fiction story is that science fiction, fantasy, and horror don’t necessarily share mainstream fiction’s baseline expectations for how reality works, and it’s far too easy to leave audiences feeling cheated, annoyed, or just plain confused when the rules change abruptly, or were ill-defined in the first place.
So: Establish rules and then don’t break them. Seems obvious enough, right? Not really, given how few science-fiction/fantasy/horror films manage to do it right. As mentioned earlier, it’s harder for films to establish strange new worlds without a lot of clumsy exposition.
After a certain point, they become like any other rules for how the world works: They establish a basic framework for understanding and shaping a meaningful story.
Essentially, in the real world, people have to deal with the basic truths about how the world functions, whether they’re dealing with the law of gravity or common human motivations. The act of contending with limitations and figuring out how to work around and within them is inherently dramatic, and imminently relatable—everyone in the world has at some point been up against some force that prevented them from getting exactly what they wanted at all times. The hard part for storytellers in speculative fiction is figuring out what the rules should be, then getting them across to the audience clearly and convincingly. And then not breaking those rules for the sake of a moment, even if it would really, really startle people if they did. Speculative fiction makes up its own rules, and relies on its audience’s goodwill and suspension of disbelief to make an inherently unreal world feel real enough to be convincing. Breaking internal rules—or worse, lazily never bothering to set them up in the first place—is the easiest possible way to cut the cords and send that disbelief crashing to the ground.
ZOS_Gilliam wrote: »
Redguard
[*]Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
Ummm....weapon abilities??? Really?? I'm not a bow user, so now I just lost 9 percent stamina recovery and have a useless passive. Thanks a lot. Please revert this, I'd rather have some overall sustain.
SidewalkChalk5 wrote: »@ZOS_Gilliam, any comment on Spell Recharge?
SidewalkChalk5 wrote: »This all seems quite obvious, so from our perspective this really hurt our confidence in the new team.
ZOS_Gilliam wrote: »
Redguard
[*]Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
Ummm....weapon abilities??? Really?? I'm not a bow user, so now I just lost 9 percent stamina recovery and have a useless passive. Thanks a lot. Please revert this, I'd rather have some overall sustain.
marius_buys wrote: »High Elf Changes in PTS 4.3.2
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.
Allright, so if I get that right, an Altmer who specialises in magicka will restore stamina. And if for some reason someone specialised their Altmer in stamina, they would restore magicka ?
That's absolutely silly. It's like they're forcing Altmers to become hybrids, without anything else in the game working in favor of hybrids. Personnally, I'll play a hybrid when ALL class and weapon skills will offer both a stamina and a magicka morph... As of today it's pretty inefficient.
This passive is just weird. What utility does this bring? Allowing mages to regain stamina after a block?