Fact is no one likes change especially a character change, most the time they nerf a character to allow other characters to be on the same level. Never once thinking that rather than nerfing a class they could gradually increase the other classes to be on par, and the NPCs.
Either way, once everyone gets used to it, then it will be the new normal and this change will be behind us like all the rest. Good conversation though, although it won't change anything, change is coming.
PriorityBalle wrote: »Why oh why on earth, are you guys at zenimax NERFING that races that look slighty good rather than buffing the ones that's being complained about ?!
I have an imperial DK health tank with shields based on Max health and with your changes you are now lowering his Max health quite a bit.
That is not an improvement. Please stop messing around with stats.
Tanks are always suffering when these kind of changes are done.
Honest question:
Beyond the niche rolling PvP build. Are bosmers in the meta for anything else. Is there a pve reason to roll a Bosmer over an orc, etc?
The reason I ask is that all the dps passses I see either fail to mention bosmers or if the do it seems like it’s in passing.
I am just wondering if bosmers are a preferred race for, well, anything. Other then a weird pvp build, I guess.
Won't change anything in that regard, but PvE raiders will most certainly suffer with more tanks being one shot, etc.
Honest question:
Beyond the niche rolling PvP build. Are bosmers in the meta for anything else. Is there a pve reason to roll a Bosmer over an orc, etc?
The reason I ask is that all the dps passses I see either fail to mention bosmers or if the do it seems like it’s in passing.
I am just wondering if bosmers are a preferred race for, well, anything. Other then a weird pvp build, I guess.
Honest answer : they are amazing thieves, both lore-wise and gameplay wise. Gameplay wise, they make great assassins, too.
NOW they are, sure, but after this change, no. And I think Raven's asking what the Bosmer meta is after this ridiculous change goes in.Honest question:
Beyond the niche rolling PvP build. Are bosmers in the meta for anything else. Is there a pve reason to roll a Bosmer over an orc, etc?
The reason I ask is that all the dps passses I see either fail to mention bosmers or if the do it seems like it’s in passing.
I am just wondering if bosmers are a preferred race for, well, anything. Other then a weird pvp build, I guess.
Honest answer : they are amazing thieves, both lore-wise and gameplay wise. Gameplay wise, they make great assassins, too.
Cundu_Ertur wrote: »NOW they are, sure, but after this change, no. And I think Raven's asking what the Bosmer meta is after this ridiculous change goes in.Honest question:
Beyond the niche rolling PvP build. Are bosmers in the meta for anything else. Is there a pve reason to roll a Bosmer over an orc, etc?
The reason I ask is that all the dps passses I see either fail to mention bosmers or if the do it seems like it’s in passing.
I am just wondering if bosmers are a preferred race for, well, anything. Other then a weird pvp build, I guess.
Honest answer : they are amazing thieves, both lore-wise and gameplay wise. Gameplay wise, they make great assassins, too.
My bad then. I guess they will be the least favorite for everything, then. Except maybe cliff jumping, with the fall damage reduction passive.
The fact that the flavour passive is way better than the third one that we actually need to spend skillpoints on says it all, really.
I'd like to know which developer was truly committed to the Elder Scrolls series and universe before coming to ESO. By committed, I mean, more than a few play-throughs of a game to catch the flavor of the series or because the game was "cool to play" when it was released. Some of these racial passives show zero basis in established lore. Sure, they can be "shoehorned" into lore somehow, but that's not the same thing. And the established lore surrounding racial abilities can be made to work with an MMO - so that's no excuse either.
Cundu_Ertur wrote: »Lex, I think the answer is none.
The first statement, "refunding" the characters racial passive skill points is reasonable -- when the effects of one or more of the character's Racial Passives (R.P.) have changed, and perhaps the number of Ranks has changed, too. So the number of Skill Points required might not be the same as before. They must be re-allocated, and re-applied to increasing the respective Ranks of each R.P.Improve the sense of progression that the racial passives provide when leveling up.
We want each race to have a similar rate of gaining power as you level up, and as such, we’ve restructured the unlock order of some passives. Less powerful passives will unlock first, while the larger more defining ones will unlock at later levels. Note that we’ll be refunding all of your racial skill points if you’ve already unlocked these passives. You will not need to unlock them again on characters you’ve already obtained them on.
Okay, that answers my initial question. However, what ZOS really should grant is one free Race Change for each player character that is at or above Level 50.As a closing note, we want to reiterate that all players will have a refund of all of their character’s racial passives if they’ve spent any, so remember to reallocate any points into these on your characters once the changes go live. We'll also be granting one free race change, per account.
IMHO, in principle, the only benefit which a character receives from consuming a Potion should be the effects of the Potion (of course!). First, consider the current framework and context of the buffs provided by foods, beverages, potions, and poisons:Argonian
Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
ZOS should also increase the Wood Elf Disease Restistance by 1485 (perhaps by a lesser amount?), too. Unless, of course, ZOS wants to remove it from the Wood Elf Racial Passive entirely.Wood Elf
Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
....
Umm... what does Health have to do with Resist Flame? Move the increase to Max Health to the Dynamic Racial Passive, where it belongs with the increases to Max Stamina and to Max Magicka.Dark Elf
Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
Dynamic: 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
Resist Flame: 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
Nord
Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
Resist Frost: 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
Hello everyone,
I've been with the game since just after release and this is my first time posting on these forums although I read thru them quite frequently.
Before I get started, let me thank you all for taking the time to read this and I hope this makes it way to someone willing to listen to my thoughts on the Bosmer changes. Maintained several Bosmer NB characters for the last 3 or 4 years, one for each Alliance. I believe the current edition of Bosmer changes are being rushed through and the Bosmer is not being given a fair consideration.
Right from the start, let me get this out of the way, out of the bag and say that not all of the Bosmer changes are bad. The 2k Fortified Stam and 258 Stam Regen I can live with. Although let's face it, you basically just converted those specs over from percentages to a stacked value, an estimation of what was for your new measurement system. Hard to get that wrong I guess although it does feel like Bosmer is getting (a little) shafted on Stam Regen, as the current Stam regen value of 21% is great and also makes them unique. The Bosmer doesn't have an Orc or Dunmer's dmg buff yet they don't really need them as that extra Stam Regen gives dmg in a different way, you see, helps make certain builds possible w/ Heavy Armor etc and makes them unique in this regard. However I do agree that 2x 129 Stam Regen buffs is still a big deal and there are many 5 pcs sets which grant that -and- the 2k Stam as well so it does seem Bosmer will still be strong in this regard, for now... until that gets nerfed later. Bow XP increase and Fall Damage is also fine way they are.
So what is the problem here? What brought me out of the shadows to finally come forward and post to this forum?
In this next segment, I really don't mean to be rude or disrespectful however I am kind of frustrated and I feel disrespected and this needs to be said and I owe it, oddly enough, to the hours spent over the years playing Bosmer to take a stand on this along with the few other Bosmer players.
I get the feeling that some of the people in charge of making these changes whether a project manager just put you in charge and threw this on your desk or dropped a baby in your lap or maybe this was an extension by design as you wanted to move to a new measurement system and throw out the percent passives for reasons, whoever however whatever decided on this I feel has left the door open to some problems. The fact we have several revisions -to the changes- and whatever the latest round of changes are is posted where ever all over the internet, indicates that maybe these were not thought out as well as they should have been.
The problem -I suspect- as far as our purpose here is concerned started when trying to clean up the similarities between Bosmer and Khajit. I've seen revisions of both races changes. First of all, it's the Khajit who should have the 3% or 5% Detection buff and the Bosmer who should have the 5% Stealth radius buff. Why? I will not repeat the entire story however I recommend reading, "The 5 Years War". In that story it depicts the Khajit as mainly infantry minded soldiers in Heavy or Medium armor w/ (ie Battle Cats) and several times the Bosmer Archers w/ Stealth tactics mentioned. In other games, like Skyrim, the Khajit are provided a night-site bonus while the Bosmer are always granted a bonus to Archery and other things like making animals your ally, poison resist etc.
So speaking of Archery, the Bosmer culture and factions commonly use the bow. One of the first things you discover in Skyrim is stealth attacks using the Bow. Point being, Stealth attacks and the bow go together like restoration magic and a staff or a sword and shield. In the current changes for Bosmer we have no Stealth attack bonus anymore, we have no stealth hidden radius buff, nothing. Instead you've replaced something lore friendly that worked, something that gave the Bosmer an edge to help compete with out races and replaced it with a move speed and penetration bonus when they... 'roll dodge'. I am not going to say how poetically ****ed this is and or it makes absolutely no ****ing sense, whatsoever so help me almighty God.
Let's stop and think about this. In lore, as Bow users the Bosmer ("Common Arms of Valenwood" or "The Black Arrow") do not just use a Bow like someone with no feel for marksman might fire a pistol. The bow is, you know like 'a part of them'. Ok and as such, being stealthy comes with that. Not being thieves. Let's not misunderstand form vs function. The Bosmer form is to function stealthily in order to use their Bows more effectively in ways that other cultures cannot emulate. The Khajit are shady figures who conduct elicit operations however many of them are merchants and infantrymen also. Does anyone get what I'm pointing out here?
Bosmer are not just using a Bow like someone might use a shovel, they are Masters of the Bow. And as such that makes them Master of Stealth or -at very least- Masters of using the Bow in Stealth attacks. Again, form vs function. If Khajit must have the Stealth radius buff, please give the Bosmer back our Stealth attack bonus. And get rid of that nonsense about using roll-dodge to have a move bonus and then gonna have a weapon penetration buff for however long, it just doens't make any sense. If you're practiced Mastering a Bow in the jungle then Stealth and a 10% move bonus does not add up. Furthermore, if you're a Hunter at all... again Stealth is your game not moving a little faster. Besides, that move bonus will be so subtle and so bogged down by lag no one will care.
Another thing to, you are penalizing the Bosmer stam bonuses thru that roll dodge. Roll Dodge ain't cheap. Every time we have to roll Dodge, (costs stam) to gain... a move speed bonus, which costs stam and then we get a pen bonus? It don't make no sense. As if you didn't know, most decent players are going to do their own research about Weapon penetration amounts and that will be 'settled' before they go off into PvP. See? You're not helping at all giving the Bosmer a pen bonus that will likely end up going over the penetration ceiling and going to waste anyways.
Does anybody get what I am saying? The Bosmer penetration bonus is a wash. That move speed bonus will never be used effectively either because of the lag and the fact you have to roll Dodge to get the ability to move faster burning stam you already don't have from stam bonus resources meant for other purposes.
Whew! I know that was alot. Please consider restoring Bosmer Stealth Attack Bonus and maybe the 5m Stealth radius buff also. We really do not need the 3% Detect Bonus, the 10% move speed bonus and esp the lousy 1k penetration bonus. Thank you.