Uhm, that's the point. The system doesn't actually fix anything. It just waters things down a bit.Basically, ZOS has made it less bad for casual pug raiders with sub-optimal builds.
Competitive PVE raids will still require optimal race selection.
PVP racial balance will worse or the same -- except different races will be OP.
ZOS should fine tune the current system. This new system is too disruptive.
Raiders will require what is most optimal meta as long as there are numbers to number crunch to figure out what is most optimal. Nothing has changed there.
Same for PvP - this or that race, as long as there are numbers to crunch...*shrug*
Obviously there should - and likely will - be some fine tuning. But c'mon. People whine 'n complain that ZOS nerfs/buffs with a sledgehammer. Now they get this - nerfing/buffing not with a sledge hammer - and...just, goodness.[/qipt
I'm curious as to further elaboration on your 'too disruptive' comment. To what? How?
Didn't think it would happen but Nord got a Nerf against bleed builds lol
Can we please start moving away from the need to use actual consumables to take advantage of Resourceful? I was hoping this whole rework would address this problem because it's still the only passive that requires you to go out of your way and spend gold (or time farming) to constantly take advantage of it. Having it be a sustain tool is great and all, but having it come with an out-of-pocket expense makes it extremely costly the longer it's used.
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.
With these regen modifiers for pve stambalde (7 med (.28) .15 nb passive .15 cp .1 relentless .2 potion) a bosmer's 258 regen becomes 485 regen. Redguard gets only 380 from adrenline rush while still having the same stam modifiers, having poison resists, and movement speed bonuses
In a pvp perspective, we will assume nb with vampire, 5 medium, and 13% from cp. This will give you the same numbers. You can also add stealth detection too and movement speed is more prominent
Seems like passive regen is better than active regen.
tpanisiakb16_ESO wrote: »I'm overall okay with it, but tanking Argonians can expect to lose 1.5-2k health. Hoping ZOS can meet us in the middle over that. 1000 is not a good compensation for losing 9% max health especially if we're losing healing received.
Cundu_Ertur wrote: »ZOS_Gilliam wrote: »Wood Elf
[*]Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
Can we please get something useful instead?
Reduced cost for roll dodge for example. Even just +10 health would be better than this.
no, 20 percent speed buff is amazing
You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.
it will be useful if you do not run bow for mobility and its likely going to stack with other speed buffs since it seems to be a unique one, so ya it is useful
Interesting. For the most part, I like what I see. Still seems like Altmer might have the upper hand for magicka DPS over Dunmer though, but I'll wait for testing for a proper conclusion.
MartiniDaniels wrote: »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.
With these regen modifiers for pve stambalde (7 med (.28) .15 nb passive .15 cp .1 relentless .2 potion) a bosmer's 258 regen becomes 485 regen. Redguard gets only 380 from adrenline rush while still having the same stam modifiers, having poison resists, and movement speed bonuses
In a pvp perspective, we will assume nb with vampire, 5 medium, and 13% from cp. This will give you the same numbers. You can also add stealth detection too and movement speed is more prominent
Seems like passive regen is better than active regen.
Wow, minus 4% to stamina and health for extra 8% to stamrecovery. And you forgot about new 8% cost reduce on redguard. Well, overall bosmer was slightly improved, but redguard was directly buffed. Ok redguard will lose some maxstamina but with such cost reduction and sustain they can spam spammables even more to compensate.tpanisiakb16_ESO wrote: »I'm overall okay with it, but tanking Argonians can expect to lose 1.5-2k health. Hoping ZOS can meet us in the middle over that. 1000 is not a good compensation for losing 9% max health especially if we're losing healing received.
Read devs comment, in their opinion argonians were clearly overperforming so they quite severely nerfed them while buffing othersCundu_Ertur wrote: »ZOS_Gilliam wrote: »Wood Elf
[*]Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
Can we please get something useful instead?
Reduced cost for roll dodge for example. Even just +10 health would be better than this.
no, 20 percent speed buff is amazing
You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.
it will be useful if you do not run bow for mobility and its likely going to stack with other speed buffs since it seems to be a unique one, so ya it is useful
It won't help much if you are snared.. if this bonus also (or) removed all snares this will nice buff to overall survivability and unique one. Now it's just useful for niche pvp builds for 0.1% of players.
Uhm, that's the point. The system doesn't actually fix anything. It just waters things down a bit.Basically, ZOS has made it less bad for casual pug raiders with sub-optimal builds.
Competitive PVE raids will still require optimal race selection.
PVP racial balance will worse or the same -- except different races will be OP.
ZOS should fine tune the current system. This new system is too disruptive.
Raiders will require what is most optimal meta as long as there are numbers to number crunch to figure out what is most optimal. Nothing has changed there.
Same for PvP - this or that race, as long as there are numbers to crunch...*shrug*Obviously there should - and likely will - be some fine tuning. But c'mon. People whine 'n complain that ZOS nerfs/buffs with a sledgehammer. Now they get this - nerfing/buffing not with a sledge hammer - and...just, goodness.[/qipt
I'm curious as to further elaboration on your 'too disruptive' comment. To what? How?
ZOS has taken a sledgehammer to the current system and that is disruptive. Just ask a Khajiit Stamblade or Dunmer MagDK.
John_Falstaff wrote: »So khajiits are left jack of all trades, masters of none. Thank you, ZOS. Thank you a lot; that's the most lousy balancing job so far.
As for redguards, then they got a buff:
At base 750 regen, they lost 9%, so loss of 67.5 regen.
Rending slashes present in any rotation, 2160 stamina. With 12-second rotation, gain of 28.8 regen.
New Adrenaline Rush - gain of 63.2 regen.
So, they got a small, but still a buff in sustain.
ZOS_Gilliam wrote: »
Dark ElfDeveloper Comment
- 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.
Dark Elves are a sophisticated race that can thrive in the harshest conditions. Intelligent and quick, they are well versed in blade or magic, giving them a keen advantage in juggling between the two. By giving them a balanced bonus of Weapon and Spell Damage, as well as Magicka and Stamina, their natural cunning and versatility will be demonstrated as they can fulfil any role.
First time since Morrowind that Bosmer get no bonus to sneaking. That's what chaps my hiney.Wood elves losing disease immunity and stealth bonuses for a worthless detection bonus?
I just don’t get why you guys are trying to reinvent the wheel with these changes. You didn’t need to take anything away from our beloved characters, small tweaks to the numbers over a series of monitored updates would have more than sufficed.
Now wood elves will have these unexciting passives for the next two years until you decide to smash everything and change it again.
I’m just not enthused about this and I know nothing I say will have any influence over the balance direction so I won’t even bother making suggestions. All I can say is that if I wasn’t so attached to my wood elves I’d delete them after seeing this news, that’s how much of a let down it is.
MartiniDaniels wrote: »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.
With these regen modifiers for pve stambalde (7 med (.28) .15 nb passive .15 cp .1 relentless .2 potion) a bosmer's 258 regen becomes 485 regen. Redguard gets only 380 from adrenline rush while still having the same stam modifiers, having poison resists, and movement speed bonuses
In a pvp perspective, we will assume nb with vampire, 5 medium, and 13% from cp. This will give you the same numbers. You can also add stealth detection too and movement speed is more prominent
Seems like passive regen is better than active regen.
Wow, minus 4% to stamina and health for extra 8% to stamrecovery. And you forgot about new 8% cost reduce on redguard. Well, overall bosmer was slightly improved, but redguard was directly buffed. Ok redguard will lose some maxstamina but with such cost reduction and sustain they can spam spammables even more to compensate.tpanisiakb16_ESO wrote: »I'm overall okay with it, but tanking Argonians can expect to lose 1.5-2k health. Hoping ZOS can meet us in the middle over that. 1000 is not a good compensation for losing 9% max health especially if we're losing healing received.
Read devs comment, in their opinion argonians were clearly overperforming so they quite severely nerfed them while buffing othersCundu_Ertur wrote: »ZOS_Gilliam wrote: »Wood Elf
[*]Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
Can we please get something useful instead?
Reduced cost for roll dodge for example. Even just +10 health would be better than this.
no, 20 percent speed buff is amazing
You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.
it will be useful if you do not run bow for mobility and its likely going to stack with other speed buffs since it seems to be a unique one, so ya it is useful
It won't help much if you are snared.. if this bonus also (or) removed all snares this will nice buff to overall survivability and unique one. Now it's just useful for niche pvp builds for 0.1% of players.
The 8% cost reduction is only for weapon skills.
What hp bonus?
Also bosmer and redguard in this situation have the same stam bonuses 2k stam.