High Elf - Good changes all over the place. I'm finding it difficult to say anything negative about them.
Argonian - Again, good changes. I still don't understand why they want to make Argonians the healer class, lorewise they are not healers.
Wood Elf - Pretty good stuff. I can see Wood Elves becoming a lot more popular in PvP, especially if that 20% speed increase stacks with the major expedition from the bow. A bit OP even?
Breton - Much needed buff to the cost reduction racial. I will be changing my magplar main from Argonian to Breton.
Dark Elf - 3% Max Magicka → Increases your Max Health by 600. This is not a good change, makes no sense whatsoever, and 600 health is an insignificant amount to justify losing 3% magicka.
Imperial - New go to race for pvp, and tanking?
Khajiit - I feel like they're trying to make them a "trick of all trades" race, but lorewise they are not. Argonians would be better suited for this.
Nord - Are these nerfs? Look like it to me, and it honestly doesn't make any sense.
Orc - Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500. That's an unnecessary nerf. I'm on board with the other 2 though.
Redguard - WUT? Redguard sustain was so good that if you were not playing a redguard as a stamina class, you were simply doing it wrong. And their solution to this was to make their sustain even better...WTH!
ZOS_Gilliam wrote: »Wood ElfDeveloper Comment
- 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.
- 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.
- A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
Why was redguard buffed? how does that make sense when they are already considered the best race for stamina dps. and then the second best option khajiit gets nerfed. i just dont understand how that is supposed to make sense at all. now khajiit has more health recovery than stam... but yea lets buff adrenaline rush
VioletVience wrote: »So you buff redguard? lul
MartiniDaniels wrote: »He means that redguard is buffed in comparison to other races. If we take plain maxstam build of course it's nerfed like all other.
starkerealm wrote: »Only one I'm worried about is the Redguard. Given how hard that race is pushed as "The Choice for StamDPS," buffing Adrenaline Rush feels like a mistake.
WuffyCerulei wrote: »For the people complaining about the changes, it was a long time coming. But I'm still baffled why they're buffing Redguard sustain over nerfing it. You're buffing the other stam races but making the top sustain one ever better?? It makes no sense.
CyberSkooma wrote: »I don't have the slightest clue what they were thinking buffing Redguard and then giving Khajiit 75 recovery... Thanks. RIP my stamblade
MartiniDaniels wrote: »There will be 4 dunmer crafting alts now, congrats! And if you play dunmer you understand that replacement of 9% with 1250 is a rip-off. Maybe change from 7% fire damage to 256 is good, testing required. By altmer got it too together with sustain passive. And now from stamina side compare dunmer to redguard. Basically, only altmer, breton and redguard changes are good, all others races are either nerfed or rebalanced, but becoming inferior to those 3.themaddaedra wrote: »MartiniDaniels wrote: »themaddaedra wrote: »I find these changes good in general. At least for magicka characters.
Dunmer is not bis for both pvp and pve anymore. Until now Dunmer was bis even for magsorc. Imo Dunmer is now a better choice for pvp as max hp, burning status immunity and max stam mean a lot in there. Altmer is better for endgame groups with no sustain issues. Breton is very seductive for casual raiding in terms of helping sustain.
People will QQ because their bis changed. But i as a magicka mainer like these changes overall.
Let me translate your post - i have magicka pve chars and they are altmers, healers are bretons. I'm glad that my sustain is buffed and my counterpart dunmer is now purely inferior in PVE and moved to some original hybrid niche in PVP. Argonian healers were nerfed too. Still they need to increase max magicka for altmer and breton to 3000 to match dunmers 1250+1250+600, in general changes are good.
Good try. Tho if you bothered checking my forum signature you'd see i only have one Altmer, it's not my main, i have zero Bretons and i have 2 Dunmers one of them being my main. Still good try tho, tells a bit about your own.
Edit: I actually have 4 Dunmer chars but because two of them are basically crafting alts they are not in my signature.
Honestly saying all this changes are.. it's not question of which race is better now.. this changes just lead to further pingeonholing and direct connection role - race. Imperial tanks, altmer magdps, redguard stamdps, breton healer, all others -> to PVP or to crafting alts.
ZOS_Gilliam wrote: »Some races provided far more mathematical combat power than others.
VioletVience wrote: »ZOS_Gilliam wrote: »Some races provided far more mathematical combat power than others.
So you buff redguard? lul
ZOS_Gilliam wrote: »Magicka Mastery: 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
ZoS we’ve gone so far past the time where you can reasonable make changes to the races like you have. I’ve personally leveled 14 characters with the intention of playing a specific race on that character to sever specific needs. Setting aside the clear in balance and lack of freedom you’re giving people you’re also costing us hundreds of dollars to re adjust ourselves to something we’ve made decisions on that costed us hundreds of hours in leveling alone.
You are directly costing your player base money and time.
The only solution I see is making races a cosmetic choice with no combat influence. Perhaps add a system where you choose the passives because frankly you’re just forcing people who genuinely care about performance to buy tokens and race change. This is unacceptable.
"And the Scrolls have foretold, of black wings in the cold,That when brothers wage war come unfurled!Alduin, Bane of Kings, ancient shadow unbound,With a hunger to swallow the world!"
VioletVience wrote: »ZOS_Gilliam wrote: »Some races provided far more mathematical combat power than others.
So you buff redguard? lul
IronWooshu wrote: »ZoS we’ve gone so far past the time where you can reasonable make changes to the races like you have. I’ve personally leveled 14 characters with the intention of playing a specific race on that character to sever specific needs. Setting aside the clear in balance and lack of freedom you’re giving people you’re also costing us hundreds of dollars to re adjust ourselves to something we’ve made decisions on that costed us hundreds of hours in leveling alone.
You are directly costing your player base money and time.
The only solution I see is making races a cosmetic choice with no combat influence. Perhaps add a system where you choose the passives because frankly you’re just forcing people who genuinely care about performance to buy tokens and race change. This is unacceptable.
Honestly you, the min/maxers that tell is what is BiS take the fun out of end game so I feel no sorrow for any of the min/maxers on these changes who have the shell out money.
IronWooshu wrote: »ZoS we’ve gone so far past the time where you can reasonable make changes to the races like you have. I’ve personally leveled 14 characters with the intention of playing a specific race on that character to sever specific needs. Setting aside the clear in balance and lack of freedom you’re giving people you’re also costing us hundreds of dollars to re adjust ourselves to something we’ve made decisions on that costed us hundreds of hours in leveling alone.
You are directly costing your player base money and time.
The only solution I see is making races a cosmetic choice with no combat influence. Perhaps add a system where you choose the passives because frankly you’re just forcing people who genuinely care about performance to buy tokens and race change. This is unacceptable.
Honestly you, the min/maxers that tell is what is BiS take the fun out of end game so I feel no sorrow for any of the min/maxers on these changes who have the shell out money.
themaddaedra wrote: »MartiniDaniels wrote: »There will be 4 dunmer crafting alts now, congrats! And if you play dunmer you understand that replacement of 9% with 1250 is a rip-off. Maybe change from 7% fire damage to 256 is good, testing required. By altmer got it too together with sustain passive. And now from stamina side compare dunmer to redguard. Basically, only altmer, breton and redguard changes are good, all others races are either nerfed or rebalanced, but becoming inferior to those 3.themaddaedra wrote: »MartiniDaniels wrote: »themaddaedra wrote: »I find these changes good in general. At least for magicka characters.
Dunmer is not bis for both pvp and pve anymore. Until now Dunmer was bis even for magsorc. Imo Dunmer is now a better choice for pvp as max hp, burning status immunity and max stam mean a lot in there. Altmer is better for endgame groups with no sustain issues. Breton is very seductive for casual raiding in terms of helping sustain.
People will QQ because their bis changed. But i as a magicka mainer like these changes overall.
Let me translate your post - i have magicka pve chars and they are altmers, healers are bretons. I'm glad that my sustain is buffed and my counterpart dunmer is now purely inferior in PVE and moved to some original hybrid niche in PVP. Argonian healers were nerfed too. Still they need to increase max magicka for altmer and breton to 3000 to match dunmers 1250+1250+600, in general changes are good.
Good try. Tho if you bothered checking my forum signature you'd see i only have one Altmer, it's not my main, i have zero Bretons and i have 2 Dunmers one of them being my main. Still good try tho, tells a bit about your own.
Edit: I actually have 4 Dunmer chars but because two of them are basically crafting alts they are not in my signature.
Honestly saying all this changes are.. it's not question of which race is better now.. this changes just lead to further pingeonholing and direct connection role - race. Imperial tanks, altmer magdps, redguard stamdps, breton healer, all others -> to PVP or to crafting alts.
Thanks for saying me what to do with my characters now. At it's current state Dunmer is stupid strong. So stupid that it's bis for pve, pvp, even for magsorc like wth?
After these changes Dunmer still is the best choice for pvp. Max hp and stamina can sound useless to pve but in pvp people use 5 piece sets to have other resources too (see Shacklebreaker).
I believe i made my point and won't be replying anymore to this.
High Elf - Good changes all over the place. I'm finding it difficult to say anything negative about them.
Argonian - Again, good changes. I still don't understand why they want to make Argonians the healer class, lorewise they are not healers.
Wood Elf - Pretty good stuff. I can see Wood Elves becoming a lot more popular in PvP, especially if that 20% speed increase stacks with the major expedition from the bow. A bit OP even?
Breton - Much needed buff to the cost reduction racial. I will be changing my magplar main from Argonian to Breton.
Dark Elf - 3% Max Magicka → Increases your Max Health by 600. This is not a good change, makes no sense whatsoever, and 600 health is an insignificant amount to justify losing 3% magicka.
Imperial - New go to race for pvp, and tanking?
Khajiit - I feel like they're trying to make them a "trick of all trades" race, but lorewise they are not. Argonians would be better suited for this.
Nord - Are these nerfs? Look like it to me, and it honestly doesn't make any sense.
Orc - Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500. That's an unnecessary nerf. I'm on board with the other 2 though.
Redguard - WUT? Redguard sustain was so good that if you were not playing a redguard as a stamina class, you were simply doing it wrong. And their solution to this was to make their sustain even better...WTH!
Redguard lost 9% regen and also max stam
IronWooshu wrote: »Honestly you, the min/maxers that tell is what is BiS take the fun out of end game so I feel no sorrow for any of the min/maxers on these changes who have the shell out money.
IronWooshu wrote: »ZoS we’ve gone so far past the time where you can reasonable make changes to the races like you have. I’ve personally leveled 14 characters with the intention of playing a specific race on that character to sever specific needs. Setting aside the clear in balance and lack of freedom you’re giving people you’re also costing us hundreds of dollars to re adjust ourselves to something we’ve made decisions on that costed us hundreds of hours in leveling alone.
You are directly costing your player base money and time.
The only solution I see is making races a cosmetic choice with no combat influence. Perhaps add a system where you choose the passives because frankly you’re just forcing people who genuinely care about performance to buy tokens and race change. This is unacceptable.
Honestly you, the min/maxers that tell is what is BiS take the fun out of end game so I feel no sorrow for any of the min/maxers on these changes who have the shell out money.
VioletVience wrote: »ZOS_Gilliam wrote: »Some races provided far more mathematical combat power than others.
So you buff redguard? lul
Sigh, see above man.
I don’t like it. Bosmer don’t need to detect stealthed units, that is even less used in the game. give us back our radius reduction.Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!)
So enemies can’t be bothered to sneak yet Bosmer can detect sneaking better. You’re own explanation invalidates your own logic.
TheRealPotoroo wrote: »ZOS_Gilliam wrote: »Wood ElfDeveloper Comment
- 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.
- 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.
- A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
Surely Hunter's Eye would reduce your detection radius in Stealth, not increase it. Not only are Wood Elves the smallest race in the game, who in their right mind would choose to make themselves more detectable?