Hi,
like many, I have read the planned racial changes and while I know they can be changed during PTS tests; there were a couple of things I wanted to mention. One of the things that caught my eye were the changes to Dark Elves and I wanted to give my two cents on the matter. I believe with these changes classes would have more reasons for players to pick them over another.
Passive values can freely be changed on the PTS for proper balance, I just thought of the quality of life changes:
High Elf
- Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
- Syrabane’s Boon: Increases your Max Magicka by 2000.
- Elemental Talent: Increases your Spell Damage by 258.
Change to:
- Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating an ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
Why: a class or a build should not have to be punished for not having class spammables and therefore potentially gaining less magicka via this passive. No need to restrict this
Argonian
Seems to be okay. Nothing to fix here.
Wood Elf
- Y’ffre’s Endurance: Increases your Stamina Recovery by 258.
- Resist Affliction: Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- Stealthy: Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
Change to:
- Stealthy: Hunter’s Eye: Increases your Stealth detection radius by 3m and your first attack from stealth deals 10% more damage. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
Why: this supports the style of the race being a hit-and-run type hunter. This stealth damage passive was one of the main reasons to pick this race before, and I see no reason to remove this.
Breton
Looks okay so far. Spell resistance could have stayed the same however.
Dark Elf
- Dynamic: Increases your Max Stamina and Magicka by 1250.
- Resist Flame: Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
- Ruination: Increases your Weapon and Spell Damage by 258.
Change to:
- Destructive Ancestry: Increases your chance to proc elemental and status effects by 50% and increase your Flame Resistance by 2310. You are immune to the Burning status effect.
Why: reasoning for this change is to keep Dark Elves more viable against other magicka races. Bretons have sustain, High elves are a balance between sustain & damage and Khajits now got spell crit. This elemental and status effect addition supports the Dark Elf race identity as a hybrid class and lorewise strengthens the powerful caster image (burning, concussion, chilled) and also shows a cunning assassin/rogue stereotype (poison, disease).
Imperial
Seems to be okay. Nothing to fix here.
Khajit
- Nimble: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
- Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
- Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
Change to:
- Nimble: Reduces your damage taken from area of effect abilities by 5% and Increases your Stamina and Magicka recovery by 129.
Why: health recovery is pretty useless stat in this game and few even build around it. Instead I would add AOE reduction as cats are nimble and AOE reduction used to be dodge ; ).
Nord
Seems to be okay. Nothing to fix here. I would only be wary of the amount of ultimate generation passive but it can be tweaked if it overperforms.
Orc
Seems to be okay. Nothing to fix here.
Redguard
Seems to be okay. Nothing to fix here.
What are your thoughts?
Edited by Summrnight on January 17, 2019 6:01PM