Tommy_The_Gun wrote: »(Sorry for the long post, I have tried to make it as compact as possible):Here is my initial feedback on the racial changes ZOS has proposed because there are a lot problems that needs to be addressed. I will mostly focus on Argonian racial changes:
Problems / pain points (more details in spoilers):
1. Infused jewellery with potion speed glyphs:This is the very reason why you had so many people saying that Resourceful passive is too strong.2. Resourceful passive is not using its full “mathematical” potential 90% of times:
Argonians only became super popular and very often used (especially in PvP) after Summerset Update. In this update Jewelry Crafting and new jewelry traits were introduced. One of those traits is “Infused” that makes your Glyph Enchantment 60% stronger. When combined with glyph of potions speed it boosts 5 second reduction to 8 seconds. When all 3 jewelry are used like that you can reduce potion cooldown by 24 seconds, meaning that you can drink a potion every 21 seconds instead of 45 seconds.
This means that Argonian Resourceful passive is effectively doubled by that as you can drink potion 2 times within 45 second period. Now lets look at numbers and compare live server to PTS:
Live Server: 4620 Stamina + 4620 Magicka + 46020 Health = 13860 x2 (drinking 2 times within 45 seconds) = 27720 total resources
PTS: 3600 Stamina + 3600 Magicka + 3600 Health = 10800 x2 (drinking 2 times within 45 seconds) = 21600 total resources
As you can see the numbers are slightly lower on PTS but still pretty high, meaning that Argonian running this setup might still be Over Preforming. Also, as you can see above, tweaking / reducing the numbers simply wont work. And additionally if you tweak the numbers too low, Argonians as a race will have nothing to offer.The thing with this passive is that “on paper” it provides a lot of resources. 13860 in total on live server. But the thing is, you can very rarely (almost never in fact) use its full potential and almost always some resources are going to be wasted. Simple example:3. Lack of sense of progression:
You are a tank in a dungeon blocking dmg. You see that you are running out of stamina, so you drink a potion to restore it so you can block dmg. However you do not restore health & magicka simply because those resources are already at 100%. The next thing that often follows this is all the sudden you need magicka, but because your magicka pool is small it is depleted quickly, while your potion is on cooldown.
This is why even though this passive has a high mathematical potential it is never fully used. In short, something might look good on paper but in practice – it is not working AS good. This is why you need to take that into account when calculating effectiveness of each passive.The one of your main goals is to make leveling racial passives to feel rewarding. However, in case of Argonian racial passives changes, this feels quite the opposite. You see, when you will reach level 50 on an Argonian character what you will unlock is… a whopping 4% healing done…4. Limited use:
This does not feel rewarding at all (as it is the reward for level 50), and you might just stay on level 30 as with level 30 you will unlock stage III of Resourceful passive. Sure, on level 40 you unlock 3% additional health (so with the new changes it will be something like… 250 health ? )After the new changes to Argonian passives go live, all who play this race might find themselves in a very difficult spot. The Resourceful passive is being reduced and the healing received bonus is being taken away. This means that Argonians that were terrible for DPS role but good for a Tank role and good for a Healer role… it will no longer be the case.5. All changes done to Argonian racial passives stands in the total opposite to almost of the all original racial changes goals:
You see, changes done to other races will simply make other races far better choices for specific roles. As a healer, Argonians with their 4% healing done will be simply outmatched by: High Elves, Bretons, Dark Elves and even Khajiits.
The same will happen to tank role as Argonians, now lacking the 5% healing received bonus will be outmatched by:
Nord, Orc , Redguard and Imperial
The thing is Argonians are being nerfed in the roles they were good at without any compensation buff for the role they were terrible at (DPS role).
So if this changes go live, taking an Argonian Tank, Healer or DPS to a veteran dungeon or a trial will simply be not worthwhile thus Argonians will not be viable at any role. This also stands in total opposite to the original racial changes goals.https://forums.elderscrollsonline.com/en/discussion/453551/upcoming-racial-balance-changes-for-update-21/p1
1. Allow more effective options when picking a race for each role in tanking, healing, or damage dealing.
2. Equalize the overall power that each race provides by using our set bonus efficiency system, which compares the total amount of power that a bonus provides under equal terms.
3. Retain and enhance the unique feeling and gameplay patterns that each race allows.
4. Improve the sense of progression that the racial passives provide when leveling up.
5. Achieve the above goals while still obeying our rich and structured lore and storytelling.
In short, Argonians, with those changes will be not viable as a Tank, Healer or DPS (their use will be limited to maybe like 2 – 5 niche builds), they will lose the sense of progression and will heave less options.
Thoughts:
Resourceful: It now restores 3600 magicka, stamina and health. That is 3060 resources reduction across the board. That is 23% reduction. It feels more like a very misguided, panic overreaction and walk around from a real problem, rather than actual solution to the problem.
Suggestions:
- You have a perfect opportunity to make this passive more streamlined and consistent with the rest of the game as attribute points & gear sets tend to provide roughly 10% more health than stamina & magicka.
- Do not focus on reducing the resources that “resourceful passive” gives that much (keep the values somewhere between 3900 – 4200 ) and instead add some form of cooldown to this passive.
- Alternatively, instead of a cooldown you can add diminish return of resources if you drink potion too quickly.
- If you want to keep values at the proposed level (3600), think of adding increased duration of potion effects by [x] seconds to this passive.
- Alternatively, reduce resources this passive gives significantly but add an additional, greater resources gain to your lowest resource pool.
Examples:
A ) Resourceful: Increases your Max Magicka by 1000.
Restore 4290 Health, 3900 Magicka, and 3900 Stamina when you drink a potion. This effect can occur ever 30 seconds.
Comment:The base values were increased but the cooldown was added. This will reduces its potential high resources sustain, but still will leave some room for builds variety: So people can use some potions speed enchants, but with a limited effectiveness. This will make more important and rewarding to drink your potions more strategically, rather than every time when they are off cooldown.
B ) Resourceful: Increases your Max Magicka by 1000.
Restore 4290 Health, 3900 Magicka, and 3900 Stamina when you drink a potion. If you drink potion sooner than 30 seconds, resources restored by this passive are halved.
Comment:Instead of cooldown you can add an additional effect that will reduce the values by 2 times if you will drink the potion too fast. So instead of getting 4290 Health, 3900 Magicka, 3900 Stamina you will get: 2145 Health, 1950 Magicka, 1950 Stamina This will be more suitable solution for DPS roles as they can still use potions that buff weapon & spell DMG and get some resources back.
C ) Resourceful: Increases your Max Magicka by 1000. Increase the duration of potion effects by [5] seconds
Restore 3960 Health, 3600 Magicka, and 3600 Stamina when you drink a potion.
Comment:Slightly lower base resources, but instead you will have 5 second bonus to potion effects. This will be more suitable solution for DPS roles as they can still use potions that buff weapon & spell DMG and get better uptime on those potions.
D ) Resourceful: Increases your Max Magicka by 1000.
Restore 2200 Health, 2000 Magicka, and 2000 Stamina and additional 4800 resources of your current lowest resource pool when you drink a potion.
Comment:Base resources were reduced significantly and additional, larger pool of resources were added, but only to one of your resources pool. So if you will drink a potion and you are missing 10K health, 8K Magicka and 20K stamina – your stamina will be restored more as more of it is missing.
Quick to Mend (new - Life Mender): This passive also took a strong reduction as now it only boost your healing done by 4%. It is about 60% nerf to its effectiveness.
As I have said earlier this passive in its current state is not worth being the “reward” for level 50. It gives to little. I can imagine people playing the game first time, with limited amount of skill points and when they reach level 50 they will put skill points rather to some weapon or class passives than this. It simply is far less beneficial.
Also it is somewhat contradictory to the lore as in lore, Argonians because of their reptilian bodies and how their metabolism works they can be healed much faster. Some bonus for healing received should still be there.
Suggestions:
- Add… anything to this passive. For a passive that you unlock on level 50 it feels far too weak.
- It can be 4% healing received.
- If not, then at least make it to provide larger bonus to healing done (7 – 8 %).
- If you don’t want to give it an additional % values, add increased health recoveryorrestore [x] health (not much) when you are healed. This effect can occur ever [x] seconds.
Examples:A ) Quick to Mend (Life Mender): Increases your Healing Done by 7%.
B ) Quick to Mend (Life Mender): Increases your Healing Done by 4% and Healing Received by 4%.
C ) Quick to Mend (Life Mender): Increases your Healing Done by 4%. When you are healed, increase health recovery by 50 for 5 seconds this effect can occur every 10 seconds
D ) Quick to Mend (Life Mender): Increases your Healing Done by 4%. When you are healed, restore 100 health. This effect can occur every 10 seconds.
Now, I hope that some one will read this and will pass this information further. So if you are for example a class representative, please – pass this formation further and share it.
BaylorCorvette wrote: »I think Orc is in a fairly decent place. I still feel like the flat value health and stamina should be increased to 1k. 500 is almost nothing and feels like a real waste of a whole racial passive.
Also the 380 heal from Unflinching is super underwhelming. I rather just see that removed and the Stamina return increased to something like 500-700 Stamina. A 190 heal every 4 seconds in Cyrodiil is only useful if you stub your toe and need relief.
BaylorCorvette wrote: »I think Orc is in a fairly decent place. I still feel like the flat value health and stamina should be increased to 1k. 500 is almost nothing and feels like a real waste of a whole racial passive.
Also the 380 heal from Unflinching is super underwhelming. I rather just see that removed and the Stamina return increased to something like 500-700 Stamina. A 190 heal every 4 seconds in Cyrodiil is only useful if you stub your toe and need relief.
It really needs to increase from 500 each to 1k each.
Orc lost 12% overall stats and gained 1k overall stats
Other races like altmer, redguard and Breton lost 10% overall stats and gained 2k stats overall
Currently on live, we have a racial balance of magicka races as follows :-
- Dunmer - Slightly more damage than Altmer but zero sustain.
- Altmer - Damage + Sustain balanced
- Breton - Pure sustain
However we see that with the new racial bonuses, this balance is badly affected, with Altmer being the best in most regards than other races, Dunmer being an inferior version of Altmer for magicka PvE DPS in all regards and Breton being in a very balanced but essentially unviable position as it is possible to sustain enough with an Altmer with the exact same gear.
I believe, it is possible to bring the races closer to each other, without affecting the currently stable equivalence of the situation with just a few tweaks.
Dunmer
- 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 Magicka by 2000. (Instead of 1250M+1250S)
- Resist Flame: 3% Max Magicka and 2079 Flame Resistance → Increases your Max Stamina by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect. (Instead of Health)
- Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
Reasoning - 2000 magicka will allow Dunmer to retain being the highest damage dealer for magicka races with lowest sustain, having more magicka than Altmer. However, for that reason, Stamina is dropped to 600 (650 less), which along with 254 weapon damage will still allow them to perform competitively for stamina builds, in fact with still great raw damage than Bosmer or Redguard but no longer the highest theoritically.
Altmer
- Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
- Spellcharge: 9% Magicka Recovery → Spell Recharge: Restore 600 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. (Slight increase in value)
- Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 1750. (Slight drop in resource values)
- Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
Reasoning - Altmer is mathematical superior to every magicka oriented race for overall performance. This slight adjustment of -250 Magicka with slight increase in sustain values will bring them closer to the rest, meaning they are still the most balanced race from a magicka DPS perspective, just not superior to other races both in terms of raw damage potential and sustain.
Breton
- Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain → No changes
- Gift of Magnus: 10% Max Magicka → Increases your Max Magicka by 2000.
- Spell Resistance: 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
- Magicka Mastery: 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
Reasoning - No change for them as they are the most balanced magicka oriented race from a theorycrafting standpoint. The other racial changes will essentially bring Breton closer to the rest.
With these changes, we have a more balanced racial stability scenario, as demonstrated below.
It will keep a reasonable approach to the DPS meta, where none of the race is better than the other, simply different. Also it solves the issue of the Dunmer being very similar to the Khajiit bonus-wise while retaining their hybrid essence intact.
@ZOS_Gilliam @ZOS_BrianWheeler @ZOS_RobGarrett
Hey @Izanagi.Xiiib16_ESO just an FYI, I think Gilliam addressed what you're asking in a comment earlier this evening.Izanagi.Xiiib16_ESO wrote: »Re. Imperial, is there a reason why their 12% health boost went to 2k but other classes 10% health boost also went to 2k? why not make Imperial 2.5k?
BaylorCorvette wrote: »I think Orc is in a fairly decent place. I still feel like the flat value health and stamina should be increased to 1k. 500 is almost nothing and feels like a real waste of a whole racial passive.
Also the 380 heal from Unflinching is super underwhelming. I rather just see that removed and the Stamina return increased to something like 500-700 Stamina. A 190 heal every 4 seconds in Cyrodiil is only useful if you stub your toe and need relief.
It really needs to increase from 500 each to 1k each.
Orc lost 12% overall stats and gained 1k overall stats
Other races like altmer, redguard and Breton lost 10% overall stats and gained 2k stats overall
Basically this. Give Orcs a little more in flat stats and they'll be pretty nice!
Dalsinthus wrote: »While I like the changes to wood elves overall, I am very disappointed to see the removal of the stealth passive and addition of a stealth detection passive.
1.) Stealthiness has been part of wood elf lore in the elder scrolls series. It was a primary reason that I play the race.
2.) the developer notes for this change suggest that stealth gameplay is niche, but the replacement ability - stealth detection - is considerably more niche and will see little use in game.
Please revert this change or rethink the changes to stealth passives.
Only issue i have with the new racials are darkelf and khajiit
Darkelf is just highelf or redguard with less sustain and resources. I feel like upping darkelfs resources pools would make it a good trade off for stam builds that need more mag or mag builds that need more stam. As of right now though i dont think the trade off is worth it.
Khajiit, I like it. It is a good option for high crit playstyles, both mag or stam. really need to up the regen tho