I would change this to:
Imperial Insight: Increases your Max Magicka by 2000.
Imperial Mettle: Increases your Max Stamina by 2000.
Red Diamond: Increases your Max Health by 2000. When you deal Direct Damage you have a 10% chance to heal for 1500.
BrokenGameMechanics wrote: »I'm concerned about the effect immunity passive. Specifically, the Chill immunity. I play a support build Frost Magden in PvP. I make no effort to deal dmg, but focus on Immobilizes, Stuns, Buff/Debuffs.
My Bars are loaded up with Frost skills. Chill gives Immobilize and Minor Main.
If a Breton has Chill immunity he strolls without a care in the world right through my Frost Blockade. 100% immunity to my Minor Maim debuff.
I don't know, what is the percentage of Bretons in EP? Say 30-50% of all EP players basically laugh at my Frost Mag and stroll right through my Blockade? I would literally have to avoid ever fighting EP altogether and limit myself to contending against DC only.
BrokenGameMechanics wrote: »I'm concerned about the effect immunity passive. Specifically, the Chill immunity. I play a support build Frost Magden in PvP. I make no effort to deal dmg, but focus on Immobilizes, Stuns, Buff/Debuffs.
My Bars are loaded up with Frost skills. Chill gives Immobilize and Minor Main.
If a Breton has Chill immunity he strolls without a care in the world right through my Frost Blockade. 100% immunity to my Minor Maim debuff.
I don't know, what is the percentage of Bretons in EP? Say 30-50% of all EP players basically laugh at my Frost Mag and stroll right through my Blockade? I would literally have to avoid ever fighting EP altogether and limit myself to contending against DC only.
It's Nords and they are just as immune already. Bretons could use frost glyphs though and achieve the same effect...
Silver_Strider wrote: »It should be a hybrid race because its lore suggests they are equally adapt at both Magic and Melee combat and because making Imperial a good intermediary race, good for everything but not great in specialized builds would be a good way to handle a pay walled race.
I do factor in the potion CD on Argonians in my suggestion as I've also factored in the extra resources of Imperial as well as their Block cost reduction. An Argonian that goes full on Potion Passive CD with Infused Jewelry, is giving up a minimal of 2610 extra resources vs an Imperial doing the same, giving up only 610 due the the large stat total difference of Imperials vs Argonians. This would bring Argonian sustain up to ~171 regen/second but considering that jewelry traits would also be amplified by % base modifiers, you're looking at a much more substantial resource loss on Argonians than Imperials for what amounts to a regen total of 121 extra regen/sec over Imperial. Then, we factor in Imperials block cost reduction. While the significance of it is overlooked, what can't really be overlooked is that Imperial can essentially drop a Sturdy Armor Trait for something more substantial in its place and on a piece of gear like Shields, changing out Sturdy for Infused would give even more power towards Imperial in terms of Max Resources as that loss is even lower. At that point, you're looking at the 4% healing done on Argonians as truly the only significant difference between them and Imperials (Disease resist is worthless in any practical sense due to the severe lack of Disease Damage in the game, with the only significant form of it coming from Incapacitating Strikes, which undermines the Disease Status Immunity as it applies Major Defile anyways).
I see what you're saying, I appreciate the insight.
I don't think I saw you respond to my question of changing your suggestion from weapon ability to something like direct damage, would that make more sense?
I would change this to:
Imperial Insight: Increases your Max Magicka by 2000.
Imperial Mettle: Increases your Max Stamina by 2000.
Red Diamond: Increases your Max Health by 2000. When you deal Direct Damage you have a 10% chance to heal for 1500.
That's a lot of stats! Are you ok with only potential health sustain and no magicka or stamina sustain?
Would be cool for Imperials to get some magicka bonuses since many imperials are necromancers and mages. It would also fit with the theme of Elsweyr story wise.
Holycannoli wrote: »Suggestion for imperial: a new racial bonus that affects themselves and their group (so includes when solo) and is additive with diminishing returns so multiple imperials give a greater bonus. It could be a flat damage bonus, a max stat increase, crit chance or crit damage increase, regen increase, I'm not exactly sure yet. But imperials need something. They are a boring, uninspired race locked behind a pay wall that are about to be nerfed to undesirable.
And I think a group bonus makes perfect sense for them. They are imperial. They are all about teamwork and coordination. Empires aren't built without it.
https://www.youtube.com/watch?v=T0SNjnsi_rM
I like this idea. It would give groups an incentive to want Imperial players in their group when running dungeons and trials.
DeathStalker wrote: »So will there be no further adjustments to racial passives based on the given feedback or is an adjustment to racial passives coming in a future PTS week? Because I see nothing in this weeks PTS notes.
DeathStalker wrote: »So will there be no further adjustments to racial passives based on the given feedback or is an adjustment to racial passives coming in a future PTS week? Because I see nothing in this weeks PTS notes.
Toc de Malsvi wrote: »DeathStalker wrote: »So will there be no further adjustments to racial passives based on the given feedback or is an adjustment to racial passives coming in a future PTS week? Because I see nothing in this weeks PTS notes.
Read the beginning.
"You’ll notice that we haven’t made any changes to the racial passives in this patch; we are planning to add a few adjustments in next week’s PTS patch. "
Holycannoli wrote: »DeathStalker wrote: »So will there be no further adjustments to racial passives based on the given feedback or is an adjustment to racial passives coming in a future PTS week? Because I see nothing in this weeks PTS notes.
My guess is nothing will be done. They're not really "testing" the changes and fully intend to implement them as they are, because like usual they aren't commenting on any feedback. Been like that since I can remember.
yes, i don't think we are outshining the other races at all.they got plenty of other useful things on their hands.
---
I would also change this:
"Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain"
to this:
"Increases Experience gain with any weapon Skill Line by 3%, extra 1% Gold gain"
We are suppose to be the jack-of-all-trades after all.
elven.were_wolf wrote: »The only thing bothering me is the wood elf changes.
Stealth detection isn’t good for PvE situations and is hardly used in PvP unless you’re in tight corners, like Imperial City. Very situational.
Reduced stealth detection was PvE friendly and PvP friendly simultaneously by aiding us in the justice system and helping us not get detected in Cyrodiil. Now if we want to do anything Justice related we are pigeon holed into picking a khajiit.
Wood Elves are good theives too in TES lore, so why has this passive been removed? True hunters can detect things, but they can also conceal themseves from threats.
I don’t mind the other changes to wood elf but this one is a big deal for someone who plays a woodelf theif.
Now only ONE race can sneak well AND have a 5% pickpocket chance success to boot for PvE Justice System.
Also, something I’m curious about is wood elves have spinners in the lore that manifest magickal stories, so why hasn’t a magicka based passive been added to wood elf racials like the khajiit?
Wood Elf
Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
Y’ffre’s Endurance: Gain 21% Stamina Recovery → Increases your Stamina Recovery by 258.
Resist Affliction: Gain 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.
Developer Comment:
Spoiler
Previously, if you weren’t able to utilize Stealth you lost a large portion of effectiveness that Wood Elves provided, so we’ve reworked this passive. Since Wood Elves are natural born hunters, we gave them a unique movement speed boost so they could hunt their targets better, or reposition to a more favorable position. Additionally, since the Khajiiti race deals much with adeptness for the shadows, we’ve repurposed the Stealthy passive to be an anti-stealth one.
Yes, has used this sets on magic builds then with +magic enchants for the DB and TG dailies, later who I farmed for some time.silvereyes wrote: »To those worried about the implications for Bosmer thieves of losing their bonus to sneaking, keep in mind that there are sets to give the same exact bonus:
https://eso-sets.com/set/night-mothers-embrace
https://eso-sets.com/set/night-terror
Thieving doesn't exactly involve a lot of fighting, either, so giving up a 3 or 5 piece bonus isn't unreasonable, if you like that play-style. The speed boost is actually a huge buff to thieves, since you can outrun any guards you want.
Throw in a level 4 vampire passive or Night's Silence set for faster sneaking, and you got yourself a pretty unstoppable thief.
Not saying I'm happy about the Bosmer changes, but the impact on thieving shouldn't be bad.
Edit: This is assuming a stamina Bosmer, of course. If you are running magicka, then those sets will loose you a ton of stats from not wearing Light Armor. So ... don't play a magicka Bosmer thief I guess.
Imperials didn't have Sustain before, although with their 10% stamina bonus they had the highest damage potential as Stamina dps together with Redguards. So you could rationalize "oh, I don't have the sustain, but at least I am hitting as strong as a Redguard". However, now Orcs, Bosmers and Dunmers got buffed stam-dps-wise and Imperials went a places down in the hierarchy. That is sad. If ZOS doesn't want to give them sustain, they should give something else, be it a vaste amount of stats.That's a lot of stats! Are you ok with only potential health sustain and no magicka or stamina sustain?
That is similar to something I suggested earlier. Just add sustain to Red Diamond. Tanks are using weapon abilities (at least Puncture, Low Slash), Healers use it (Combat Prayer, Healing Springs), DPS use it (Stam more than Magicka, but Imperials were favoring Stamina before anyway)... It just needs to be weaker than a Redguard's Sustain, I guess similar to Bosmer's Sustain would be a good fit.To me, if you are pushing hybrid that hard then you should change your suggestion of "When you deal Direct Damage you have a 10% chance to heal for 1500" to something like what Silver_Strider suggested: "Restore 300 Health, Magic and Stamina upon activation of a Weapon ability. 5 second CD." Or at least something that gives you sustain in health, magicka, and stamina and not just the health chance proc.
FilteredRiddle wrote: »They 1000% need to rethink their Imperial changes. Imperial was a good Tank and a good Stam DPS. What they’ve done thus far is uninspired and ruins the race for anything other than mediocre Tanking. I think ZOS really needs to think back to Imperial history, in how they should be shaped.
General:
Imperials, in Lore, are known for their civility, diplomacy, order, and wealth. They are inspired by RL Romans.
Morrowind:
- +10 Speechcraft
- +10 Mercantile
- +10 Long Blade
- +5 Blunt Weapon
- +5 Light Armor
- +5 Hand-to-hand
- Absorb Fatigue 200 pts on target
- Charm 25 to 50 pts for 15 seconds on target
Oblivion:
- +10 Mercantile
- +10 Speechcraft
- +10 Heavy Armor
- +5 Blade
- +5 Blunt
- +5 Hand to Hand
- Absorb Fatigue 100 points on Touch, once per day
- Charm 30 points for 30 seconds on Target, once per day
Skyrim
- +10 Restoration
- +5 Block
- +5 Destruction
- +5 Enchanting
- +5 Heavy Armor
- +5 One-handed
- Anywhere gold coins might be found, Imperials always seem to find a few more, constant
- Calms nearby people for 60 seconds, once per day
The consistent bonuses are to various weapon types, fatigue (stamina), military background, and speech/charming. Therefore, I think a better approach to Imperial, that respects both their lore and utility in ESO, and their place as a paid race that is available to all alliances would be:
Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 2000.
- New Passive → Increase Melee Weapon Damage by 258
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 1750 and restore 950 Stamina.
*Two-Handed, Dual-Wield, and One Hand and Shield
The change to passive one highlights their consistent military excellence and RL inspiration. The change to passive two highlights their consistent armor expertise, and their fatigue bonuses. The change to passive three again highlights their weapon expertise. The change to passive four is a nod to their charming in that they’re metaphorically sapping away at them, and once more speaks to the historical fatigue bonuses.
Wood Elf
Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
Y’ffre’s Endurance: Gain 21% Stamina Recovery → Increases your Stamina Recovery by 258.
Resist Affliction: Gain 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.
Developer Comment:
Spoiler
Previously, if you weren’t able to utilize Stealth you lost a large portion of effectiveness that Wood Elves provided, so we’ve reworked this passive. Since Wood Elves are natural born hunters, we gave them a unique movement speed boost so they could hunt their targets better, or reposition to a more favorable position. Additionally, since the Khajiiti race deals much with adeptness for the shadows, we’ve repurposed the Stealthy passive to be an anti-stealth one.
As a Wood Elf Nightblade main since Beta and beyond, I am happy with "Y'ffre's Endurance" and "Resist Affliction", but am completely against the changes to "Stealthy/Hunter's Eye". Hunter's Eye is not very well thought out at all and it is definitely not, "unique" as you say. It's nearly a copy/paste of the Bow passive ability, Hasty Retreat.
I would suggest the following instead:
(though I'd rather keep my stealthiness, I'm trying to keep in line with your concept)
Hunter's Eye: Increases your Stealth detection radius by 3m. Increases Damage Done in Stealth and to Stealthed/Invisible targets by %. Critical Damage increased by %.
I feel this is more in-line with your concept of the "anti-stealth" and "hunter" race, maintains some of its original identity; and provides some kind of boost when not in stealth or dealing with hidden targets. Also, the ability does not step on the toes of the Khajit revisions.
Additionally, please don't take away boosted stealth damage. If you must take it away from Wood Elves and Khajits, please add it to one/some/all of the following skill lines: Legerdemain, Thieves Guild, Dark Brotherhood.
My main enjoyment out of the game is sneaking, thieving, and killing from the shadows. Please don't take away skills that improve those abilities.
Toc de Malsvi wrote: »Wood Elf
Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
Y’ffre’s Endurance: Gain 21% Stamina Recovery → Increases your Stamina Recovery by 258.
Resist Affliction: Gain 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.
Developer Comment:
Spoiler
Previously, if you weren’t able to utilize Stealth you lost a large portion of effectiveness that Wood Elves provided, so we’ve reworked this passive. Since Wood Elves are natural born hunters, we gave them a unique movement speed boost so they could hunt their targets better, or reposition to a more favorable position. Additionally, since the Khajiiti race deals much with adeptness for the shadows, we’ve repurposed the Stealthy passive to be an anti-stealth one.
As a Wood Elf Nightblade main since Beta and beyond, I am happy with "Y'ffre's Endurance" and "Resist Affliction", but am completely against the changes to "Stealthy/Hunter's Eye". Hunter's Eye is not very well thought out at all and it is definitely not, "unique" as you say. It's nearly a copy/paste of the Bow passive ability, Hasty Retreat.
I would suggest the following instead:
(though I'd rather keep my stealthiness, I'm trying to keep in line with your concept)
Hunter's Eye: Increases your Stealth detection radius by 3m. Increases Damage Done in Stealth and to Stealthed/Invisible targets by %. Critical Damage increased by %.
I feel this is more in-line with your concept of the "anti-stealth" and "hunter" race, maintains some of its original identity; and provides some kind of boost when not in stealth or dealing with hidden targets. Also, the ability does not step on the toes of the Khajit revisions.
Additionally, please don't take away boosted stealth damage. If you must take it away from Wood Elves and Khajits, please add it to one/some/all of the following skill lines: Legerdemain, Thieves Guild, Dark Brotherhood.
My main enjoyment out of the game is sneaking, thieving, and killing from the shadows. Please don't take away skills that improve those abilities.
As a Woodelf DK main since beta and on nearly all my characters. No, please get rid of almost entirely useless passives tied to stealth/ganking. These passives barely benefit gankers and questing and mislead players as to their actual value.
vesselwiththepestle wrote: »Imperials didn't have Sustain before, although with their 10% stamina bonus they had the highest damage potential as Stamina dps together with Redguards. So you could rationalize "oh, I don't have the sustain, but at least I am hitting as strong as a Redguard". However, now Orcs, Bosmers and Dunmers got buffed stam-dps-wise and Imperials went a places down in the hierarchy. That is sad. If ZOS doesn't want to give them sustain, they should give something else, be it a vaste amount of stats.
vesselwiththepestle wrote: »I don't like the idea of Imperials buffing everyone with 1k health which is going around here for two reasons:
1. It won't stack (else it'd be OP), so in raids it will be: 1 Imperial is ok (or even wanted), but a second Imperial can stay at home... Compared to that, how many Dunmers, Altmers or Bretons will you have in your raid?
2. It's a very tanky ability, not making dps any better dps.
vesselwiththepestle wrote: »That is similar to something I suggested earlier. Just add sustain to Red Diamond. Tanks are using weapon abilities (at least Puncture, Low Slash), Healers use it (Combat Prayer, Healing Springs), DPS use it (Stam more than Magicka, but Imperials were favoring Stamina before anyway)... It just needs to be weaker than a Redguard's Sustain, I guess similar to Bosmer's Sustain would be a good fit.
FilteredRiddle wrote: »Only in Skyrim were there any real nods to magic from a player POV, and I would genuinely hate to see Imperial turned into some weird hybrid race so that they could be both crappy Magicka and Stamina DPS. Likewise, while a passive that applied to group members would be neat (e.g. Increases your and up to 11 members Max Health and Max Stamina by 2000), I would only want it if it didn’t lead to the removal of something else. That would be a huge nod to Imperials’ roles as diplomats and traders, however, I’d rather maintain solo potential if it meant losing something.
FilteredRiddle wrote: »Imperials still need to be looked at; I was very disappointed to see no change in today’s patch notes. Posted this in another thread.
We were relatively happy with the performance of the Imperial races previously