StopDropAndBear wrote: »Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525
I'm confused, it's already been firmly established that Altmer are a magicka race and their flavor is centered around magicka use, so isn't lowest maximum resource almost universally gonna be stamina? Why do I want return on the resource pool I'm NOT using?
StopDropAndBear wrote: »Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525
I'm confused, it's already been firmly established that Altmer are a magicka race and their flavor is centered around magicka use, so isn't lowest maximum resource almost universally gonna be stamina? Why do I want return on the resource pool I'm NOT using?
"On top of that, High Elves are well known for being powerful spell casters, and we wanted to make this race feel more powerful when they were charging up a powerful ability."Race Change Notes.
"Well known and powerful spellcasters." Yet they will be the weakest Magicka race if these updates are pushed through. I swear this update is a joke. Or a mistake.
MLGProPlayer wrote: »Altmer is officially useless as an endgame magicka race. ZOS, you do *** realize that they were already parsing behind Breton and Khajiit before these changes, right? This is because Breton can use berserker enchant while Altmer can't, and couldn't even before these changes. Here is the math, since you obviously did no actual number crunching yourselves...
Altmer were already behind Breton and Khajiit in testing before these nerfs.
So let's compare the 2 races using basic math:
Spell damage:
Here is where ZOS' balance approach is flawed. They are looking at values on paper, outside of any actual context.
Altmer: +258 spell damage
Breton: +0 spell damage
Looking at this, someone not familiar with the game would assume that Altmer deal more damage. This is of course false. Anybody who actually plays the game would know that sustain is a factor in determining DPS too. Let's compare sustain now.
Sustain:
Breton: +7% cost reduction, +100 magicka recovery
Altmer: +192 magicka recovery (575/6)
Effective magicka recovery:
Breton: +500 (assuming that the average cost of a skill is 3k, they save ~200 magicka every second, or 400 every 2 seconds + 100 from their flat recovery bonus)
Altmer: +192
As you can see, there is a huge descrepency between the two when it comes to sustain. What does this mean? It means that Altmer need to slot a recovery glyph in order to sustain endgame fights. Bretons, on the other hand, don't need to slot a recovery glyph since they have that sustain built into their passives. This means they can slot a Berserker glyph instead. Now let's look at their spell damage numbers again.
Spell damage (again):
Altmer: +258
Breton: +452
All of a sudden, Breton has +200 spell damage on Altmer. Now, this obviously isn't a flat +200 buff since the recovery glyph deals 4k magicka damage too, but it's still enough of a difference to put Breton slightly on top (which was fine).
But to slam a race that is only good at support, take a player like me that has 10 dps argonians and the only thing I have going for them is the resource return. So whatever I get from that, has to be as worthwhile as every DPS bonus combined on another race and it still makes them laughable to show up with in an end game raid as DPS.
Not to be rude, but seeing that you have 15 argonians, one might say you are biased towards this race.
I do have argonians, and play both PVE and PVP, and I can state how overperforming the race is compared to many other races currently on live. The first changes still made the Argonian an interesting choice to perform tank roles, but allowed others races to compete on the same footing. However, I do think argonians deserved some form of DPS buff, but not reverting their resource buff.
Savos_Saren wrote: »StopDropAndBear wrote: »Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525
I'm confused, it's already been firmly established that Altmer are a magicka race and their flavor is centered around magicka use, so isn't lowest maximum resource almost universally gonna be stamina? Why do I want return on the resource pool I'm NOT using?
"On top of that, High Elves are well known for being powerful spell casters, and we wanted to make this race feel more powerful when they were charging up a powerful ability."Race Change Notes.
"Well known and powerful spellcasters." Yet they will be the weakest Magicka race if these updates are pushed through. I swear this update is a joke. Or a mistake.
You gotta watch out, though. Historically speaking- Altmer are very, very weak to magic attacks (they actually receive negative attribute points). So, perhaps take the low resource regen and 5% damage reduction while casting (totally opposite of the lore).
FilteredRiddle wrote: »I like it.Breton
Spell Attunement: The Spell Resistance granted by this effect will now be doubled if you are afflicted with Burning, Chilled, or Concussed.This is definitely a step in the right direction. However, I still think it needs to be pushed further, either by reducing the cooldown to 2 seconds or increasing the restoration to 830 Health, Magicka, and Stamina with a 5 second cooldown.Imperial
Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.
In either case, it makes it so that - assuming 100% uptime of direct damage every 2 or 5 seconds - there is ~166 recovery of the three stats. That is useful, while I'm not sure that 333 H/M/S ever 5 seconds necessarily is (although, again, this is far superior to the previous iteration).Still the absolute wrong direction for Khajiit. Khajiit are NOT magical.Khajiit
Lunar Blessings: Increased the Max Health, Magicka, and Stamina bonuses to 825 from 750.
Feline Ambush: Decreased the reduction of your Stealth radius to 3m from 5m.
Robustness: Increased the Magicka and Stamina Recovery bonuses to 85 from 75.Totally useless. What a completely crap change.High Elf
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.
dodgehopper_ESO wrote: »Savos_Saren wrote: »StopDropAndBear wrote: »Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525
I'm confused, it's already been firmly established that Altmer are a magicka race and their flavor is centered around magicka use, so isn't lowest maximum resource almost universally gonna be stamina? Why do I want return on the resource pool I'm NOT using?
"On top of that, High Elves are well known for being powerful spell casters, and we wanted to make this race feel more powerful when they were charging up a powerful ability."Race Change Notes.
"Well known and powerful spellcasters." Yet they will be the weakest Magicka race if these updates are pushed through. I swear this update is a joke. Or a mistake.
You gotta watch out, though. Historically speaking- Altmer are very, very weak to magic attacks (they actually receive negative attribute points). So, perhaps take the low resource regen and 5% damage reduction while casting (totally opposite of the lore).
That isn't entirely accurate. As I recall they were resilient toward what we might call 'untyped magic' damage versus elemental damage. Altmer were also at various points resilient toward poison and disease.
dovakiin5574 wrote: »I am satisfied with the new changes made to the PTS today. ZoS, well done. I have no further suggestions.
Savos_Saren wrote: »dodgehopper_ESO wrote: »Savos_Saren wrote: »StopDropAndBear wrote: »Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525
I'm confused, it's already been firmly established that Altmer are a magicka race and their flavor is centered around magicka use, so isn't lowest maximum resource almost universally gonna be stamina? Why do I want return on the resource pool I'm NOT using?
"On top of that, High Elves are well known for being powerful spell casters, and we wanted to make this race feel more powerful when they were charging up a powerful ability."Race Change Notes.
"Well known and powerful spellcasters." Yet they will be the weakest Magicka race if these updates are pushed through. I swear this update is a joke. Or a mistake.
You gotta watch out, though. Historically speaking- Altmer are very, very weak to magic attacks (they actually receive negative attribute points). So, perhaps take the low resource regen and 5% damage reduction while casting (totally opposite of the lore).
That isn't entirely accurate. As I recall they were resilient toward what we might call 'untyped magic' damage versus elemental damage. Altmer were also at various points resilient toward poison and disease.
@dodgehopper_ESO
No- it was definitely most parts of magic. https://elderscrolls.fandom.com/wiki/Races_(Morrowind)(Oblivion)(Daggerfall) But I don't want to push the issue. I like the fact that Altmer are going to be able to regain stamina while activating class abilities. That makes them better sword and board mDKs if they can gain stamina while block casting.
ThePainGuy wrote: »I have mentioned my suggestion in other posts. But i will repeat it in the official racial passives thread.
With PTS 4.3.2 dunmers have had the health removed from the second passive and now it only provides fire resistance/immunity. This is inconsistent with other races that have resistances/immunity to frost/disease/poison. Those races get another bonus on top of the specific damage type immunities/resistance. With this week changes to spell charge for high elves that now provides sustain for your lower resource pool, high elves are in an weird state.
Suggestions:
I think the new spell recharge should be added to dunmers. I think it fits more with their lore and identity. They get bonus magicka and stamina resources. Dunmers are hybrid warriors good at spellcasting and swordsmanship. Thus, magicka dunmers get stamina sustain making them agile spell casters for roll dodging and break free use. And stamina dunmers are great spellswords getting magicka sustain to provide magickal buffs/utility to help in their stamina setup. This new spell recharge should be added to their second passive along with fire resist to compensate for loss of the health stat.
Now altmers are a powerful magicka race with natural affinity for the arcane arts. Now i understand Zos doesn't want altmers to have as much sustain as khajit or bretons, but they should have a small amount of magicka recovery (50-65). In addition the hp benefit that was removed from dunmer should be given to altmer (750-1000 hp). Thus the second passive would provide health (750-1000) and magicka recovery (50-65). High elf still has the magicka sustain nerf compared to PTS week 1 but my suggestion aligns with the lore and is a decent compromise for game balance. Any suggestions or criticisms of my feedback is welcome. Thanks.
But to slam a race that is only good at support, take a player like me that has 10 dps argonians and the only thing I have going for them is the resource return. So whatever I get from that, has to be as worthwhile as every DPS bonus combined on another race and it still makes them laughable to show up with in an end game raid as DPS.
Not to be rude, but seeing that you have 15 argonians, one might say you are biased towards this race.
I do have argonians, and play both PVE and PVP, and I can state how overperforming the race is compared to many other races currently on live. The first changes still made the Argonian an interesting choice to perform tank roles, but allowed others races to compete on the same footing. However, I do think argonians deserved some form of DPS buff, but not reverting their resource buff.
But to slam a race that is only good at support, take a player like me that has 10 dps argonians and the only thing I have going for them is the resource return. So whatever I get from that, has to be as worthwhile as every DPS bonus combined on another race and it still makes them laughable to show up with in an end game raid as DPS.
Not to be rude, but seeing that you have 15 argonians, one might say you are biased towards this race.
I do have argonians, and play both PVE and PVP, and I can state how overperforming the race is compared to many other races currently on live. The first changes still made the Argonian an interesting choice to perform tank roles, but allowed others races to compete on the same footing. However, I do think argonians deserved some form of DPS buff, but not reverting their resource buff.
A little rude, but I'll get over it - not like I'm all sunshine and roses. Preferring to play all one race doesn't mean I'm not able look at things rationally. If I was up to some sort of angle, I wouldn't be upfront about playing all argonians. Also, some were previously other races, and I've also pvp'd and pve'd with a variety of them. In fact, I'm probably one of the few people to go from a meta race in whatever build to Argonian in the exact same gear/cp/etc. setup and have seen the power difference. So no, they were not "over performing". Even in PvP, the potion passive didn't make up for when I went from Bosmer to Argonian in stam management or Redguard for stam dps and management, and especially Dunmer DK (rip flame bonus for them). In several posts I've also commented on the other support races needing the same attention as Argonians, though I might not have specific recommendations for them in comparison.
In the end though, it seems we agree that the support nerfs were not terrible, but dps buffs (even if not huge) should have replaced them. My point in another thread was that when zos offers little to nothing to help with DPS, then they have to give something in support really good to make up for that and it ends up being strong b/c of what they give up, even though it needs to be strong enough to make what you are giving up in straight DPS bonuses worth it; and unfortunately I think it's perceived as even stronger than it often is.
Major concerns:
- Don't ruin Altmer with passive which gives you NOT the resource which you want but with resource which is in many cases completely irrelevant.
- Bosmers gain offensive stats after rolling to play defensive.
- Orcs become the new Imperials. First PTS iteration made them an attractive race for Stamina DD, current PTS makes the banker race.
1. So incase of dunmers ZOS decided to push offensive Shacklebreaker hybrid set stat over original tanking Trainee hybrid set stat, right decision to achieve for Dunmers its lore-wise and in some cases RP state of versatile raw disruptive power. No need changes here unless races will be buffed again next pts.
2. Imperials new Red Diamond looks balanced for its effect - 333stats over 5sec is 333/5=66.6*2=133 regen of hybrid tristats with 2k hp and stamina. While argonians have 4k/45=8.8.*2=178 regen of hybrid tristats(that can be pushed in cost of max stats) with 1k hp and mana. And both have additional bonuses. So, Imperial is more raw stat and less regen, while Argonians is more regen with less raw stats. However argonians have not just disease resistance but also immunity to Diseased effect, if on CP it can be averagely equal to max stat scaling of Imperials, but on noCP pvp there is no CP scaling and Imperials outshined by lizards, need to be done something here. Another reason why noCP and CP can't coexist.
3. Redguards snare resistance - its very risky to put such passive. Right now it is already not "small reduction to snare potency" because it copy of entire 2nd level passive of warden - Icy Aura and thus its strength equal to entire passive. But main risk is that if/when in future zos will address snare problem and as part of it will overhaul how snares and snare resistances calculating and interact with each other - this already strong passive might become overpowered and will need race adjustment again. Need to decrease its effectiveness to 1st level of Icy Aura and make it "Reduce the effectiveness of snares applied to you by 7%" similar to how Bretons new bonus to armor is half the potency of major buff.
I don't think zos will bother with it since noCP pvp is too minor part of game (yet more healthy ) as most content is CP-enabled and with their plans to rebalance CP they might as well delete it in distant future.1. So incase of dunmers ZOS decided to push offensive Shacklebreaker hybrid set stat over original tanking Trainee hybrid set stat, right decision to achieve for Dunmers its lore-wise and in some cases RP state of versatile raw disruptive power. No need changes here unless races will be buffed again next pts.
2. Imperials new Red Diamond looks balanced for its effect - 333stats over 5sec is 333/5=66.6*2=133 regen of hybrid tristats with 2k hp and stamina. While argonians have 4k/45=8.8.*2=178 regen of hybrid tristats(that can be pushed in cost of max stats) with 1k hp and mana. And both have additional bonuses. So, Imperial is more raw stat and less regen, while Argonians is more regen with less raw stats. However argonians have not just disease resistance but also immunity to Diseased effect, if on CP it can be averagely equal to max stat scaling of Imperials, but on noCP pvp there is no CP scaling and Imperials outshined by lizards, need to be done something here. Another reason why noCP and CP can't coexist.
3. Redguards snare resistance - its very risky to put such passive. Right now it is already not "small reduction to snare potency" because it copy of entire 2nd level passive of warden - Icy Aura and thus its strength equal to entire passive. But main risk is that if/when in future zos will address snare problem and as part of it will overhaul how snares and snare resistances calculating and interact with each other - this already strong passive might become overpowered and will need race adjustment again. Need to decrease its effectiveness to 1st level of Icy Aura and make it "Reduce the effectiveness of snares applied to you by 7%" similar to how Bretons new bonus to armor is half the potency of major buff.
Agreed. Good feedback here. What do you want to see on imperial?
Preface, this is coming from an end-game magicka player.
What gets me is I don't understand how Zos can say their vision is this with regard to Dunmer and Altmer when it comes to playing magicka.
Reference
I see two nearly identical races as far as combat stats are concerned.
Now add add columns for Khajiit and Breton and you'll want to uninstall.