Agree 100% outside the Khajiit part, undo the shadow mundus change solves it.Silver_Strider wrote: »Personally not a fan of these changes.
Altmer was fine before and didn't really need to be nerfed (if anything, a slight buff to Spell Recharge from 575 to 590 would've been the wiser decision) but the current form of it isn't particularly useful nor does it make much sense. Revert the change entirely.
Dunmer, I feel, is now too front loaded. With only 125 less resources than Altmer and Orc, while having both their 258 Weapon/Spell Damage buff, Dunmer just feels like they received too much of a buff and now sort of overstep the boundaries of being a solid Dual Spec role as the difference in Altmer's Damage and Dunmer is almost non existent while also having 2k extra stamina and Fire Resistance. I'd like to see their Max Stats brought down to 1500 each, while also giving them some slight regen buff of 75 to Magic and Stamina regen on their Fire Resistance passive so that they aren't completely powerless.
Orc changes just sort of feel off. They're a bit overloaded in Racial Passives, which I'm fine with adjusting but their current iteration feels a lot less unique than it once was. I could've seen a Health increase to 1000-1500 in exchange for losing the 4% healing received, while also slightly lowering their resource return from 380 down to 300 Health and Stamina but the current iteration just feels like an old version of Imperial with slightly better damage.
Speaking of Imperial, the Red Diamond change is exactly what I wanted to see be done with Imperial, although I kind of wish that they would have gotten a magic buff to go alone with it to complement Imperial Battlemages more. Just giving Imperial an even split of 1k Magic+Stamina would satisfy me entirely with Imperial as a whole.
Khajiit did not need a buff, like at all. It's damage is already among the highest of all DPS races and coupled with the Shadow Mundus Buff, I don't see this being a good change in terms of balance. It should just be reverted.
I honestly wish you'd stop Shoehorning Argonians into Healers. For the love of god, it's among the weakest bits of lore for Argonians but instead of augmenting their rich lore as Shadowscales (which is constantly flaunted in our faces in game) or their mastery of Guerilla Warfare, we just get more of the same Overhealing crap as always. Cut the Max Magic in half, to make room for some Stamina, reduce Healing done to 3% and give us a conditional Weapon/Spell Damage upon healing or consuming a potion. Just something to help out Argonian DPS and make it more lore friendly.
Bosmer change I'm on the fence. I don't think its bad but I don't think its good either. If ZOS is worried about Bosmer being too OP, how about giving the 1500 Penetration to Bow abilities only. It's lore friendly, not overtly powerful but still useful to a point that it gives a unique flare to Bosmer and makes it so that their DPS does get a mild boost to help Bosmer keep up. I'm still of the mindset that the speed buff shouldn't be a thing and would've preferred that Bosmer got the snare reduction Redguard got instead since it would make more sense. I've no opinion on the Stealth Detection passive but would like to see Bosmer retain some of their own stealth based gameplay so maybe change it to a sneak speed buff instead so that Bosmer are quicker to steal vs a Khajiit being harder to detect.
Redguard didn't really need the snare reduction personally but it's a minor thing overall.
Altmer was not OP previous setup, no need to nerf.The changes look promising. But to wrap everything up, Imperials need something more/different and sadly their changes can't be tested for now... And without any testing to comment on and though I tried to, I can't understand many of the new complaints.
Bosmer got a nice OP ability (speed) in exchange for their stealthy bonus that now is getting a well deserved nerf. However, that's not all, because they are being compensated with a damage bonus and still we keep hearing whinings. I understand the disappointment of people who built a Bosmer stealthy char, but everything else is beyond me.
Altmer complainers need more perspective. After all, it was about balancing races, you know? ZOS want them to be the equivalent Magicka race of Orcs, raw damage without sustain, and nobody can seriously say that Orcs won't be a competitive race. Don't miss that raw damage has an obvious advantage over other kind of bonus to damage (Khajiit with crit) or resources (Bretons with sustain): the succesful use of these bonuses is conditional to certain classes/builts or tweaks. And don't forget that Altmer would still have more raw damage than Dunmer. Besides, sustain in PVE is not that big issue with well organised groups.
Altmers don't have more raw power than dunmers now. 200 magicka difference is nothing.
Well, it's something and can be further increased adding % bonus to stats. But, anyway, why should the gap be greater? Why should Altmer have what no other race has? If we are talking about changing the flavour of Spell Recharge, let's see the proposals, but Altmer can't regain the ability as it was.
Altmer was not OP previous setup, no need to nerf.The changes look promising. But to wrap everything up, Imperials need something more/different and sadly their changes can't be tested for now... And without any testing to comment on and though I tried to, I can't understand many of the new complaints.
Bosmer got a nice OP ability (speed) in exchange for their stealthy bonus that now is getting a well deserved nerf. However, that's not all, because they are being compensated with a damage bonus and still we keep hearing whinings. I understand the disappointment of people who built a Bosmer stealthy char, but everything else is beyond me.
Altmer complainers need more perspective. After all, it was about balancing races, you know? ZOS want them to be the equivalent Magicka race of Orcs, raw damage without sustain, and nobody can seriously say that Orcs won't be a competitive race. Don't miss that raw damage has an obvious advantage over other kind of bonus to damage (Khajiit with crit) or resources (Bretons with sustain): the succesful use of these bonuses is conditional to certain classes/builts or tweaks. And don't forget that Altmer would still have more raw damage than Dunmer. Besides, sustain in PVE is not that big issue with well organised groups.
Altmers don't have more raw power than dunmers now. 200 magicka difference is nothing.
Well, it's something and can be further increased adding % bonus to stats. But, anyway, why should the gap be greater? Why should Altmer have what no other race has? If we are talking about changing the flavour of Spell Recharge, let's see the proposals, but Altmer can't regain the ability as it was.
Dunmer has the the benefit of going stamina or magic on respec, something who is unique to them and Khajiit.
Major nerf resistance.
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.
I was hoping they would do something like what they did with Breton this time around with a burning oriented passive on Dunmer, but alas... at least they have more resources. I wonder if this will put Dunmer completely over other choices for stamina DPS.
I don't get the Altmer change at all. It will basically promote a perma-blocking damage oriented build. I know of one player that has an Altmer tank that might even like this change, but most people that I have talked to are giving a collective "huh" to this one.
silvereyes wrote: »As disappointed as I am with the "flavor" passives for Wood Elves so far, I don't think the race as a whole are going to be bad for combat.
That 258 stam regen is pretty significant. When buffed by 75 CP into Mooncalf, it becomes 294 regen.
If that's enough to throw away your Artaeum Takeaway Broth and use bi-stat blue food instead, it'll net you an extra 1237 stamina and 1408 health to your base stats, not to mention a ton of gold from not using the broth. And now those base stats from food are increased 20% by CP as well, becoming 1484 stamina and 1689 health, respectively.
My main problem with the Bosmer racial changes aren't that they are nerfed or ruined. It's that they've been made boring compared to khajiit and orcs.
They are still the cutest, though. As long as that's the case, it kinda makes up for the other stuff a little bit.
StarOfElyon wrote: »Okay, this is serious. Even with 1895 magicka recovery using Witchmother's my Magicka Templar is still have problems sustaining in PVP. I need magicka recovery, ZOS. I can't imagine what it will be like after this change. This is very bad.
Which is why I said I was disappointed with it.silvereyes wrote: »As disappointed as I am with the "flavor" passives for Wood Elves so far, I don't think the race as a whole are going to be bad for combat.
But stat wise their final trait might as well not exist in PvE. Why even put a point into it?
Twohothardware wrote: »IzzyStardust wrote: »Stam regen. On an Altmer. What in the name of why is going on?!
I took a nap today and I am really legitimately wondering if I’m still sleeping and having a nightmare (no I mean it).
The High Elf change makes zero sense. High Elf needs something else that either benefits damage or tank ability if they are taking away all magicka sustain from them.
I am concerned about Nord. How is it other classes get more stamina and just as much health, then something like resource or health return, and speed, and weapon damage? If we say just for the sake of argument more armor = weapon damage and Ultimate gain = resource return, and movement buffs = chilled resist, then the stats are definitely lower. Id argue that those are not equal but there it is anyway
Then the ultimate gen is 10 seconds while most returns are at around 5 seconds. I'd rather it be like 3 ultimate every 5 seconds than 5 every 10 seconds.
I am also concerned how do we test this? Seems like it would be hard to get a practical sample of how much chilled resist actually does or if ultimate is actually generating better to substantiate the performance.
So be the person in Tamriel whom you want to be, coming from the culture you want to role-play, with the belief system that best expresses your character’s personality and background. Whoever you want to be, there’s a place for you here. The lore is yours.
ZOS_GinaBruno wrote: »This is the official feedback thread for the racial passive changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
Savos_Saren wrote: »
Would you rather your Bosmer have the Dunmer's permanent 650 stamina and 650 magic resources? That should allow for more dodge rolls, cloaks, etc. Most likely, Bosmer NBs aren't banging down the door for weapon penetration considering that their main spammable gives major fracture. Same with Bosmer StamDens- their shalks give major fracture.
Dunmer would happily give it back if we could get 1500 weapon/spell penetration permanently. That would help with our "hybrid"... er... "versatile" builds.
@ZOS_Gilliam get my drift?
ZOS_GinaBruno wrote: »This is the official feedback thread for the racial passive changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
By the amount of Nord related posts, I can guess that almost no one plays with them except noobs that played skyrim.
So Nords are going to be the best race for court jesters, yet again!?
And how about the balance between alliances? I know you can get any race any alliance if you pay.
Stalwart: Gain 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, gain 5 Ultimate. This effect can occur once every 10 seconds. So after 1 min of taking damage I can get the incredible amount of 30 ulti. WOW! Run away from the nords zergers or they can use a ulti that hits like a wet noodle.
Resist Frost: Gain 9% Max Health (20k would be 18k) and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect. Tons of ice damage in Cytodiil. Battlegrounds have a bit more.
Rugged: Gain 6% (the same as 4k resistance) damage reduction → Increases your Physical and Spell Resistance by 3960. No change here or maybe it will work this time. But if you go over the cap it's useless, and in the live server you can go over the cap, if the 6% work.
No sustain or damage, just a punch-bag until you die.
Now ZOS look at Orcs:
Brawny: Gain 6% Max Health and Stamina → Increases your Max Stamina by 2000.
Unflinching: Increases Healing Received by 5% and 20% Health Recovery → 1000 Max Health and heals you for up to 600 when you deal damage with a weapon, with a 4 second cooldown. 7 legion and barkskin with more 600 health and you almost will heal less = sustain = survival
Swift Warrior: Increases Melee Damage by 4%, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%. Weapon damage affects abilities = stronger abilities (ulties too) = quicker kills = sustain = survival. Speed + reduced cost of speed = survival