MartiniDaniels wrote: »^ ZOS decided Nords are tanks, you will receive second horn several seconds earlier.
Also there is one important detail about resistance. This 4k sums with other resistances, while previous 6% were extracted as 6% from already mitigated damage.. so you may invest less in resistances as tank and spent on something useful for dps of your groupmates ^^
Altmer now have no real racial identity or uniqueness compared to Dunmer, and there really is no reason to pick Altmer over Dunmer. Compared to live where picking one over the other is a trade off and both are viable, the pts changes are terrible.
The Altmer 5% dmg reduction while casting or channeling is also only useful on magplars.
MartiniDaniels wrote: »^ ZOS decided Nords are tanks, you will receive second horn several seconds earlier.
Also there is one important detail about resistance. This 4k sums with other resistances, while previous 6% were extracted as 6% from already mitigated damage.. so you may invest less in resistances as tank and spent on something useful for dps of your groupmates ^^
PVP bosmers want the stealth back, PVE bosmers wanna be en par with the other stam dps races. None of these groups are happy with the current situation.
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.
Perhaps also Piercing Spear change down the line, and it probably come they don't want the race=class setup.
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.
That ult regen is far superior to Orc's measly health return. That's more comparable to the frost resistance.
Races that get stamina or magicka returns don't get as many max stats.
These changes have been all over the place and seem to be causing a lot of stress to the player base. What's the point of all this?
Imperial is the worst race at the moment, with Nord coming in on a close second. I would prefer something like this instead of the changes that we have now.
Imperial
1500 Magicka
1500 Stamina
1000 Health
Red Diamond: When you deal Direct Damage, you restore 400 Health, Magicka, Stamina and you gain 1500 Physical and Spell Resistance for 5 seconds. This effect has a 5 second cooldown.
These changes have been all over the place and seem to be causing a lot of stress to the player base. What's the point of all this?
Changing the game so players will have a new goal to chase, be it new gear, changing a existing character, or making a new character. Studies show that games need to make more content or make changes to the game be cause players will get bored with the same old thing over and over. New content is expensive to create so that happens a couple of time a year, changes like this are cheaper.
Most of the players have ESO+ on a multiple month plan, this is a player investment, that will keep most player in the game. Even if they do not like the changes at first. When the did the change with light and heavy attack, everyone got upset, and cried that "The game was going too be horrible". but in the end a vast majority of the players excepted the changes and continued with the game.
Marketing depts are a much more important part of businesses now days. Have you noticed how stores change the locations of items periodically. They do this so you will spend more time in the store, because the longer you are in the store the more likely you will buy something. Changes to the game like this racial change is sort of the same idea. Make a change to the game that makes the player have to change the way they play, makes the players stay with the game.
Will they lose some players maybe a few (IMHO a very, very few), but not anywhere close to enough to make any difference to the bottom line. And with the new class coming out, this change will keep the end game players moving to getting gear for the characters they create for that class. So that when they get the new class character to end game level, they have most of the gear already for them.
Basically changes like this keep the player mass playing the game....
Khajiit is only ahead on templars because of piercing spear +10% crit damage, change this passive if needed.Silver_Strider wrote: »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.
Perhaps also Piercing Spear change down the line, and it probably come they don't want the race=class setup.
The Shadow Mundus is long since overdue for a buff. It's inferior in every way to every other DPS related Mundus, even on Khajiit, and needs this buff to be even remotely worth running. The same cannot be said of Khajiit however, whom have exceeded beyond practically all other magic race BEFORE being buffed further, creating an even larger performance gap; It's just not balanced otherwise.
Silver_Strider wrote: »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.
Perhaps also Piercing Spear change down the line, and it probably come they don't want the race=class setup.
The Shadow Mundus is long since overdue for a buff. It's inferior in every way to every other DPS related Mundus, even on Khajiit, and needs this buff to be even remotely worth running. The same cannot be said of Khajiit however, whom have exceeded beyond practically all other magic race BEFORE being buffed further, creating an even larger performance gap; It's just not balanced otherwise.
Khajiit is only ahead on templars because of piercing spear +10% crit damage, change this passive if needed.
The latest buff was to compensate for nerf to stealth and low base stats who will not benefit so much from the new +20% from cp.
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?
The stealth was part of the race set bonus calculation in 4.3.0 who is used for balancing.Silver_Strider wrote: »Silver_Strider wrote: »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.
Perhaps also Piercing Spear change down the line, and it probably come they don't want the race=class setup.
The Shadow Mundus is long since overdue for a buff. It's inferior in every way to every other DPS related Mundus, even on Khajiit, and needs this buff to be even remotely worth running. The same cannot be said of Khajiit however, whom have exceeded beyond practically all other magic race BEFORE being buffed further, creating an even larger performance gap; It's just not balanced otherwise.
Khajiit is only ahead on templars because of piercing spear +10% crit damage, change this passive if needed.
The latest buff was to compensate for nerf to stealth and low base stats who will not benefit so much from the new +20% from cp.
Khajiit is getting buffed just by getting Max resources in the 1st place since its never had them before, to say nothing of the added Spell Crit its getting and tri-stat regen. The stealth nerf was more a reversion to the current Live version so hardly a nerf at all. Khajiit is currently ahead on both Templars and NBs, the 2 most powerful DPS classes so coupling with the improved Shadow Mundus AND the recent buffs, Khajiit will be far and away the best DPS race and the only race we'll be seeing in end game trials. Nerfing Piercing Spear just downgrades Templars as a whole, making NB the uncontested best DPS class again, while doing nothing to suppress Khajiit's prominence in that class as well. The 4.3.2 changes on Khajiit need to be reverted.
Khajiit is only ahead on templars because of piercing spear +10% crit damage, change this passive if needed.
The latest buff was to compensate for nerf to stealth and low base stats who will not benefit so much from the new +20% from cp.
Agree on Altmer, unneeded nerf, revert it perhaps even buff them
Dunmer look decent perhaps a bit sustain as you say.
Argonians, agree not shoehorn into healer role. 3-4% healing done or received.
Agree on Bosmer its the other race who is an mess now, static penetration would work.
Never asked for an nerf for templar.Khajiit is only ahead on templars because of piercing spear +10% crit damage, change this passive if needed.
The latest buff was to compensate for nerf to stealth and low base stats who will not benefit so much from the new +20% from cp.
Agree on Altmer, unneeded nerf, revert it perhaps even buff them
Dunmer look decent perhaps a bit sustain as you say.
Argonians, agree not shoehorn into healer role. 3-4% healing done or received.
Agree on Bosmer its the other race who is an mess now, static penetration would work.
Why nerf Templar because of one single race? Leave Piercing Spear alone, it is fine.
People freaking out about Khajiit forget that:
- in most test thus far, the kitties only come on top within a +500 dps margin from the second. 500 DPS!!! The sky isn't falling, you don't need to play a cat for anything, If I had to choose an optimal race for my Templar, it would be Breton hands down.
- Khajiit had 10% Critical rating for both Spell and Weapon damage at launch. They were meant to be great damage dealers in both specs since the game conception because it is Lore friendly.
- Khajiit are only good for PvE. They are a trash race for PvP, especially since they don't even have a damage from stealth bonus anymore. At least with Breton (magika) or Orc (stamina) you can tackle both end game PvE and end game PvP
Conclusion: Khajiit is fine, no changes needed (no buffs, no nerfs) - other races still need a slight buff
Imperial is the worst race at the moment, with Nord coming in on a close second. I would prefer something like this instead of the changes that we have now.
Imperial
1500 Magicka
1500 Stamina
1000 Health
Red Diamond: When you deal Direct Damage, you restore 400 Health, Magicka, Stamina and you gain 1500 Physical and Spell Resistance for 5 seconds. This effect has a 5 second cooldown.
The_Last_Titan wrote: »i've been thinking about imperials/dunmer too much i should move on to altmer...
Never asked for an nerf for templar.Khajiit is only ahead on templars because of piercing spear +10% crit damage, change this passive if needed.
Why nerf Templar because of one single race? Leave Piercing Spear alone, it is fine.
People freaking out about Khajiit forget that:
- in most test thus far, the kitties only come on top within a +500 dps margin from the second. 500 DPS!!! The sky isn't falling, you don't need to play a cat for anything, If I had to choose an optimal race for my Templar, it would be Breton hands down.
- Khajiit had 10% Critical rating for both Spell and Weapon damage at launch. They were meant to be great damage dealers in both specs since the game conception because it is Lore friendly.
- Khajiit are only good for PvE. They are a trash race for PvP, especially since they don't even have a damage from stealth bonus anymore. At least with Breton (magika) or Orc (stamina) you can tackle both end game PvE and end game PvP
Conclusion: Khajiit is fine, no changes needed (no buffs, no nerfs) - other races still need a slight buff
Simply change piercing spear to something else like crit chance if Khajit templar got OP, a lot to avoid an one race - one class setting who we know become an problem down the line.
However they will not do class changes this round only races, class changes will come next update.
Can be smart to save some race change tokens.