More ultimate will make them OP as tanks, rather give Nord a bit weapon damage,The_Last_Titan wrote: »i do like the ultimate generation for nord, it could be the key to making them dps viable without making them over powered, if it was 5, every 5 seconds then nerf the resists down to breton levels, would have to lower the health too probably so would be tricky, and maybe would make them OP as tanks if not done right
The new spell recharge is a dead passive for Altmer as in PvE magicka characters have their stamina full most of the time and even if not, they just don't need stam regen at all. Even in PvP the stam gain is too little to be noticeable and meaningful.
Please, consider changing this passive into something like: Altmer get back their magicka (or highest resource) either when it drops below certain % or when they are hit with a magicka direct dmg ability (in both cases with a cooldown). Alternatively just ditch the sustain from Altmer and give them a little bonus to spell penetration (even a conditional bonus).
More ultimate will make them OP as tanks, rather give Nord a bit weapon damage,The_Last_Titan wrote: »i do like the ultimate generation for nord, it could be the key to making them dps viable without making them over powered, if it was 5, every 5 seconds then nerf the resists down to breton levels, would have to lower the health too probably so would be tricky, and maybe would make them OP as tanks if not done right
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.
Get it through your head that not every race is based on top DPS parses. People like to play Tanks and healers as well. How is Nord one of the worst races? As far as I know a lot of PvPers and tanks are quite happy with the Nord changes. Imperials need work yes, but is ZOS going to make them a top DPS race? I doubt it.
Since Wood Elves are natural born hunters... so they could hunt their targets better... we’ve repurposed the Stealthy passive to be an anti-stealth one.
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
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.
silvereyes wrote: »I did some testing on PTS to compare the speed bonuses/sprint cost reduction of Orcs Swift Warrior passive vs Bosmer's Hunter's Eye roll dodge speed boost passive, to see how they handled and which I preferred.
[snip]
Race Results
- Orc time: 18 seconds, every time
- Bosmer time: 17 seconds, every time
Post-PTS week 3 updates, I amended it to this suggestion: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
However, as lots of people seem stuck on Imperial maintaining magic I further amended it to this suggestion: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 1000.
- 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 restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
The "Reduces the cost of your Block and Bash abilities by 5%" could easily be removed, to make the race more 'open'.Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1500.
- New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown.
Sounds like an plan, not like you would be OP against OrcThe_Last_Titan wrote: »More ultimate will make them OP as tanks, rather give Nord a bit weapon damage,The_Last_Titan wrote: »i do like the ultimate generation for nord, it could be the key to making them dps viable without making them over powered, if it was 5, every 5 seconds then nerf the resists down to breton levels, would have to lower the health too probably so would be tricky, and maybe would make them OP as tanks if not done right
yeah maybe 129 weapon damage at the cost of bringing the resist to 2310 would end up being similar for total power, for stam. ult is more neutral so would be better for mag
Narvuntien wrote: »[...]
Altmer: So this is where the rage is at and I sympathise with it. This change seems super unnecessary. The change to giving you the wrong resource is almost always completely useless due to the way the game is designed even for tanks and its just too small an effect for PVP. As far as I can tell this is a response to players complaining about swapping their MagDKs to altmer over dumner. As MagDK use the most class skills of any class and struggle with sustain in such a way that Altmer is very beneficial. I like the "When you use a class skill" trigger this passive uses but perhaps if you want to make Altmer not feel like always the best choice perhaps not give them sustain from this passive (making Breton THE sustain race) but a different bonus perhaps resistances or spell penetration (although this might be too strong) anything not sustain so that the Altmer will be powerful spell casters but not sustained ones. The other option is to restore the lowest % resource or whatever is lowest at the time but it seems super stop gap and not that good when the first version of the passive seemed fine.
[...]
Even with the last buff, khajiit only outperforms on two classes under ideal conditions and by a tiny margin. I feel like a lot of the flack we are getting is from people who are sore about the changes to the old "master races" and are looking for something to take it out on.
As others have pointed out this is also only in pve; In pvp, people will generally continue to pick more meta races like orc.
PvP is my main focus, and I'm really happy to see the performance gap being narrowed between kitties and the other races. Please don't nerf Khajiit back down simply because we get 1k more DPS out of 48k+ DPS in trial conditions.
More nerfs can be arranged very easily.I am really worried about the lack of racial identity between the Altmer and Dunmer in the current state of the PTS. My concerns and reasoning with a possible solution are outlined in this thread.
https://forums.elderscrollsonline.com/en/discussion/457979/lack-of-racial-identity-between-altmer-and-dunmer#latest
@ZOS_GinaBruno
Nords are in a bad spot. They're literally only useful for tanking now. Why would I use a Nord over an Orc? Nords get 3690 resistance, 1500 stam, and 1000 health.
Orcs get 258 weapon damage, 2000 stam, and 1000 health.
As an Orc I could slot chuden + pirate skeleton, and have higher mitigation, and higher damage than I would if I were to slot veli + kena on my Nord.
The_Last_Titan wrote: »Going to be trying to buff all races to varying levels. I believe altmer got nerfed because the regen created too much power for dunmer to keep up without making them the top stamina dps. so buff everyone or nerf a few, also tie in damage reduction/health/utility to each race. I haven't given some of the races enough thought, so ill stick to some i have.
altmer: more consistent mitigation/add mag sustain and buff most others a tiny bit!
the 5% should be reworked somehow, i would say 5% for 3 seconds after casting an ability. Something that is going to be on a lot more consistently. but i'm guessing the "while channeling" mechanic might be the whole point of the % based modifier so don't know... give them magicka sustain back, but raise some other races if so.
khajiit: balance out the pvp/pve damage side of things a tiny bit.
give them maybe 500 more mag/stam and reduce the crit chance to 6% or 129 wd/sd and put the crit at 4%, not sure if the damage makes more sense on a clawed khajiit or less..up the regen more if high elf gets magicka back.
if khajiit are doing more dps than altmer right now if would have to be from the crit chance, so reducing the crit and upping the other stuff would bridge that a bit and balance the pvp damage stats more.
dunmer: add something to separate them from altmer
reduce the stam/mag to 1500, keeping the amount higher than khajiit.
give them 1500 physical/spell penetration for 3 seconds after doing a light/heavy attack, 5 second cooldown. if altmer gets primary stat sustain back, up this amount or the mag/stam.
orc: leave as is
unless every race gets minor buffs (altmer gets sustain back) then maybe trade some unflinching passive health for stam regen like the first iteration.
imperial: big rework
2k health, 500 mag, 500 stam
500/500/500 every 5 seconds red diamond
reduced cost of all abilities, block, and bash by 5%
+ something that resembles "calm" from other games, maybe reduced hostile radius
stam/mag/dps/tank, jack of all trades!
nord: more deeps
reduce the resist to 2310 and give them 129 Weapon damage, or buff the ultimate generation to 5 every 5 and nerf the resist, and the stam or health by 500.
the first option is probably a safer bet, but i do like the ult generation for carrying the magicka based nord potential.
bosmer: leave as is, or tie the penetration to something more common/up the duration if other races get buffed up.
maybe make the penetration last for like 6 seconds and the speed last for 3? i would like the penetration to be more consistent in pure dps scenarios, but they probably don't need it. maybe if you haven't been hit with a direct damage attack within 6 seconds, or roll, gain the penetration.
breton: leave as is?
i haven't given breton any thought, taking others word that they are perhaps top of the magicka list.
redguard: give toughness, leave stam as is?
maybe give them 500 health, and maybe alter that flavor passive to heal them when affected by snares like the hist sap set,
(5 items: While you are affected by a disabling effect, immobilization, or snare, you heal for 2500 Health every 1 second.)or barkskin which would trigger when applied and have a 5 second cool down
not sure the value, 400 every 1 second? 800 every 5?
argonian: buff deeps somehow. give some stamina
1k+ stamina, also i like the theme of neutral stats like reduced all cost, ultimate generation, but i cant wrap my head around what to give them. remove the 6% healing done and give them : increase their weapon and spell damage by 193 for 5 seconds after casting a direct damaging ability, or increase their healing done by 9% after casting a direct healing ability 5 second cool down. this might be tricky cause if they followed the same cool down people would have to pay attention to make sure a dps doesn't use vigor when the cd's up and things like that. maybe 129/6% would be enough depending on how their resource return is.
But i do like the sound of this mechanic, buffs healers if they want to heal or dps if they want to dps.
thx for reading, figured if i truly thought these were good ideas id have to get them out in a cohesive list before its too late, whether they are or not i dono
edit: argonian....