The use of a static value (6.5) in order to balance passives is a great idea. In any situation where W/S damage, Regen, or Max Resource are isolated, it's probably accurately balanced. Those are all established figures and your formulas likely reflect that.ZOS_Gilliam wrote: »“Why are some of the stat values different when comparing races?”
In the initial post we referenced how each race had been balanced around our set bonus efficiency system, which aims to break down all the bonuses into a mathematical value of comparison. Each race uses a number as their benchmark (~6.5 set bonuses), and the values of their individual passives all add up to reach it. That means that not every bonus is compared one to one; such as the Orc’s Brawny passive vs the Imperial’s Tough and Imperial Mettle passives, nor were they compared point for point to their current bonuses on Live.
“Why are these stats lower than what I’m used to?”
Similarly to the note above, not all of the stats have been converted 1:1 in our adjustment from percentages to flat bonuses. The bonuses to Health, Magicka, and Stamina in particular will be lower compared to previously, since these will not scale with your Champion Point’s bonus of 20% increase. This is because they do not apply to your base stats, similarly to food or 5 piece bonuses. With this in mind, we increased some other areas of racial bonuses to make up for the potential loss of power.
With Dunmer now falling obviously behind Altmers, could the solution be giving them back at least a portion of their old bonus to fire damage? This would bridge the gap, albeit with their preferred element, but would still be useful for non-magicka builds. This would allow them to stay competitive with the other races, and retain their old racial identity while also embracing their new hybrid approach.
BaylorCorvette wrote: »I think Orc is in a fairly decent place. I still feel like the flat value health and stamina should be increased to 1k. 500 is almost nothing and feels like a real waste of a whole racial passive.
Also the 380 heal from Unflinching is super underwhelming. I rather just see that removed and the Stamina return increased to something like 500-700 Stamina. A 190 heal every 4 seconds in Cyrodiil is only useful if you stub your toe and need relief.
Yamenstein wrote: »With Dunmer now falling obviously behind Altmers, could the solution be giving them back at least a portion of their old bonus to fire damage? This would bridge the gap, albeit with their preferred element, but would still be useful for non-magicka builds. This would allow them to stay competitive with the other races, and retain their old racial identity while also embracing their new hybrid approach.
"Retain their old racial identity"? Dunmer aren't know for being proficient in flame damage.
Also known as "Dunmer" in their homeland of Morrowind, dark elves are noted for their stealth and magic skills. They are naturally resistant to fire and can call upon their Ancestor's Wrath to surround themselves in fire.
BaylorCorvette wrote: »I think Orc is in a fairly decent place. I still feel like the flat value health and stamina should be increased to 1k. 500 is almost nothing and feels like a real waste of a whole racial passive.
Also the 380 heal from Unflinching is super underwhelming. I rather just see that removed and the Stamina return increased to something like 500-700 Stamina. A 190 heal every 4 seconds in Cyrodiil is only useful if you stub your toe and need relief.
Yeah I just jumped on PTS and 500 feels like it might as well be zero and give us something else lol. Will post more later when I analyze stats in depth. This is a HUGE nerf to PvP stamplars which relied on stacking stamina for PoL and redguard isn't really an option because you NEED every little bit of mobility you can find in PvP right now.
I liked the changes overall but i have a few suggestions about them
Here is my version of the a few passives.
Wood Elf
Hunter’s Eye: Increases your Stealth detection radius by 3m. Reduces the cost of roll dodge by 20%.
Dark Elf
Resist Flame>Venomous Fire: When you apply burning or poison status effect to a target your next single target direct damage ability will cost no stamina or magicka. Increases your Flame Resistance by 2310. You are immune to the Burning status effect.
Imperial
Red Diamond: When you deal Direct Damage you have a 15% chance to heal for 1750. Reduces the cost of your Break Free by 10%
Narvuntien wrote: »I liked the changes overall but i have a few suggestions about them
Here is my version of the a few passives.
Wood Elf
Hunter’s Eye: Increases your Stealth detection radius by 3m. Reduces the cost of roll dodge by 20%.
Dark Elf
Resist Flame>Venomous Fire: When you apply burning or poison status effect to a target your next single target direct damage ability will cost no stamina or magicka. Increases your Flame Resistance by 2310. You are immune to the Burning status effect.
Imperial
Red Diamond: When you deal Direct Damage you have a 15% chance to heal for 1750. Reduces the cost of your Break Free by 10%
I see we are on the same kind of lines along dumner and status effects.
Roll dodge cost reduction is good because of how it interacts with the new passive but I still want more damage out of bosmer passives.
Ooh I like the break free cost reduction for imperials.... it's also super flavourful if you think about it imperials famous for breaking free of slavery.