MartiniDaniels wrote: »Why no dev comment on such an radical change?IlCanis_LupuslI wrote: »Plz revert the khajiit changes back to 4.3.2
Crit damage may be nice for raids but are utterly useless on pvp builds who because of impenetrable don't spec into having high crit ratios.
@ZOS_Gilliam
I agree this needs to be reverted, dps or not, another race-defining feature was replaced by something generic, anybody can have.
I anytime prefer almost guaranteed crits against less guaranteed but stronger crits.
Imperials still are underpowered and have no niche. There is no good reason to keep an imperial or roll a new one.
The 3% is too small to care, the argonian-lite resource return is too small to care and not controllable like it is for argonian. The resource pool advantage is not as high as it was for imperials. Imperials still are no good for anything.
I’d prefer the resource return back to a higher amount just for health, like it was. And cost reduction for all-rounder is ok as an idea, but 3% is laughable. Bretons get 7%. Yes, reduction for imperial is for “all the things” but no one cares about that, we use Magicka or stamina for dps, one or the other. That’s the way this game is designed.
DeathStalker wrote: »Is it possible to get an official response on why ESO is telling us to go to ****? Because in regards to the stupid Wood Elf and High Elf changes that's what it feels like. Are the changes now set in stone?
MartiniDaniels wrote: »Why no dev comment on such an radical change?IlCanis_LupuslI wrote: »Plz revert the khajiit changes back to 4.3.2
Crit damage may be nice for raids but are utterly useless on pvp builds who because of impenetrable don't spec into having high crit ratios.
@ZOS_Gilliam
I agree this needs to be reverted, dps or not, another race-defining feature was replaced by something generic, anybody can have.
I anytime prefer almost guaranteed crits against less guaranteed but stronger crits.
It's actually harder to increase crit damage than crit chance. Crit chance, I would argue, is the characteristic anybody can have.
Sources of crit dmg:
CP precise strikes/elfborn
Nb or templar
Shadow mundus
Certain conditional 5 pc set bonuses
Very limited number of skills (aggressive war horn for major force, rearming trap/acceleration for minor force)
Sources of crit chance
CP perfect strike
Precise weapon traits
2-4 set pc bonuses
Certain 5 pc set bonuses
Thief mundus
Potions (major savagery)
Skills (major/minor savagery)
MartiniDaniels wrote: »Why no dev comment on such an radical change?IlCanis_LupuslI wrote: »Plz revert the khajiit changes back to 4.3.2
Crit damage may be nice for raids but are utterly useless on pvp builds who because of impenetrable don't spec into having high crit ratios.
@ZOS_Gilliam
I agree this needs to be reverted, dps or not, another race-defining feature was replaced by something generic, anybody can have.
I anytime prefer almost guaranteed crits against less guaranteed but stronger crits.
It's actually harder to increase crit damage than crit chance. Crit chance, I would argue, is the characteristic anybody can have.
Sources of crit dmg:
CP precise strikes/elfborn
Nb or templar
Shadow mundus
Certain conditional 5 pc set bonuses
Very limited number of skills (aggressive war horn for major force, rearming trap/acceleration for minor force)
Sources of crit chance
CP perfect strike
Precise weapon traits
2-4 set pc bonuses
Certain 5 pc set bonuses
Thief mundus
Potions (major savagery)
Skills (major/minor savagery)
Thing is, before this change people could use the khajiit crit rate passive to build around already having crit, meaning they could do things like off meta sets and still have reasonable stats to do well, this change forces them to go from being able to build around having crit, to building for crit because if you don't have enough this change is bad, and means as a race you need to run more into the meta than anyone else instead.
A few other things were made available because of crit chance as well. For example I decided to run a sorc tank when the change to surge's healing came around, and an 8% bonus crit chance on top of the easy to get 20% meant I could rely on surge procing at a decent enough rate for self healing, which could crit heal up to 7k. Now, with my crit chance cut down a third, I will crit less meaning surge will proc less meaning surge will crit heal less, but hey, when it does I get more healing, but I doubt that will make up for the massive loss in up time. Add into that the interesting kind of builds that could have been built around having 8% spell crit, or hey, even hybrid dps that gets both weapon and spell crit, that could almost be viable perhaps, but now like I said before, you need to build into crit chance heavily else this change is just detrimental.
MartiniDaniels wrote: »Why no dev comment on such an radical change?IlCanis_LupuslI wrote: »Plz revert the khajiit changes back to 4.3.2
Crit damage may be nice for raids but are utterly useless on pvp builds who because of impenetrable don't spec into having high crit ratios.
@ZOS_Gilliam
I agree this needs to be reverted, dps or not, another race-defining feature was replaced by something generic, anybody can have.
I anytime prefer almost guaranteed crits against less guaranteed but stronger crits.
It's actually harder to increase crit damage than crit chance. Crit chance, I would argue, is the characteristic anybody can have.
Sources of crit dmg:
CP precise strikes/elfborn
Nb or templar
Shadow mundus
Certain conditional 5 pc set bonuses
Very limited number of skills (aggressive war horn for major force, rearming trap/acceleration for minor force)
Sources of crit chance
CP perfect strike
Precise weapon traits
2-4 set pc bonuses
Certain 5 pc set bonuses
Thief mundus
Potions (major savagery)
Skills (major/minor savagery)
Thing is, before this change people could use the khajiit crit rate passive to build around already having crit, meaning they could do things like off meta sets and still have reasonable stats to do well, this change forces them to go from being able to build around having crit, to building for crit because if you don't have enough this change is bad, and means as a race you need to run more into the meta than anyone else instead.
A few other things were made available because of crit chance as well. For example I decided to run a sorc tank when the change to surge's healing came around, and an 8% bonus crit chance on top of the easy to get 20% meant I could rely on surge procing at a decent enough rate for self healing, which could crit heal up to 7k. Now, with my crit chance cut down a third, I will crit less meaning surge will proc less meaning surge will crit heal less, but hey, when it does I get more healing, but I doubt that will make up for the massive loss in up time. Add into that the interesting kind of builds that could have been built around having 8% spell crit, or hey, even hybrid dps that gets both weapon and spell crit, that could almost be viable perhaps, but now like I said before, you need to build into crit chance heavily else this change is just detrimental.
You can still build around having more baseline crit damage (focusing cp points less on precise strikes and more on other sources of raw damage like thaumaturge and mighty, for example).
And yes while it is true that if you don't have enough crit chance, this change is a nerf. On nbs and templars (classes that already have a crit damage bonus) the breakpoint is around 75% weapon crit. On classes that don't already have this crit damage bonus (all others) the breakpoint is much lower (~58% with only 30 pts into precise strikes and minor force. Without minor force/precise strikes, the breakpoint gets even lower).
I will agree with you about the heavy armor thing. It does get harder to compensate for the severe lack of crit in that department. But I feel this is rather intended, as the dps loss for having less crit is the tradeoff for having more protection from the heavy armor's resistances. There are still ways to build around it, however.
For instance, on my argonian nb tank I slot berserking warrior for my jewelry/melee weapons. For a magicka build, I would suggest doing the same with mother's sorrow.
Additonally, both magicka and stamina builds benefit from this increased critical damage.
TheRealPotoroo wrote: »DeathStalker wrote: »Is it possible to get an official response on why ESO is telling us to go to ****? Because in regards to the stupid Wood Elf and High Elf changes that's what it feels like. Are the changes now set in stone?
When something gets to PTS ZOS tend to stick to tweaking. Substantive changes like admitting the Bosmer change is moronic and reverting it in toto are rare.
MartiniDaniels wrote: »Why no dev comment on such an radical change?IlCanis_LupuslI wrote: »Plz revert the khajiit changes back to 4.3.2
Crit damage may be nice for raids but are utterly useless on pvp builds who because of impenetrable don't spec into having high crit ratios.
@ZOS_Gilliam
I agree this needs to be reverted, dps or not, another race-defining feature was replaced by something generic, anybody can have.
I anytime prefer almost guaranteed crits against less guaranteed but stronger crits.
It's actually harder to increase crit damage than crit chance. Crit chance, I would argue, is the characteristic anybody can have.
Sources of crit dmg:
CP precise strikes/elfborn
Nb or templar
Shadow mundus
Certain conditional 5 pc set bonuses
Very limited number of skills (aggressive war horn for major force, rearming trap/acceleration for minor force)
Sources of crit chance
CP perfect strike
Precise weapon traits
2-4 set pc bonuses
Certain 5 pc set bonuses
Thief mundus
Potions (major savagery)
Skills (major/minor savagery)
Thing is, before this change people could use the khajiit crit rate passive to build around already having crit, meaning they could do things like off meta sets and still have reasonable stats to do well, this change forces them to go from being able to build around having crit, to building for crit because if you don't have enough this change is bad, and means as a race you need to run more into the meta than anyone else instead.
A few other things were made available because of crit chance as well. For example I decided to run a sorc tank when the change to surge's healing came around, and an 8% bonus crit chance on top of the easy to get 20% meant I could rely on surge procing at a decent enough rate for self healing, which could crit heal up to 7k. Now, with my crit chance cut down a third, I will crit less meaning surge will proc less meaning surge will crit heal less, but hey, when it does I get more healing, but I doubt that will make up for the massive loss in up time. Add into that the interesting kind of builds that could have been built around having 8% spell crit, or hey, even hybrid dps that gets both weapon and spell crit, that could almost be viable perhaps, but now like I said before, you need to build into crit chance heavily else this change is just detrimental.
You can still build around having more baseline crit damage (focusing cp points less on precise strikes and more on other sources of raw damage like thaumaturge and mighty, for example).
And yes while it is true that if you don't have enough crit chance, this change is a nerf. On nbs and templars (classes that already have a crit damage bonus) the breakpoint is around 75% weapon crit. On classes that don't already have this crit damage bonus (all others) the breakpoint is much lower (~58% with only 30 pts into precise strikes and minor force. Without minor force/precise strikes, the breakpoint gets even lower).
I will agree with you about the heavy armor thing. It does get harder to compensate for the severe lack of crit in that department. But I feel this is rather intended, as the dps loss for having less crit is the tradeoff for having more protection from the heavy armor's resistances. There are still ways to build around it, however.
For instance, on my argonian nb tank I slot berserking warrior for my jewelry/melee weapons. For a magicka build, I would suggest doing the same with mother's sorrow.
Additonally, both magicka and stamina builds benefit from this increased critical damage.
Problem with that is now people running khajiit have to re-gear to need crit rather than having it, which on the surface may not sound like a drastic change but really is. And running crit gear on a tank means giving up things tanks traditionally run, my old setup just needed surge and then I could crit enough based on what attacks I used, giving up alakosh or something similar to get that crit chance back isn't why I made that setup to begin with. And with a lower crit rate but higher crit damage the inconsistant damage/healing the race can do gets even worse since if you get lucky you'll do a lot better, and if not then a lot worse. If damage numbers are roughly the same before and after I don't see why they needed to do this change, but given the poor treatment of bosmer and altmer that probably is to be expected.
DeathStalker wrote: »Is it possible to get an official response on why ESO is telling us to go to ****? Because in regards to the stupid Wood Elf and High Elf changes that's what it feels like. Are the changes now set in stone?
MartiniDaniels wrote: »Why no dev comment on such an radical change?IlCanis_LupuslI wrote: »Plz revert the khajiit changes back to 4.3.2
Crit damage may be nice for raids but are utterly useless on pvp builds who because of impenetrable don't spec into having high crit ratios.
@ZOS_Gilliam
I agree this needs to be reverted, dps or not, another race-defining feature was replaced by something generic, anybody can have.
I anytime prefer almost guaranteed crits against less guaranteed but stronger crits.
It's actually harder to increase crit damage than crit chance. Crit chance, I would argue, is the characteristic anybody can have.
Sources of crit dmg:
CP precise strikes/elfborn
Nb or templar
Shadow mundus
Certain conditional 5 pc set bonuses
Very limited number of skills (aggressive war horn for major force, rearming trap/acceleration for minor force)
Sources of crit chance
CP perfect strike
Precise weapon traits
2-4 set pc bonuses
Certain 5 pc set bonuses
Thief mundus
Potions (major savagery)
Skills (major/minor savagery)
Thing is, before this change people could use the khajiit crit rate passive to build around already having crit, meaning they could do things like off meta sets and still have reasonable stats to do well, this change forces them to go from being able to build around having crit, to building for crit because if you don't have enough this change is bad, and means as a race you need to run more into the meta than anyone else instead.
A few other things were made available because of crit chance as well. For example I decided to run a sorc tank when the change to surge's healing came around, and an 8% bonus crit chance on top of the easy to get 20% meant I could rely on surge procing at a decent enough rate for self healing, which could crit heal up to 7k. Now, with my crit chance cut down a third, I will crit less meaning surge will proc less meaning surge will crit heal less, but hey, when it does I get more healing, but I doubt that will make up for the massive loss in up time. Add into that the interesting kind of builds that could have been built around having 8% spell crit, or hey, even hybrid dps that gets both weapon and spell crit, that could almost be viable perhaps, but now like I said before, you need to build into crit chance heavily else this change is just detrimental.
You can still build around having more baseline crit damage (focusing cp points less on precise strikes and more on other sources of raw damage like thaumaturge and mighty, for example).
And yes while it is true that if you don't have enough crit chance, this change is a nerf. On nbs and templars (classes that already have a crit damage bonus) the breakpoint is around 75% weapon crit. On classes that don't already have this crit damage bonus (all others) the breakpoint is much lower (~58% with only 30 pts into precise strikes and minor force. Without minor force/precise strikes, the breakpoint gets even lower).
I will agree with you about the heavy armor thing. It does get harder to compensate for the severe lack of crit in that department. But I feel this is rather intended, as the dps loss for having less crit is the tradeoff for having more protection from the heavy armor's resistances. There are still ways to build around it, however.
For instance, on my argonian nb tank I slot berserking warrior for my jewelry/melee weapons. For a magicka build, I would suggest doing the same with mother's sorrow.
Additonally, both magicka and stamina builds benefit from this increased critical damage.
Problem with that is now people running khajiit have to re-gear to need crit rather than having it, which on the surface may not sound like a drastic change but really is. And running crit gear on a tank means giving up things tanks traditionally run, my old setup just needed surge and then I could crit enough based on what attacks I used, giving up alakosh or something similar to get that crit chance back isn't why I made that setup to begin with. And with a lower crit rate but higher crit damage the inconsistant damage/healing the race can do gets even worse since if you get lucky you'll do a lot better, and if not then a lot worse. If damage numbers are roughly the same before and after I don't see why they needed to do this change, but given the poor treatment of bosmer and altmer that probably is to be expected.
I will agree with you, for your admittedly very niche build it is a nerf.
But the point of the change was that Khajit were over performing in magicka dd roles and are now a bit more balanced (as they, generally speaking, are being nerfed with this change on account of their lower crit chance in comparison to stamina builds) while the stamina dps side of things remains more or less unchanged, keeping them in a competitive position on both sides of the coin.
About 95% of the complaints about Bosmer are about the loss of stealth. Bosmer have lore reasons for stealth, they had bonuses to stealth in Morrowind, Oblivion, and Skyrim (the highest of all races in the first two). No stealth = not a Bosmer. So, you acknowledge this at the end of your post, but start off with 'wood elf is fine.' No, wood elf is NOT fine. They lose their stealth passive to get PVP oriented garbage and a clunky, expensive roll-dodge mishmash in return. As for the disease resistance, I agree, but the Argonians should keep some disease resistance and get the poison resistance + immunity. Argonians have always had a resistance to both poison and disease, Bosmer generally only had resistance to non-magical disease.DeathStalker wrote: »Is it possible to get an official response on why ESO is telling us to go to ****? Because in regards to the stupid Wood Elf and High Elf changes that's what it feels like. Are the changes now set in stone?
well wood elf is fine; its just not the wood elf you think. In oblivion … [snip for length, I played Oblivion as a Bosmer, along with Morrowind (as a Bosmer) and Skyrim (as a Bosmer)]...
This means, bosmer needs disease resistance back, stealth radius back, and maybe a boost to alchemy use. But that would be the furthest I would go because what everyone is asking for is not a bosmer but another race. And at that point, just play another race lol.
Cundu_Ertur wrote: »About 95% of the complaints about Bosmer are about the loss of stealth. Bosmer have lore reasons for stealth, they had bonuses to stealth in Morrowind, Oblivion, and Skyrim (the highest of all races in the first two). No stealth = not a Bosmer. So, you acknowledge this at the end of your post, but start off with 'wood elf is fine.' No, wood elf is NOT fine. They lose their stealth passive to get PVP oriented garbage and a clunky, expensive roll-dodge mishmash in return. As for the disease resistance, I agree, but the Argonians should keep some disease resistance and get the poison resistance + immunity. Argonians have always had a resistance to both poison and disease, Bosmer generally only had resistance to non-magical disease.DeathStalker wrote: »Is it possible to get an official response on why ESO is telling us to go to ****? Because in regards to the stupid Wood Elf and High Elf changes that's what it feels like. Are the changes now set in stone?
well wood elf is fine; its just not the wood elf you think. In oblivion … [snip for length, I played Oblivion as a Bosmer, along with Morrowind (as a Bosmer) and Skyrim (as a Bosmer)]...
This means, bosmer needs disease resistance back, stealth radius back, and maybe a boost to alchemy use. But that would be the furthest I would go because what everyone is asking for is not a bosmer but another race. And at that point, just play another race lol.
Cundu_Ertur wrote: »About 95% of the complaints about Bosmer are about the loss of stealth. Bosmer have lore reasons for stealth, they had bonuses to stealth in Morrowind, Oblivion, and Skyrim (the highest of all races in the first two). No stealth = not a Bosmer. So, you acknowledge this at the end of your post, but start off with 'wood elf is fine.' No, wood elf is NOT fine. They lose their stealth passive to get PVP oriented garbage and a clunky, expensive roll-dodge mishmash in return. As for the disease resistance, I agree, but the Argonians should keep some disease resistance and get the poison resistance + immunity. Argonians have always had a resistance to both poison and disease, Bosmer generally only had resistance to non-magical disease.DeathStalker wrote: »Is it possible to get an official response on why ESO is telling us to go to ****? Because in regards to the stupid Wood Elf and High Elf changes that's what it feels like. Are the changes now set in stone?
well wood elf is fine; its just not the wood elf you think. In oblivion … [snip for length, I played Oblivion as a Bosmer, along with Morrowind (as a Bosmer) and Skyrim (as a Bosmer)]...
This means, bosmer needs disease resistance back, stealth radius back, and maybe a boost to alchemy use. But that would be the furthest I would go because what everyone is asking for is not a bosmer but another race. And at that point, just play another race lol.
They are fine, just need small tweak, but here's your choice:
- stealth back
- or get rid of the stealth detection and get something niche but unique.
my idea; % increase on duration to alchemy items over the stealth detect/increase.
Cundu_Ertur wrote: »When I say, "No stealth = not a bosmer," how do you reckon I'd respond? Anyways, replacing the stealth with a copy/paste of Medicinal Use isn't much of an offsetting bonus.
Cundu_Ertur wrote: »When I say, "No stealth = not a bosmer," how do you reckon I'd respond? Anyways, replacing the stealth with a copy/paste of Medicinal Use isn't much of an offsetting bonus.
well you aren't offering much discussion, especially considering that stealth is available to all as well and the old passive a copy-pasta of a set.
Cundu_Ertur wrote: »When I say, "No stealth = not a bosmer," how do you reckon I'd respond? Anyways, replacing the stealth with a copy/paste of Medicinal Use isn't much of an offsetting bonus.
well you aren't offering much discussion, especially considering that stealth is available to all as well and the old passive a copy-pasta of a set.
Stealth is available to all? No kidding! You know what is also available to all? Magicka and stamina regen and stats. So why does ANY race need to have any boost to regen or max magicka and stamina, as they are available to all?
Also available to all; sprinting, pickpocketing, crafting and swimming! In fact there is NOTHING in this game that any race cannot already do. So is your argument that we should all have zero passives?
The point is that Bosmers should be BETTER at sneaking than other races. Not THE SAME as other races.
Imperial changes in 4.3.3 are a step in the right direction.
Imperials still are underpowered and have no niche. There is no good reason to keep an imperial or roll a new one.
The 3% is too small to care, the argonian-lite resource return is too small to care and not controllable like it is for argonian. The resource pool advantage is not as high as it was for imperials. Imperials still are no good for anything.
I’d prefer the resource return back to a higher amount just for health, like it was. And cost reduction for all-rounder is ok as an idea, but 3% is laughable. Bretons get 7%. Yes, reduction for imperial is for “all the things” but no one cares about that, we use Magicka or stamina for dps, one or the other. That’s the way this game is designed.
SidewalkChalk5 wrote: »High Elf is under budget.
Off-stat regen partially hybridizes High Elf, but we still have a non-hybrid stat budget. We should've gotten a passive stat budget increase with the regen nerf. Remember what Gil said about hybrids?
"We decided to find a healthy standard for total racial power provided and used that budget (roughly 6.5 set bonuses) for the power that each passive would grant. We used the previous version of Redguard and Altmer as our target goal. Note that some of our hybrid races will be a slightly higher value, since their power is divided. Most of the races received buffs to reach this figure." -@ZOS_Gilliam
If you insist on hybridizing our race against our will, at least give us the same benefits as other hybrids: increase the budget and add extra utility. I suggest Disease Resistance but there are a lot of other good suggestions our there like increased chance to apply status effects.
also you all forgot about this tidbit from the rep meeting:
"Bosmer: ZOS has heard concerns about the stackable powerful movement speed. Bosmers will still get a speed boost off dodge, it just wont be as high. Bosmers will get some short damage bonus as compensation. Note: Reps specifically asked about the community’s concern that bosmers are trading stealth for different buffs. We were told that ZOS saw these concerns and would work on creating more options/systems for stealth gameplay outside of race. With these additions, stealth gameplay will open up to more players, and also allow bosmers to have the nice combat buff will still having avenues to be as stealthy as before"
Bosmer probably won't see stealth returned. Might as well get something better added .
also you all forgot about this tidbit from the rep meeting:
"Bosmer: ZOS has heard concerns about the stackable powerful movement speed. Bosmers will still get a speed boost off dodge, it just wont be as high. Bosmers will get some short damage bonus as compensation. Note: Reps specifically asked about the community’s concern that bosmers are trading stealth for different buffs. We were told that ZOS saw these concerns and would work on creating more options/systems for stealth gameplay outside of race. With these additions, stealth gameplay will open up to more players, and also allow bosmers to have the nice combat buff will still having avenues to be as stealthy as before"
Bosmer probably won't see stealth returned. Might as well get something better added .
also you all forgot about this tidbit from the rep meeting:
"Bosmer: ZOS has heard concerns about the stackable powerful movement speed. Bosmers will still get a speed boost off dodge, it just wont be as high. Bosmers will get some short damage bonus as compensation. Note: Reps specifically asked about the community’s concern that bosmers are trading stealth for different buffs. We were told that ZOS saw these concerns and would work on creating more options/systems for stealth gameplay outside of race. With these additions, stealth gameplay will open up to more players, and also allow bosmers to have the nice combat buff will still having avenues to be as stealthy as before"
Bosmer probably won't see stealth returned. Might as well get something better added .