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 .
Did you just discover that quote? We have been asking for clarification about it since they posted it. They are taking away stealth and saying that maybe, someday, possibly there can be a way to get some stealth back. Fantastic. Meanwhile I rolled a bosmer to be stealthy right now, not sometime in the future.
This "We'll do it later" attitude is what kids say to get out homework, it's not a way to balance races.
"Hey altmer, your magikcka dps is not up to par now, but don't worry in the future ALL races will be able to fling around spells equally. We are working on a system that will be implemented at sometime in the future." This would not cut it on these forums. So don't try to pass if off as a solution here.
If they want to remove stealth and implement a new system for it, fine. But don't remove stealth and then say the fix is "TBD". If they have a plan then let's see it.
•••
You want to see a suggestion? Well here's one. How about we remove the stealth detection and role which does not fit the lore. (Do players ever see these passives in later games? They do not.) And implement say a 3m stealth buff, and some sort of damage bonus when attacking from stealth. There, that's a solution.
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.
Unless you're specifically a PvE tank, I find Nords to be completely useless next update.
Unless you're specifically a PvE tank, I find Nords to be completely useless next update.
1500 stam isn't the worst stam dd bonus. Couple that with ultigen, they could make a pretty solid war machine stamblade. Very niche, admittedly, but there are other races in more compromising positions.
Argonians only have 1000 max mag on the offensive side of things.
Given PTS Patch Notes v4.3.3's big improvement, I think that could/should be reasonably updated to: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%.
*Two-Handed, Dual-Wield, and One Hand and Shield
If for some reason ZOS wanted to give in to the complaints that Magicka need be included (I don't think it's necessary, given the in-game lore history and minority of actual lore users to the size of the Cyrodiliic population but...), it could actually be changed following a suggestion I previously made: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 abilities by 3%.
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 abilities by 3%.
Unless you're specifically a PvE tank, I find Nords to be completely useless next update.
1500 stam isn't the worst stam dd bonus. Couple that with ultigen, they could make a pretty solid war machine stamblade. Very niche, admittedly, but there are other races in more compromising positions.
Argonians only have 1000 max mag on the offensive side of things.
And fantastic resource management.
@ZOS_Gilliam I'm dissapointed at no further updates to dunmer passives. This jack-of-all trades approach is not useful for PvE, there is no reason why to pick dunmer for mag DPS (which is weird, considering the race), since they don't have an edge over other contenders. It leaves the class at a niche area. I wish we had elemental damage brought back, instead of added resistances, it only comes in handy in certain scenarios, and can be easily compensated.
final suggestions:
Bosmer: no changes
martijnlv40 wrote: »@ZOS_Gilliam I'm dissapointed at no further updates to dunmer passives. This jack-of-all trades approach is not useful for PvE, there is no reason why to pick dunmer for mag DPS (which is weird, considering the race), since they don't have an edge over other contenders. It leaves the class at a niche area. I wish we had elemental damage brought back, instead of added resistances, it only comes in handy in certain scenarios, and can be easily compensated.
Yeah I want the elemental damage back as well. How about lowering the resource bonus to 1750, and giving them 150 spell damage to flame abilities? This would change it back to why people take the race on live, which is a great thing in general.
Now as of current date with 72 votes, results remain at a high 80% are unhappy with the Hunters Eye passive (57 votes), as of 4.3.3 patch notes.
80% do not want stealth detection.
Of those 57 who want the passive changed, ~62% do not want the dodge roll.
This should clearly show ZOS that Hunter's Eye is not well received and requires a massive overhaul.
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
Stamina races aren't balanced at all.
Orc is winning in every scenario, followed by Dunmer...
https://forums.elderscrollsonline.com/en/discussion/458985/raid-buffed-dps-test-each-class-each-dd-race-pts-4-3-3/p1
I did some maths too and i don't see how we could go further without Orc / Dunmer nerf. (Lower max stam bonus to 1k)
Other races seem well balanced.
https://forums.elderscrollsonline.com/en-gb/discussion/comment/5824352#Comment_5824352
In my maths, buffing Khajit crit damage to 14% seems mandatory. In parses, where everything is taken into account, it seems balanced with other races, but not Orc/Dunmer !