silvereyes wrote: »I feel like the wood elf changes are wasting an opportunity to do something fun and unique with the race while improving the game.
Instead, you gave them a speed boost that's similar but better than Orc's and probably completely breaks PVP, while taking away their stealthy nature.
A couple lore-friendly alternatives:
- Bosmer are often associated with command of simple-minded animals. A bonus to summoned animal pet damage and/or healing, would synergise well with Warden and Sorc classes (especially if Sorc ever gets any stamina pet morphs ... hint hint). Necromancer and Nightblade "pets" would be exempt, not being animals. Creature-oriented proc sets like Selene, Kra'gh, Maw of the Infernal, Shadowrend, Tremorscale and Defiler could also be buffed by the passive ... maybe.
- Bosmer affinity for archery is unrivaled in lore. It would be nice to have a passive geared at bow/bow setups. Perhaps reducing the cast time for bow abilities by 50% and granting resistance when taking damage from more than 1 enemy.
Without testing it and only seeing it. I must say I realy like the changes over all. It simes like the most fair and well balanced changes ever and still have a lot of deference and unikeness to them.
Most of the people that think Orc is too week comparet to what they was before is not thinking about that before they was a bit too OP comparet to the other classes race bonuses.
I think they all look awesome (and yes I have a magicka and a stamina character of every class, so I am not favoring one race over another).... I think some of my characters need a race change, but thats just money in the pocked for the creaters.
The balance of the races is just awesome.
Lord_Dexter wrote: »@ZOS_Gilliam
I have two imperial characters,
If Imperials do not improve kindly give me 2 race change tokens.
I can not DPS on them anymore.
Imperial Red Diamond passive is applied in a same way as Sturdy trait.
Formula is as follows
Block Cost = (( 1730 - Shield-Play ) * (1-Shadow Ward) (1-Sturdy) ( 1-Fortress) *(1-New Red Diamond)) * (1-Defensive Posture)
So 2 shieldplay enchants, 23% in shadow ward, 4 Sturdy items on live makes your block cost = 502
With new passive ON PTS it makes it to 477. So Imperial tank gains 25 stamina per 0,5 sec at best scenario.
Non-tank players get the cost of block from 1730 down to 1643 stam cost, which is not great either.
@ZOS_Gilliam
Please, I suggest to change the Red Diamond block cost % reduction to flat value of 203 block cost instead, basically make it like Shield-Play enchantment. It would make it far significant, I mean cmon, Imperial really needs some love.
Kalle_Demos wrote: »silvereyes wrote: »
- Bosmer are often associated with command of simple-minded animals. A bonus to summoned animal pet damage and/or healing, would synergise well with Warden and Sorc classes (especially if Sorc ever gets any stamina pet morphs ... hint hint). Necromancer and Nightblade "pets" would be exempt, not being animals. Creature-oriented proc sets like Selene, Kra'gh, Maw of the Infernal, Shadowrend, Tremorscale and Defiler could also be buffed by the passive ... maybe.
I agree but with one point of criticism: Deadra may look/behave beastly but they aren't animals.
Thank you ZOS for finally making Orc a competitive stam DPS race.
As for those who are still crying about Orc changes, boo hoo.
@wheem_ESO make Nords completely immune to Wall of Frost roots in PvP,
I don't recall Nords being labeled as explicitly immune on live (and it's not mentioned in the patch notes), but I could be mistaken. And if resists are granting full immunity to the status effect, that would seem to not be working as intended.Lightspeedflashb14_ESO wrote: »@wheem_ESO make Nords completely immune to Wall of Frost roots in PvP,
Been like that the whole time bud and if any other race enchants one of their jewelry with frost resistance, they too are immue to chilled.
I don't recall Nords being labeled as explicitly immune on live (and it's not mentioned in the patch notes), but I could be mistaken. And if resists are granting full immunity to the status effect, that would seem to not be working as intended.Lightspeedflashb14_ESO wrote: »@wheem_ESO make Nords completely immune to Wall of Frost roots in PvP,
Been like that the whole time bud and if any other race enchants one of their jewelry with frost resistance, they too are immue to chilled.
Either way, there aren't very many (any?) Nords at all in the high MMR PC-NA Battlegrounds right now, but if the currently proposed changes go through there just might be. While I'm not a fan of total immunity to status effects for any races, I think the bigger issue is roots being too frequent, with too little counter options (especially for Magicka builds).
I don't recall Nords being labeled as explicitly immune on live (and it's not mentioned in the patch notes), but I could be mistaken. And if resists are granting full immunity to the status effect, that would seem to not be working as intended.Lightspeedflashb14_ESO wrote: »@wheem_ESO make Nords completely immune to Wall of Frost roots in PvP,
Been like that the whole time bud and if any other race enchants one of their jewelry with frost resistance, they too are immue to chilled.
Either way, there aren't very many (any?) Nords at all in the high MMR PC-NA Battlegrounds right now, but if the currently proposed changes go through there just might be. While I'm not a fan of total immunity to status effects for any races, I think the bigger issue is roots being too frequent, with too little counter options (especially for Magicka builds).
Aethereal'Golden wrote: »Aren't Bretons too strong in PvP now? With their resources and resistances, this race is now far better than others in terms of forgiving gameplay and opportunities to manage sets.
Yamenstein wrote: »Lord_Dexter wrote: »@ZOS_Gilliam
I have two imperial characters,
If Imperials do not improve kindly give me 2 race change tokens.
I can not DPS on them anymore.
Imperials have always been bad at DPS. Why did you make two of them...
Yamenstein wrote: »Imperials have always been bad at DPS. Why did you make two of them...
dovakiin5574 wrote: »The only thing I would personally change is Khajiit Robustness passive. I propose cutting the health recovery down to 75 or 50 and bumping up stamina and magicka recovery to 125. This would take away some of the sustain issues while also not unbalancing their dps. It would also be more beneficial for those who tank or heal with their Khajiit.
I have personally found it much harder to sustain on Khajiit stamina Nightblade, to the point it is uncomfortable. Magicka Nightblade was slightly better in terms of sustain, but I still felt pressure and had to heavy attack much more often than expected. My Templar tank Khajiit is also facing minor sustain issues on PTS.
Yamenstein wrote: »Lord_Dexter wrote: »@ZOS_Gilliam
I have two imperial characters,
If Imperials do not improve kindly give me 2 race change tokens.
I can not DPS on them anymore.
Imperials have always been bad at DPS. Why did you make two of them...
vesselwiththepestle wrote: »Bosmer are really strong right now. The Stealth thing has to be changed (I don't care so much for lore, but making a race ability PVP only is kinda stupid), but adding more abilities would be to much. What you are suggesting sounds more like a new ranger class. Also you are forgetting that Bosmer already get the strongest race ability FOR FREE: being cute.
I personally would not say it's infeasible.pocketdefender wrote: »Command Animal/Beast Tongue
This is the unique Bosmer racial ability in the last three TES titles. It allows the player to cause an animal to fight on their side for 60 seconds. Obviously, that's not feasible in this game, but the flavor could be used.
Probably true, sadly, considering all the bugs / lag in PVP. I've honestly never died to snipe, but I admittedly don't PVP a ton, and I do hear the complaints from those that do.You’re saying you want to make snipe even more spammable? Sorry but as long as the devs choose to balance PvE and PvP together that is not an option.
Not sure why it's a problem then. I guess a cooldown could be added, to prevent it being an always-on bonus. The idea would be to give some extra ability to relocate if the melee mobs catch you, without something as OP as getting the speed equivalent of over 3 gold swift jewels whenever you want.we’d all love increased restiances while taking damage from more than one enemy lol.
silvereyes wrote: »Not sure why it's a problem then. I guess a cooldown could be added, to prevent it being an always-on bonus. The idea would be to give some extra ability to relocate if the melee mobs catch you, without something as OP as getting the speed equivalent of over 3 gold swift jewels whenever you want.we’d all love increased restiances while taking damage from more than one enemy lol.