Silver_Strider wrote: »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).
No, it's working fully as intended though I can't remember exactly when it was confirmed by ZOS that Resistance = Status Immunity. Pretty much, every race with a resistance (other than Physical/Spell Resistance) via their racial passives have had full on immunity to the status effects of their resisted passive.
Nords have always been immune to Chilled from Ice
Dunmer have always been immune to Burn from Fire
Argonian and Bosmer have always been immune to Defile from Disease and Poison from Poisons
AerionMagnus wrote: »Imperials are VERY PROFICIENT WITH MAGIC in the lore. They are famous for their mages and always have been.
Why is this being unaddressed if you are looking to remain lore friendly?
They underperform in everything.
FineFeathered wrote: »Differences on my Breton (in her bashing about gear, not in heal gear) on live and on PTS:
All other things being the same, food, points, etc, just reflecting new passives:
STAT...........................Before.............After..........Change
Max Magicka...............35,724............35,252.........-472
Magicka Recov..............1,416..............1,578.........+168
Max Health..................16,978............18,336........+1356
Spell Resist..................16,642............14,992........-1650
Overall, this is lore unfriendly, as Bretons are supposed to be resistant to magicka. Making them good against other mages. We've now lost that only distinction. We've also lost Max magicka (which is used to determine hit, iirc) and while we gain recovery, and health, those changes are generic and almost eliminate any reason to play this race.
Instead of making a race better, you've eliminated it's one distinction and genericized the rest. (I have only shown the changes, not the other stats) and I already know the char is not optimized, so this is about comparison, not meta or builds.
What made a Breton distinctive has been given to the Nord (Spell Resist to the nord is quite a bit more than what you have done to the Breton) and as a magicka focused character, you've nerfed their strength.
My Thoughts for Imperial (changes I've been thinking about):
Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes.
Tough: 12% Max Health → Imperial Insight: Increases your Max Magicka by 1500.
Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 1500.
Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health → Imperial Grit: Increases your Max Health by 1500. Blocking an attack Restores 750 Health, Magicka, or Stamina depending on which resource is lowest; this effect can occur once every 5 seconds.(to clarify: the restoration part should restore whatever resource is currently lowest % wise, meaning if you had no stamina it would restore 750 stamina)
I think this helps break the imperials out of the mold of just being stam race when multiple people reference the lore talking about imperials being battle mages as well. The tri stat increase reflects their ability to be recruited by any alliance and the second part of Imperial Grit helps with sustain and follows the dev notes of being able to push back when being under pressure.
I will admit I'm not expert on balancing and the restorative number of Imperial Grit might need to go up or down but feels more interesting to me than just a block/bash cost reduction.
Truthsnark wrote: »Bosmer feedback -
I've played a Bosmer thief since 2014. I don't PVP, raid, or do anything that requires me to pay any attention to numbers or parses, so I can't speak to that aspect and candidly, I don't really care what is done there.
Removing the Bosmer stealth detection radius reduction that was useful to both PVE and PVP and replacing it with one that's only useful in PVP has significantly impacted my playstyle and made the game less fun for me. I've spent almost all my time on PTS since the patch dropped trying this out, and it's a big enough difference that my character doesn't feel like my character anymore.
Bosmer stealth and thieves are legendary and an integral part of their culture. I fail to see how your goals of making more races viable in more situations are accomplished by loading Khajiit up with all the stealth passives and leaving nothing to Bosmer. You've created a hard divide between the race for PVE and the race for PVP that didn't exist before. What reason would anyone have to choose a Bosmer for thieving now?
Please return the 3 meter stealth detection reduction to Bosmer. You can't tell me it's overpowered, Khajiit will have five meters AND their bonus to pickpocketing! I ran a Khajiit thief on PTS and nobody could detect me even when I was standing immediately in front of them with a stealth detection reduction set on. That's crazy.
I'm a PVE casual who spends a lot of money in the crown store on fluff for my thief, and I'm getting pretty tired of having stuff taken away from me for PVP reasons.
Holycannoli wrote: »Suggestion for imperial: a new racial bonus that affects themselves and their group (so includes when solo) and is additive with diminishing returns so multiple imperials give a greater bonus. It could be a flat damage bonus, a max stat increase, crit chance or crit damage increase, regen increase, I'm not exactly sure yet. But imperials need something. They are a boring, uninspired race locked behind a pay wall that are about to be nerfed to undesirable.
And I think a group bonus makes perfect sense for them. They are imperial. They are all about teamwork and coordination. Empires aren't built without it.
https://www.youtube.com/watch?v=T0SNjnsi_rM
Lord_Dexter wrote: »Well you want no one to do DD on imerial, they should not be pure tanking race
Lord_Dexter wrote: »Well you want no one to do DD on imerial, they should not be pure tanking race
Changing from 10% chance on attack to heal to what I suggested means imperials can no longer attack or do dd? I don't see it but then again I was just suggesting something that seemed better that was ZOS was proposing in my opinion.
What are thoughts as to what should be changed?
Truthsnark wrote: »Bosmer feedback -
I've played a Bosmer thief since 2014. I don't PVP, raid, or do anything that requires me to pay any attention to numbers or parses, so I can't speak to that aspect and candidly, I don't really care what is done there.
Removing the Bosmer stealth detection radius reduction that was useful to both PVE and PVP and replacing it with one that's only useful in PVP has significantly impacted my playstyle and made the game less fun for me. I've spent almost all my time on PTS since the patch dropped trying this out, and it's a big enough difference that my character doesn't feel like my character anymore.
Bosmer stealth and thieves are legendary and an integral part of their culture. I fail to see how your goals of making more races viable in more situations are accomplished by loading Khajiit up with all the stealth passives and leaving nothing to Bosmer. You've created a hard divide between the race for PVE and the race for PVP that didn't exist before. What reason would anyone have to choose a Bosmer for thieving now?
Please return the 3 meter stealth detection reduction to Bosmer. You can't tell me it's overpowered, Khajiit will have five meters AND their bonus to pickpocketing! I ran a Khajiit thief on PTS and nobody could detect me even when I was standing immediately in front of them with a stealth detection reduction set on. That's crazy.
I'm a PVE casual who spends a lot of money in the crown store on fluff for my thief, and I'm getting pretty tired of having stuff taken away from me for PVP reasons.
Silver_Strider wrote: »The resource restore is limited to blocking, something that only a Tank can make a lot of use of because blocking on a Magic or Stamina character that isn't invested into blocking will almost instantly chew thru your resources at a much quicker rate than your suggestions restores, being totally worthless on DPS and Healer Specs, whereas at least now Red Diamond provides a somewhat decent heal for all specs to utilize, despite it's unreliable nature.
My suggestions
Toughness: 2k Health
Conditioning: Changed into Imperial Mettle: 1000 Magic+Stamina
Red Diamond: Restore 300 Health, Magic and Stamina upon activation of a Weapon ability. 5 second CD. Reduce the cost of Block/Bash by 5%.
The divide in Magic and Stamina is both lore friendly as well as making it so that Imperials have more well rounded options in their choice of roles, without favoring 1 side or being limited to just tanking. Couple this with a tri-stat restore effect akin to 60 regen/sec and Imperials become a strong overall race but not so powerful that it completely eclipses any race in any particular field. I've been fine tuning this idea around the forums, doing the math to try and keep the passives as balanced as possible in relation to other races so that Imperial gets a decent shot at a buff and a more useful overall role in the game, which is only fair considering it is a pay walled race and all.
My Thoughts for Imperial (changes I've been thinking about):
Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes.
Tough: 12% Max Health → Imperial Insight: Increases your Max Magicka by 1500.
Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 1500.
Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health → Imperial Grit: Increases your Max Health by 1500. Blocking an attack Restores 750 Health, Magicka, or Stamina depending on which resource is lowest; this effect can occur once every 5 seconds.(to clarify: the restoration part should restore whatever resource is currently lowest % wise, meaning if you had no stamina it would restore 750 stamina)
I think this helps break the imperials out of the mold of just being stam race when multiple people reference the lore talking about imperials being battle mages as well. The tri stat increase reflects their ability to be recruited by any alliance and the second part of Imperial Grit helps with sustain and follows the dev notes of being able to push back when being under pressure.
I will admit I'm not expert on balancing and the restorative number of Imperial Grit might need to go up or down but feels more interesting to me than just a block/bash cost reduction.
Silver_Strider wrote: »The resource restore is limited to blocking, something that only a Tank can make a lot of use of because blocking on a Magic or Stamina character that isn't invested into blocking will almost instantly chew thru your resources at a much quicker rate than your suggestions restores, being totally worthless on DPS and Healer Specs, whereas at least now Red Diamond provides a somewhat decent heal for all specs to utilize, despite it's unreliable nature.
My suggestions
Toughness: 2k Health
Conditioning: Changed into Imperial Mettle: 1000 Magic+Stamina
Red Diamond: Restore 300 Health, Magic and Stamina upon activation of a Weapon ability. 5 second CD. Reduce the cost of Block/Bash by 5%.
The divide in Magic and Stamina is both lore friendly as well as making it so that Imperials have more well rounded options in their choice of roles, without favoring 1 side or being limited to just tanking. Couple this with a tri-stat restore effect akin to 60 regen/sec and Imperials become a strong overall race but not so powerful that it completely eclipses any race in any particular field. I've been fine tuning this idea around the forums, doing the math to try and keep the passives as balanced as possible in relation to other races so that Imperial gets a decent shot at a buff and a more useful overall role in the game, which is only fair considering it is a pay walled race and all.
Interesting!
Should it just be a weapon ability though that procs Red Diamond? Also, isn't the block cost reduction a little bland? I was thinking people didn't like it, but I could be misunderstanding.
I've read an idea about imperials getting a buff while in a group, sort of like a standing together thing lore wise, that sounded interesting. Like buff everyone's recovery stats by X or increase everyone's resistances by X. I found it more interesting than the block cost reduction but not sure how it would be balanced.
Silver_Strider wrote: »I can't speak for everyone in relation to the Block cost reduction but I don't think that it's bland but rather the current iteration of Red Diamond coupled with the Cost Reduction is just bad from a statistical standpoint and it's off putting as a result since it still feels like a lackluster Tank racial in comparison to other races. Changing it into being a fairly powerful Tri-Stat restore effect only slightly weaker to Argonian potion passive (60 Regen/sec vs 80 Regen/sec), with a little extra block sustain on top makes Red Diamond into a useful Passive that would allow Imperial to branch outside of the Tanking role into DPS and Healer roles effectively but not be so powerful in those roles as opposed to Races that are more situated for them. An Imperial Healer will never be as powerful as a Breton Healer, it's Stamina DPS wouldn't have the raw strength of Orcs, it's Magic DPS won't be as good as an Altmer and in Tank roles, Nord offers more group utility but less sustain/stats than Imperial, while having less sustain than Argonians but more raw stats so that it's an overall balanced Race capable of fulfilling every role to a decent capacity, which is how a pay walled race should be, a perfect Jack of All Trades, Master of None.
Silver_Strider wrote: »I can't speak for everyone in relation to the Block cost reduction but I don't think that it's bland but rather the current iteration of Red Diamond coupled with the Cost Reduction is just bad from a statistical standpoint and it's off putting as a result since it still feels like a lackluster Tank racial in comparison to other races. Changing it into being a fairly powerful Tri-Stat restore effect only slightly weaker to Argonian potion passive (60 Regen/sec vs 80 Regen/sec), with a little extra block sustain on top makes Red Diamond into a useful Passive that would allow Imperial to branch outside of the Tanking role into DPS and Healer roles effectively but not be so powerful in those roles as opposed to Races that are more situated for them. An Imperial Healer will never be as powerful as a Breton Healer, it's Stamina DPS wouldn't have the raw strength of Orcs, it's Magic DPS won't be as good as an Altmer and in Tank roles, Nord offers more group utility but less sustain/stats than Imperial, while having less sustain than Argonians but more raw stats so that it's an overall balanced Race capable of fulfilling every role to a decent capacity, which is how a pay walled race should be, a perfect Jack of All Trades, Master of None.
So it should be a hybrid race? Just asking, not trying to be smart or anything.
Also you compared your suggestion to the Argonian passive, the Argonian passive can potentially be a bit stronger if people go into potion cd right? Does that affect your suggested numbers for imperial any?
Interesting thoughts nonetheless!
IronWooshu wrote: »Lord_Dexter wrote: »Developers should take right descion for Racial passives balances instead of taking some players moaning.
Players want their favourite race to get all flavours and as a complete package which shall not be the case.
Some Races needs buff that does not include Dunmer, Altmers, Bretons, Nords, Argonians, Redguards, Orc and Bosmers.
Khajit and Imperial race needs some kind of buff,
Khajit: Healthy recovery is useless instead buff Mag and Stam recovery
Imperial: Becomes PVE tank race only? We shall no longer DPS on this race?
and you can DPS on Nord?
Silver_Strider wrote: »Silver_Strider wrote: »I can't speak for everyone in relation to the Block cost reduction but I don't think that it's bland but rather the current iteration of Red Diamond coupled with the Cost Reduction is just bad from a statistical standpoint and it's off putting as a result since it still feels like a lackluster Tank racial in comparison to other races. Changing it into being a fairly powerful Tri-Stat restore effect only slightly weaker to Argonian potion passive (60 Regen/sec vs 80 Regen/sec), with a little extra block sustain on top makes Red Diamond into a useful Passive that would allow Imperial to branch outside of the Tanking role into DPS and Healer roles effectively but not be so powerful in those roles as opposed to Races that are more situated for them. An Imperial Healer will never be as powerful as a Breton Healer, it's Stamina DPS wouldn't have the raw strength of Orcs, it's Magic DPS won't be as good as an Altmer and in Tank roles, Nord offers more group utility but less sustain/stats than Imperial, while having less sustain than Argonians but more raw stats so that it's an overall balanced Race capable of fulfilling every role to a decent capacity, which is how a pay walled race should be, a perfect Jack of All Trades, Master of None.
So it should be a hybrid race? Just asking, not trying to be smart or anything.
Also you compared your suggestion to the Argonian passive, the Argonian passive can potentially be a bit stronger if people go into potion cd right? Does that affect your suggested numbers for imperial any?
Interesting thoughts nonetheless!
It should be a hybrid race because its lore suggests they are equally adapt at both Magic and Melee combat and because making Imperial a good intermediary race, good for everything but not great in specialized builds would be a good way to handle a pay walled race.
I do factor in the potion CD on Argonians in my suggestion as I've also factored in the extra resources of Imperial as well as their Block cost reduction. An Argonian that goes full on Potion Passive CD with Infused Jewelry, is giving up a minimal of 2610 extra resources vs an Imperial doing the same, giving up only 610 due the the large stat total difference of Imperials vs Argonians. This would bring Argonian sustain up to ~171 regen/second but considering that jewelry traits would also be amplified by % base modifiers, you're looking at a much more substantial resource loss on Argonians than Imperials for what amounts to a regen total of 121 extra regen/sec over Imperial. Then, we factor in Imperials block cost reduction. While the significance of it is overlooked, what can't really be overlooked is that Imperial can essentially drop a Sturdy Armor Trait for something more substantial in its place and on a piece of gear like Shields, changing out Sturdy for Infused would give even more power towards Imperial in terms of Max Resources as that loss is even lower. At that point, you're looking at the 4% healing done on Argonians as truly the only significant difference between them and Imperials (Disease resist is worthless in any practical sense due to the severe lack of Disease Damage in the game, with the only significant form of it coming from Incapacitating Strikes, which undermines the Disease Status Immunity as it applies Major Defile anyways).
Samsquanch wrote: »My Thoughts for Imperial (changes I've been thinking about):
Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes.
Tough: 12% Max Health → Imperial Insight: Increases your Max Magicka by 1500.
Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 1500.
Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health → Imperial Grit: Increases your Max Health by 1500. Blocking an attack Restores 750 Health, Magicka, or Stamina depending on which resource is lowest; this effect can occur once every 5 seconds.(to clarify: the restoration part should restore whatever resource is currently lowest % wise, meaning if you had no stamina it would restore 750 stamina)
I think this helps break the imperials out of the mold of just being stam race when multiple people reference the lore talking about imperials being battle mages as well. The tri stat increase reflects their ability to be recruited by any alliance and the second part of Imperial Grit helps with sustain and follows the dev notes of being able to push back when being under pressure.
I will admit I'm not expert on balancing and the restorative number of Imperial Grit might need to go up or down but feels more interesting to me than just a block/bash cost reduction.
Solid.
Tough: Gain 12% Max Health → Increases your Max Health by 2000.
Conditioning: Gain 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000.
Red Diamond: 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. Reduces the cost of your Block and Bash abilities by 5%.
Silver_Strider wrote: »It should be a hybrid race because its lore suggests they are equally adapt at both Magic and Melee combat and because making Imperial a good intermediary race, good for everything but not great in specialized builds would be a good way to handle a pay walled race.
I do factor in the potion CD on Argonians in my suggestion as I've also factored in the extra resources of Imperial as well as their Block cost reduction. An Argonian that goes full on Potion Passive CD with Infused Jewelry, is giving up a minimal of 2610 extra resources vs an Imperial doing the same, giving up only 610 due the the large stat total difference of Imperials vs Argonians. This would bring Argonian sustain up to ~171 regen/second but considering that jewelry traits would also be amplified by % base modifiers, you're looking at a much more substantial resource loss on Argonians than Imperials for what amounts to a regen total of 121 extra regen/sec over Imperial. Then, we factor in Imperials block cost reduction. While the significance of it is overlooked, what can't really be overlooked is that Imperial can essentially drop a Sturdy Armor Trait for something more substantial in its place and on a piece of gear like Shields, changing out Sturdy for Infused would give even more power towards Imperial in terms of Max Resources as that loss is even lower. At that point, you're looking at the 4% healing done on Argonians as truly the only significant difference between them and Imperials (Disease resist is worthless in any practical sense due to the severe lack of Disease Damage in the game, with the only significant form of it coming from Incapacitating Strikes, which undermines the Disease Status Immunity as it applies Major Defile anyways).