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Why is Redguard stamina reduction in weapon skill and not just a flat Regen?

ck37090
ck37090
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The class looks good maintaining their same feel... But why not just give the flat stamina Regen of 256 instead of the percent decrease on weapon skills... It doesn't fit with classes that use many class skills or with werewolf.
Edited by ck37090 on January 27, 2019 9:36PM
  • SodanTok
    SodanTok
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    Why? To make it unique, not just better bosmer.
  • ck37090
    ck37090
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    The unique part comes with the stamina on damage and the speed buff off Dodge... The other stuff is just variances of stats and recovery
  • Mashille
    Mashille
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    Nah. It really fits the Redguard theme. I think it's a pretty awesome change. (#SpinToWin)
    House Baratheon: 'Ours Is The Fury'
  • LiquidPony
    LiquidPony
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    It is both lore-friendly and a subtle buff to classes that don't have built-in spammables (stamsorcs and stamDKs). I really like this change a lot as it makes a significant difference for builds using weapon spammables.

    It differentiates from the other classes. So yes, you're right that classes that use a lot of class skills or Werewolves won't benefit as much from the Redguard passives. They should probably look to Bosmer as the sustain class, Orc as a middle-ground, or Dunmer/Khajiit for pure damage.
    Edited by LiquidPony on January 27, 2019 9:52PM
  • ck37090
    ck37090
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    Mashille wrote: »
    Nah. It really fits the Redguard theme. I think it's a pretty awesome change. (#SpinToWin)

    It's not bad for builds that use mostly weapon skills, but a flat stamina Regen would give equal benefit to builds like that and for builds/classes that incorporate class skills.. Just think it would be better overall... And who knows what happens to certain skills in the future... If class skills get some buffs or weapon skills get nerfs it would be more future proof
  • ck37090
    ck37090
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    LiquidPony wrote: »
    It is both lore-friendly and a subtle buff to classes that don't have built-in spammables (stamsorcs and stamDKs). I really like this change a lot as it makes a significant difference for builds using weapon spammables.

    It differentiates from the other classes. So yes, you're right that classes that use a lot of class skills or Werewolves won't benefit as much from the Redguard passives. They should probably look to Bosmer as the sustain class, Orc as a middle-ground, or Dunmer/Khajiit for pure damage.

    Exactly... But how many people already chose Redguard for those classes... It would be fine if they are giving race redpecs for every character
  • LiquidPony
    LiquidPony
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    ck37090 wrote: »
    LiquidPony wrote: »
    It is both lore-friendly and a subtle buff to classes that don't have built-in spammables (stamsorcs and stamDKs). I really like this change a lot as it makes a significant difference for builds using weapon spammables.

    It differentiates from the other classes. So yes, you're right that classes that use a lot of class skills or Werewolves won't benefit as much from the Redguard passives. They should probably look to Bosmer as the sustain class, Orc as a middle-ground, or Dunmer/Khajiit for pure damage.

    Exactly... But how many people already chose Redguard for those classes... It would be fine if they are giving race redpecs for every character

    I'm not sure that what people are already doing should really be a consideration in terms of developing better balance going forward.

    The same is true on the magicka side; there are a lot of Dunmer players who are going to want to race change to Altmer or Breton or even Khajiit.

    And I agree that we should be getting more race respecs but regardless I still think the new Redguard passive is a positive change for balance.
  • burglar
    burglar
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    Redguard's passives encourage them to play aggressively, and with martial training they're rewarded for doing so. The conditon to activate their passives is essentially 'being engaged in combat' and because of the inherent danger of that condition, when met, their passives' combined strength is much greater than a flat ~250 regen. That strength of the martial training passive also grows, as the cost of weapon abilities grow, encouraging redguards to use more powerful abilities - the passive regen you mentioned doesn't provide that. This gives the redguards a particular, and powerful kind of endurance in combat. However, the trade-off (and balancing) is the loss of the resource recovery while not in combat.

    As I see it, passive regen benefits playstyles with tactics that rely on approach, positioning and movement, whereas cost reduction benefits playstyles with tactics that rely on decisions made while in combat. This fits the lore, I think. As a side note, I can't say, but I think the flat regen, if martial training was replaced with one, would either divide the power of their sustaining passives between two playstyles and essentially dilute the passives' power. On the other hand, it could also make them too powerful; I'd bet on the former, considering ~250 regen really isn't that strong.
    Edited by burglar on January 28, 2019 12:28AM
    Bosmer Melee Magicka Nightblade
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