Joy_Division wrote: »@IronWooshu - My main is a Nord, so I am well aware of your concerns. That being said, the ultimate generation passive is difficult to quantify, so I do think it is best to actually see how Nords play in the next update before declaring the race is under performing or overpowered in any respect. I have waited years for ZOS to make adjustments so they weren't just second-rate tanks. If they are need of more, I most certainly will make it a point.
All who are frustrated with the in-combat bug: You can ask the devs, when this subject came up, I got emotionally about the response and let your frustrations be 1000% crystal clear. There was discussion on this issue and I pushed back probably harder than I should have when the "we're looking into it" response was given.
It became clear to me that yelling at ZOS isn't going to get the bug fixed sooner and they are not going to do away with the in-combat system because they see it as vital to how the game's combat system works. In short, you are going to be stuck in combat and nothing said at the meeting was going to change the reality of that situation.
That being said, these are my suggestions for at least being able to actually play the game stuck in combat. There are things we'd need to do in order to at least try to play the map strategically. ZOS has indicated they are willing to let us do things while in combat, so approach the problem from this angle. If I could do the following three things in combat next patch, I'd take it and wouldn't complain while they hunt down the bug:
- Use Transitus: Something they already said they see no problem
- Switch quick slot: I can't see a huge issue here
- Mount. This one might be tricky. Maybe we can put a penalty (such as the horse having zero stamina) or put in a restriction, such as ten seconds of zero in combat actions, i.e., healing, damaging, debuffing, or buffing.
You're not going to get them to switch skills or gear. If you can chime in on why these actions are needed to play the Cyrodiil map and help convince ZOS to make it so we can do them even in combat, that's our best chance to deal with being stuck in combat.
Overall good set of changes, imo.
Nice to hear Arena weapons will be re-evaluated, although the wording makes it sound like it will come after update 22, which is an awfully long time.
Altmer and Orc really shouldn't get any adjustments to their current racials. The balance of damage:sustain is just right and makes them competitive.
I like the max Stam in exchange for the Stam return but I really don’t want to trade more max health away too.
The loss of stam restore passive is going to necessitate the slotting of 1 additional jewelry regen glyph (at the cost of a WD glyph) on a PvP build to break-even after this change.
There's no way the increase to max stam is going to compensate fully for that. They'd need to buff the Orc max stam passive up to about 2k, since WD scales so much better than stam, especially on a medium build.
And with the loss in effective weapon damage, your heal tooltips are going to drop, and that's going to erode the compensatory buff to healing, too.
My best estimate is that it'll be a net nerf to Orc. We'll wait til tomorrow to see, though.
Joy_Division wrote: »@IronWooshu - My main is a Nord, so I am well aware of your concerns. That being said, the ultimate generation passive is difficult to quantify, so I do think it is best to actually see how Nords play in the next update before declaring the race is under performing or overpowered in any respect. I have waited years for ZOS to make adjustments so they weren't just second-rate tanks. If they are need of more, I most certainly will make it a point.
All who are frustrated with the in-combat bug: You can ask the devs, when this subject came up, I got emotionally about the response and let your frustrations be 1000% crystal clear. There was discussion on this issue and I pushed back probably harder than I should have when the "we're looking into it" response was given.
It became clear to me that yelling at ZOS isn't going to get the bug fixed sooner and they are not going to do away with the in-combat system because they see it as vital to how the game's combat system works. In short, you are going to be stuck in combat and nothing said at the meeting was going to change the reality of that situation.
That being said, these are my suggestions for at least being able to actually play the game stuck in combat. There are things we'd need to do in order to at least try to play the map strategically. ZOS has indicated they are willing to let us do things while in combat, so approach the problem from this angle. If I could do the following three things in combat next patch, I'd take it and wouldn't complain while they hunt down the bug:
- Use Transitus: Something they already said they see no problem
- Switch quick slot: I can't see a huge issue here
- Mount. This one might be tricky. Maybe we can put a penalty (such as the horse having zero stamina) or put in a restriction, such as ten seconds of zero in combat actions, i.e., healing, damaging, debuffing, or buffing, before being eligible to mount..
You're not going to get them to switch skills or gear. If you can chime in on why these actions are needed to play the Cyrodiil map and help convince ZOS to make it so we can do them even in combat, that's our best chance to deal with being stuck in combat.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Joy_Division wrote: »All who are frustrated with the in-combat bug: You can ask the devs, when this subject came up, I got emotionally about the response and let your frustrations be 1000% crystal clear. There was discussion on this issue and I pushed back probably harder than I should have when the "we're looking into it" response was given.
The Altmer statement does sound rather negative. Spell Recharge is far behind the cost reduction and the 100 magicka regen of Breton. So Breton has the best sustain. Altmer lore wise, are the most enduring mages and have quick magicka recovery. So removing it completely seems like a very negative thing to do.
I was expecting spell recharge to get tuned up a bit, rather than being removed completely.
This. On PTS atm the races was balanced, this will only turn High Elf into a niche glass cannon race, and that is so against the lore. We are supposed the be the ones that brought magic too Tamriel, We were the ones that spread magic too the other races. Now tell me, why is other races better at magic than altmers again?
This change will do one thing: Critt based classes will do better next patch, while non critt classes will do worse. Why this hate towards non critt classes?
I am guessing Dunmer will be tuned up to 2k magicka and stamina or close enough to it. So what's the point in choosing Altmer ? Dunmer has so many stats and benefits even now. Now we presumibly even loose our sustain ?
I am tired of Halfbloods and impure Mer getting the better of us all the time.
The racials were perfect. There was no change needed except for Imperials maybe.
Of course the Morrowind fanatics get the cake once again. Let's just ignore all lore. Let's make Dunmer the best of everything.
ZOS_GinaBruno wrote: »
- 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....
ZOS_GinaBruno wrote: »
- ... Bosmers will get some short damage bonus as compensation.
ZOS_GinaBruno wrote: »
- ... 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.
Elsterchen wrote: »Time Stop: ZOS is raising the cost to 8100 magicka and indicated they are willing to make further adjustments If necessary.
While I acknowledge that the price for this skill (and its usefullness) was too low, the new price will shut out stamina players from using either morph. The whole skill line is already mainly magica-based and time stop is a pretty good crowd controll skill, I feel its wrong to only make it available to magica players.
Please reconsider. Maybe one morph of time stop should get stamina costs?
Else, as always: your time and efford is appriciated Class-reps. Please keep it up and going!
Psijic order were magicka based mages....
Also i gotta ask.... WHAT stam char (other than probably a very confused one) even uses timestop in any way shape or form???
Cyro zerglings trying to protect his xv1 tool lol
What's up with all these changes to the races? They were in a good spot for the most part! I mean even Redguards are getting buffs ... lol?
And what's up with the Altmer changes? Sustain has been horrible since Morrowind and now you want to take even more sustain away? Spell Recharge will have to be a huge damage boost in order to allow Altmers to compensate that lack of sustain with specialized gear - i.e. 2 regen sets instead of 1 and/or entire jewelry enchants geared towards sustain. Bretons were already the better choice prior to these changes ...
I actually can't believe that the 2 best damage races, Dunmer and Redguard get further buffs while Altmer is made worse.
I bet the replacement for Spell Recharge will be an extremely niche passive that has no combat impact at all. And redguards get 1k stamina every 5 seconds.
Joy_Division wrote: »@IronWooshu - My main is a Nord, so I am well aware of your concerns. That being said, the ultimate generation passive is difficult to quantify, so I do think it is best to actually see how Nords play in the next update before declaring the race is under performing or overpowered in any respect. I have waited years for ZOS to make adjustments so they weren't just second-rate tanks. If they are need of more, I most certainly will make it a point.
All who are frustrated with the in-combat bug: You can ask the devs, when this subject came up, I got emotionally about the response and let your frustrations be 1000% crystal clear. There was discussion on this issue and I pushed back probably harder than I should have when the "we're looking into it" response was given.
It became clear to me that yelling at ZOS isn't going to get the bug fixed sooner and they are not going to do away with the in-combat system because they see it as vital to how the game's combat system works. In short, you are going to be stuck in combat and nothing said at the meeting was going to change the reality of that situation.
That being said, these are my suggestions for at least being able to actually play the game stuck in combat. There are things we'd need to do in order to at least try to play the map strategically. ZOS has indicated they are willing to let us do things while in combat, so approach the problem from this angle. If I could do the following three things in combat next patch, I'd take it and wouldn't complain while they hunt down the bug:
- Use Transitus: Something they already said they see no problem
- Switch quick slot: I can't see a huge issue here
- Mount. This one might be tricky. Maybe we can put a penalty (such as the horse having zero stamina) or put in a restriction, such as ten seconds of zero in combat actions, i.e., healing, damaging, debuffing, or buffing, before being eligible to mount..
You're not going to get them to switch skills or gear. If you can chime in on why these actions are needed to play the Cyrodiil map and help convince ZOS to make it so we can do them even in combat, that's our best chance to deal with being stuck in combat.
silvereyes wrote: »ZOS_GinaBruno wrote: »
- 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....
Will be interesting to see where this lands. I agree that where it is on PTS, it's overperforming as a hit-and-run option.ZOS_GinaBruno wrote: »
- ... Bosmers will get some short damage bonus as compensation.
Guess I'll wait for specifics, but mixing evasion with more damage seems like it could be really powerful.ZOS_GinaBruno wrote: »
- ... 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.
Any response to the fact that their new bonus to detecting stealthed players/npcs is not really useful to anyone?
MartiniDaniels wrote: »silvereyes wrote: »ZOS_GinaBruno wrote: »
- 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....
Will be interesting to see where this lands. I agree that where it is on PTS, it's overperforming as a hit-and-run option.ZOS_GinaBruno wrote: »
- ... Bosmers will get some short damage bonus as compensation.
Guess I'll wait for specifics, but mixing evasion with more damage seems like it could be really powerful.ZOS_GinaBruno wrote: »
- ... 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.
Any response to the fact that their new bonus to detecting stealthed players/npcs is not really useful to anyone?
Well, you are right about damage bonus and overall this makes all races almost the same with slight variations. I know nobody wants this, but my opinion that bosmer should be like best passive sustain race, so instead of additional damage it will be nice to have bonus to magickal recovery, it will be good for pvp for cloak, won;t make bosmer imbalanced in pve dps and will at least give a little something to bosmer healers.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
You're efforts are appreciated. However-ZOS_GinaBruno wrote: »Basically if something has been identified as a pain point that has not been addressed yet, it was repeated. Also, and this is important, we planned to have another meeting with the Devs right after the PTS to get into nitty gritty about classes. In short, even if your class concerns aren’t going to show up on the PTS, they absolutely will get communicated in detail long before ZOS puts up the PTS for Elsweyr. Hang in there.
I've yet to see NB tanks mentioned in any of these posts.
Gonna go ahead and not believe you.
"Altmer will be strongest magicka DD" - ok for reps and zos
"Redguard will be best in sustain for stamina" - ok for reps and zos
"Breton will be best for sustain for magicka" - ok for reps and zos
"Nord is op for 0.5 ultimate per second, need to be nerfed or all tanks will be Nords" - LOL
So nerfing race that was worst for 4+ years, while buffing poor imperials and removing nerfs from best tanks on live - Argonians.
All that because top 1% of PvE community will run nords as tanks.
Feels unfair to players that run Nords.
On the other hand, cant wait to see Dunmer changes.
Balance was actually somewhat decent on the PTS, this will make it worse from the looks of it.
Dunmer OP, Altmer useless and nerfs to the poor Nords? Really?
SaintSubwayy wrote: »Balance was actually somewhat decent on the PTS, this will make it worse from the looks of it.
Dunmer OP, Altmer useless and nerfs to the poor Nords? Really?
Go and test Orc now, and compare their Sustain when the Brawler passive gets gutted tomorrow...
Orc was a great Stamina DPS race on 4.3.0 and 4.3.1 and by the looks of it, it will be gutted to be the new Nord...
Where is the balance? I dont see it. You want orc to be a brawler but you are giving us 500 max stam and health. While other races get much more. Argonian, 3% is 1k max mag. Nord, 6% stam is 1500. Dunmer, 6% is 1250 stam. Orc is 6% to 500 health/stam... Im confused..
But maybe we'll get a bit more stam but less health.. Why not just give the race some healing passives, with the damage, so we can brawl. Because right now id be much better off brawling on an argonian which is apparently getting buffed with more potion resource return and more healing?? If i read that right.. Thats amazing. 4650 down to 3600.. Whats it going to go to 4k? And the healing. 5%-4%, does that go back to 5 or higher?
It doesnt seem like balance. It seems like some races, like some classes, are left out a bit.. Hopefully im wrong, but from what im gathering from this post, orc will be getting a bit more stam and will be losing the health (which im not sure how we lose health from 500) and the stam return on unflinching.. Will we be getting something else instead of that stam return?
FeaR Turbo wrote: »SaintSubwayy wrote: »Balance was actually somewhat decent on the PTS, this will make it worse from the looks of it.
Dunmer OP, Altmer useless and nerfs to the poor Nords? Really?
Go and test Orc now, and compare their Sustain when the Brawler passive gets gutted tomorrow...
Orc was a great Stamina DPS race on 4.3.0 and 4.3.1 and by the looks of it, it will be gutted to be the new Nord...
I think it will be the opposite brother, (;
FeaR Turbo wrote: »SaintSubwayy wrote: »Balance was actually somewhat decent on the PTS, this will make it worse from the looks of it.
Dunmer OP, Altmer useless and nerfs to the poor Nords? Really?
Go and test Orc now, and compare their Sustain when the Brawler passive gets gutted tomorrow...
Orc was a great Stamina DPS race on 4.3.0 and 4.3.1 and by the looks of it, it will be gutted to be the new Nord...
I think it will be the opposite brother, (;
2K stam confirmed?
FeaR Turbo wrote: »SaintSubwayy wrote: »Balance was actually somewhat decent on the PTS, this will make it worse from the looks of it.
Dunmer OP, Altmer useless and nerfs to the poor Nords? Really?
Go and test Orc now, and compare their Sustain when the Brawler passive gets gutted tomorrow...
Orc was a great Stamina DPS race on 4.3.0 and 4.3.1 and by the looks of it, it will be gutted to be the new Nord...
I think it will be the opposite brother, (;