Lightspeedflashb14_ESO wrote: »Time stop at 8100 kills useage by pve tanks.
Return Exhilaration: 9% Stamina RecoveryZOS_GinaBruno wrote: »Racials
[*] Redguard: ZOS is generally satisfied with how this race functions mechanically, but would like to add some identity that aids them in combat. They’ll be getting a utility boost
IronWooshu wrote: »I dont understand at all....
Damage modifiers on races will always be more important than tanking or healing passive's since DPS players want to squeeze every bit of damage possible out while ANY race can pick up a sword and shield and tank with ease.
Nord has no damage, they are at the bottom of the damage tree in Stamina and Magicka yet a racial that generates ultimate only when taking damage is potentially broken? If anything as a tank, I am not always taking damage so I might not even get the full effect of the passive to begin with. As stated like Alcast mentioned, if we are to hold our war horn than the passive once again makes no difference to any other race. What if my trial group wants to run multiple war horns one after the other, unless everyone is Nord the one Nord tank is going to have to hold off and wait or there may be a gap in War Horn uptime.
Yet Nord is what you're worried about? Not Redguard who can permanently block with their crazy OP sustain and will become BiS for tanks and if that happens what does Nord really have going for them? Worst DPS, 2nd or 3rd best tank, maybe last depending on Imperials changes. Worst healers with no sustain, no sustain for any role really.
1k health? 500 more than Orc and Dark Elf who have crazy damage to go with them.
We are going right back to where we are now, weak options all around. I am pretty sure Alcast is the only rep that likes Nord. They seem very underrepresented on these boards and even in game.
It's sad really and top DPS races are getting more buffs to their DPS.
Help me understand?
TL/DR: Nord is already the last choice for DPS end game which means we are being forced into a tank role (the opposite of what you wanted with every race for any role) they have no sustain for healers but if the ult makes them BiS healers that really takes the "big tough nord" image out of whack and really hurts my pride with my Nord being reduced to a heal bot (my least favorite role). The more you scale other races damage, the further Nord falls down to only one option tank and if we can't even be best at that we are reduced to pure end game healers.
How is that balance? I bet currently on live 0.01% of Nord players rolled a Nord to heal.
@Joy_Division @ZOS_Gilliam @ZOS_BrianWheeler
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.
Stuck in Combat: Unfortunately while ZOS has engineers working on this issue, it’s there and it’s going to be there until they get a handle on the issue. This prompted frustration and contention. ZOS made it clear they do not want to implement “band-aid” fixes and that the in-combat state was a core feature necessary for numerous combat systems. They indicated that they suffer the same bug and are also frustrated with it.
After some pressing, it became clear that getting passionate over the issue is not going to alleviate the situation, fix the bug, or prompt useful discussion. That being said, there are some things that ZOS indicated they are agreeable with to make it such that this super frustrating bug isn’t so destructive. One thing they specifically mentioned was they saw no reason why being in combat ought to prevent the use of the transitus wayshrines. Another possibility that perhaps can be explored is at least being able to change quickslots. I know this is not what anyone was looking for, but it is what it is and if you’re going to play Cyrodiil next update, then I highly suggest you channel your frustrations into useful suggestions that can make PvP playable while being stuck in combat as ZOS indicated that is something that they can do.
Sekt_Tiberlus wrote: »
MLGProPlayer wrote: »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 is very concerning as Breton is arguably already stronger on PTS since they can use a Berserker glyph. If the weak magicka return Altmer has now gets removed, they will fall behind Breton and Khajiit by a significant margin.
I'm not sure why they're touching Altmer as they were one of the most balanced races on PTS.
@Gilliamtherogue please be smart about this. In early testing, the meta seemed to be forming around Khajiit > Breton > Altmer, and you want to nerf Altmer?
Sekt_Tiberlus wrote: »
Is this maybe a new form of racism against Altmers?
Of course. Because all the Dragonknights enraged and complained how poor Dunmer is now.
In return, there is nobody left to defend Altmer, because there are no Sorcerers anymore.
Look, I understand that Dunmer lost a part of their identity. They should have been given flame damage instead. But giving them the same magicka and spell damage as Altmer, is unheard of.
Technically all of these changes are unheard of, seeing as this is the first broad racial rebalance in...ever as far as I know.
And Altmer has the Class Reps and many avid sorc players defending it, but the complaint that it carried both the highest damage *and* decent sustain is a valid one. It needs to be distinguished a bit more from Breton if Breton is intended to be "the magicka sustain race." ZOS hasn't decided what they intend to do with it yet.
Sekt_Tiberlus wrote: »
MerlinsBrother wrote: »So let me get this straight. Because Curse Eater is good for cleansing and great in PvP, it deserves a nerf?
PvP is about the struggle, the fight, the intense battles. If you take away anything that makes it even remotely rough for teams to compete, then what is the point?
So... Healers tend to get rough hit with debuffs, curses, etc in PvP already. Curse Eater would help immensely on groupd that DO NOT HAVE A TEMPLAR.... So Curse Eater would help the groups like this. People are only complaining about it on a Templar as I see it.
So think about the versatility of Nightblade, Sorc, Warden etc healers. Think outside the box here, sure it is great in PvP... but because it makes the fights longer, harder and more... What PvP is literally about, it gets nerfed to ranks of the Oblivion set in Vaults of Madness? I see this as a blatant slap to healers faces.
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.
GeneralSezme wrote: »Is there a reason it takes another update to see the problem with earthgore?
It not only saves players from grave mistakes but also Mitigates all incoming damage for its duration and negates ground placed ultimates that take longer to build up than the cool down of the set.
The set needs to have a flat healing nerf and needs to only proc in direct healing abillities. Not from a cp tree passive or a rapid regen tick.
phantasmalD wrote: »MLGProPlayer wrote: »
'The lowest DPS' is an interesting way to spell 'second highest'.
they know that with the sustain of breton you will get higher dps on most classes than any other race including altmer.
The altmer passive sustain passive was quite bad. It gave fixed returns on skill activation which do not get buffed by passives and only work well on builds who use a lot of class skills. (RIP mag sorcs and healers+tanks) The passive is realistic (7-8 sec) 70-80 mag /sec but this gets not amplified by % of light armor, cp, sets pots,
so with light armor+pot(40% more reg) you just need 100-115 mag reg to match this passive in sustain aka the free mag reg bretons get on top to their resistances. It just gets worse for classes who use more weapon skills than class one. see mag sorc, stam dds, healers and tanks
The defensive passive of altmer was also extreme weak and only useful on templers.
No band-aid-fix for the incombat bug. /facepalm
They made it bug so bad with all the changes in the last big update and even worse with all the changes what you can not do while in "combat". Maybe just undo the stupid changes till you find a better way
Edit:
how to fix the combat bug 101:
player does not take damage or does damage for 20 sec -> out of combat till he either takes or does damage