Bumi Rockafella wrote: »I'd be more happy with 500 as the value with a 5s cooldown, or uhh literally anything else at this point, the previous version of 1750 with a 15% sounded better, as of right now there is no personality with imperial.
Kidgangster101 wrote: »IronWooshu wrote: »Too much simple minded thinking here, seeing 258 damage on paper and thinking this put Orcs or Bosmer so far ahead of every other Stamina race but it doesn't.. Sustain is the end all be all for PVP and PVE.
Put it this way, if I can survive their initial damage burst and heal thru it while they are gasping for stamina or magicka any race with sustain will put an end to them. Orcs will have to sacrifice pure damage builds for more sustain sets in order to even be viable in PVP and PVE unless they have healers giving them sustain in a group. Which means you can build more into damage and less sustain because your passive covers it.
Imperials got built in sustain across 3 attributes, thats near Argonian level considering they have an even longer cooldown between potion passives than a 5 sec CD on direct damage.
Quit complaining and learn to play to see how good this is.
It is in fact not argonian levels sir. Please think before you speak about the subject lol. The amount returned will not be noticable when you are actually playing (plus pvp that healing one is nerfed in half so 150ish hp heal will never do anything for you).
Argonians get everything in one big burst meaning they can go from nothing to having a lot. The fact that you are trying to compare these two passives shows you don't know what you are talking about.
On top of that we only get return through "direct damage" meaning we have to build specifically around a bad passive. What if we are low on resources and can't cast a direct damage move? Argonians drink a pot and they are good.
Imperial is far from good and it's a shame I've been imperial since launch.
Kidgangster101 wrote: »Lol first off the skill is broken on test.
Second am I the only one that thinks this skill is awful?
Third did they really even try to get creative with it at all?
Imperial is going to be the main "villain" in the new dlc and the prophet is a imperial magic user, so why do we only get one version of imperial when they are clearly very good at magic. This still makes imperial held into tanking only. They are by far the worst race in the game but yet we had to pay for it lol.
Khajit got buffs, argonians were put right back where they were so that means they will be amazing at everything once again, but yet the race that tested at being the worst race in every category didn't get buffed? Lol nice balance here.
Values for the Return are too Low.
Needs to be at least 500of each 5sec CD.
Get rid of cost reduction and add 2k max Magicka.
Then it might be versatile.
vesselwiththepestle wrote: »I like the change to Red Diamond. I am considering to make my Redguard Stam DK an Imperial. The numbers are still very low considering battle spirit and that those numbers won't be buffed like Recovery. At least health should be up to 1000. Maybe reduce the cool down - 333 on 3 stats every 3 seconds. Or make them all +500.
Or they could get a minor +Weapon damage/Spell damage buff. Like 129, not the full 258 treatment other races got... As Imperials didn't get the full sustain treatment, it seems fair to give them some additional damage.
Stop asking for magicka, all you will do is turn Imperials into worse Dunmers.
Sure, Orc will be the strongest Stamina race by far with these changes, but I don't need the best and I think I could make use of extra 2000 health. It translates directly to one additional stamina enchant instead of a health enchant for me in trials setups. Nevertheless, I had to test the actual sustain of Imperials, but it won't be possible until next week when Red Diamond gets hopefully fixed.Holycannoli wrote: »Lol why would you change from Redguard to Imperial? If anything change to Orc, but Redguard is what Imperial stam players will be changing to.
1500 Health
2000 Stamina
2975 Physical Armor
Red Diamond: 129 Weapon Damage, 500 health return, 350 stamina return.
I would be happy with something like this.
1500 Health
2000 Stamina
2975 Physical Armor
Red Diamond: 129 Weapon Damage, 500 health return, 350 stamina return.
I would be happy with something like this.
Umm, that would be terrible...its already so easy to max resistances that the phys resistance would be absolutely worthless and encourage pigeonholing into a tank role....much better to have a bonus to magicka pool(which is far more useful for tanks than an extra 3k resistance)
p.s. I suppose the difference could be made up with gear for extra magicka and less resistance in the above situation though, so it wouldn't be as bad as it currently
Umm, that would be terrible...its already so easy to max resistances that the phys resistance would be absolutely worthless and encourage pigeonholing into a tank role....much better to have a bonus to magicka pool(which is far more useful for tanks than an extra 3k resistance)
It would still keep the 'tank' identity, and it would be the opposite of the Breton. So we're keeping the tank identity, and gaining some weapon damage and a stamina resource. It's not perfect, and it's not better than other races, but at least there is some form of identity in it.
vesselwiththepestle wrote: »Sure, Orc will be the strongest Stamina race by far with these changes, but I don't need the best and I think I could make use of extra 2000 health. It translates directly to one additional stamina enchant instead of a health enchant for me in trials setups. Nevertheless, I had to test the actual sustain of Imperials, but it won't be possible until next week when Red Diamond gets hopefully fixed.Holycannoli wrote: »Lol why would you change from Redguard to Imperial? If anything change to Orc, but Redguard is what Imperial stam players will be changing to.
I think Imperials are supposed to be worse than Orcs, Redguards, Bosmer and Dunmers as a Stamina DPS race. So I guess we should be happy for those tiny buffs and not ask for too much, else we get a nerf hammer like Altmer got, lol.
What I found most interesting with Imperials, when I try to fit their passives into the budget of 6.5 set bonuses, I just don't understand how this fits to Imperials. It's like they are missing at least one whole set bonus.
2000 stamina = 1.82
2000 health = 1.65
The problem now is, that you can find block/bash cost reduction only as 5-piece-bonus (Footman's Fortune), as you can find something like Red Diamond only as 5-piece-bonus (like Bloodthorn).
So my assumption is, that block/bash cost reduction is way overpriced in the calculation of Imperials. It would totally make sense. If a 5-piece-equivalent bonus is calculated as 1.5 set boni, this would mean:
Heal/Sustain through Red Diamond = 1.5
Block/Bash cost reduction = 1.5
Which in sum is 6.47
So the ideal solution would be, to get rid of block/bash cost reduction and add something substantial and interesting to Imperials. I wonder all the time, why Imperials don't get some resistances bonus instead of this block/bash cost reduction.
If Imperials would get 2000 magicka, 2000 health, 2000 stamina, this would mean they'd already get 5.29 set boni on ressources alone, leaving only 1.21 set boni for any other passives. So giving Imperials additional magicka might probably be interesting for some niche builds, but I think in the end it would make everything worse.
Holycannoli wrote: »It would still keep the 'tank' identity, and it would be the opposite of the Breton. So we're keeping the tank identity, and gaining some weapon damage and a stamina resource. It's not perfect, and it's not better than other races, but at least there is some form of identity in it.
The 'tank' identity is the problem. These are from UESP:
- Morrowind: "Imperials are a very versatile race. They are considered the most balanced race in Morrowind, and are especially suited for adaptability"
- (I skipped Oblivion. Still haven't played it in 2019 but UESP says "Imperials are one of the most un-directed races in the game classwise, although they have slight bonuses in their Heavy Armor, Blade, and Blunt skills, they really have no restrictions on being a stealthy or magical character, and can be considered the "Jack of All Trades")
- Skyrim: "Imperials' skill bonuses are perfectly balanced between a mage type character and a warrior type. They have lesser bonuses to the Heavy Armor and One-handed skills, but also have bonuses to their Destruction and Restoration skills, making either path, or a combination of the two, equally attractive."
They also historically have abilities that affect other humans, like charm or calm. That can't really be replicated in ESO but their versatility certainly can, and rather easily.
They are not a 'tank' race and we want ZOS to understand this. We don't want them to not be able to tank, but we do want them to be able to do so much more like they've always been able to.
This x100. I love Imperials, their lore, their looks even the extra gold passive because I spend a lot of time farming and I just want to be able to make an imperial mage and not feel like I'm throwing my whole race away. They don't have to be Altmer or Khajiit(???) level but their passives should be VERSATILE. Even nords and redguards now have bonuses that would help them be mages.
luen79rwb17_ESO wrote: »This racial would have to be tested. I don't think 66 p/s recovery is that bad when it translates to 122 of your character's recovery pool (as it is recovery per 2 secs). That's slightly less than an extra purple recovery jewlery rune for EACH stat.
Seeing it that way it can be really strong especially in PVP.