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Imperial change

  • josiahva
    josiahva
    ✭✭✭✭✭
    BuildMan wrote: »
    bpmachete wrote: »
    To make them versatile they don't need to get rid of Stamina and Health, they already took a lot of that away, they had 12% health and 10% stam. If they will leave those two stats as is and still want to make them versitile in their own nitch, work on the red diamond passive, the chosen of Akatosh, and let the power shine. If they are given 750 health, 500 Stam, 500 Magicka every 5 seconds on direct damage and 5% reduced cost to all their abilities, this could compete and make them unique and versatile and not just into one nitch. Like someone said they will not be the best damage dealers (for stamina they could hit as hard as anyone in bursts before but ok forget that now the Orcs and Dark Elves are coming) but could play magicka with almost the same cost reduction as a breton, with some sets they could be good in certain situations and the fact that the reduction would be all their abilities it could make them attractive in some scenarios. For tanking and Stamina classes they would also be hard to overlook, take away damage but have rivaling sustain with others.

    No that would be way to much. I am an imperial main and just wanted to make it balanced not busted lol.

    I agree 100% though with this one said earlier.

    2000 health
    2000 magica
    2000 stam
    500 health stam and magic on red diamond every 5

    It just gives them nice pools with good sustain no damage no cost reduction. It literally will make imperials what they should be, the ability to play any role in the game. Not the best at that role but be good at it.

    If this end up going live I will swap my warden back to imperial.

    I think most people would support this for Imperial...of course, realistically speaking...ZOS wont listen to most people anyway, so dont expect too much out of these threads.
  • Casul
    Casul
    ✭✭✭✭✭
    josiahva wrote: »
    BuildMan wrote: »
    bpmachete wrote: »
    To make them versatile they don't need to get rid of Stamina and Health, they already took a lot of that away, they had 12% health and 10% stam. If they will leave those two stats as is and still want to make them versitile in their own nitch, work on the red diamond passive, the chosen of Akatosh, and let the power shine. If they are given 750 health, 500 Stam, 500 Magicka every 5 seconds on direct damage and 5% reduced cost to all their abilities, this could compete and make them unique and versatile and not just into one nitch. Like someone said they will not be the best damage dealers (for stamina they could hit as hard as anyone in bursts before but ok forget that now the Orcs and Dark Elves are coming) but could play magicka with almost the same cost reduction as a breton, with some sets they could be good in certain situations and the fact that the reduction would be all their abilities it could make them attractive in some scenarios. For tanking and Stamina classes they would also be hard to overlook, take away damage but have rivaling sustain with others.

    No that would be way to much. I am an imperial main and just wanted to make it balanced not busted lol.

    I agree 100% though with this one said earlier.

    2000 health
    2000 magica
    2000 stam
    500 health stam and magic on red diamond every 5

    It just gives them nice pools with good sustain no damage no cost reduction. It literally will make imperials what they should be, the ability to play any role in the game. Not the best at that role but be good at it.

    If this end up going live I will swap my warden back to imperial.

    I think most people would support this for Imperial...of course, realistically speaking...ZOS wont listen to most people anyway, so dont expect too much out of these threads.

    My main issue with imperial was it always felt like I had 2 racial passives because red diamond was so restrictive. Giving me a decent boost to all 3 pools and sustain for all 3 would be helpful.
    PvP needs more love.
  • satanio
    satanio
    ✭✭✭✭
    josiahva wrote: »
    satanio wrote: »

    Orc- hard hitting
    Brenton- crazy sustain
    High elf- hard hitting
    Dark elf- hard hitting
    Nord- ultimate generation
    Khajit- critical damage
    Argonians- sustain
    Redguard- sustain
    Bosmer- sustain

    So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.
    Brenton right? xD Crazy 100 mag recovery and appx another 100 of that spell cost reduction. Well, Imperial just got 133 mag and stam recovery in perfect situation. Crazy, crazy :D

    So you are telling me mediocre recovery in 3 stats is better than the Breton mediocre recovery+ cost reduction in a single stat? For what? Magicka DPS? It would certainly be better than a Breton for Stamina DPS...but thats not saying anything that isnt blatantly obvious to begin with. And besides...it wont ever be 133 recovery because in this game you have to survive while playing so average will be closer to 90-100, lower in fights that require a lot of movement and situational awareness, only occasionally will you approach 133

    I just tried to ridicule the emphasis on word "crazy". I'm sorry I wasn't clear enough = it isn't crazy, Redguard is crazy sustain imo, not breton.
    Edited by satanio on February 6, 2019 8:58PM
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • FilteredRiddle
    FilteredRiddle
    ✭✭✭✭
    As I posted in the relevant thread:
    Imperial
    Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.
    This is definitely a step in the right direction. However, I still think it needs to be pushed further, either by reducing the cooldown to 2 seconds or increasing the restoration to 830 Health, Magicka, and Stamina with a 5 second cooldown.

    In either case, it makes it so that - assuming 100% uptime of direct damage every 2 or 5 seconds - there is ~166 recovery of the three stats. That is useful, while I'm not sure that 333 H/M/S ever 5 seconds necessarily is (although, again, this is far superior to the previous iteration).
    However, I still think Imperial ought to be focused on martial skills given their game history. Originally, I suggested:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 2000.
    - New Passive → Increase Melee Weapon Damage by 258
    - 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 and restore 950 Stamina.

    *Two-Handed, Dual-Wield, and One Hand and Shield
    Given their recent changes, I think it a suitable merger of the new and old would be:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
    - New Passive → Increase Melee Weapon Damage by 258
    - 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
    The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.

    We were the worst race on test by far in everything that shows you we need something to even compete. So tell me how doing what was presented earlier would make us op? Look at argonians with their passive they were close to last place on DPS boards so you really Think that us gaining 2000 in a stat and 500 Regan will make us op? LOLOL you do know that it pretty much only works like we are gaining 1 stat? Magic users can will only look for high magic pool. Stam users will only look for high stam pool.

    The only one that would benefit from all 3 would be tank which it would still be hard to pass on Nord and argonian but at least imperial would be a very good option too.

    Look at what other races get and I would gladly trade my imperial passives for any one of them hands down that's when you know the race is in a terrible spot lol.
    satanio wrote: »
    It's better than before.

    It's not actually better than before imo. And why should imperials just settle on being last? Lol we SHOULD be able to compete just like everyone else. We don't get spell damage or attack bonus, we get a terrible Regen, we don't get crit, we don't get cost reduction, so what do we get bad tri stat you won't actually notice? Sounds fair to me lol.

    The case I'm.trying to make is every race finally has something that makes them stand out.

    Orc- hard hitting
    Brenton- crazy sustain
    High elf- hard hitting
    Dark elf- hard hitting
    Nord- ultimate generation
    Khajit- critical damage
    Argonians- sustain
    Redguard- sustain
    Bosmer- sustain

    So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.
    I'm going to go out on a limb and say you didn't read the post to which I linked.
    The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.
    I don't think "we all" are trying to make that point. Most people who currently have Imperials - that I've seen on the forums with issues, myself included - made them as Tanks or Stamina DPS. I think it'd be more apropos to say, "you vocal few" are trying to make that point, and I think it ignores TES lore. Instead of linking to my post addressing that, I'm going to simply quote it.
    General:
    Imperials, in Lore, are known for their civility, diplomacy, order, and wealth. They are inspired by RL Romans.

    Morrowind:
    - +10 Speechcraft
    - +10 Mercantile
    - +10 Long Blade
    - +5 Blunt Weapon
    - +5 Light Armor
    - +5 Hand-to-hand
    - Absorb Fatigue 200 pts on target
    - Charm 25 to 50 pts for 15 seconds on target

    Oblivion:
    - +10 Mercantile
    - +10 Speechcraft
    - +10 Heavy Armor
    - +5 Blade
    - +5 Blunt
    - +5 Hand to Hand
    - Absorb Fatigue 100 points on Touch, once per day
    - Charm 30 points for 30 seconds on Target, once per day

    Skyrim
    - +10 Restoration
    - +5 Block
    - +5 Destruction
    - +5 Enchanting
    - +5 Heavy Armor
    - +5 One-handed
    - Anywhere gold coins might be found, Imperials always seem to find a few more, constant
    - Calms nearby people for 60 seconds, once per day

    The consistent bonuses are to various weapon types, fatigue (stamina), military background, and speech/charming.
    Yes, Skyrim does have the largest skill boost in magic and one other magic boost. However, every other boost is martial and canonically every previous boost is martial. What about the lore regarding the people, beyond this?

    Colovians
    Colovia is the western part of Cyrodiil and is known for its austere, martial culture and rugged population of Nordic descendants. The Colovian region has traditionally contributed its sons to the Imperial Legion, making up the bulk of its ranks in native legions.
    Their culture developed different from their eastern counterparts, with a dislike for magic and industry, instead preferring warfare and plundering. Upon conquering the entirety of western Cyrodiil, these Colovians also became masters of seafaring, creating fleets whose earliest voyages allowed them to raid the Illiac Bay and the Cape of the Blue Divide annually, until the arrival of the Yokudan Navies, which were superior.

    Being self-sufficient, hearty, extremely loyal, hard work, tough-mindedness, and uncomplicated. They also pride themselves in their reputation for being independent, rough, and rebellious, with much of their income coming from the export of wood. When the Empire suffers a weak ruler, the Colovians withdraw onto their own land and take care of their own, believing they kept the national spirit alive. At the same time, when a mighty Emperor has the throne, the Colovians gladly serve in his ranks. Many Colovians take up positions in the Imperial Legions and Navy, proud for their role within the army, not caring for courtly life.
    Nibenese
    The Nibenese culture is considered esoteric and philosophical, with focus on elaborate ceremony. n opposition to the oppression from the Ayleids, the role of the battlemage was conceived, and these mages went on to become the ruling class of the Nibenese people.
    The people of Nibenay are seen as the soul of Cyrodiil, being famous for their kindness towards defeated enemies, tolerance, and administrative capabilities. Within the Nibenay Valley the Cyro-Nordic tribes learned a self-reliance which managed to seperate them both culturally and economically from Skyrim. The Nibenese around this time also formed a support troop for their armies, the Battlemage. When the Alessian Doctrines had come to pass, these Battlemages had become the ruling body of the Nibenese, but were quickly replaced by the Alessian Priesthood. The Eight Divines were put aside in favor of ancestor spirits and animal gods, which were encouraged by the Alessian faith. Nibenean culture would adapt to this religious reform greatly, resulting in restrictions on certain kinds of meat, alongside the increasing sentiment for animal cults, made agriculture and husbandry nearly impossible in the east. As such, many of eastern Cyrodiil became merchants, over time allowing their lands to become the wealthiest of Cyrodiil. Even so, the merchants were reminded the priesthood held the real power, being forced to pay many coins to the priesthood.

    The people of Nibenay from [sic] the heart of the Empire, as well as its cultural center. But one that is fragile, and only held together by a strong Emperor. Above the farmers are the merchant-nobility, the temple priests and cult leaders, and yet above those is the aristocracy of the Battlemages. The highest power of Nibenean culture is granted to the Emperor.
    Of the two Cyrodiilic peoples, 50% of them are martial in nature (Colovians). The other 50% (Nibenese) are philosophical, mercantile, and religious. It is only those of the patrician class - their nobles, religious leaders, and aristocracy - that are magical; the every day man is not himself magical. There are no breakdowns of Imperial nobility percentage of population, so for arguments sake let's say that the merchant-nobility is double the real-life percentage of the noble class of England to its overall population: that would mean 10% of Nibenese population is the merchant nobility. We'll continue with liberal numbers and say that 5% of the population is religious leaders and 5% of the total population of Nibenay are Battlemage. Where does that leave us, in terms of cultural values or beliefs?

    50% Martial
    30% Farming
    10% Mercantile
    05% Religious (Restoration)
    05% Battlemages (Destruction)

    Again, how would we translate this to ESO? Well, martial is easy: stamina DPS, tanking, robustness in general, etc. Farming, with a religious flair? I guess we could throw that in the tank department? Religious beliefs & priesthood plus battlemages are a clear nod to magicka DPS and healing. Should we change Imperials to being magicka based, perhaps at detriment to stamina DPS, because 10% of 50% of their population (the aristocracy of half of their culture) is magical? Heck. No.

    At best. AT BEST. I could see their skills changed to:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
    - New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
    - 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.

    Xbox One NA
    The Sentinels of Padomay
    Obsidian Guard (Social with PvX Events)

    Gamers always believe that an epic win is possible and that it's always worth trying, and trying now. Gamers don't sit around.
    - Jane McGonigal
  • Stx
    Stx
    ✭✭✭✭✭
    ✭✭
    If races like dunmer are going to have a higher stat budget because they're hybrids, then red diamond needs to have the same treatment. You cant think of it as triple recovery, it needs to fit the budget for either stamina or magicka recovery.
  • Ozby
    Ozby
    ✭✭✭✭✭
    I dont own an Imperial but I just bought the pack so I can make one, would really love it if they were not just good for Tanking. :smile:
    PC NA
    Aurora Bravepaw (Healden), Basks in Fire (DKTank), Bran Artlion (Magplar), Brindel Seedthorne (Stamden WW), Brugo Gargak (Stamcro), Casimir Delmar (StamDK), Falco Bastion (Stamsorc), Fus Ro Dah (Stamplar), Gandalff the Gay (Petsorc), Jo-Qinan Betula (Magden), Laveera Hex (Magcro), Raine Whitestag (Stamden), Raised by Bears (Wardentank), Ralak Rotheart (Healcro), Selene Sunshadow MagDK), Shadow Mirage (NBTank), Slythe Rattlebone (Healplar), Ulfnor Dragonslayer (Tankcro).
  • Kidgangster101
    Kidgangster101
    ✭✭✭✭✭
    As I posted in the relevant thread:
    Imperial
    Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.
    This is definitely a step in the right direction. However, I still think it needs to be pushed further, either by reducing the cooldown to 2 seconds or increasing the restoration to 830 Health, Magicka, and Stamina with a 5 second cooldown.

    In either case, it makes it so that - assuming 100% uptime of direct damage every 2 or 5 seconds - there is ~166 recovery of the three stats. That is useful, while I'm not sure that 333 H/M/S ever 5 seconds necessarily is (although, again, this is far superior to the previous iteration).
    However, I still think Imperial ought to be focused on martial skills given their game history. Originally, I suggested:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 2000.
    - New Passive → Increase Melee Weapon Damage by 258
    - 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 and restore 950 Stamina.

    *Two-Handed, Dual-Wield, and One Hand and Shield
    Given their recent changes, I think it a suitable merger of the new and old would be:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
    - New Passive → Increase Melee Weapon Damage by 258
    - 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
    The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.

    We were the worst race on test by far in everything that shows you we need something to even compete. So tell me how doing what was presented earlier would make us op? Look at argonians with their passive they were close to last place on DPS boards so you really Think that us gaining 2000 in a stat and 500 Regan will make us op? LOLOL you do know that it pretty much only works like we are gaining 1 stat? Magic users can will only look for high magic pool. Stam users will only look for high stam pool.

    The only one that would benefit from all 3 would be tank which it would still be hard to pass on Nord and argonian but at least imperial would be a very good option too.

    Look at what other races get and I would gladly trade my imperial passives for any one of them hands down that's when you know the race is in a terrible spot lol.
    satanio wrote: »
    It's better than before.

    It's not actually better than before imo. And why should imperials just settle on being last? Lol we SHOULD be able to compete just like everyone else. We don't get spell damage or attack bonus, we get a terrible Regen, we don't get crit, we don't get cost reduction, so what do we get bad tri stat you won't actually notice? Sounds fair to me lol.

    The case I'm.trying to make is every race finally has something that makes them stand out.

    Orc- hard hitting
    Brenton- crazy sustain
    High elf- hard hitting
    Dark elf- hard hitting
    Nord- ultimate generation
    Khajit- critical damage
    Argonians- sustain
    Redguard- sustain
    Bosmer- sustain

    So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.
    I'm going to go out on a limb and say you didn't read the post to which I linked.
    The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.
    I don't think "we all" are trying to make that point. Most people who currently have Imperials - that I've seen on the forums with issues, myself included - made them as Tanks or Stamina DPS. I think it'd be more apropos to say, "you vocal few" are trying to make that point, and I think it ignores TES lore. Instead of linking to my post addressing that, I'm going to simply quote it.
    General:
    Imperials, in Lore, are known for their civility, diplomacy, order, and wealth. They are inspired by RL Romans.

    Morrowind:
    - +10 Speechcraft
    - +10 Mercantile
    - +10 Long Blade
    - +5 Blunt Weapon
    - +5 Light Armor
    - +5 Hand-to-hand
    - Absorb Fatigue 200 pts on target
    - Charm 25 to 50 pts for 15 seconds on target

    Oblivion:
    - +10 Mercantile
    - +10 Speechcraft
    - +10 Heavy Armor
    - +5 Blade
    - +5 Blunt
    - +5 Hand to Hand
    - Absorb Fatigue 100 points on Touch, once per day
    - Charm 30 points for 30 seconds on Target, once per day

    Skyrim
    - +10 Restoration
    - +5 Block
    - +5 Destruction
    - +5 Enchanting
    - +5 Heavy Armor
    - +5 One-handed
    - Anywhere gold coins might be found, Imperials always seem to find a few more, constant
    - Calms nearby people for 60 seconds, once per day

    The consistent bonuses are to various weapon types, fatigue (stamina), military background, and speech/charming.
    Yes, Skyrim does have the largest skill boost in magic and one other magic boost. However, every other boost is martial and canonically every previous boost is martial. What about the lore regarding the people, beyond this?

    Colovians
    Colovia is the western part of Cyrodiil and is known for its austere, martial culture and rugged population of Nordic descendants. The Colovian region has traditionally contributed its sons to the Imperial Legion, making up the bulk of its ranks in native legions.
    Their culture developed different from their eastern counterparts, with a dislike for magic and industry, instead preferring warfare and plundering. Upon conquering the entirety of western Cyrodiil, these Colovians also became masters of seafaring, creating fleets whose earliest voyages allowed them to raid the Illiac Bay and the Cape of the Blue Divide annually, until the arrival of the Yokudan Navies, which were superior.

    Being self-sufficient, hearty, extremely loyal, hard work, tough-mindedness, and uncomplicated. They also pride themselves in their reputation for being independent, rough, and rebellious, with much of their income coming from the export of wood. When the Empire suffers a weak ruler, the Colovians withdraw onto their own land and take care of their own, believing they kept the national spirit alive. At the same time, when a mighty Emperor has the throne, the Colovians gladly serve in his ranks. Many Colovians take up positions in the Imperial Legions and Navy, proud for their role within the army, not caring for courtly life.
    Nibenese
    The Nibenese culture is considered esoteric and philosophical, with focus on elaborate ceremony. n opposition to the oppression from the Ayleids, the role of the battlemage was conceived, and these mages went on to become the ruling class of the Nibenese people.
    The people of Nibenay are seen as the soul of Cyrodiil, being famous for their kindness towards defeated enemies, tolerance, and administrative capabilities. Within the Nibenay Valley the Cyro-Nordic tribes learned a self-reliance which managed to seperate them both culturally and economically from Skyrim. The Nibenese around this time also formed a support troop for their armies, the Battlemage. When the Alessian Doctrines had come to pass, these Battlemages had become the ruling body of the Nibenese, but were quickly replaced by the Alessian Priesthood. The Eight Divines were put aside in favor of ancestor spirits and animal gods, which were encouraged by the Alessian faith. Nibenean culture would adapt to this religious reform greatly, resulting in restrictions on certain kinds of meat, alongside the increasing sentiment for animal cults, made agriculture and husbandry nearly impossible in the east. As such, many of eastern Cyrodiil became merchants, over time allowing their lands to become the wealthiest of Cyrodiil. Even so, the merchants were reminded the priesthood held the real power, being forced to pay many coins to the priesthood.

    The people of Nibenay from [sic] the heart of the Empire, as well as its cultural center. But one that is fragile, and only held together by a strong Emperor. Above the farmers are the merchant-nobility, the temple priests and cult leaders, and yet above those is the aristocracy of the Battlemages. The highest power of Nibenean culture is granted to the Emperor.
    Of the two Cyrodiilic peoples, 50% of them are martial in nature (Colovians). The other 50% (Nibenese) are philosophical, mercantile, and religious. It is only those of the patrician class - their nobles, religious leaders, and aristocracy - that are magical; the every day man is not himself magical. There are no breakdowns of Imperial nobility percentage of population, so for arguments sake let's say that the merchant-nobility is double the real-life percentage of the noble class of England to its overall population: that would mean 10% of Nibenese population is the merchant nobility. We'll continue with liberal numbers and say that 5% of the population is religious leaders and 5% of the total population of Nibenay are Battlemage. Where does that leave us, in terms of cultural values or beliefs?

    50% Martial
    30% Farming
    10% Mercantile
    05% Religious (Restoration)
    05% Battlemages (Destruction)

    Again, how would we translate this to ESO? Well, martial is easy: stamina DPS, tanking, robustness in general, etc. Farming, with a religious flair? I guess we could throw that in the tank department? Religious beliefs & priesthood plus battlemages are a clear nod to magicka DPS and healing. Should we change Imperials to being magicka based, perhaps at detriment to stamina DPS, because 10% of 50% of their population (the aristocracy of half of their culture) is magical? Heck. No.

    At best. AT BEST. I could see their skills changed to:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
    - New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
    - 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.


    Nibenay is the eastern/central part of Cyrodiil, Colovia is the west (more or less). Both areas were settled by Cyro-Nords, but during the Alessian Reformation, the western portion of Cyrodiil resisted the Alessian priesthood and so became the autonomous Colovian Estates, leading to major cultural differences. Colovians tend to be austere and martial. Nibenese tend more towards merchants, philosophy, and magecraft.

    That doesn't sound like a 5% lol. I really don't know where you got your numbers from as your last game you posted shows +10 restoration and +5 destruction so I am really confused why your upset people want this to be balanced?

    How much % of this game plays tank? There's a reason why DPS ques are so long compared to tanks and healers. Shouldnt you make the race more balanced so more people buy imperial? Of 10% of people are tanks and imperial is a tank race you do the math? How many sales do they actually make?
    Ozby wrote: »
    I dont own an Imperial but I just bought the pack so I can make one, would really love it if they were not just good for Tanking. :smile:

    I hope your wish comes true imperial isn't even the best tank lolol it's 3rd or 4th most tanks don't even block that makes it even better lololol
  • Kidgangster101
    Kidgangster101
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    satanio wrote: »
    josiahva wrote: »
    satanio wrote: »

    Orc- hard hitting
    Brenton- crazy sustain
    High elf- hard hitting
    Dark elf- hard hitting
    Nord- ultimate generation
    Khajit- critical damage
    Argonians- sustain
    Redguard- sustain
    Bosmer- sustain

    So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.
    Brenton right? xD Crazy 100 mag recovery and appx another 100 of that spell cost reduction. Well, Imperial just got 133 mag and stam recovery in perfect situation. Crazy, crazy :D

    So you are telling me mediocre recovery in 3 stats is better than the Breton mediocre recovery+ cost reduction in a single stat? For what? Magicka DPS? It would certainly be better than a Breton for Stamina DPS...but thats not saying anything that isnt blatantly obvious to begin with. And besides...it wont ever be 133 recovery because in this game you have to survive while playing so average will be closer to 90-100, lower in fights that require a lot of movement and situational awareness, only occasionally will you approach 133

    I just tried to ridicule the emphasis on word "crazy". I'm sorry I wasn't clear enough = it isn't crazy, Redguard is crazy sustain imo, not breton.

    Lol all you got is to come to a post and criticize my word choices? Brenton is better because you get it on all spells you cast not just weapon abilities :wink: so Brenton is crazy sustains redguard isn't as good because not all stamina classes use a lot of weapon skills so the 8% cost reduction isn't as good as brentons 7% total cost reduction. Sorry I didn't know I had to spell the out for you lol.

    So instead of critizing word choices maybe talk about the contents of the post :smile:
  • satanio
    satanio
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    So instead of critizing word choices maybe talk about the contents of the post :smile:

    Well, you criticise new Imperial change and compare it to other races with resource recovery. I've said that your comparison isn't acurate, maybe in a childlish way, but I did.
    Go and test the racial passive next week, once the new imperial one will work. You can go and try Breton and Redguard aswell. Then you can claim statements about their sustains. If you did, I'll take my words back.

    Anyways, didn't want to offend you.
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • Yamenstein
    Yamenstein
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    As I posted in the relevant thread:
    Imperial
    Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.
    This is definitely a step in the right direction. However, I still think it needs to be pushed further, either by reducing the cooldown to 2 seconds or increasing the restoration to 830 Health, Magicka, and Stamina with a 5 second cooldown.

    In either case, it makes it so that - assuming 100% uptime of direct damage every 2 or 5 seconds - there is ~166 recovery of the three stats. That is useful, while I'm not sure that 333 H/M/S ever 5 seconds necessarily is (although, again, this is far superior to the previous iteration).
    However, I still think Imperial ought to be focused on martial skills given their game history. Originally, I suggested:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 2000.
    - New Passive → Increase Melee Weapon Damage by 258
    - 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 and restore 950 Stamina.

    *Two-Handed, Dual-Wield, and One Hand and Shield
    Given their recent changes, I think it a suitable merger of the new and old would be:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
    - New Passive → Increase Melee Weapon Damage by 258
    - 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
    The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.

    We were the worst race on test by far in everything that shows you we need something to even compete. So tell me how doing what was presented earlier would make us op? Look at argonians with their passive they were close to last place on DPS boards so you really Think that us gaining 2000 in a stat and 500 Regan will make us op? LOLOL you do know that it pretty much only works like we are gaining 1 stat? Magic users can will only look for high magic pool. Stam users will only look for high stam pool.

    The only one that would benefit from all 3 would be tank which it would still be hard to pass on Nord and argonian but at least imperial would be a very good option too.

    Look at what other races get and I would gladly trade my imperial passives for any one of them hands down that's when you know the race is in a terrible spot lol.
    satanio wrote: »
    It's better than before.

    It's not actually better than before imo. And why should imperials just settle on being last? Lol we SHOULD be able to compete just like everyone else. We don't get spell damage or attack bonus, we get a terrible Regen, we don't get crit, we don't get cost reduction, so what do we get bad tri stat you won't actually notice? Sounds fair to me lol.

    The case I'm.trying to make is every race finally has something that makes them stand out.

    Orc- hard hitting
    Brenton- crazy sustain
    High elf- hard hitting
    Dark elf- hard hitting
    Nord- ultimate generation
    Khajit- critical damage
    Argonians- sustain
    Redguard- sustain
    Bosmer- sustain

    So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.
    I'm going to go out on a limb and say you didn't read the post to which I linked.
    The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.
    I don't think "we all" are trying to make that point. Most people who currently have Imperials - that I've seen on the forums with issues, myself included - made them as Tanks or Stamina DPS. I think it'd be more apropos to say, "you vocal few" are trying to make that point, and I think it ignores TES lore. Instead of linking to my post addressing that, I'm going to simply quote it.
    General:
    Imperials, in Lore, are known for their civility, diplomacy, order, and wealth. They are inspired by RL Romans.

    Morrowind:
    - +10 Speechcraft
    - +10 Mercantile
    - +10 Long Blade
    - +5 Blunt Weapon
    - +5 Light Armor
    - +5 Hand-to-hand
    - Absorb Fatigue 200 pts on target
    - Charm 25 to 50 pts for 15 seconds on target

    Oblivion:
    - +10 Mercantile
    - +10 Speechcraft
    - +10 Heavy Armor
    - +5 Blade
    - +5 Blunt
    - +5 Hand to Hand
    - Absorb Fatigue 100 points on Touch, once per day
    - Charm 30 points for 30 seconds on Target, once per day

    Skyrim
    - +10 Restoration
    - +5 Block
    - +5 Destruction
    - +5 Enchanting
    - +5 Heavy Armor
    - +5 One-handed
    - Anywhere gold coins might be found, Imperials always seem to find a few more, constant
    - Calms nearby people for 60 seconds, once per day

    The consistent bonuses are to various weapon types, fatigue (stamina), military background, and speech/charming.
    Yes, Skyrim does have the largest skill boost in magic and one other magic boost. However, every other boost is martial and canonically every previous boost is martial. What about the lore regarding the people, beyond this?

    Colovians
    Colovia is the western part of Cyrodiil and is known for its austere, martial culture and rugged population of Nordic descendants. The Colovian region has traditionally contributed its sons to the Imperial Legion, making up the bulk of its ranks in native legions.
    Their culture developed different from their eastern counterparts, with a dislike for magic and industry, instead preferring warfare and plundering. Upon conquering the entirety of western Cyrodiil, these Colovians also became masters of seafaring, creating fleets whose earliest voyages allowed them to raid the Illiac Bay and the Cape of the Blue Divide annually, until the arrival of the Yokudan Navies, which were superior.

    Being self-sufficient, hearty, extremely loyal, hard work, tough-mindedness, and uncomplicated. They also pride themselves in their reputation for being independent, rough, and rebellious, with much of their income coming from the export of wood. When the Empire suffers a weak ruler, the Colovians withdraw onto their own land and take care of their own, believing they kept the national spirit alive. At the same time, when a mighty Emperor has the throne, the Colovians gladly serve in his ranks. Many Colovians take up positions in the Imperial Legions and Navy, proud for their role within the army, not caring for courtly life.
    Nibenese
    The Nibenese culture is considered esoteric and philosophical, with focus on elaborate ceremony. n opposition to the oppression from the Ayleids, the role of the battlemage was conceived, and these mages went on to become the ruling class of the Nibenese people.
    The people of Nibenay are seen as the soul of Cyrodiil, being famous for their kindness towards defeated enemies, tolerance, and administrative capabilities. Within the Nibenay Valley the Cyro-Nordic tribes learned a self-reliance which managed to seperate them both culturally and economically from Skyrim. The Nibenese around this time also formed a support troop for their armies, the Battlemage. When the Alessian Doctrines had come to pass, these Battlemages had become the ruling body of the Nibenese, but were quickly replaced by the Alessian Priesthood. The Eight Divines were put aside in favor of ancestor spirits and animal gods, which were encouraged by the Alessian faith. Nibenean culture would adapt to this religious reform greatly, resulting in restrictions on certain kinds of meat, alongside the increasing sentiment for animal cults, made agriculture and husbandry nearly impossible in the east. As such, many of eastern Cyrodiil became merchants, over time allowing their lands to become the wealthiest of Cyrodiil. Even so, the merchants were reminded the priesthood held the real power, being forced to pay many coins to the priesthood.

    The people of Nibenay from [sic] the heart of the Empire, as well as its cultural center. But one that is fragile, and only held together by a strong Emperor. Above the farmers are the merchant-nobility, the temple priests and cult leaders, and yet above those is the aristocracy of the Battlemages. The highest power of Nibenean culture is granted to the Emperor.
    Of the two Cyrodiilic peoples, 50% of them are martial in nature (Colovians). The other 50% (Nibenese) are philosophical, mercantile, and religious. It is only those of the patrician class - their nobles, religious leaders, and aristocracy - that are magical; the every day man is not himself magical. There are no breakdowns of Imperial nobility percentage of population, so for arguments sake let's say that the merchant-nobility is double the real-life percentage of the noble class of England to its overall population: that would mean 10% of Nibenese population is the merchant nobility. We'll continue with liberal numbers and say that 5% of the population is religious leaders and 5% of the total population of Nibenay are Battlemage. Where does that leave us, in terms of cultural values or beliefs?

    50% Martial
    30% Farming
    10% Mercantile
    05% Religious (Restoration)
    05% Battlemages (Destruction)

    Again, how would we translate this to ESO? Well, martial is easy: stamina DPS, tanking, robustness in general, etc. Farming, with a religious flair? I guess we could throw that in the tank department? Religious beliefs & priesthood plus battlemages are a clear nod to magicka DPS and healing. Should we change Imperials to being magicka based, perhaps at detriment to stamina DPS, because 10% of 50% of their population (the aristocracy of half of their culture) is magical? Heck. No.

    At best. AT BEST. I could see their skills changed to:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
    - New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
    - 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
    As I posted in the relevant thread:
    Imperial
    Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.
    This is definitely a step in the right direction. However, I still think it needs to be pushed further, either by reducing the cooldown to 2 seconds or increasing the restoration to 830 Health, Magicka, and Stamina with a 5 second cooldown.

    In either case, it makes it so that - assuming 100% uptime of direct damage every 2 or 5 seconds - there is ~166 recovery of the three stats. That is useful, while I'm not sure that 333 H/M/S ever 5 seconds necessarily is (although, again, this is far superior to the previous iteration).
    However, I still think Imperial ought to be focused on martial skills given their game history. Originally, I suggested:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 2000.
    - New Passive → Increase Melee Weapon Damage by 258
    - 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 and restore 950 Stamina.

    *Two-Handed, Dual-Wield, and One Hand and Shield
    Given their recent changes, I think it a suitable merger of the new and old would be:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
    - New Passive → Increase Melee Weapon Damage by 258
    - 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
    The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.

    We were the worst race on test by far in everything that shows you we need something to even compete. So tell me how doing what was presented earlier would make us op? Look at argonians with their passive they were close to last place on DPS boards so you really Think that us gaining 2000 in a stat and 500 Regan will make us op? LOLOL you do know that it pretty much only works like we are gaining 1 stat? Magic users can will only look for high magic pool. Stam users will only look for high stam pool.

    The only one that would benefit from all 3 would be tank which it would still be hard to pass on Nord and argonian but at least imperial would be a very good option too.

    Look at what other races get and I would gladly trade my imperial passives for any one of them hands down that's when you know the race is in a terrible spot lol.
    satanio wrote: »
    It's better than before.

    It's not actually better than before imo. And why should imperials just settle on being last? Lol we SHOULD be able to compete just like everyone else. We don't get spell damage or attack bonus, we get a terrible Regen, we don't get crit, we don't get cost reduction, so what do we get bad tri stat you won't actually notice? Sounds fair to me lol.

    The case I'm.trying to make is every race finally has something that makes them stand out.

    Orc- hard hitting
    Brenton- crazy sustain
    High elf- hard hitting
    Dark elf- hard hitting
    Nord- ultimate generation
    Khajit- critical damage
    Argonians- sustain
    Redguard- sustain
    Bosmer- sustain

    So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.
    I'm going to go out on a limb and say you didn't read the post to which I linked.
    The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.
    I don't think "we all" are trying to make that point. Most people who currently have Imperials - that I've seen on the forums with issues, myself included - made them as Tanks or Stamina DPS. I think it'd be more apropos to say, "you vocal few" are trying to make that point, and I think it ignores TES lore. Instead of linking to my post addressing that, I'm going to simply quote it.
    General:
    Imperials, in Lore, are known for their civility, diplomacy, order, and wealth. They are inspired by RL Romans.

    Morrowind:
    - +10 Speechcraft
    - +10 Mercantile
    - +10 Long Blade
    - +5 Blunt Weapon
    - +5 Light Armor
    - +5 Hand-to-hand
    - Absorb Fatigue 200 pts on target
    - Charm 25 to 50 pts for 15 seconds on target

    Oblivion:
    - +10 Mercantile
    - +10 Speechcraft
    - +10 Heavy Armor
    - +5 Blade
    - +5 Blunt
    - +5 Hand to Hand
    - Absorb Fatigue 100 points on Touch, once per day
    - Charm 30 points for 30 seconds on Target, once per day

    Skyrim
    - +10 Restoration
    - +5 Block
    - +5 Destruction
    - +5 Enchanting
    - +5 Heavy Armor
    - +5 One-handed
    - Anywhere gold coins might be found, Imperials always seem to find a few more, constant
    - Calms nearby people for 60 seconds, once per day

    The consistent bonuses are to various weapon types, fatigue (stamina), military background, and speech/charming.
    Yes, Skyrim does have the largest skill boost in magic and one other magic boost. However, every other boost is martial and canonically every previous boost is martial. What about the lore regarding the people, beyond this?

    Colovians
    Colovia is the western part of Cyrodiil and is known for its austere, martial culture and rugged population of Nordic descendants. The Colovian region has traditionally contributed its sons to the Imperial Legion, making up the bulk of its ranks in native legions.
    Their culture developed different from their eastern counterparts, with a dislike for magic and industry, instead preferring warfare and plundering. Upon conquering the entirety of western Cyrodiil, these Colovians also became masters of seafaring, creating fleets whose earliest voyages allowed them to raid the Illiac Bay and the Cape of the Blue Divide annually, until the arrival of the Yokudan Navies, which were superior.

    Being self-sufficient, hearty, extremely loyal, hard work, tough-mindedness, and uncomplicated. They also pride themselves in their reputation for being independent, rough, and rebellious, with much of their income coming from the export of wood. When the Empire suffers a weak ruler, the Colovians withdraw onto their own land and take care of their own, believing they kept the national spirit alive. At the same time, when a mighty Emperor has the throne, the Colovians gladly serve in his ranks. Many Colovians take up positions in the Imperial Legions and Navy, proud for their role within the army, not caring for courtly life.
    Nibenese
    The Nibenese culture is considered esoteric and philosophical, with focus on elaborate ceremony. n opposition to the oppression from the Ayleids, the role of the battlemage was conceived, and these mages went on to become the ruling class of the Nibenese people.
    The people of Nibenay are seen as the soul of Cyrodiil, being famous for their kindness towards defeated enemies, tolerance, and administrative capabilities. Within the Nibenay Valley the Cyro-Nordic tribes learned a self-reliance which managed to seperate them both culturally and economically from Skyrim. The Nibenese around this time also formed a support troop for their armies, the Battlemage. When the Alessian Doctrines had come to pass, these Battlemages had become the ruling body of the Nibenese, but were quickly replaced by the Alessian Priesthood. The Eight Divines were put aside in favor of ancestor spirits and animal gods, which were encouraged by the Alessian faith. Nibenean culture would adapt to this religious reform greatly, resulting in restrictions on certain kinds of meat, alongside the increasing sentiment for animal cults, made agriculture and husbandry nearly impossible in the east. As such, many of eastern Cyrodiil became merchants, over time allowing their lands to become the wealthiest of Cyrodiil. Even so, the merchants were reminded the priesthood held the real power, being forced to pay many coins to the priesthood.

    The people of Nibenay from [sic] the heart of the Empire, as well as its cultural center. But one that is fragile, and only held together by a strong Emperor. Above the farmers are the merchant-nobility, the temple priests and cult leaders, and yet above those is the aristocracy of the Battlemages. The highest power of Nibenean culture is granted to the Emperor.
    Of the two Cyrodiilic peoples, 50% of them are martial in nature (Colovians). The other 50% (Nibenese) are philosophical, mercantile, and religious. It is only those of the patrician class - their nobles, religious leaders, and aristocracy - that are magical; the every day man is not himself magical. There are no breakdowns of Imperial nobility percentage of population, so for arguments sake let's say that the merchant-nobility is double the real-life percentage of the noble class of England to its overall population: that would mean 10% of Nibenese population is the merchant nobility. We'll continue with liberal numbers and say that 5% of the population is religious leaders and 5% of the total population of Nibenay are Battlemage. Where does that leave us, in terms of cultural values or beliefs?

    50% Martial
    30% Farming
    10% Mercantile
    05% Religious (Restoration)
    05% Battlemages (Destruction)

    Again, how would we translate this to ESO? Well, martial is easy: stamina DPS, tanking, robustness in general, etc. Farming, with a religious flair? I guess we could throw that in the tank department? Religious beliefs & priesthood plus battlemages are a clear nod to magicka DPS and healing. Should we change Imperials to being magicka based, perhaps at detriment to stamina DPS, because 10% of 50% of their population (the aristocracy of half of their culture) is magical? Heck. No.

    At best. AT BEST. I could see their skills changed to:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
    - New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
    - 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.

    Imperial still Imperial. No matter where they are from :open_mouth:
    Crown Crates are a trap. Don't fall for the gamble! Balance? What Balance? Balance, smellance.
    Necro for them RP feels.
  • Nifty2g
    Nifty2g
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    Imperial changes, I'm really not a fan of this at all, the red diamond passive is incredibly underwhelming. Since this is obviously a passive that is aimed at tanks and the race is mostly centred around tanks. The resource restore is far too little to be great for anything, 333 health won't be saving anything if you're built for tanking with over 40,000 health. The resource return is also quite underwhelming considering most tanks either heavy attack or use balance for their resource return, maybe take out health from this passive if it means restoring more magicka & stamina added to the passive it could be quite useful. And lastly the reduced block and bash reduction. This would have been nice if tanking wasn't changed so much over the past years, not many tanks block anymore, they're mostly made to be health sponges and light attacking for uptimes etc.

    The Imperial passives just seem quite empty one of the changes I was thinking about was making Conditioning have both Max Stamina and Max Health (2,000). And having Tough be a different kind of passive for defensive stats, this could be anything from healing received, damage reductions, psychical/spell resistance. And also including something else to the passive for example something like movement speed is incredibly useful for tanks but not solely focused on tanking builds it can be used for anything. Personally I would love for Tough to have movement speed and a damage reduction part to it, it would make the race very unique and a wide variety of builds could make use of it while being aimed to be a tank sort of race. I'd like to mention that Orc also has a movement speed bonus to it, but it also has a condition to proc it being while sprinting. My suggestion for movement speed on Imperial would be to have it always active but 6% since there is no conditioning.

    Red Diamond seeing as from the Developer Comments it was made for diversity, keeping the restore stats is alright but if Health being part of it is lowering the stat return from Magicka & Stamina then Health may as well just be removed from it and doubling the resource return could be quite useful seeing as it has a cooldown of 5 seconds, most of the time it's doubtful it'll be used on cooldown.
    #MOREORBS
  • TiZzA93
    TiZzA93
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    Make tough: 2000 physical resist and be immune to bleed status effect ;)
  • FrankonPC
    FrankonPC
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    FrankonPC wrote: »
    satanio wrote: »
    Brenton right? xD Crazy 100 mag recovery and appx another 100 of that spell cost reduction. Well, Imperial just got 133 mag and stam recovery in perfect situation. Crazy, crazy :D

    7% cost reduction on spells. almost a 5 piece seducer set as a passive.

    Altmer spell damage is almost a 5 piece Julianos set. (Same for orc and dunmer)
    Nord resistances are almost a 5 piece Fortified Brass .

    Do you see the consistency here? If anything, the Breton bonus is the one to suffer the most from diminishing returns.

    that's probably why they have 100 recovery on top of it.
  • Nifty2g
    Nifty2g
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    FrankonPC wrote: »
    satanio wrote: »
    Brenton right? xD Crazy 100 mag recovery and appx another 100 of that spell cost reduction. Well, Imperial just got 133 mag and stam recovery in perfect situation. Crazy, crazy :D

    7% cost reduction on spells. almost a 5 piece seducer set as a passive.

    Altmer spell damage is almost a 5 piece Julianos set. (Same for orc and dunmer)
    Nord resistances are almost a 5 piece Fortified Brass .

    Do you see the consistency here? If anything, the Breton bonus is the one to suffer the most from diminishing returns.
    How is it going to suffer the most from diminishing returns when they took out cost reduction passives from CP lmao, your Breton passive is almost a 5pc Seducer set, it's shy of 1%.
    #MOREORBS
  • The_Last_Titan
    The_Last_Titan
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    now i want to work in calm in my bonuses

    maybe like reduced hostile radius like the brotherhood shadow rider passive,

    but something like this should not detract at all from their stats unless some sort of combat variant with similar flavor

    edit: im afraid its too late for things like this, and would have to wait another few years to have another crack it them :(.. PROVE ME WRONG!
    Edited by The_Last_Titan on February 7, 2019 1:27PM
  • Holycannoli
    Holycannoli
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    Most people who currently have Imperials - that I've seen on the forums with issues, myself included - made them as Tanks or Stamina DPS. I think it'd be more apropos to say, "you vocal few" are trying to make that point, and I think it ignores TES lore.

    That's because the devs mistakenly shoehorned Imperials into being only tanks or stam DPS so that's what people made with them. Sure you can make a mage with a race that has only tank and stamina bonuses, just like you can make an Altmer stam sorc or Redguard magblade, but most people won't be doing that.

    Imperials are so much more than tanks and stam DPS (and aren't even stam DPS after these changes) and ZOS needs to understand that.

    And it totally fits the lore, unless you think Abnur Tharn and Imperial battlemages are gimped because Imperials are a martial race. They are a versatile race and have been described as such since they were first playable in Morrowind.
    Edited by Holycannoli on February 7, 2019 2:02PM
  • Minno
    Minno
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    TiZzA93 wrote: »
    Make tough: 2000 physical resist and be immune to bleed status effect ;)

    YESSSSSSSSSSSSSSSSSSSSSSSSS. Though hard to code since bleeds arent a status effect lol.

    30% reduction to bleeds lol
    Minno - DC - Forum-plar Extraordinaire
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  • Kidgangster101
    Kidgangster101
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    satanio wrote: »

    So instead of critizing word choices maybe talk about the contents of the post :smile:

    Well, you criticise new Imperial change and compare it to other races with resource recovery. I've said that your comparison isn't acurate, maybe in a childlish way, but I did.
    Go and test the racial passive next week, once the new imperial one will work. You can go and try Breton and Redguard aswell. Then you can claim statements about their sustains. If you did, I'll take my words back.

    Anyways, didn't want to offend you.

    But I don't need to wait for pts to prove it. Some races are actually recurving the 5th piece of a set of armor

    Breton and redguard gets seducer
    Nord gets fortified brass
    Dunmer and orc and altmer get julianos
    Khajit gets mother's sorrow

    The trend here being races getting really.good stuff. And I can tell you now red diamond is not.a 5 piece set I would equip over any of those sets. So therefore if you wouldn't use it as a 5 piece set why would you use the race over other races that have 5 piece sets? I think imperial and bosmer need this added to them. Both are lacking this component that other races get.
  • josiahva
    josiahva
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    As I posted in the relevant thread:
    Imperial
    Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.
    This is definitely a step in the right direction. However, I still think it needs to be pushed further, either by reducing the cooldown to 2 seconds or increasing the restoration to 830 Health, Magicka, and Stamina with a 5 second cooldown.

    In either case, it makes it so that - assuming 100% uptime of direct damage every 2 or 5 seconds - there is ~166 recovery of the three stats. That is useful, while I'm not sure that 333 H/M/S ever 5 seconds necessarily is (although, again, this is far superior to the previous iteration).
    However, I still think Imperial ought to be focused on martial skills given their game history. Originally, I suggested:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 2000.
    - New Passive → Increase Melee Weapon Damage by 258
    - 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 and restore 950 Stamina.

    *Two-Handed, Dual-Wield, and One Hand and Shield
    Given their recent changes, I think it a suitable merger of the new and old would be:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
    - New Passive → Increase Melee Weapon Damage by 258
    - 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
    The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.

    We were the worst race on test by far in everything that shows you we need something to even compete. So tell me how doing what was presented earlier would make us op? Look at argonians with their passive they were close to last place on DPS boards so you really Think that us gaining 2000 in a stat and 500 Regan will make us op? LOLOL you do know that it pretty much only works like we are gaining 1 stat? Magic users can will only look for high magic pool. Stam users will only look for high stam pool.

    The only one that would benefit from all 3 would be tank which it would still be hard to pass on Nord and argonian but at least imperial would be a very good option too.

    Look at what other races get and I would gladly trade my imperial passives for any one of them hands down that's when you know the race is in a terrible spot lol.
    satanio wrote: »
    It's better than before.

    It's not actually better than before imo. And why should imperials just settle on being last? Lol we SHOULD be able to compete just like everyone else. We don't get spell damage or attack bonus, we get a terrible Regen, we don't get crit, we don't get cost reduction, so what do we get bad tri stat you won't actually notice? Sounds fair to me lol.

    The case I'm.trying to make is every race finally has something that makes them stand out.

    Orc- hard hitting
    Brenton- crazy sustain
    High elf- hard hitting
    Dark elf- hard hitting
    Nord- ultimate generation
    Khajit- critical damage
    Argonians- sustain
    Redguard- sustain
    Bosmer- sustain

    So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.
    I'm going to go out on a limb and say you didn't read the post to which I linked.
    The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.
    I don't think "we all" are trying to make that point. Most people who currently have Imperials - that I've seen on the forums with issues, myself included - made them as Tanks or Stamina DPS. I think it'd be more apropos to say, "you vocal few" are trying to make that point, and I think it ignores TES lore. Instead of linking to my post addressing that, I'm going to simply quote it.
    General:
    Imperials, in Lore, are known for their civility, diplomacy, order, and wealth. They are inspired by RL Romans.

    Morrowind:
    - +10 Speechcraft
    - +10 Mercantile
    - +10 Long Blade
    - +5 Blunt Weapon
    - +5 Light Armor
    - +5 Hand-to-hand
    - Absorb Fatigue 200 pts on target
    - Charm 25 to 50 pts for 15 seconds on target

    Oblivion:
    - +10 Mercantile
    - +10 Speechcraft
    - +10 Heavy Armor
    - +5 Blade
    - +5 Blunt
    - +5 Hand to Hand
    - Absorb Fatigue 100 points on Touch, once per day
    - Charm 30 points for 30 seconds on Target, once per day

    Skyrim
    - +10 Restoration
    - +5 Block
    - +5 Destruction
    - +5 Enchanting
    - +5 Heavy Armor
    - +5 One-handed
    - Anywhere gold coins might be found, Imperials always seem to find a few more, constant
    - Calms nearby people for 60 seconds, once per day

    The consistent bonuses are to various weapon types, fatigue (stamina), military background, and speech/charming.
    Yes, Skyrim does have the largest skill boost in magic and one other magic boost. However, every other boost is martial and canonically every previous boost is martial. What about the lore regarding the people, beyond this?

    Colovians
    Colovia is the western part of Cyrodiil and is known for its austere, martial culture and rugged population of Nordic descendants. The Colovian region has traditionally contributed its sons to the Imperial Legion, making up the bulk of its ranks in native legions.
    Their culture developed different from their eastern counterparts, with a dislike for magic and industry, instead preferring warfare and plundering. Upon conquering the entirety of western Cyrodiil, these Colovians also became masters of seafaring, creating fleets whose earliest voyages allowed them to raid the Illiac Bay and the Cape of the Blue Divide annually, until the arrival of the Yokudan Navies, which were superior.

    Being self-sufficient, hearty, extremely loyal, hard work, tough-mindedness, and uncomplicated. They also pride themselves in their reputation for being independent, rough, and rebellious, with much of their income coming from the export of wood. When the Empire suffers a weak ruler, the Colovians withdraw onto their own land and take care of their own, believing they kept the national spirit alive. At the same time, when a mighty Emperor has the throne, the Colovians gladly serve in his ranks. Many Colovians take up positions in the Imperial Legions and Navy, proud for their role within the army, not caring for courtly life.
    Nibenese
    The Nibenese culture is considered esoteric and philosophical, with focus on elaborate ceremony. n opposition to the oppression from the Ayleids, the role of the battlemage was conceived, and these mages went on to become the ruling class of the Nibenese people.
    The people of Nibenay are seen as the soul of Cyrodiil, being famous for their kindness towards defeated enemies, tolerance, and administrative capabilities. Within the Nibenay Valley the Cyro-Nordic tribes learned a self-reliance which managed to seperate them both culturally and economically from Skyrim. The Nibenese around this time also formed a support troop for their armies, the Battlemage. When the Alessian Doctrines had come to pass, these Battlemages had become the ruling body of the Nibenese, but were quickly replaced by the Alessian Priesthood. The Eight Divines were put aside in favor of ancestor spirits and animal gods, which were encouraged by the Alessian faith. Nibenean culture would adapt to this religious reform greatly, resulting in restrictions on certain kinds of meat, alongside the increasing sentiment for animal cults, made agriculture and husbandry nearly impossible in the east. As such, many of eastern Cyrodiil became merchants, over time allowing their lands to become the wealthiest of Cyrodiil. Even so, the merchants were reminded the priesthood held the real power, being forced to pay many coins to the priesthood.

    The people of Nibenay from [sic] the heart of the Empire, as well as its cultural center. But one that is fragile, and only held together by a strong Emperor. Above the farmers are the merchant-nobility, the temple priests and cult leaders, and yet above those is the aristocracy of the Battlemages. The highest power of Nibenean culture is granted to the Emperor.
    Of the two Cyrodiilic peoples, 50% of them are martial in nature (Colovians). The other 50% (Nibenese) are philosophical, mercantile, and religious. It is only those of the patrician class - their nobles, religious leaders, and aristocracy - that are magical; the every day man is not himself magical. There are no breakdowns of Imperial nobility percentage of population, so for arguments sake let's say that the merchant-nobility is double the real-life percentage of the noble class of England to its overall population: that would mean 10% of Nibenese population is the merchant nobility. We'll continue with liberal numbers and say that 5% of the population is religious leaders and 5% of the total population of Nibenay are Battlemage. Where does that leave us, in terms of cultural values or beliefs?

    50% Martial
    30% Farming
    10% Mercantile
    05% Religious (Restoration)
    05% Battlemages (Destruction)

    Again, how would we translate this to ESO? Well, martial is easy: stamina DPS, tanking, robustness in general, etc. Farming, with a religious flair? I guess we could throw that in the tank department? Religious beliefs & priesthood plus battlemages are a clear nod to magicka DPS and healing. Should we change Imperials to being magicka based, perhaps at detriment to stamina DPS, because 10% of 50% of their population (the aristocracy of half of their culture) is magical? Heck. No.

    At best. AT BEST. I could see their skills changed to:
    Imperial:
    - Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain
    - 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
    - New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
    - 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.

    Explain the IMPERIAL BATTLEMAGE costume then. Why would you call someone a battlemage if they were noblemen only as you are implying. No, you are reading into the lore only what you want to see:

    "Three different armor sets from the Imperial Battlemages of Cyrodiil, from the sensible field outfit of the Battlemage Scout Captain to the magnificent gilt armor of the Battlemage Palatine."

    Scouts are NEVER noblemen, they are expendable assets on the battlefield
    Edited by josiahva on February 7, 2019 3:32PM
  • satanio
    satanio
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    Breton and redguard gets seducer
    Nord gets fortified brass
    Dunmer and orc and altmer get julianos
    Khajit gets mother's sorrow

    Imperial = Bloodthorn's Touch? Which has seen play in the past.
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • J18696
    J18696
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    I would prefer we got the old heal back with a smaller cooldown remove the block bash put the mag stam return there with the 5 second cooldown and more stat return or just reduction to skill cost in pvp reddiamond use tobe a decent heal now I'll be lucky to get a 300 heal out of it with healing cps and defiles on me
    Edited by J18696 on February 7, 2019 7:42PM
    PC NA Server
    @J18696
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  • Minno
    Minno
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    satanio wrote: »
    Breton and redguard gets seducer
    Nord gets fortified brass
    Dunmer and orc and altmer get julianos
    Khajit gets mother's sorrow

    Imperial = Bloodthorn's Touch? Which has seen play in the past.

    It's different than that, some have mixed influenced sets, either from the 2-4pc bonuses or the 5th piece. Here is the list again:
    Breton - seducer and mag version of trial by fire
    Nord - fortified brass and werewolf hide
    Dunmer - julianos, hundings and domihaus
    orc - fijords legacy and seventh legion
    altmer - light of cyro with some off-stat regen
    Khajit - mother's sorrow/amberplasm
    Bosmer - jailbreaker/bone pirate with some penetration
    Imperial - small mix of trainee and bloodthorn.
    Argonian - healers habit with health and tri-pot
    Redguard - battlefield acrobat/ranger's gait, except only weapon abilities
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