What about adding 10% movement speed in stealth instead of penetration?
What about adding 10% movement speed in stealth instead of penetration?
Begging the question. Having to use a word that you're trying to define in the definition is a red flag for that.Hand_Bacon wrote: »Cundu_Ertur wrote: »[
Good lord, more of this "avoidance is the same as stealth" nonsense. Again: stealth is not avoidance, avoidance is not stealth. Stealth is being in a place without being noticed. Avoidance is not being in that place at all.
Detection without stealth = guard.
Detection with stealth = scout.
Stealth with or without detection = thief.
Really? What have I been talking about this whole time? I'm talking about the concept of stealth, not a some 1 and 0's cops and robbers stealthed or not game mechanic that you think supersedes the concept. Good lord I'll spell it out again.
Avoidance and detection WITHIN the concept of stealth.
Avoidance = avoiding detection
Detection = detecting those avoiding detection
Cundu_Ertur wrote: »Begging the question. Having to use a word that you're trying to define in the definition is a red flag for that.
[*] Stealth detect has no benefits in PvE,making this an exclusively PvP oriented passive component, which is counter to the original goals (goal number 2 - universal applicability) of the racial balance change. Since stealth detection is only beneficial in PvP environments it also does not line up with the original reasoning given behind the removal of stealth - that only a player that stealths (in this case, detects other players) can benefit from this (part of the) passive. As of now, PvE players only benefit from 10% speed after dodging at the cost of three skill points and ~3.6k stamina cost, as the penetration will either be wasted due to the cap or result in a DPS loss from the lack of uptime. Returning the reduced sneak radius or a similar passive component that improves sneaking helps players across the board as everyone can choose to take advantage of that in the Overworld as well as Dungeons and PvP by sneaking past enemies or sneaking into an advantageous position to strike.
Furthermore the additional stealth detect in PvP is not in line with existing forms of detection as it reveals cloaked enemies without an indicator. It also gives away the existence of a hidden Bosmer to other sneaking enemies as it also increases the "danger" radius with the half opened eye indicator in which enemies can tell they are about to be revealed before the sneaking Bosmer is even made aware of the existence of their sneaking enemy. These intransparent and counterintuitive issues would need to be addressed and resolved if the passive was kept in its current form, which is why we would be willing to give up this component of the passive to regain improved sneaking.
Hand_Bacon wrote: »However, when you say "we" I imagine that you are referring to just those players who are here and who have stated that they want it back. When you say, "we dont NEED" I have to assume that as some of us who pvp (my personal sample size is limited) don't find it useless, just not where it should be. I only bring this up as we have no idea what the consensus is or anyway to accurately extrapolate it. I appreciate the well=meaning efforts of those like @Ratzkifal in attempting what they are doing.
I’m guessing many of you will be interested to know more about the racial balance changes. While we aren’t ready to share specific details yet, here’s a peek at the goals driving the team’s effort:When selecting a race, players should have multiple effective options for any given gameplay role. The combat power provided by each race should be more equalized. Players should feel a stronger sense of power progression through racial passives as they level up. The unique feeling and flavor each race provides should be retained and enhanced where possible, and remain faithful to established lore.
That's all for now. Feedback, as always, is welcome.
Sorry none of those are even close to true for Argonians. Also how is removing Argonian poison resistance staying faithful to established lore?
It's all over the actual in game lore from quest NPC's. Let's see we have the Bleakrock spider quest, Eastmarch Daril quest, Green-Venom-Tongue Shadowscale stating he got his name because he drank so much poison, his tongue is permanently stained green, Jee-Lar mentioning it in that poison sniffer lizard quest, and prob others I'm forgetting.
@ZOS_RobGarrett @ZOS_Gilliam care to elaborate on this epic lore fail?
What about adding 10% movement speed in stealth instead of penetration?
What about adding 10% movement speed in stealth instead of penetration?
@Tasear I am not really good at coming up with balanced numbers so I don't know if 10% would already be broken or not. That being said, as long as the 10% stacks it would be really neat and in my opinion enough to satisfy my lore consistency needs while also allowing diversity among the sneak races.
Alternative ideas for sneak passives I had are lowering the time it takes to become "hidden", lowering the detection radius while standing still (obviously not great as long as Khajiit have -3m all the time), reduced sneak cost and a few more ideas that are a bit too complext to be made as a minor passive or have not enough uses right now like dodgeroll from sneak not breaking stealth or swimming being treated like sneak (intended for Argonians but unfortunately there would be little use for this right now).
Another perk that would fit Legerdemain better than any particular race would be a burst of movement speed after being detected, similarly to how Padomaic Sprint from the DB works, except on being detected rather than using the blade of Woe.
If it comes down to lore I doubt they will do anything about it. They seem to throw lore to the side when making changes, I mean.I’m guessing many of you will be interested to know more about the racial balance changes. While we aren’t ready to share specific details yet, here’s a peek at the goals driving the team’s effort:When selecting a race, players should have multiple effective options for any given gameplay role. The combat power provided by each race should be more equalized. Players should feel a stronger sense of power progression through racial passives as they level up. The unique feeling and flavor each race provides should be retained and enhanced where possible, and remain faithful to established lore.
That's all for now. Feedback, as always, is welcome.
Sorry none of those are even close to true for Argonians. Also how is removing Argonian poison resistance staying faithful to established lore?
It's all over the actual in game lore from quest NPC's. Let's see we have the Bleakrock spider quest, Eastmarch Daril quest, Green-Venom-Tongue Shadowscale stating he got his name because he drank so much poison, his tongue is permanently stained green, Jee-Lar mentioning it in that poison sniffer lizard quest, and prob others I'm forgetting.
@ZOS_RobGarrett @ZOS_Gilliam care to elaborate on this epic lore fail?
That's about as lore breaking as you can get, saying a race is resistant to something in game and removing it from them.
If it comes down to lore I doubt they will do anything about it. They seem to throw lore to the side when making changes, I mean.I’m guessing many of you will be interested to know more about the racial balance changes. While we aren’t ready to share specific details yet, here’s a peek at the goals driving the team’s effort:When selecting a race, players should have multiple effective options for any given gameplay role. The combat power provided by each race should be more equalized. Players should feel a stronger sense of power progression through racial passives as they level up. The unique feeling and flavor each race provides should be retained and enhanced where possible, and remain faithful to established lore.
That's all for now. Feedback, as always, is welcome.
Sorry none of those are even close to true for Argonians. Also how is removing Argonian poison resistance staying faithful to established lore?
It's all over the actual in game lore from quest NPC's. Let's see we have the Bleakrock spider quest, Eastmarch Daril quest, Green-Venom-Tongue Shadowscale stating he got his name because he drank so much poison, his tongue is permanently stained green, Jee-Lar mentioning it in that poison sniffer lizard quest, and prob others I'm forgetting.
@ZOS_RobGarrett @ZOS_Gilliam care to elaborate on this epic lore fail?
That's about as lore breaking as you can get, saying a race is resistant to something in game and removing it from them.
If it comes down to lore I doubt they will do anything about it. They seem to throw lore to the side when making changes, I mean.I’m guessing many of you will be interested to know more about the racial balance changes. While we aren’t ready to share specific details yet, here’s a peek at the goals driving the team’s effort:When selecting a race, players should have multiple effective options for any given gameplay role. The combat power provided by each race should be more equalized. Players should feel a stronger sense of power progression through racial passives as they level up. The unique feeling and flavor each race provides should be retained and enhanced where possible, and remain faithful to established lore.
That's all for now. Feedback, as always, is welcome.
Sorry none of those are even close to true for Argonians. Also how is removing Argonian poison resistance staying faithful to established lore?
It's all over the actual in game lore from quest NPC's. Let's see we have the Bleakrock spider quest, Eastmarch Daril quest, Green-Venom-Tongue Shadowscale stating he got his name because he drank so much poison, his tongue is permanently stained green, Jee-Lar mentioning it in that poison sniffer lizard quest, and prob others I'm forgetting.
@ZOS_RobGarrett @ZOS_Gilliam care to elaborate on this epic lore fail?
That's about as lore breaking as you can get, saying a race is resistant to something in game and removing it from them.
Now lets just find something in lore for bosmer sheath in game.
If it comes down to lore I doubt they will do anything about it. They seem to throw lore to the side when making changes, I mean.I’m guessing many of you will be interested to know more about the racial balance changes. While we aren’t ready to share specific details yet, here’s a peek at the goals driving the team’s effort:When selecting a race, players should have multiple effective options for any given gameplay role. The combat power provided by each race should be more equalized. Players should feel a stronger sense of power progression through racial passives as they level up. The unique feeling and flavor each race provides should be retained and enhanced where possible, and remain faithful to established lore.
That's all for now. Feedback, as always, is welcome.
Sorry none of those are even close to true for Argonians. Also how is removing Argonian poison resistance staying faithful to established lore?
It's all over the actual in game lore from quest NPC's. Let's see we have the Bleakrock spider quest, Eastmarch Daril quest, Green-Venom-Tongue Shadowscale stating he got his name because he drank so much poison, his tongue is permanently stained green, Jee-Lar mentioning it in that poison sniffer lizard quest, and prob others I'm forgetting.
@ZOS_RobGarrett @ZOS_Gilliam care to elaborate on this epic lore fail?
That's about as lore breaking as you can get, saying a race is resistant to something in game and removing it from them.
Now lets just find something in lore for bosmer sheath in game.
@Tasear If you meant to say stealth... well we have a lot gathered already
😅 Yeah bit out it and under the weather... though not to say would not of made the typo nevertheless.
Aela_Dragonrider wrote: »We don't NEED to detect 'those avoiding detection'. We want to be the ones avoiding detection.
A_Silverius wrote: »Noticeable for me though, its much harder to sneak pass npcs now and especially when questing. It has ruined my sneak thief bosmer I had created, its also the only character I play on so.... I'm kinda screwed I guess
Marcus_Thracius wrote: »Vote with your wallet - otherwise they ignore you
Now lets just find something in lore for bosmer sheath in game.
You don't even have to go outside ESO to see it mentioned. Tthere are at least 3 quests in this game that were created around the concept of the right of theft.
- The first one is given to us by a guy who's hanging around Elden Root near the miggens - he stole a bow, invoked the right of theft, but his partner in crime took the bow and fled. You need to bring the bow back.
- the second is in - I think - Greenshade. You're hired by a loan shark to get some money back from a bosmer. It turns out the thief who took the money is asking for something unexpected when they invoke the right of theft,
- then there is one that is tied up to the main questline for AD, and it's called "Right of Theft".
The case could be made that two of the three are side quests and can be ignored, but the third example is part of the main quest for AD. At some point the developers thought that was a defining characteristic of wood elves and used it as the reason for those quests to exist. Akin to using the lore around the Hist on quests related to Argonians.
ETA: if memory serves, in every single one of the quests I mentioned above, there is a dialogue tree that allows the player to know more about the right of theft.
Now lets just find something in lore for bosmer sheath in game.
I posted some examples yesterday:
You don't even have to go outside ESO to see it mentioned. Tthere are at least 3 quests in this game that were created around the concept of the right of theft.
- The first one is given to us by a guy who's hanging around Elden Root near the miggens - he stole a bow, invoked the right of theft, but his partner in crime took the bow and fled. You need to bring the bow back.
- the second is in - I think - Greenshade. You're hired by a loan shark to get some money back from a bosmer. It turns out the thief who took the money is asking for something unexpected when they invoke the right of theft,
- then there is one that is tied up to the main questline for AD, and it's called "Right of Theft".
The case could be made that two of the three are side quests and can be ignored, but the third example is part of the main quest for AD. At some point the developers thought that was a defining characteristic of wood elves and used it as the reason for those quests to exist. Akin to using the lore around the Hist on quests related to Argonians.
ETA: if memory serves, in every single one of the quests I mentioned above, there is a dialogue tree that allows the player to know more about the right of theft.
Wasn’t there also another one in Greenshade that involved a Bosmer at a bank?He wanted to get the Altmer to leave so he stole things from one house and put them in another to make them fight amongst each other?
Wasn’t there also another one in Greenshade that involved a Bosmer at a bank?He wanted to get the Altmer to leave so he stole things from one house and put them in another to make them fight amongst each other?
You're right. But I don't think that one involved the right of theft.
What about adding 10% movement speed in stealth instead of penetration?
Also curious that with the Thieves Guild / Dark Brotherhood anniversary event near, that they are gimping Bosmers just in time for earning event tickets and loot boxes from completing Sacraments and Heists. People who's only good thieves are wood elves will be at a serious disadvantage, and ZOS will be forcing players to scramble at the last minute to level up Legerdeman, TG, and DB skills on their new Khajiit thieves.
Hardly seems fair to dump the nerf on us at such an inopportune time. Sometimes it seems as if they plan these things to cause the most angst possible. Just like when they released THIS patch ahead of the Undaunted event, where they stated that we may have trouble queuing successfully.... and you saw what a debacle that turned into.
I just don't understand why they do some of these things, and it's compounded by the wall of silence that follows. Maybe if they actually talked to us about these issues instead of ignoring them, people wouldn't be so upset.
What about adding 10% movement speed in stealth instead of penetration?