They would prob have a better time with Argonians passives if they would of made them the classes they should be. Going all the way to Arena mains stats, Intelligence, Agility, and Speed and later games a handicap in Endurance/HP. I see magic and stamina, what I don't see is heavy armor wearing tanks with high HP. They should of been healers, magic/stam dps, no wonder they are having a hard time. They want them to be tanks, when they are mostly healers, mages, assassins, and thieves.
If nothing is adjusted werewolf will be even harder to kill and even more defensively overtuned next patch than they already are. Werewolf should be about dealing good damage, not being a tool to avoid dying in PvP.
Suggestion Regarding Armor Passives:
With the changes to weapon passives making weapons more useful for those using off-meta options (ie. swords mag specs) and for hybrids, as well as the current proposed bonuses and penalties to armor types, I think it is time that ZOS considers adjusting a few of the armor passives to provide benefit to both mag and stam specs. Nothing drastic, just a few changes in the same vein as those seen in patch notes 6.3.0. This will mainly encompass passives that provide offensive bonuses, keeping the sustain options unique for each armor type, and offering up more options for builds.
Light Armor
- Prodigy: Adjust this passive so that it grants 2% (up from 1% in 6.3.0) Spell and Weapon Critical for each piece of Light Armor worn.
- Concentration: Adjust this passive so that it grants 939 Spell and Physical Penetration for each piece of Light Armor worn.
Medium Armor
- Dexterity: Adjust this passive so that it grants 1% Weapon and Spell Critical for each piece of Medium Armor worn.
- Agility: Adjust this passive so that it grants 2% Weapon and Spell Damage for each piece of Medium Armor worn.
These changes would hopefully help define Light Armor's niche as providing more hard-hitting Damage (ie. higher Critical + Penetration) at the cost of greater defense, as well as Medium Armor's middle ground between consistent Damage and Defense.
YandereGirlfriend wrote: »Suggestion Regarding Armor Passives:
With the changes to weapon passives making weapons more useful for those using off-meta options (ie. swords mag specs) and for hybrids, as well as the current proposed bonuses and penalties to armor types, I think it is time that ZOS considers adjusting a few of the armor passives to provide benefit to both mag and stam specs. Nothing drastic, just a few changes in the same vein as those seen in patch notes 6.3.0. This will mainly encompass passives that provide offensive bonuses, keeping the sustain options unique for each armor type, and offering up more options for builds.
Light Armor
- Prodigy: Adjust this passive so that it grants 2% (up from 1% in 6.3.0) Spell and Weapon Critical for each piece of Light Armor worn.
- Concentration: Adjust this passive so that it grants 939 Spell and Physical Penetration for each piece of Light Armor worn.
Medium Armor
- Dexterity: Adjust this passive so that it grants 1% Weapon and Spell Critical for each piece of Medium Armor worn.
- Agility: Adjust this passive so that it grants 2% Weapon and Spell Damage for each piece of Medium Armor worn.
These changes would hopefully help define Light Armor's niche as providing more hard-hitting Damage (ie. higher Critical + Penetration) at the cost of greater defense, as well as Medium Armor's middle ground between consistent Damage and Defense.
This is the single change that I would most welcome for armor.
TheImperfect wrote: »I'd like to request a feature to be able to change an individual skills morph without resetting all your morphs. Just click on the morph and say for a little gold you can swap it to the other morph easily. If you change your mind or make a mistake it's easy to fix.
VaxtinTheWolf wrote: »TheImperfect wrote: »I'd like to request a feature to be able to change an individual skills morph without resetting all your morphs. Just click on the morph and say for a little gold you can swap it to the other morph easily. If you change your mind or make a mistake it's easy to fix.
But isn't it that you can do this at the existing respec shrines? If you select to change Morphs, change the one skill you want and save changes.
Suggestion Regarding Armor Passives:
With the changes to weapon passives making weapons more useful for those using off-meta options (ie. swords mag specs) and for hybrids, as well as the current proposed bonuses and penalties to armor types, I think it is time that ZOS considers adjusting a few of the armor passives to provide benefit to both mag and stam specs. Nothing drastic, just a few changes in the same vein as those seen in patch notes 6.3.0. This will mainly encompass passives that provide offensive bonuses, keeping the sustain options unique for each armor type, and offering up more options for builds.
Light Armor
- Prodigy: Adjust this passive so that it grants 2% (up from 1% in 6.3.0) Spell and Weapon Critical for each piece of Light Armor worn.
- Concentration: Adjust this passive so that it grants 939 Spell and Physical Penetration for each piece of Light Armor worn.
Medium Armor
- Dexterity: Adjust this passive so that it grants 1% Weapon and Spell Critical for each piece of Medium Armor worn.
- Agility: Adjust this passive so that it grants 2% Weapon and Spell Damage for each piece of Medium Armor worn.
These changes would hopefully help define Light Armor's niche as providing more hard-hitting Damage (ie. higher Critical + Penetration) at the cost of greater defense, as well as Medium Armor's middle ground between consistent Damage and Defense.
YandereGirlfriend wrote: »Suggestion Regarding Armor Passives:
With the changes to weapon passives making weapons more useful for those using off-meta options (ie. swords mag specs) and for hybrids, as well as the current proposed bonuses and penalties to armor types, I think it is time that ZOS considers adjusting a few of the armor passives to provide benefit to both mag and stam specs. Nothing drastic, just a few changes in the same vein as those seen in patch notes 6.3.0. This will mainly encompass passives that provide offensive bonuses, keeping the sustain options unique for each armor type, and offering up more options for builds.
Light Armor
- Prodigy: Adjust this passive so that it grants 2% (up from 1% in 6.3.0) Spell and Weapon Critical for each piece of Light Armor worn.
- Concentration: Adjust this passive so that it grants 939 Spell and Physical Penetration for each piece of Light Armor worn.
Medium Armor
- Dexterity: Adjust this passive so that it grants 1% Weapon and Spell Critical for each piece of Medium Armor worn.
- Agility: Adjust this passive so that it grants 2% Weapon and Spell Damage for each piece of Medium Armor worn.
These changes would hopefully help define Light Armor's niche as providing more hard-hitting Damage (ie. higher Critical + Penetration) at the cost of greater defense, as well as Medium Armor's middle ground between consistent Damage and Defense.
This is the single change that I would most welcome for armor.
I do not like it personallyl. It would blur the line between magicka and stamina specs too much. I would hate for this game to turn everyone into hybrids.
The proposed changes would be good for the game and open up possibilities, so it would be the right decision. I do not like it anyway.
Mechanically,there is no reason to go Argonian anymore. Almost every other race can do what they do better. The racial changes of this patch should be looked at further,and adjusted with increases to their healing passives,and their resourcefulness passive,rather then a reduction to the later.
Lets see a compilation of Argonians descriptions and stats over the games. (If I post the pics right, don't usually post pics)
Ok lets look at Arena
Ok now Daggerfall
Morrowind
Oblivion
Skyrim
So what did they do look at Argonians for 10 seconds? They saw the Int across the series and the Restoration bonus in Skyrim and said ok Healers, which I'm fine with. Then they ignored everything else and looked at Daggerfall "Some are regarded well as warriors." Oh look lets make them HP tanks while ignoring the fact every game says Thief or Assassin, makes sense Shadowscales *cough*. Even Morrowinds Ideal Character section says they can make the finest Nightblades. Total disregard for an entire races lore. They were always a Magic and Stamina race and they are trying to shoe horn them into something they were never well known for. (Sorry if the pictures are too small. Right click and open in new window or tab if you have to.)
Trayyacakes wrote: »I like a lot of changes to the system such as champion points increasing weapon and spell damage for certain things, as it makes it easier to build hybrids or even just a character that uses class abilities with a 2hander or now or whatever...
I like the proposed changes to light armor providing spell and physical penetration, as well as medium armor providing weapon and spell critical, can we also get a jewelry enchant that adds weapon and spell damage?
StarOfElyon wrote: »Trayyacakes wrote: »I like a lot of changes to the system such as champion points increasing weapon and spell damage for certain things, as it makes it easier to build hybrids or even just a character that uses class abilities with a 2hander or now or whatever...
I like the proposed changes to light armor providing spell and physical penetration, as well as medium armor providing weapon and spell critical, can we also get a jewelry enchant that adds weapon and spell damage?
This has been a big desire of mine but I doubt they'll do it. Tri-stat recovery is probably all we'll ever get, I think. Also weapon/spell power potions or weapon/spell crit potions.
MerguezMan wrote: »I'm on console and can't test properly, but feel concerned about the upcoming changes.
- On armor, could you tweak the native passive perks so the "take X% more damage from Y source" condition would apply to player-sourced, instead of just magic/physical type (so that fits for pvp balance without hurting pve builds) ?
MudcrabAttack wrote: »So crit% dropped by a lot, but Necromancers still get 100% while hitting the final 25% health of a target by simply swapping a different skill onto the bar. Is that cool? Ok? Ok...
In the same vein:Suggestion Regarding Armor & Weapon Passives
@ZOS_GinaBruno @ZOS_Wrobel
I am asking once again for a few changes to armor and weapon passives. The changes to some weapon types as described in the 6.3.0 patch notes are good changes that help expand the options for different builds, especially off-meta and hybrid builds. With only a couple weeks left in this PTS cycle, I think that you (ZOS) should consider expanding on those changes to those weapons not addressed and the offensive armor weights. These changes are not drastic, and are in the same continuous vein as those changes in the 6.3.0 patch notes. These changes target those passives that specifically provide offensive bonuses to each weapon and armor type.
Weapon Passives
One Hand and ShieldDestruction Staff
- Sword and Board: Adjust this passive so that it grants a flat increase to both Weapon Damage and Spell Damage rather than increasing Weapon Damage by 3%/5%. (Similar to the change to Twin Blunt and Blade in 6.3.0)
Restoration Staff
- Penetrating Magic: Adjust this passive so that it grants a flat increase to Offensive Penetration (Spell and Physical) rather than ignoring Spell Resistance. (See this thread for further discussion: https://forums.elderscrollsonline.com/en/discussion/559481/what-about-destruction-staves)
- Restoration Mastery: Adjust this passive so that it increases Healing Done by 3%/5% so that it affects all heals rather than just those with Restoration Staff.
Armor Passives
Light ArmorMedium Armor
- Prodigy: Adjust this passive so that it grants 2% (up from 1% in 6.3.0) Spell and Weapon Critical for each piece of Light Armor worn.
- Concentration: Adjust this passive so that it grants 939 Spell and Physical Penetration for each piece of Light Armor worn.
- Dexterity: Adjust this passive so that it grants 1% Weapon and Spell Critical for each piece of Medium Armor worn
- Agility: Adjust this passive so that it grants 2% Weapon and Spell Damage for each piece of Medium Armor worn.
These changes would hopefully help define Light Armor's niche as providing more hard-hitting Damage (ie. higher Critical + Penetration) at the cost of greater defense, as well as Medium Armor's middle ground between consistent Damage and Defense. They do not target the recovery or cost reduction passives on purpose in order to keep the distinction between the benefits each armor type provides to different attributes.
This dark flare change makes no sense to me.
Templars already have a spammable, we don't need another one.
There are multiple ranged options out of class already, especially with solar barrage in mind.
Again we don't need another spammable on templars, and. 2 second less cast time will still leave us wide open to get interrupted anyway.