GreenSoup2HoT wrote: »I personally think they should buff Nord's passive's. In the Nord Description they are strong like Orc's.
-Nord
Nord is the first human race that arrived in Tamriel. They do not have anything special except fair hair. They are more muscular than most other races. Only orcs are larger. They have strong bodies and they are good melee warriors. Many of them live in Skyrim - land of ice, mountains and snow. Nords respect strength and they are prideful people who like glory and honor.
So based on this information you can see why Nord's got their passive's.
-Robust: A trait Orc's have. Strong melee warrior's tend to have this.
-Two handed Expertise: They are good melee warrior's
-Resist Frost: Homeland is skyrim, land of ice. Seem's right.
-Rugged: Warranted because they are muscular.
Orc's being the larger race are technically stronger. So this is why they deal more melee damage. This is also why they are faster because they can carry the weight and still move with ease.
I personally think Resist Frost should receive a huge buff. 3% maximum health is nothing, if this passive granted 15% maximum health, well now it's okay to not receive a damage buff like orc's. I think Nord's should have the most maximum health in the game. They are very strongly built but also live in the harsh climate of skyrim. They must have very thick skin. Which is why the health bonus should be huge.
I wanted to throw this bit of information in as well. It only require's 10 point's in elemental expert to be 5% resistant to frost, fire and shock. This is almost double the passive of resist frost but your gaining resist to all 3 element's. Such a joke of a passive.
However any Race with 10% stamina recovery is 30 point's in Mooncalf. This just show's how pathetic Nord passive's really are.
To end this comment off.
Buff Resist Frost to 15% resist and maximum health. This would make Nord's way more competitive in my opinion.
If this buff actually happened. You could run a mean maximum health/regen build. I know i would.
Agree with that Imperial could be close to nords with passives but more health than nords but it like almost compares to nords with the rugged and imperial health passive is 3% more than imperial.
nordickittyhawk wrote: »Nords are suppost be BERSERKER we need alittle stamina or stam rege,. not health regen. khajiits and orcs got there buffs.. where is ours?
https://www.youtube.com/watch?v=908SP9uROjkGreenSoup2HoT wrote: »nordickittyhawk wrote: »Nords are suppost be BERSERKER we need alittle stamina or stam rege,. not health regen. khajiits and orcs got there buffs.. where is ours?
Technically "Berserker's" are Warrior's who never quit. If you maxed out on maximum health and health regeneration.... you could easily wear out your opponent's resource's.
This is exactly the kind of buff Nord's need in my opinion. I'd much rather have one Race be build around Health. Imperial Orc and Red guard's have stamina. We need a race purely built off of health.
RAGUNAnoOne wrote: »Argonians need it more
I like that Nord passives aren't tied to stam or magicka but I do think that as the most 'tank' oriented race, overall the passives are somewhat underwhelming..
The max health is good, but could be a little higher in my opinion - currently at 9% I think it should be at least equal highest alongside Imperial at 12%.
Cold resistance, well I see there is a lore aspect to it which I kinda like but any good tank will be covered to deal with whatever damage - a little bit of cold damage miti really doesn't make any difference (it's just icing on the cake, no pun intended).
The increase to health recovery is nice, I wouldn't want to see this changed as it opens up some interesting build options which is appropriate for the design intent (and good for the theory crafters out there).
Apart from perhaps bumping up the max health passive, overall I think the above are all pretty good.. The real shortfall in my opinion is the mitigation passive - let me explain why.
Let's say you have fully capped armor/resistance giving you 50% mitigation + 6% mitigation from the Nord passive (so 56%), this is what you would expect to see:
1000 incoming damage
56% mitigated (560 damage)
1000 - 560 = 440 damage received
Having done a lot of mitigation testing (with Nord passives, vampire damage reduction passives/abilities, and other stuff), this is how mitigation appears to actually work:
1000 incoming damage
50% mitigated (500 damage)
[second calculation]
500 damage
6% mitigated (30 damage)
1000 - (500 + 30) = 470 damage received
In a nutshell bonus mitigation provides diminishing returns as it is only applied to incoming damage after the damage from armor/resistances have been subtracted, ie. the more armor/resistance you have the less effective the Nord passive is. At 0% armor/resistance the Nord passive gives a full 6% mitigation, at 50% armor/resistance the Nord passive only gives 3% mitigation.
Based on this I would suggest either buffing the mitigation passive or changing it to something else, like block cost reduction or something similar.
avid_mdb16_ESO wrote: »With the soft cap being removed the racial passives became very unbalanced and no one from ZOS cared to balance it properly.
sneakymitchell wrote: »GreenSoup2HoT wrote: »I personally think they should buff Nord's passive's. In the Nord Description they are strong like Orc's.
-Nord
Nord is the first human race that arrived in Tamriel. They do not have anything special except fair hair. They are more muscular than most other races. Only orcs are larger. They have strong bodies and they are good melee warriors. Many of them live in Skyrim - land of ice, mountains and snow. Nords respect strength and they are prideful people who like glory and honor.
So based on this information you can see why Nord's got their passive's.
-Robust: A trait Orc's have. Strong melee warrior's tend to have this.
-Two handed Expertise: They are good melee warrior's
-Resist Frost: Homeland is skyrim, land of ice. Seem's right.
-Rugged: Warranted because they are muscular.
Orc's being the larger race are technically stronger. So this is why they deal more melee damage. This is also why they are faster because they can carry the weight and still move with ease.
I personally think Resist Frost should receive a huge buff. 3% maximum health is nothing, if this passive granted 15% maximum health, well now it's okay to not receive a damage buff like orc's. I think Nord's should have the most maximum health in the game. They are very strongly built but also live in the harsh climate of skyrim. They must have very thick skin. Which is why the health bonus should be huge.
I wanted to throw this bit of information in as well. It only require's 10 point's in elemental expert to be 5% resistant to frost, fire and shock. This is almost double the passive of resist frost but your gaining resist to all 3 element's. Such a joke of a passive.
However any Race with 10% stamina recovery is 30 point's in Mooncalf. This just show's how pathetic Nord passive's really are.
To end this comment off.
Buff Resist Frost to 15% resist and maximum health. This would make Nord's way more competitive in my opinion.
If this buff actually happened. You could run a mean maximum health/regen build. I know i would.
Agree with that Imperial could be close to nords with passives but more health than nords but it like almost compares to nords with the rugged and imperial health passive is 3% more than imperial. Zenimax wanted that so people buy the imperial edition to make some money. I say that what you said more health and frost resist should be a great thing for their passive. Imperial edition should be a novelty character with good stats but most would buy that than become a nord with the passives a little stronger than nords.
In the end Buy Imperial Edition = more money for Zenimax. So that you could have a great tanking build with imperial who fought battles all the time. > nords who are ain't much tough as them who drinks alot.
I have a Nord DK tank apprentice, too. On the buff passives topic: I totally agree with @GreenSoup2HoT. Giving them decent and maybe unique (health based passives) would be cool. I would go in the defensive direction with 1) keeping their mitigation passive, 2) giving them the biggest max health increment 3) keeping robust and finally 4) modifying their frost resist because frost is not the most common damage type in this game so I would give them let's say 3 or 5% resist against schock and fire, too and double of this value against frost to keep its characteristics.