I
Also, give bosmer race a max magicka about 3/5/6% or magicka regen by 3/5/7% due to their belief in a Magical god "Y'ffre" or just let they also have 21% magicka regen and 3% max magicka. So, that they will be called as the kings and queens of Regen!
For Dunmer, an increase in fire resistance and light /heavy attacks restore x% magicka. So, May they be called as the kings/queens of magicka.
@ZOS_GinaBruno @ZOS_JessicaFolsom
@Wrobel
i would like to these changes:I
Also, give bosmer race a max magicka about 3/5/6% or magicka regen by 3/5/7% due to their belief in a Magical god "Y'ffre" or just let they also have 21% magicka regen and 3% max magicka. So, that they will be called as the kings and queens of Regen!
For Dunmer, an increase in fire resistance and light /heavy attacks restore x% magicka. So, May they be called as the kings/queens of magicka.
@ZOS_GinaBruno @ZOS_JessicaFolsom
@Wrobel
Altmer: Elemental Talent Spell Talent: increase spell damage instead of element damage by 6%.Gift of Magnus:Increases Max Magicka by 15%.
Breton: Magicka Mastery: Reduces the Magicka cost of spells by 20%.
khajiit: Robust Constitution: Increase Max Health by 7% Increase Max Stamina by 10%
Imperial: Conditioning: Increases Max Stamina by 18%, Red Diamond: Melee attacks have a 25% chance to restore x health.
Nord: Resist Frost: Increases Max Health by 15%
Argonian: Quick to Mend: Increases healing received by 20%
for Dunmer and bosmer as stated above but also some changes here
Dunmer: Resist Flame: Increases Flame Resistance by 15%,Increases Max Magicka by 5%, light/heavy attacks restores 3 x magicka to player when damaging an enemy.
Bosmer: Y'ffre's Endurance: Increases Stamina and Magicka Regeneration by 21%,Resist Affliction:Increases Max Stamina and Magicka by 3%.
@ZOS_GinaBruno @ZOS_JessicaFolsom
@Wrobel
i would like these changes for racial passives:I
Also, give bosmer race a max magicka about 3/5/6% or magicka regen by 3/5/7% due to their belief in a Magical god "Y'ffre" or just let they also have 21% magicka regen and 3% max magicka. So, that they will be called as the kings and queens of Regen!
For Dunmer, an increase in fire resistance and light /heavy attacks restore x% magicka. So, May they be called as the kings/queens of magicka.
@ZOS_GinaBruno @ZOS_JessicaFolsom
@Wrobel
Altmer: Elemental Talent Spell Talent: increase spell damage instead of element damage by 6%.Gift of Magnus:Increases Max Magicka by 15%.
Breton: Magicka Mastery: Reduces the Magicka cost of spells by 20%.
khajiit: Robust Constitution: Increase Max Health by 7% Increase Max Stamina by 10%
Imperial: Conditioning: Increases Max Stamina by 18%, Red Diamond: Melee attacks have a 25% chance to restore x health.
Nord: Resist Frost: Increases Max Health by 15%
Argonian: Quick to Mend: Increases healing received by 20%
for Dunmer and bosmer as stated above but also some changes here
Dunmer: Resist Flame: Increases Flame Resistance by 15%,Increases Max Magicka by 5%, light/heavy attacks restores 3 x magicka to player when damaging an enemy.
Bosmer: Y'ffre's Endurance: Increases Stamina and Magicka Regeneration by 21%,Resist Affliction:Increases Max Stamina and Magicka by 3%.
Note: I am adding a new Magicka race "Bosmer" because if you see the races of tamriel properly then you will realise there are only 3 races to magicka and more races to stamina. Also the spiners and Silvenar are more towards magicka races, in addition they are also descendants of Ayleids and worship a magical god Y'ffre.
@ZOS_GinaBruno @ZOS_JessicaFolsom
@Wrobel
Mordenkainen wrote: »i would like these changes for racial passives:I
Also, give bosmer race a max magicka about 3/5/6% or magicka regen by 3/5/7% due to their belief in a Magical god "Y'ffre" or just let they also have 21% magicka regen and 3% max magicka. So, that they will be called as the kings and queens of Regen!
For Dunmer, an increase in fire resistance and light /heavy attacks restore x% magicka. So, May they be called as the kings/queens of magicka.
@ZOS_GinaBruno @ZOS_JessicaFolsom
@Wrobel
Altmer: Elemental Talent Spell Talent: increase spell damage instead of element damage by 6%.Gift of Magnus:Increases Max Magicka by 15%.
Breton: Magicka Mastery: Reduces the Magicka cost of spells by 20%.
khajiit: Robust Constitution: Increase Max Health by 7% Increase Max Stamina by 10%
Imperial: Conditioning: Increases Max Stamina by 18%, Red Diamond: Melee attacks have a 25% chance to restore x health.
Nord: Resist Frost: Increases Max Health by 15%
Argonian: Quick to Mend: Increases healing received by 20%
for Dunmer and bosmer as stated above but also some changes here
Dunmer: Resist Flame: Increases Flame Resistance by 15%,Increases Max Magicka by 5%, light/heavy attacks restores 3 x magicka to player when damaging an enemy.
Bosmer: Y'ffre's Endurance: Increases Stamina and Magicka Regeneration by 21%,Resist Affliction:Increases Max Stamina and Magicka by 3%.
Note: I am adding a new Magicka race "Bosmer" because if you see the races of tamriel properly then you will realise there are only 3 races to magicka and more races to stamina. Also the spiners and Silvenar are more towards magicka races, in addition they are also descendants of Ayleids and worship a magical god Y'ffre.
@ZOS_GinaBruno @ZOS_JessicaFolsom
@Wrobel
Give Bosmer a 6% damage bonus with ranged attacks.
Nords, Khajiit, Redguard, Orcs, Imperials, a 6% damage bonus with melee attacks.
Bretons 6% damage bonus with spells.
Argonians - Maybe some actual useful passives to begin with ?!
Don't see why only two races should get the damage cake from the staple and the rest not, lol.
Also.. 18% stamina for imperials? Wtf.
SublimeSparo wrote: »The new racials for all races will be:
Increases the damage/duration of all NB abilities by 15%
Elder_Night wrote: »Racial changes? Please tell me they are finally going to nerf stupid reguards...
Elder_Night wrote: »Racial changes? Please tell me they are finally going to nerf stupid reguards...
Your favorite race is stupid madame or good sir.Don't hate on us because we are beautiful and useful.
Well am repurposing it and it a reason why Emeric wife a Redguard and not a fellow Breton and its not just because o the treaty.Redguards Ebony skin is beautiful.Elder_Night wrote: »Racial changes? Please tell me they are finally going to nerf stupid reguards...
Your favorite race is stupid madame or good sir.Don't hate on us because we are beautiful and useful.
Those are Breton lines not redguards!
For redguards, its like this why you #@;-%!#& !
So, I see a lot of posts about costume dying, but nothing mentioned about the fact they're going to be raising CP cap and that they are implementing racial passive changes with the next update. Both of these are MAJOR considering all the discussion threads about them... and they are mentioned in ESO Live today but nobody has brought them up yet. So... I'll be the first.
Elder_Night wrote: »WAit so we can change class and alliance too?? YEESSS
Elder_Night wrote: »WAit so we can change class and alliance too?? YEESSS
Nope! You can't!
dodgehopper_ESO wrote: »The most awesome thing they could say is that Argonians will be able to indefinitely hold their breath under water...
I'm surprised no one every points out what a joke the poison/disease resistance is on Argonians and Bosmer. Unlike the numbers you see on a Dunmer or Breton 3,300ish, the poison/disease resistane on Argonan and Bosmer are really pretty low, to the point of being worthless, particularly when considering its only to do with the damage.
ZOS_KaiSchober wrote: »The CP cap raise is really coming, but don't get your hopes up too high - it's a very small raise.
SublimeSparo wrote: »The new racials for all races will be:
Increase max Stamina by 25%,
Reduce stamina costs by 10% and max magick/regen by 10%
Increases the damage/duration of all NB abilities by 15%
Lucius_Aelius wrote: »All I know is that changing the racials should be about adding things and not replacing them with other things, honestly the entire point I even made my two Argonian characters was for the swim speed (and because they look so innately badass), and if they listen to all the people complaining about that passive (which are many) they're quite likely to replace it with something else I'm afraid, and in the process deprive me of the entire point of my having an Argonian.
With every change you make to the old passives you'll *** off someone who's build depends or at least partially relies upon it to be effective, so the only way they can possibly avoid screwing anyone up is if they don't replace any of the old passives. And while the Race changes are nice, no one should need to change their Race just to make their build viable when the Races they picked (and probably are quite fond of) are viable right now, and if you like your Race you should get to keep your Race.
I liked the idea someone else had of making Racial bonuses more expansive, just add a whole bunch of new ones on top of the old and leave the old ones alone (or even buff them, I thought I heard somewhere a while back that they were thinking of increasing the racial passives' effects at some point to make them more meaningful and relevant, and if they're not doing that then they should).