AP gain and Gold gain should be switched between imperial and breton. Imperials are from Cyrodil, hosting the battle. King Emeric is a Breton and I'm pretty sure was some kind of merchant.
I think gold gain is even less appealing than AP gain. I think both 'perks' are terrible. I would prefer something that, while not being overpowered, is actually genuinely useful. For example, the fall damage and cutpurse passives. Those are interesting, useful but not game-breaking. I don't know enough about the lore to make a better suggestion, maybe others can chime in.
Lord_Dexter wrote: »Silver_Strider wrote: »Altmer:
Buff Elemental Talent to 3/4/5%
Altmer get a slight buff to maintain their magic superiority.
Argonian
Quick To Mend: 2/4/6% Max magic, increase Healing Done by 2/4/6%
Argonian Resist: 2/4/6% Max Health , Poison/Disease Resistance
Child of the Hist: 2/4/6% Max Stamina, Increase Poison/Disease Damage by 2/4/6%
Argonians become the hybrid race that fits their lore while not being overly powerful in any 1 role, except maybe as healers.
Breton:
Change Magicka Mastery to magic version of Adrenaline Rush
Bretons become masters of magic sustain.
Bosmer
Y'ffre's Blessing: Increase Stamina Regen by 5/10/15%, Increase Damage with Bow and Poison abilities by 2/3/4%
Resist Affliction: Resist Poison/Disease, Increase Max Stamina by 2/4/6%
Bosmer get a slight nerf to their regen to get a buff to Bow+Poison as well as an increase to their max stamina to make them more useful as Stamina DPS.
Dunmer:
Leave as is
Imperial:
Leave as is
Khajiit:
Nimble: 2/4/6% Max Health, Increase Stamina Regen by 3/6/9%
Khajiit get some extra health and still maintain their status as best PvE Stamina DPS without becoming the outright best at it as is currently the issue.
Nord:
Leave as is
Orc:
Brawny: Increase Max Health+Stamina by 3/5/7%
Orcs get a relatively small buff to make them more comparable to Nords. Nords have more Health and Mitigation, Orcs have more Stamina and Damage.
Redguard:
Leave as is
Dunmer, Imperial, Nords and Reguards are all fine now and I see little reason to change any of them.
Just my thoughts.
Everyone want to maintain Redguard as best PVP and tying to get rid of new khajit change.
If Khajit changes are rollback than Redguard should lose some part of their too much recovery buff..they are very stamina sustain..
Bosmer should lose extra stamina buff or resistance, argonians should lose potion buff or extra health..
Imperial should lose some health buff, 12% increase a way too much tank..
Bretons are a way back than altmers and they definitely need damage buff or further cost reduction buff. We do not care about spell resistance..replace it with more damage or better buff..
Orcs:
- Swift Warrior - Increases your damage with melee weapon attacks by 2/3/4%
Redguard:
- Adrenaline Rush - Your melee attacks restore 1/2/3% of your Max Stamina
Imperial:
- Red Diamond - Your melee attacks have a 10% chance to restore 2/4/6% or your Max Health
Dunmer:
- Destructive Ancestry - Increases your Flame Damage by 3/5/7% (increasing Flame Staff damage)
Altmer
- Elemental Talent - Increases your Flame, Frost, and Shock Damage by 2/3/4% (increasing all Destruction Staff damage)
5/10 races have buffs to either melee damage/utility, or staff damage.
0/10 have buffs to bow damage/utility.
Now would've been a perfect time to throw a bone to all of the bow users out there that feel neglected by ZOS. Instead Bosmer (the race that should be archery masters) got a fall damage passive. Yay....
Why even use my Bosmer at all now? I'll just roll a Khajiit.
Not... buffing the hands down most powerful DPS race was a good decision, but like any step forward ZOS takes they seem to always take two steps back to compensate. Redguards should not have their Adrenaline Rush nerfed. They were the only shining beacon of hope that Tamriel wouldn't become overrun by kittens and now that light is fading.
Once again, nerfing the only other competitive DPS stamina race will seem like nothing but a cheap way of getting people to buy race change tokens to switch to Khajiit. This will not reflect well on the integrity of the company in the long run.
You want people to stop unanimously picking Redguard in PvP? Then buff the weaker stamina races. Make Swift Warrior apply to DoTs and magicka abilities like concealed weapon. Make Red Diamond do a small amount of damage on hit chance along with healing. Give Nords a reason to exist. Even with their increased stamina there is no reason to pick a Nord in PvP when you can be Redguard and no reason to pick them in PvE because Imperials make better tanks and Khajiits make better DPS. Rugged needs to be useful after hitting resistance caps and they still need something to compete in damage. 6% just isn't enough.
Actually Adrenaline Rush is so powerful that race choice would be too important for my liking if every race had a passive like that. A Breton isn't very good with stamina, but the gap there is a lot smaller than that between a magicka and stamina Redguard.
Personofsecrets wrote: »1. Orc Passives
The PTS Orc passives just don't feel that good and that is mostly because they are inconsistent. It's racials are just setup in a way where there are too many effects and no individual effect is powerful enough on it's own to make the Orc interesting. Remember, like the Maelstrom Sword, the more effects that something has, because of balance reasons, the more lackluster and situational each effect must be. HP regen is a throw away passive and it's counterpart, healing received, isn't even useful in PVE. Additionally, the Orc increased damage passive only, out of all of the morphed weapon skills, will increase the damage of 5 of those skills and 3 of those are part of the Sword and Board tree.
Compared to Imperial (The best tank race) Orc isn't that great because, as a tank, the extra health and stamina is a much better buffer for survivability than hp regen or healing received. That is just how the cookie crumbles because in the only content that is currently a good gauge for tank builds, the tank, when dying, is dying to a one shot or mechanic and that means that healing received literally can't be effective in that case.
Compared to Khajiit (The best stam DPS race) Orc isn't that great because, as a DPS, the extra DPS from the Orc passive doesn't even effect skills that are used in end game PVE builds. Khajiit increases the damage of bow abilities, abilities greater than 5 meters, and each tick of every dot by, on average, increasing the chance of those effects to be critical hits and, on top of that, the critical hit meta is very important. The Orc passive, compared to the Khajiit passive, is like going from speed 1 to 80 in 6 seconds - it is jarring imbalance.
What I would like to see is pretty simple. Increased ultimate received instead of healing would be a great boon for Orcs that are tanky and this would be an exciting passive for PVE and PVP. Increased % of weapon damage instead of increased damage done with very specific and limited attacks would be a great boon for DPS in PVE and PVP. Orcs would become a strong tank choice in between Nord and Imperial because they would lack the survivability of those other races, but offer more group utility. Orcs would become a good for the DPS role in between Redguard and Khajiit because the would lack the resources of the Redguard and the damage of the Khajiit, but would be able to use their coolest abilities more often.
I see these above changes as creating a good opportunity for players to think about making a race change to Orc or to start a new Orc toon. Placing Orcs in the middle of already well known and established races, instead of in dead last place, will create many opportunities for players to explore new options. Additionally, I feel that the changes that I mention are in line with the Elder Scrolls world.
Ultimate received has, in the past, been part of this game.
Doesn't that passive just shout out "berserker" class. It would be so cool if the berserker archetype was part of this game via the ultimate regen system.
Come on, this would be too cool to not implement.
There needs to be a much greater benefit to choosing Imperial - not too pay to win, but a clear advantage to choosing that race.
The Bosmers need a significant boost to make them more attractive as a stamina race. (Deal more damage with poisons/disease at the same time as resist? Deal more damage with bows or from stealth?)
Mettaricana wrote: »There needs to be a much greater benefit to choosing Imperial - not too pay to win, but a clear advantage to choosing that race.
The Bosmers need a significant boost to make them more attractive as a stamina race. (Deal more damage with poisons/disease at the same time as resist? Deal more damage with bows or from stealth?)
Bosmer I'd just be happy with the max stam buff and just give us disease or poison I'm not greedy ill take a 5-7% buff to dmg
Actually Adrenaline Rush is so powerful that race choice would be too important for my liking if every race had a passive like that. A Breton isn't very good with stamina, but the gap there is a lot smaller than that between a magicka and stamina Redguard.
That's more of an issue with the balance between Magicka and Stamina builds.
The weaker races still deserve to be buffed. Nords are still pointless.
Ragnaroek93 wrote: »Khajiit buffs rolled back and Adrenaline Rush gets nerfed (to be honest you can't even call this a nerf, because this passive is just outright broken). Sounds good in my opinion
Ragnaroek93 wrote: »Khajiit buffs rolled back and Adrenaline Rush gets nerfed (to be honest you can't even call this a nerf, because this passive is just outright broken). Sounds good in my opinion
How is it broken exactly? If you do the math 3% is actually the number shown on adrenaline rush tooltip right now.
It's really not getting nerfed, do the math. It's not OP. The only thing that truly makes that passive OP is constitution passive with black rose or NBs running siphoning attacks.Ragnaroek93 wrote: »Khajiit buffs rolled back and Adrenaline Rush gets nerfed (to be honest you can't even call this a nerf, because this passive is just outright broken). Sounds good in my opinion
How is it broken exactly? If you do the math 3% is actually the number shown on adrenaline rush tooltip right now.
It's broken in the sense that it's ridiculously powerful compared to any other racial passive in the game right now. It's getting nerfed now, it's probably still too strong in a typical 1v1 scenario, but at least it's something.
It's really not getting nerfed, do the math. It's not OP. The only thing that truly makes that passive OP is constitution passive with black rose or NBs running siphoning attacks.Ragnaroek93 wrote: »Khajiit buffs rolled back and Adrenaline Rush gets nerfed (to be honest you can't even call this a nerf, because this passive is just outright broken). Sounds good in my opinion
How is it broken exactly? If you do the math 3% is actually the number shown on adrenaline rush tooltip right now.
It's broken in the sense that it's ridiculously powerful compared to any other racial passive in the game right now. It's getting nerfed now, it's probably still too strong in a typical 1v1 scenario, but at least it's something.
Ragnaroek93 wrote: »Khajiit buffs rolled back and Adrenaline Rush gets nerfed (to be honest you can't even call this a nerf, because this passive is just outright broken). Sounds good in my opinion
How is it broken exactly? If you do the math 3% is actually the number shown on adrenaline rush tooltip right now.
PrinceFabious wrote: »Personofsecrets wrote: »1. Orc Passives
The PTS Orc passives just don't feel that good and that is mostly because they are inconsistent. It's racials are just setup in a way where there are too many effects and no individual effect is powerful enough on it's own to make the Orc interesting. Remember, like the Maelstrom Sword, the more effects that something has, because of balance reasons, the more lackluster and situational each effect must be. HP regen is a throw away passive and it's counterpart, healing received, isn't even useful in PVE. Additionally, the Orc increased damage passive only, out of all of the morphed weapon skills, will increase the damage of 5 of those skills and 3 of those are part of the Sword and Board tree.
Compared to Imperial (The best tank race) Orc isn't that great because, as a tank, the extra health and stamina is a much better buffer for survivability than hp regen or healing received. That is just how the cookie crumbles because in the only content that is currently a good gauge for tank builds, the tank, when dying, is dying to a one shot or mechanic and that means that healing received literally can't be effective in that case.
Compared to Khajiit (The best stam DPS race) Orc isn't that great because, as a DPS, the extra DPS from the Orc passive doesn't even effect skills that are used in end game PVE builds. Khajiit increases the damage of bow abilities, abilities greater than 5 meters, and each tick of every dot by, on average, increasing the chance of those effects to be critical hits and, on top of that, the critical hit meta is very important. The Orc passive, compared to the Khajiit passive, is like going from speed 1 to 80 in 6 seconds - it is jarring imbalance.
What I would like to see is pretty simple. Increased ultimate received instead of healing would be a great boon for Orcs that are tanky and this would be an exciting passive for PVE and PVP. Increased % of weapon damage instead of increased damage done with very specific and limited attacks would be a great boon for DPS in PVE and PVP. Orcs would become a strong tank choice in between Nord and Imperial because they would lack the survivability of those other races, but offer more group utility. Orcs would become a good for the DPS role in between Redguard and Khajiit because the would lack the resources of the Redguard and the damage of the Khajiit, but would be able to use their coolest abilities more often.
I see these above changes as creating a good opportunity for players to think about making a race change to Orc or to start a new Orc toon. Placing Orcs in the middle of already well known and established races, instead of in dead last place, will create many opportunities for players to explore new options. Additionally, I feel that the changes that I mention are in line with the Elder Scrolls world.
Ultimate received has, in the past, been part of this game.
Doesn't that passive just shout out "berserker" class. It would be so cool if the berserker archetype was part of this game via the ultimate regen system.
Come on, this would be too cool to not implement.
These passives make Orcs even better for PvP. Stop whining, not all classes should be the best at PvE.
Lord_Dexter wrote: »Bosmer is getting stamina buff to total 6% today in PTS from previously 3%