PlagueMonk wrote: »Just so you know I understand the bow argument. It's crap that Bosmers get no bow bonus BUT I also well understand the opposite side of the argument......If I don't use a bow you basically get NO BONUS.
So how about a dual bonus? You get bonus A when using a bow but when you do anything else that bonus switches to B (of course having such versatility would need to come with some sort of cost since other races wouldn't have this type of thing)
PlagueMonk wrote: »1) no, "everyone" doesn't use a bow. Only stamina users and then many use 2H in the second row. Not saying that's still not a lot of people (maybe 25-30% if I was to guess?)
PlagueMonk wrote: »2) What part of SOLUTION don't you freakin' get? You are so focused on negativity that you can't comprehend what I was proposing? HERE, let me try again.....(and I quote from my original post) "So how about a dual bonus? You get bonus A when using a bow but when you do anything else that bonus switches to B" Youy can ecen use YOUR wish for a poison buff in "A". You are welcome.
I honestly don't even know why I'm even bothering with continuing this discussion anyway. It's not like anybody from ZOS is going to acknowledge this thread or any of the others, and the discussions within. They've already called it a day on this patch. I don't even know why they have feedback threads in the first place if they aren't interested in the feedback the players give them.
I honestly don't even know why I'm even bothering with continuing this discussion anyway. It's not like anybody from ZOS is going to acknowledge this thread or any of the others, and the discussions within. They've already called it a day on this patch. I don't even know why they have feedback threads in the first place if they aren't interested in the feedback the players give them.
Yeah, they seem perfectly content to simply ignore the fact that certain races in their game are simply pointless to choose from a gameplay perspective.
Best thing they could do, in my opinion, is to remove all combat related racial passives and instead have flavor based ones. That would balance the races immediately.
Shadesofkin wrote: »Still think the racials are fine, just make sure that Dunmer is actually working correctly.
I honestly don't even know why I'm even bothering with continuing this discussion anyway. It's not like anybody from ZOS is going to acknowledge this thread or any of the others, and the discussions within. They've already called it a day on this patch. I don't even know why they have feedback threads in the first place if they aren't interested in the feedback the players give them.
Yeah, they seem perfectly content to simply ignore the fact that certain races in their game are simply pointless to choose from a gameplay perspective.
Best thing they could do, in my opinion, is to remove all combat related racial passives and instead have flavor based ones. That would balance the races immediately.
To be honest, I disagree. I think the combat racials bring a unique perspective into the game that allows for some interesting build diversity. It just requires people to stop following cookie-cutter FOTM builds and use that unique brains of theirs to think outside of the box. In fact, I think most races got some decent upgrades. The only ones who probably still need some love are Nords and Argonians (yes still), and maybe Bosmer by making their poison resistance more relevant to end game (bump it up to about ~3000. That's about 4% damage mitigation from poison).
To note: In physical resistance about 3k roughly is about 4% damage mitigation as we know that ~33K physical and spell resist is hard cap, so this is being extrapolated towards poison.
Amdar_Godkiller wrote: »Rather than the added frost and shock damage, I think Dunmer should have received stam recovery and increased
damage over time. This way those of us who use Dunmer Stamina DKs as our main/only characters aren't nerfed for
a second straight update (poison morphs).
Voryn_Dagoth wrote: »Amdar_Godkiller wrote: »Rather than the added frost and shock damage, I think Dunmer should have received stam recovery and increased
damage over time. This way those of us who use Dunmer Stamina DKs as our main/only characters aren't nerfed for
a second straight update (poison morphs).
I proposed similar changes on the same thought, by removing the Max Magicka from Resist Flame and adding Poison Damage (or Alchemical Poison) next to the bonus Flame Damage, both at lower values. So Dunmers can be viable for Magicka and Stamina builds, without outclassing the other races. I like your ideas even better.
Either way, I've said in this thread that I'd prefer a buff to Poison damage. That would make DK's happy I'm sure. Or they could just make all of the other racial passives that specifically state melee, to instead say physical weapon attacks.
Voryn_Dagoth wrote: »Amdar_Godkiller wrote: »Rather than the added frost and shock damage, I think Dunmer should have received stam recovery and increased
damage over time. This way those of us who use Dunmer Stamina DKs as our main/only characters aren't nerfed for
a second straight update (poison morphs).
I proposed similar changes on the same thought, by removing the Max Magicka from Resist Flame and adding Poison Damage (or Alchemical Poison) next to the bonus Flame Damage, both at lower values. So Dunmers can be viable for Magicka and Stamina builds, without outclassing the other races. I like your ideas even better.
Right. And still, I can spit (breath) poison and have venomous claws with my Dunmer, something they usually don't do, if I choose to have it. If we want to go full lore-friendly, then how about restricting races to certain classes that are culturally and historically more truthful to their lore? Or actually more appropriate, removing classes all together and let everyone freely choose their skills?Shadesofkin wrote: »Voryn_Dagoth wrote: »Amdar_Godkiller wrote: »Rather than the added frost and shock damage, I think Dunmer should have received stam recovery and increased
damage over time. This way those of us who use Dunmer Stamina DKs as our main/only characters aren't nerfed for
a second straight update (poison morphs).
I proposed similar changes on the same thought, by removing the Max Magicka from Resist Flame and adding Poison Damage (or Alchemical Poison) next to the bonus Flame Damage, both at lower values. So Dunmers can be viable for Magicka and Stamina builds, without outclassing the other races. I like your ideas even better.
it's vastly lore unfriendly to give them access to poison damage bonuses. Destructive Talent at least makes sense, even if no one is sure they needed it.
Voryn_Dagoth wrote: »Right. And still, I can spit (breath) poison and have venomous claws with my Dunmer, something they usually don't do, if I choose to have it. If we want to go full lore-friendly, then how about restricting races to certain classes that are culturally and historically more truthful to their lore? Or actually more appropriate, removing classes all together and let everyone freely choose their skills?Shadesofkin wrote: »Voryn_Dagoth wrote: »Amdar_Godkiller wrote: »Rather than the added frost and shock damage, I think Dunmer should have received stam recovery and increased
damage over time. This way those of us who use Dunmer Stamina DKs as our main/only characters aren't nerfed for
a second straight update (poison morphs).
I proposed similar changes on the same thought, by removing the Max Magicka from Resist Flame and adding Poison Damage (or Alchemical Poison) next to the bonus Flame Damage, both at lower values. So Dunmers can be viable for Magicka and Stamina builds, without outclassing the other races. I like your ideas even better.
it's vastly lore unfriendly to give them access to poison damage bonuses. Destructive Talent at least makes sense, even if no one is sure they needed it.
I don't mean this actually, but my point is that the game is already riddled with comprises for mechanics sake. And in this regard, as stated, I wasn't insisting on anything and just pondered some thoughts for a dual build viability.
Shadesofkin wrote: »Prior to Skyrim, classes existed.
To this day I believe it was a failing on their part not to have classes be entirely made up of passives with various different skills bought with skill points that could then be boosted by said passives but purchasable by nearly anyone.
Yes, but only in name. You could even make up your own class. For the most part: The skills were still all the same, the class would just define which skills would get a boost right from the start and help towards leveling, by splitting them up in primary, secondary (Oblivion) and tertiary skills (Morrowind). Arguably the race maybe had a bigger impact in terms of variety. So actually, your class knowledge isn't entirely a stretch. (Just joking )Shadesofkin wrote: »Prior to Skyrim, classes existed.
Well, that is the typical balance problem, when you try to port a game to another genre. I am here on the same page as you.To this day I believe it was a failing on their part not to have classes be entirely made up of passives with various different skills bought with skill points that could then be boosted by said passives but purchasable by nearly anyone. I believe choosing to have our abilities as "Health, Stamina, and Magicka" was a blunder as well since if we'd been given the original attributes, racials could have bumped those instead but leveling up would still have allowed a certain amount of customization with the expenditure of attribute points. i/e: a player who chose to be Argonian would have plenty of Endurance naturally, but chose not to max that out with gained attribute points and instead invested them in Willpower and Intelligence, which would then increase his magicka totals.
Since my knowledge on Dunmers isn't a stretch I am probably at miss here, but first you critize my poison thought because it is incompatible to Dunmer lore, but now "the whole spit fire/poison thing, it's an akaviri martial art that the Dunmer learned during their fight against the invaders", is actually lore authentic? Also, didn't the DK have zero Poison morphs only until a couple of months ago?But if you want to really get into the whole spit fire/poison thing, it's an akaviri martial art that the Dunmer learned during their fight against the invaders. So actually, your dunmer knowing it isn't entirely a stretch.
Voryn_Dagoth wrote: »Yes, but only in name. You could even make up your own class. For the most part: The skills were still all the same, the class would just define which skills would get a boost right from the start and help towards leveling, by splitting them up in primary, secondary (Oblivion) and tertiary skills (Morrowind). Arguably the race maybe had a bigger impact in terms of variety. So actually, your class knowledge isn't entirely a stretch. (Just joking )Shadesofkin wrote: »Prior to Skyrim, classes existed.Well, that is the typical balance problem, when you try to port a game to another genre. I am here on the same page as you.To this day I believe it was a failing on their part not to have classes be entirely made up of passives with various different skills bought with skill points that could then be boosted by said passives but purchasable by nearly anyone. I believe choosing to have our abilities as "Health, Stamina, and Magicka" was a blunder as well since if we'd been given the original attributes, racials could have bumped those instead but leveling up would still have allowed a certain amount of customization with the expenditure of attribute points. i/e: a player who chose to be Argonian would have plenty of Endurance naturally, but chose not to max that out with gained attribute points and instead invested them in Willpower and Intelligence, which would then increase his magicka totals.
Still, I commend the devs for going the harder way, to try and create a more complex and interesting game design in this regard, instead of just simplifying as it is mostly done since some time.Since my knowledge on Dunmers isn't a stretch I am probably at miss here, but first you critize my poison thought because it is incompatible to Dunmer lore, but now "the whole spit fire/poison thing, it's an akaviri martial art that the Dunmer learned during their fight against the invaders", is actually lore authentic? Also, didn't the DK have zero Poison morphs only until a couple of months ago?But if you want to really get into the whole spit fire/poison thing, it's an akaviri martial art that the Dunmer learned during their fight against the invaders. So actually, your dunmer knowing it isn't entirely a stretch.
Look, as I already stated before, my post was not about Poison Damage, but about how to make Dunmer at least viable for Stamina builds. Since you are are so - understandably - focusing on lore authenticity: The Dunmer are in general not just regarded as sorcerer or mage types, but just as much as warriors. And I don't want them on a top position on the Stamina podium, but right now they are considerably underperforming in this regard.
As I stated in one of the earlier pages, I actually liked your Weapon Damage thought, but even more so the increased DOT idea from @Amdar_Godkiller. As this is obviously not popular enough I will step back for now, as I am not interested in a personal tid-for-tad.
Cheers
the_man_of_steal wrote: »@ZOS_JessicaFolsom @ZOS_GinaBruno please please please give Khajits more stam. Please.
I wish they would just remove stat bonuses from racials. If not that, then make them a flat value and not %. Like for Imperials give 1200 health and 1000 stamina instead of 12% health and 10% stamina. As the game progresses and the CP cap/gear cap gets raised, these % bonuses are only going to keep adding to the imbalance.