Thanks your all for your opinions. As you say the nord changes are not best, at the beginning I was thinking about change cold resist to elemental resist and increases it to... 1320/2640/3960 (like bretton current spell resistance) and grants reduced duration to chilled status effect, something like...
Resist Frost 1/2/3: Increases Max Health by 3%/6%/9% and Cold Resistance by 693/1386/2079
to
Resist Elements 1/2/3: Increases Max Health by 3%/6%/9% and Elemental Resistance by 1320/2640/3960. Reduced the duration of Chilled status effects by 30%/40%/50% (or something like that)
I think it's still lore friendly and now it grants some useful resistances.
About Rugged... yep, maybe it's not one of the best changes but it need to be improve. The changes that Silver_ Strider about stamina return on damage seems pretty solid:
Nord: Its pasives has been redesigned.
OLD:
- Stalwart 1/2/3: Increases Max Stamina by 2%/4%/6% and Health Recovery by 6%/13%/20%
- Resist Frost 1/2/3: Increases Max Health by 3%/6%/9% and Cold Resistance by 693/1386/2079
- Rugged 1/2/3: Reduces incoming damage by 2%/4%/6% (I know there are ppl who like this passive, but it's applied at the end, after all damage reductions are applied, make it not enough good to be conseder even a passive)
NEW:
- Stalwart 1/2/3: Increases Max Stamina by 2%/4%/6% and Health Recovery by 6%/13%/20%
- Resist Elements 1/2/3: Increases Max Health by 3%/6%/9% and Elemental Resistance by 1320/2640/3960. Reduced the duration of Chilled status effects by 30%/40%/50%
- Rugged 1/2/3: When you take damage you restore 261/522/792 Stamina. This effect can occur once every 5 seconds.
About breton and imperial changes... I think they aren't bad proposals after all
Thanks your all for your opinions. As you say the nord changes are not best, at the beginning I was thinking about change cold resist to elemental resist and increases it to... 1320/2640/3960 (like bretton current spell resistance) and grants reduced duration to chilled status effect, something like...
Resist Frost 1/2/3: Increases Max Health by 3%/6%/9% and Cold Resistance by 693/1386/2079
to
Resist Elements 1/2/3: Increases Max Health by 3%/6%/9% and Elemental Resistance by 1320/2640/3960. Reduced the duration of Chilled status effects by 30%/40%/50% (or something like that)
I think it's still lore friendly and now it grants some useful resistances.
About Rugged... yep, maybe it's not one of the best changes but it need to be improve. The changes that Silver_ Strider about stamina return on damage seems pretty solid:
Nord: Its pasives has been redesigned.
OLD:
- Stalwart 1/2/3: Increases Max Stamina by 2%/4%/6% and Health Recovery by 6%/13%/20%
- Resist Frost 1/2/3: Increases Max Health by 3%/6%/9% and Cold Resistance by 693/1386/2079
- Rugged 1/2/3: Reduces incoming damage by 2%/4%/6% (I know there are ppl who like this passive, but it's applied at the end, after all damage reductions are applied, make it not enough good to be conseder even a passive)
NEW:
- Stalwart 1/2/3: Increases Max Stamina by 2%/4%/6% and Health Recovery by 6%/13%/20%
- Resist Elements 1/2/3: Increases Max Health by 3%/6%/9% and Elemental Resistance by 1320/2640/3960. Reduced the duration of Chilled status effects by 30%/40%/50%
- Rugged 1/2/3: When you take damage you restore 261/522/792 Stamina. This effect can occur once every 5 seconds.
About breton and imperial changes... I think they aren't bad proposals after all
Nords are 100% immune to chilled at the moment. (just like dunmers are immune to burning, making them good vampire race) Do you think it would be too much to keep it that way or why the nerf?
Class reps are just like our politicians. They promise mountains made of gold for us, but in the end, whenever they can they try to push their own agenda.
Twohothardware wrote: »Buff Nord. Buff Nord. Buff Nord.
CurvedSwords123 wrote: »Give Redguards health or something defensive.
CurvedSwords123 wrote: »Give Redguards health or something defensive.
CurvedSwords123 wrote: »Give Redguards health or something defensive.
Agreed. I really don't understand why the RedGuards only have 3 Racial passives as well. This is inconsistent with the lore as they are the best race but don't have more than the other races. Someone take this to ZOS
IZZEFlameLash wrote: »CurvedSwords123 wrote: »Give Redguards health or something defensive.CurvedSwords123 wrote: »Give Redguards health or something defensive.
Agreed. I really don't understand why the RedGuards only have 3 Racial passives as well. This is inconsistent with the lore as they are the best race but don't have more than the other races. Someone take this to ZOS
Redguards are still BiS stam race. They do not need a buff. They are already good enough.
IZZEFlameLash wrote: »CurvedSwords123 wrote: »Give Redguards health or something defensive.CurvedSwords123 wrote: »Give Redguards health or something defensive.
Agreed. I really don't understand why the RedGuards only have 3 Racial passives as well. This is inconsistent with the lore as they are the best race but don't have more than the other races. Someone take this to ZOS
Redguards are still BiS stam race. They do not need a buff. They are already good enough.
Good enough to you perhaps, because you don't play one, but RedGuards are being left behind without the health or something defensive. That is at the very least immersion breaking. ZOS fix please. Passives aren't balanced.
How about removing all combat related racial passives, and give all players a flat increase to stats to keep the content difficulty in balance?
Or let us choose our racial passives? (Like choosing star signs or something)
I don’t want to be gimped if i want to play a nord mag class.
Facefister wrote: »How about removing all combat related racial passives, and give all players a flat increase to stats to keep the content difficulty in balance?
Or let us choose our racial passives? (Like choosing star signs or something)
I don’t want to be gimped if i want to play a nord mag class.
Some races are better at something than other races. The core idea of any RPG.