WrathOfInnos wrote: »It would take a lot to make frost nord a viable option for PVE DPS. I’d guess something like 15% additional frost damage. I doubt this will happen because frost builds are already very powerful in PVP.
Frost damage would be fun but goes away from ethos.
They should have morphs of racial passives, if anything. I really don't feel like re-making all my characters because ZOS thinks I should play in some special way. Maybe add one more passive for all, which can be a game changer, sort of.
I still think they should be a bit careful about twisting this too much. I dunno. I'm pretty pleased with the racial passives.
I still don't think it's going to be a passive change. I think it's going to be racial ability+ultimate that gives you the missing role or extra stats that let you stat swap to get the missing numbers.
Like if nords don't make great tanks, I can see them getting a increase to survivability stats they currently have but then getting an ultimate that gives them extra dmg/tankiness.
The active "once a day" abilities that are Staples in elder scrolls like are missing and I can't foresee ZOS missing this opportunity to adding them back in for the extra chapter base game release.
They should have morphs of racial passives, if anything. I really don't feel like re-making all my characters because ZOS thinks I should play in some special way. Maybe add one more passive for all, which can be a game changer, sort of.
I still think they should be a bit careful about twisting this too much. I dunno. I'm pretty pleased with the racial passives.
While I semi-agree with you (I absolutely adore the Bosmer passives, couldn't be more perfect for my PVP build) I also recognize that not all racial passives are up to par. The Nord passives basically shoehorn the race into being basically just for tanks and I can understand why ZOS wants every race to be viable for different styles of play.
I do think giving the Nords some type of frost damage passive would certainly help on the magicka front.
They should have morphs of racial passives, if anything. I really don't feel like re-making all my characters because ZOS thinks I should play in some special way. Maybe add one more passive for all, which can be a game changer, sort of.
I still think they should be a bit careful about twisting this too much. I dunno. I'm pretty pleased with the racial passives.
While I semi-agree with you (I absolutely adore the Bosmer passives, couldn't be more perfect for my PVP build) I also recognize that not all racial passives are up to par. The Nord passives basically shoehorn the race into being basically just for tanks and I can understand why ZOS wants every race to be viable for different styles of play.
I do think giving the Nords some type of frost damage passive would certainly help on the magicka front.
I disagree that a Nord's racial passives 'shoehorn' them as a tank.
Racial Passives - How much do we get?
When looking at racial passives, it's normal to judge them by 'how much we get' (how much max magica, max stamina, magica recovery, stamina recovery, etc).
Racial Passives - What do they free up?
It's not always about how much our racial passives gives us, but instead, what they free up. Suppose we want to make our Nord a damage dealer. Lets look at how their racial passives can benefit this role:medium armor passives:
- Being tanky helps with resource management. Stamina builds generally heal themselves using stamina-based abilities or skills. Because Nords are so inherently tanky, they won't need to heal themselves as often (good for resource management).
- A Nord will spend fewer GCDs to self-heal which means more GCDs to devote to dd (increases dps).
- Nords can be fairly tanky in medium armor (good for those who want to take advantage of medium armor passives).
- With a decreased need for tri-buff foods/drinks, Nords can focus on max-stat food/drink buffs (instead of Dubious Camoran Throne, Nords can go with Lava Foot Soup-And-Saltrice instead (4575 max stamina/457 stam recovery)).
increased crit, increased damage, increased stam recovery, reduced cost of stam abilities, reduced cost of sneak, reduced detection radius, increased movement speed while sprinting, reduced stamina cost for roll dodge.
Nord passives:
- Increases experience gain with the Two-Handed Skill line by 15%
- Increases the duration of any consumed drink by 15 minutes.
- Increases Max Stamina by 6% and Health Recovery by 20%.
- Increases Max Health by 9% and Cold Resistance by 2079.
- Increases damage reduction by 6%.
Throw in some customized jewelry, a monster set, the right mundus stone, the right CP allocation (if using CP), and you have a lot of possibilities.
They should have morphs of racial passives, if anything. I really don't feel like re-making all my characters because ZOS thinks I should play in some special way. Maybe add one more passive for all, which can be a game changer, sort of.
I still think they should be a bit careful about twisting this too much. I dunno. I'm pretty pleased with the racial passives.
While I semi-agree with you (I absolutely adore the Bosmer passives, couldn't be more perfect for my PVP build) I also recognize that not all racial passives are up to par. The Nord passives basically shoehorn the race into being basically just for tanks and I can understand why ZOS wants every race to be viable for different styles of play.
I do think giving the Nords some type of frost damage passive would certainly help on the magicka front.
I disagree that a Nord's racial passives 'shoehorn' them as a tank.
Racial Passives - How much do we get?
When looking at racial passives, it's normal to judge them by 'how much we get' (how much max magica, max stamina, magica recovery, stamina recovery, etc).
Racial Passives - What do they free up?
It's not always about how much our racial passives gives us, but instead, what they free up. Suppose we want to make our Nord a damage dealer. Lets look at how their racial passives can benefit this role:medium armor passives:
- Being tanky helps with resource management. Stamina builds generally heal themselves using stamina-based abilities or skills. Because Nords are so inherently tanky, they won't need to heal themselves as often (good for resource management).
- A Nord will spend fewer GCDs to self-heal which means more GCDs to devote to dd (increases dps).
- Nords can be fairly tanky in medium armor (good for those who want to take advantage of medium armor passives).
- With a decreased need for tri-buff foods/drinks, Nords can focus on max-stat food/drink buffs (instead of Dubious Camoran Throne, Nords can go with Lava Foot Soup-And-Saltrice instead (4575 max stamina/457 stam recovery)).
increased crit, increased damage, increased stam recovery, reduced cost of stam abilities, reduced cost of sneak, reduced detection radius, increased movement speed while sprinting, reduced stamina cost for roll dodge.
Nord passives:
- Increases experience gain with the Two-Handed Skill line by 15%
- Increases the duration of any consumed drink by 15 minutes.
- Increases Max Stamina by 6% and Health Recovery by 20%.
- Increases Max Health by 9% and Cold Resistance by 2079.
- Increases damage reduction by 6%.
Throw in some customized jewelry, a monster set, the right mundus stone, the right CP allocation (if using CP), and you have a lot of possibilities.
Pretty simple. Some races are going to get wrecked next patch in order to generate race change sales. Whatever races are most prevelent will get “adjusted”.
My guess is Argonian, Altmer, Orc, Redguard, Dunmer, will certainly be hit.
Wish the health recovery passive was a flat value so that it amounts to something other than if you were stacking health recovery already.
Wish the damage reduction was calculated differently so that you actually get the full benefit rather than a percent of a percent.
Change drink duration increase to potency increase.
They should have morphs of racial passives, if anything. I really don't feel like re-making all my characters because ZOS thinks I should play in some special way. Maybe add one more passive for all, which can be a game changer, sort of.
I still think they should be a bit careful about twisting this too much. I dunno. I'm pretty pleased with the racial passives.
While I semi-agree with you (I absolutely adore the Bosmer passives, couldn't be more perfect for my PVP build) I also recognize that not all racial passives are up to par. The Nord passives basically shoehorn the race into being basically just for tanks and I can understand why ZOS wants every race to be viable for different styles of play.
I do think giving the Nords some type of frost damage passive would certainly help on the magicka front.
I disagree that a Nord's racial passives 'shoehorn' them as a tank.
Racial Passives - How much do we get?
When looking at racial passives, it's normal to judge them by 'how much we get' (how much max magica, max stamina, magica recovery, stamina recovery, etc).
Racial Passives - What do they free up?
It's not always about how much our racial passives gives us, but instead, what they free up. Suppose we want to make our Nord a damage dealer. Lets look at how their racial passives can benefit this role:medium armor passives:
- Being tanky helps with resource management. Stamina builds generally heal themselves using stamina-based abilities or skills. Because Nords are so inherently tanky, they won't need to heal themselves as often (good for resource management).
- A Nord will spend fewer GCDs to self-heal which means more GCDs to devote to dd (increases dps).
- Nords can be fairly tanky in medium armor (good for those who want to take advantage of medium armor passives).
- With a decreased need for tri-buff foods/drinks, Nords can focus on max-stat food/drink buffs (instead of Dubious Camoran Throne, Nords can go with Lava Foot Soup-And-Saltrice instead (4575 max stamina/457 stam recovery)).
increased crit, increased damage, increased stam recovery, reduced cost of stam abilities, reduced cost of sneak, reduced detection radius, increased movement speed while sprinting, reduced stamina cost for roll dodge.
Nord passives:
- Increases experience gain with the Two-Handed Skill line by 15%
- Increases the duration of any consumed drink by 15 minutes.
- Increases Max Stamina by 6% and Health Recovery by 20%.
- Increases Max Health by 9% and Cold Resistance by 2079.
- Increases damage reduction by 6%.
Throw in some customized jewelry, a monster set, the right mundus stone, the right CP allocation (if using CP), and you have a lot of possibilities.
For it to work as you describe, the rugged passive would have to be at least 15% and not 6%.
Dirty_Digs wrote: »Bump up that frost resistance to 50%, if only to *** off a few wardens. Why not? I'm serious, this game could use a few more hard counters. Of course this would mean a whole slew of adjustments but aren't we all a little tired of 10% buffs and debuffs in a few certain areas that really amount to nothing?
Frost damage suffers from stat overkill making roots/snares/stuns and the like just that much less effective. Adding to the damage would make it just a different color than fire damage. The issues with frost run deep in the core mechanics of the game. All that being said, I have ran into several players in non-cp pvp that use frost rather effectively due to less stat overkill.
Pretty simple. Some races are going to get wrecked next patch in order to generate race change sales. Whatever races are most prevalent will get “adjusted”.
My guess is Argonian, Altmer, Orc, Redguard, Dunmer, will certainly be hit.
Thats not how it works, at least we will make sure it won't be.
Dirty_Digs wrote: »Bump up that frost resistance to 50%, if only to *** off a few wardens. Why not? I'm serious, this game could use a few more hard counters. Of course this would mean a whole slew of adjustments but aren't we all a little tired of 10% buffs and debuffs in a few certain areas that really amount to nothing?
Dirty_Digs wrote: »Bump up that frost resistance to 50%, if only to *** off a few wardens. Why not? I'm serious, this game could use a few more hard counters. Of course this would mean a whole slew of adjustments but aren't we all a little tired of 10% buffs and debuffs in a few certain areas that really amount to nothing?
True trinity design and rock-paper-scissors isn't really compatible in a game where every class is supposed to be able to heal, tank and dps. There are some hard counter matchups in the game, but not many.
Pretty simple. Some races are going to get wrecked next patch in order to generate race change sales. Whatever races are most prevelent will get “adjusted”.
My guess is Argonian, Altmer, Orc, Redguard, Dunmer, will certainly be hit.
Thats not how it works, at least we will make sure it won't be.