brandonv516 wrote: »Just let us choose our own 3 racial passives from the entire pool and let people be creative FFS.
Then people can choose their race based on how they want to look, not the bonuses.
aaronwilliams017b14_ESO wrote: »The high elf change from recovery to needing to use a class ability is a terrible idea, 575 mag/stamina restore only every 6 sec depending on higher resource is completely useless campared to skill cost. And why give back stamina option when all other passives are magicka based makes no sense. Leave the recovery on high elf since Breton got to keep resistance with added magicka recovery and increased cost reduction to all abilities. This would create a more balanced option of either sustain/damage or sustain/tankier cost reduction.
I’m confused for Breton. What am I supposed to excel at? It’s magic based but you are still outdamaged by high elves.
We get a max magicka nerf. And loose 2000 spell resistance for only 100 more recovery. With only a 4percent increase to reduced cost. Running out of magicka was never even really a issue. This just decreases magicka tanking for us too doesn’t it?
I don’t see what we are supposed to be useful for except to still being second to everything else. Also none of the racial passives really screams “yeah being a Breton is awesome” like the other races. It’s like we got the last pick of racial passives 🙁
Epicasballs wrote: »RIP Dark elves.... I literally just race changed my sorc, dk and magblade into dark elves from high elves. There is no reason to be dark elf anymore. High elf is the clear BiS mag dps race. Glad I waited on the magplar. Can we get refunds on recently changed characters. 1 token is borderline offensive.... it's honestly the very least you could do. I don't mean that nicely.
That said I actually like the other changes. I don't see why you did dark elves dirty though. Better stam races and better mag races represented in these changes make dark elves useless.
My dk was a high elf for so long. I finally pull the trigger on a race change last week and boom... not even magdk wants to be a dark elf anymore. Why? The flavor of being a dark elf is gone. Flame damage. We bought into that race for the flame damage. Not to be a hybrid master of none... we were masters of flame.
@ZOS_GinaBruno y'all need to issue refunds on tokens for ALL previously race changed characters. This 1 token BS is BS!
TheRealPotoroo wrote: »ZOS_Gilliam wrote: »Wood ElfDeveloper Comment
- Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
- Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
- Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
- A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
Surely Hunter's Eye would reduce your detection radius in Stealth, not increase it. Not only are Wood Elves the smallest race in the game, who in their right mind would choose to make themselves more detectable?
Epicasballs wrote: »RIP Dark elves.... I literally just race changed my sorc, dk and magblade into dark elves from high elves. There is no reason to be dark elf anymore. High elf is the clear BiS mag dps race. Glad I waited on the magplar. Can we get refunds on recently changed characters. 1 token is borderline offensive.... it's honestly the very least you could do. I don't mean that nicely.
That said I actually like the other changes. I don't see why you did dark elves dirty though. Better stam races and better mag races represented in these changes make dark elves useless.
My dk was a high elf for so long. I finally pull the trigger on a race change last week and boom... not even magdk wants to be a dark elf anymore. Why? The flavor of being a dark elf is gone. Flame damage. We bought into that race for the flame damage. Not to be a hybrid master of none... we were masters of flame.
@ZOS_GinaBruno y'all need to issue refunds on tokens for ALL previously race changed characters. This 1 token BS is BS!
You knew race changes were coming...and you did it anyway....really can;t fault anyone else...imo...
This thread is goldmine of wrong assumotions based on not understanding how the game works, what is useful and what is not or even being incapable of math.
I read tens of post saying khajiit was nerfed when they received only buffs. Sure their sustain is still bad but still, they will do more damage ane have better sustain than on live now. There is no way to spin getting more stamina and stamina recovery on top of getting everything in magicka version as a nerf.
Overall I like these changes. Bosmer got buffed nicely for pvp, but comparing it to other races it is now easily one of worst races for pve. Redguards imo got much more sustain when they should have been untouched at best. Orcs got very good pve buffs to make them good option between khajiit and redguard.
InvitationNotFound wrote: »Moonsorrow wrote: »Since everything was buffed and all are giddy with anticipation for these lovely changes.. I am waiting anxiously to hear how recovery was buffed on bosmer that was built for pvp high stam regen?
Waiting..
Waiting..
It will be nerfed, that's why you won't get any fancy calculations or comments on it.
Let's just ignore the nerfs and call everything buffs (while it isn't). So we can all feel good and be happy... at least until the patch is released.
So there should be calculations for every specific scenario there is? Just because someone stacks 3000 stam regen in PVP we should call it nerf even tho 99% of people dont do that?
Any PVP build stacking regen on bosmer will now receive at minimum 490 regen. To match that (on live) one has to stack 2333 raw regen so fully buffed run over 4k regen build.
Omg, no. Why would you change the stealthy passive for bosmers. Being sneaky is the heart and sole of being bosmer. Hunting, right of theft, ect.. all require being sneaky. Increased detection radius is useless garbage that doesn't even fit. Not to mention that the increased damage from stealth was the only real reason to roll one for pvp..... Please recosider this.
InvitationNotFound wrote: »InvitationNotFound wrote: »Moonsorrow wrote: »Since everything was buffed and all are giddy with anticipation for these lovely changes.. I am waiting anxiously to hear how recovery was buffed on bosmer that was built for pvp high stam regen?
Waiting..
Waiting..
It will be nerfed, that's why you won't get any fancy calculations or comments on it.
Let's just ignore the nerfs and call everything buffs (while it isn't). So we can all feel good and be happy... at least until the patch is released.
So there should be calculations for every specific scenario there is? Just because someone stacks 3000 stam regen in PVP we should call it nerf even tho 99% of people dont do that?
Any PVP build stacking regen on bosmer will now receive at minimum 490 regen. To match that (on live) one has to stack 2333 raw regen so fully buffed run over 4k regen build.
Some ppl stack Stamina, some stack weapon damage and other do it with recovery.
While stamina / weapon damage might be only a small nerf, in case of recovery it can be a huge one. There are builds that are going for high recovery and they are nerfed (besides everything else) more than the other builds. Just because you don't care or have no idea why you should go for that doesn't mean that this has to apply for everyone else.
The claim this is for "freedom" and you can play as you want is a joke. Races haven't been a huge issue at all. Some minor tweaks would have been sufficient. But i guess this is a good way to sell a few race change tokens (and for some RP guys a few name change tokens). And less work than fixing Cyrodiil i guess...
InvitationNotFound wrote: »InvitationNotFound wrote: »Moonsorrow wrote: »Since everything was buffed and all are giddy with anticipation for these lovely changes.. I am waiting anxiously to hear how recovery was buffed on bosmer that was built for pvp high stam regen?
Waiting..
Waiting..
It will be nerfed, that's why you won't get any fancy calculations or comments on it.
Let's just ignore the nerfs and call everything buffs (while it isn't). So we can all feel good and be happy... at least until the patch is released.
So there should be calculations for every specific scenario there is? Just because someone stacks 3000 stam regen in PVP we should call it nerf even tho 99% of people dont do that?
Any PVP build stacking regen on bosmer will now receive at minimum 490 regen. To match that (on live) one has to stack 2333 raw regen so fully buffed run over 4k regen build.
Some ppl stack Stamina, some stack weapon damage and other do it with recovery.
While stamina / weapon damage might be only a small nerf, in case of recovery it can be a huge one. There are builds that are going for high recovery and they are nerfed (besides everything else) more than the other builds. Just because you don't care or have no idea why you should go for that doesn't mean that this has to apply for everyone else.
The claim this is for "freedom" and you can play as you want is a joke. Races haven't been a huge issue at all. Some minor tweaks would have been sufficient. But i guess this is a good way to sell a few race change tokens (and for some RP guys a few name change tokens). And less work than fixing Cyrodiil i guess...
Everything you said is false. There is almost no situation where recovery changes result in nerfs even on builds that actually stack regen. And even then only on races that werent good for regen before. As I demonstrated, one has to go for over 4k buffed regen on their bosmers on live to even match the amount they will be getting from bosmer in new patch.
Yes.
https://forums.elderscrollsonline.com/en/discussion/comment/5736318#Comment_5736318
In short, Bretons get around 625 Magicka Recovery, while Altmer get 191 at best, if they manage to activate a class ability in exactly 6 second intervals - which they most likely will not.
Ok, Dunmer changes are not that bad. A race that is designed to be a hybrid it's OK and the amount of stam/mag and wpn/spell dmg besides extra health is more than ok.
The problem is that the game is not designed around decent hybrid builds. The only set desigend to be hybrid is pelinal's and that's a bad set. Some other sets as shaclebreaker or amberplasm can be used for hybroid builds, but none of them really shines in that department and are better used in traditional classes.
If ZoS wants to make hybrids viable they need to give something else. Changes to some sets would be nice, same as some skills (currently the magicka/stamina options is not even good for pure resource builds), but I doubt they will do that in the same patch they plan to improve server performance and introduce shittymancer; unless shittymancer is a hybrid class.
John_Falstaff wrote: »1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
I'm curious, what % buffs? As a stamina Warden, where do I get 'all' these % stamina buffs? Undaunted?
Explain to me how a +2000 stamina, will give me the same (or more!) as 10% of 48k?
I'll explain, this dude has no idea what he is talking about xD
I tested the current build that i have, Right now its:
39,699 Stamina.
Without redguard and undauted i sit at:
34,224
Add the 2k redguard passive
36,224
Add 6% undauted again:
38,397
So overall i lost like, 1,302 stamina which is like 100 in tool tips - Not that bad, but its sure better now to stack weapon damage - Which in my opinion really destroy build diversity.
You forgot the CP 20% boost right there my friend. your calculations seems to be a little simple...
Sorry - I must be confused, just thought I'd ask - 20% in what CP tree? What does affect max stamina there?
Investing into cp points increases your stats. Investing 100 Points in the blue, red and green tree give a 20% boost to them.
Check this out if you wanna know more the background of ESO combat:
https://forums.elderscrollsonline.com/en/discussion/422268/a-comprehensive-guide-on-damage-dealing-in-elder-scrolls-online/p1
1. Flat stats are a buff, NOT a nerf. These get amplified by all % buffs you have and will translate to at least the same stat density as before, in many instances even more. In no CP content and instances where you have warhorn available, this is a significant buff especially.
I'm curious, what % buffs? As a stamina Warden, where do I get 'all' these % stamina buffs? Undaunted?
Explain to me how a +2000 stamina, will give me the same (or more!) as 10% of 48k?
I'll explain, this dude has no idea what he is talking about xD
I tested the current build that i have, Right now its:
39,699 Stamina.
Without redguard and undauted i sit at:
34,224
Add the 2k redguard passive
36,224
Add 6% undauted again:
38,397
So overall i lost like, 1,302 stamina which is like 100 in tool tips - Not that bad, but its sure better now to stack weapon damage - Which in my opinion really destroy build diversity.
You forgot the CP 20% boost right there my friend. your calculations seems to be a little simple...
High Elf mitigation is tied to an awkward condition. Make it proc the same as the resource regen and last for the length of the cooldown on the resource regen, and we'll have something usable for tanks. As it stands right now, High Elves are only good as mag DDs.
They're the BEST at mag DDs. There is no need to give them more buffs, unless you're prepared to take away something from them.
Why do Bretons get 7% magic cost reduction when their stamina counterpart, Redguard, get 8% stam reduction? The percentage should be the same.
Khajiits are still underwhelming. The bonus health recovery is terrible and their flat stat increases are too little.
I'd love to know the math behind what the crit bonus averages out to be in terms of raw weapon damage. Is the 8% crit chance on average going to be more or less than the flat 258 weapon damage other races get?
ZOS_Gilliam wrote: »NordDeveloper Comment
- Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
- Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
- Resist Frost: 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
- Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
The hardy Nords reigning from Skyrim are well accustom to the hardships of life. With a bonus to constitution and their ability to shrug off the bitter cold, they can soak up immense amounts of damage. Their ability to snap back from punishment is highlighted with their new Ultimate gain passive. We changed their flat damage reduction to Resistances, so it better scaled with all playstyles, and allowed for different build paths than it did before.
kambo_trick3yub17_ESO wrote: »Decided to blow 27k gold to do a real world test on my Altmer comparing the flat value changes to just Gift of Magnus ->> New Syrabane's Boon Passive. These tests were done wearing the exact same gear (All light, Earthgore Monster Set, Spell Power Cure Body, and Moondancer Jewelry and Moondancer Fire Staff) and capped CP points applied (35 Elfborn, 75 Elemental Expert, 10 Spell Erosion, 41 Staff Expert, 34 Master at Arms, 75 Thaumaturge, 30 Ironclad, 20 spell shield, 30 light armor focus, 30 thick skinned, 75 hardy, 75 elemental defender, 10 bastion, 35 warlord, 45 sprinter, 75 arcanist, 20 tumbling, 20 shadow ward).
CP Magicka with 3/3 Gift of Magnus 10 Percent Magicka Increase Passive
34796
CP Magicka with 0/3 Gift of Magnus 10 Percent Magicka Increase Passive
31689
So in total = 3107 Magicka is gained from JUST that passive wearing the exact same gear and exact same CP setup.
Non CP Magicka without 3/3 Gift of Magnus 10 Percent Magicka Increase Passive
29592
Non CP Magicka with 0/3 Gift of MAgnus 10 Percent Magicka Increase Passive
26950
So in total = 2642 Magicka is gained from JUST that passive in non cp campaign wearing the exact same gear.
From what I can tell, in no way you slice it be it CP or non CP, that flat 2000 Magicka change that is coming for Altmer is a nerf. Not a monstrously big one, but still a nerf.
Just wanted to put this test out there for anyone who hasn't done it yet or doesn't want to spend the money to test things out.
For me it's even worse. I gain 4213 Magicka from Gift of Magnus in Cyrodiil pvp. In pve and IC it will be so much more.
I would need over 100% magicka amplify if I wanted to get compareable numbers and nobody has that. I also compared the 4% elemental damage to 258 spell damage with all buffs applied.
Force pulse deals 45 more damage with 258 SD as opposed to 4% elemental damage. Due to the 2k magicka that I will loose, it will do even less than what it does now.
And they say that flat numbers portrait a BUFF in MANY cases ? Darling, it does not do that in any case. Maybe for people in white gear, probably not even then.
Why was redguard buffed? how does that make sense when they are already considered the best race for stamina dps. and then the second best option khajiit gets nerfed. i just dont understand how that is supposed to make sense at all. now khajiit has more health recovery than stam... but yea lets buff adrenaline rush