Dont_do_drugs wrote: »Carbonised wrote: »@Masel Dunmer has been one of the top races for a magdk, competing with only Altmer, and with these changes, both Altmer and Breton will be leagues above a Dunmer for a magdk, with probably even a khajiit beating a dunmer for best race for magdk - and you try and downplay this as something else than a friggin huge nerf, from top race for the class and spec to maybe 4th best?
Hybrid my a$$, in what remote scenario will 600 health and more weapon damage help my magdk in any pve scenario whatsoever?
@Masel and the rest of those, responsible for this dunmer aka mdk desaster. pls give us something as exchange.
make mag dk great again. pls......
Actually that change makes me thing the extra fire dmg passive will go directly to mDK which is not a bad option. mDK has very crappy ofensive passives per se.
If mDK gets extra fire dmg, dunmer (and especially, dunmer vamp) will still be a viable option for the class.
Cundu_Ertur wrote: »ZOS_Gilliam wrote: »Wood Elf
[*]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.
Can we please get something useful instead?
Reduced cost for roll dodge for example. Even just +10 health would be better than this.
no, 20 percent speed buff is amazing
You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.
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
They nerfed the passive recovery
Tempestwrath wrote: »Not sure I'm really digging some of these changes. Specifically, look at this:
Orcs get 500 stamina and health, as well as 258 weapon damage.
Dark Elves get 1250 stamina and magicka, 600 health, and 258 weapon damage.
Orcs do get a stamina/health sustain passive, but it feels a little lopsided because no matter how you slice it, a dark elf will always hit harder and take more damage than an Orc in melee, and the Dark Elf has the option of being a mage just as easily if they want. It'd feel a whole lot better if the Orc passives offered Orcs at least a flat 1000 health and stamina.
This is just the first example of some of the random weird disparities that feel very first-pass.
Coolio_Wolfus wrote: »Still annoyed that Orcs can outrun cheetahs.
I see Khajiit keep their stealth radius but it needs an addition...
They could do with the no sneak movement penalty and a 5% sneak cost redux.
As a booster to their re-location of misplaced items...
Emmagoldman wrote: »Nord might be really fun as an ult machine but maybe thats were it would be limited to. I would set my nord stamdem cenetered on permafrost or set it to magden to spam the healing ult. What would you add to it @Minno?
Could run it a few ways. Armor it gets is basically between 2-3 protective traits on jewels. If you pair that with light armor/medium, you can roll other traits for extra dmg and I dare say extra dmg set.
6% flat dmg reduction to 3960 resistance is a nerf.
It’s a sizeable buff against anything else than bleeds, and that’s the point. The previous bonus was multiplicative, not additive, meaning that those 6% are very ineffective after the dust settles and mitigation is fully calculated. Read @paulsimonps excellent thread about damage calculation and mitigation (https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-updated-for-murkmire/) if you don’t believe that.
Edit:DAMAGE TAKEN=Base Damage*(1-((Resistance/660)/100))*(1-(Mitigation #1)/100)*(1-(Mitigation #2)/100)*(1-(Mitigation #3)/100))*etc etc
The way you would use this formula is to replace the place holders with the percentage numbers that is show in the tool-tips in the game and obviously the resistance should be the number of which ever resistance you want to test with. If you have more than 3 sources than just add more to fill your needs. Now something you might notice is that this way of calculating will result in diminishing returns, what that means is that for each added mitigation source the usefulness of each individual source gets reduced. As an example, having 2 sources that give 50% mitigation will give you a total of 75% mitigation.
And that's exactly what happens with Nord's current Rugged passive.
fastolfv_ESO wrote: »nerfing the holy bajesus out of my breton mag sorcs mag pool cool changes guys.....
Toc de Malsvi wrote: »Cundu_Ertur wrote: »ZOS_Gilliam wrote: »Wood Elf
[*]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.
Can we please get something useful instead?
Reduced cost for roll dodge for example. Even just +10 health would be better than this.
no, 20 percent speed buff is amazing
You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.
It should stack as it wont be Major Expedition. Meaning Bow Bosmer should be very fast after dodge roll. More useful in PVP than PVE but useful and perhaps very powerful for medium armor.
grannas211 wrote: »Carbonised wrote: »martijnlv40 wrote: »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.
You're forgetting Shacklebreaker and Twice-Born-Star, those are the only other 'viable' hybrid sets.
Read again, please. I already mentioned shackle and amberplasm. TBS is a really bad for hybrids because you have to spread the bonuses. A traditional class can use the 2 bonuses for a much better effect (wpn dmg and extra stam for example beats wpn and spell dmg)
Nothing about that is even remotely relevant for pve, where Dunmer is lagging behind at least 3 other races when it comes to being BiS for anything mag dd related. Even for the iconic magdk spec, where Dunmer could at least stand toe to toe with Altmers since game launch, it will now be objectively outclassed by Altmer, Breton and most likely Khajiit as well. They have in effect reduced Dunmer from a viable race to pureply being an RP joke.
Nah, Dunmer going to be a stamina damage race now
Yes by far.
Ofc it depends on how many spells you cast and how expensive they are at base - but the 7% cost reduction passive is worth between 350 and 450 mag recovery in stat sheet.
The 100 base regen breton gets will be almost enough to put breton on the same sustain as altmer with their passive.
Argonian
Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
Developer Comment:
Argonians by nature are resilient creatures, adapting to their surroundings and accumulating themselves to the environment. Their ability to shrug off potent diseases makes them harder to take down, and their connection with the Hist empowers their will for life. Their bonus to Healing Done makes them gifted at healing themselves or their allies, while their resource return after drinking a potion helps them stay in the fight. Regardless of their role, their ability to recuperate and get back into the fray is something to respect.
Previously Argonians offered far too many stats and they were mathematically twice as good as some races. This retracted from the unique feeling we wanted each race to have, since their bonuses were all over the place. Now they should have more of some stats that make them stand out a bit more, while they’ll have less in other areas that weren’t in line with that vision.
So Argonians were destroyed here...
1- whoever is doing your math (according to dev comment) that said Argonians are mathematically twice as good as other races -- do not let them do your accounting.
2. I expected the potion passive to get hit (for the second time mind you), but tbh it was the only thing going for the race over using a different race, especially for anything DPS related. You could say, at least I'll get some good regen out of this build if not the bonus damage.
So now what do I get out of playing an argonian? I get 3600 boost to my three stats when I drink a potion - which for one, requires a consumable to even get use out of and second only works on cool down since tied to consumable. Not to mention that you hardly ever get a benefit from all three bonuses b/c you don't always need all three stats back and extra when you are full is zero. But fine, I expected this to get hit.
But health bonus less? 1000 to health instead of 9%, this is a HUUUUGE nerf to a tank build. Heck it's even a nerf to a DPS build, as 9% of around 17k health would be a 1530 bonus.
The 1K magicka change instead of 3% is virtually no change on a magicka build that got over 30K magicka and would be a "buff" to a class that doesn't stack magicka and gets no benefit from the buff. And loss of poison resistance.
And 4% healing done now instead of 5% done and recieved. Little nerf and major nerf.
So exactly what are Argonians supposed to excel at now? Was the goal in your redesign team to find a couple different races to take the place of Nords in being the least desirable?
NOTHING given to them to compensate in a DPS build for being nerfed across the board at support?
I thought "zos will probably destroy my favorite race" for tanking, but at least maybe my DPS argonians will get something out of it. I should have known better.
The moment you realize all those cloaking, wood elf, snipers are getting a speed buff...
Cundu_Ertur wrote: »The moment you realize all those cloaking, wood elf, snipers are getting a speed buff...
They lose the stealth and the 10% bonus to hitting from hiding. So..... not really. And we don't know for sure if it stacks or not. If they just use the existing minor/major expedition skills to implement it, then the bow passive wouldn't change at all.