RIP Dunmer.
Unless you intend to play a hybrid, there's absolutely no reason to pick Dunmer over Altmer for a mag class.
In the current patch, Dunmer-vs-Altmer was a question of damage-vs-sustain. With the high amount of fire damage at play, Dunmer did slightly higher DPS than Altmer, but Altmer had better sustain. Dunmer had 9% max mag (6%+3%) vs. Altmer's 10%, so that was not a substantial difference.
Now with these proposed changes...
- The magicka deficit between Dunmer and Altmer is larger.
- Replacing Dunmer's higher flame damage with weapon damage (useful only for a hybrid) means that Dunmer now does less DPS than Altmer (as they have the same spell damage bonus).
- Dunmer doesn't have Altmer's sustain.
So whereas in the past Dunmer lost sustain in exchange for slightly more damage versus Altmer, now they've lost sustain and lost damage. So... why would anyone pick Dunmer?
Suggestion: Give Dunmer fire abilities an additional X spell damage. It would make them once again a meaningful alternative to Altmer and is consistent with their lore background.
RIP my MAGDK main....
Tbh, the only thing I am really worried about is the 20% speed buff on fpr Bosmers. Those perma-dodgers will be right back to where they were with before the necessary Swift nerf. You can rest assured, they will proc this passive on cooldown and thus run 75% of the time at such high speeds that the game can once again not keep up with it and you won't be able to hit them even when they are not dodging for a second or two.
Give them Bosmer something else. Don't break the game again by introducing speeds that your game cannot handel @ZOS_Gilliam
Cundu_Ertur wrote: »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?
I read that as meaning that you can detect hidden things 3m earlier than anyone else. Which is useless in PVE where nothing hides. The developer comment reinforces this by saying 'adeptness for detecting potential threats.'
LittlePumpkin030 wrote: »in regards of the Token, I think a fair and square Solution will be that you get as many Tokens as you have Characters, but they expire like within 30 days or so, that it is fair for everyone, even if you have 5 Chars or 15. and you cannot stock them in your account and save hundreds of dollars.
The moment you realize all those cloaking, wood elf, snipers are getting a speed buff...
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.
Question: For a stamDK, what if im already a 5-heavy 7th legion + Sprig build? I can swap my Selene to BS for even moar ultigen, but what do you mean using dmg trait or dmg set? like, using Robust trait on jewels and damage 2nd set is already a given for DK who wants more damage than a love-tap....
Tbh, the only thing I am really worried about is the 20% speed buff on fpr Bosmers. Those perma-dodgers will be right back to where they were with before the necessary Swift nerf. You can rest assured, they will proc this passive on cooldown and thus run 75% of the time at such high speeds that the game can once again not keep up with it and you won't be able to hit them even when they are not dodging for a second or two.
Give them Bosmer something else. Don't break the game again by introducing speeds that your game cannot handel @ZOS_Gilliam
elven.were_wolf wrote: »The only thing I didn’t like was that khajiit got a higher reduced stealth detection radius of 5m while wood elves just get 3m. That makes anyone wanting to play with the justice system in the game HAS to choose khajiit. So now my wood elf thief is at a big disadvantage in the justice system. As Khajiit get a higher pickpocket chance bonus AND increased detection reduction radius. That’s my only dislike of these changes