Rebalancing ideas for upcoming race changes to PTS

Summrnight
Summrnight
Soul Shriven
Hi,

like many, I have read the planned racial changes and while I know they can be changed during PTS tests; there were a couple of things I wanted to mention. One of the things that caught my eye were the changes to Dark Elves and I wanted to give my two cents on the matter. I believe with these changes classes would have more reasons for players to pick them over another. Passive values can freely be changed on the PTS for proper balance, I just thought of the quality of life changes:

High Elf
  • Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
  • Syrabane’s Boon: Increases your Max Magicka by 2000.
  • Elemental Talent: Increases your Spell Damage by 258.
Change to:
  • Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating an ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
Why: a class or a build should not have to be punished for not having class spammables and therefore potentially gaining less magicka via this passive. No need to restrict this

Argonian
Seems to be okay. Nothing to fix here.

Wood Elf
  • Y’ffre’s Endurance: Increases your Stamina Recovery by 258.
  • Resist Affliction: Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
  • Stealthy: Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
Change to:
  • Stealthy: Hunter’s Eye: Increases your Stealth detection radius by 3m and your first attack from stealth deals 10% more damage. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
Why: this supports the style of the race being a hit-and-run type hunter. This stealth damage passive was one of the main reasons to pick this race before, and I see no reason to remove this.

Breton
Looks okay so far. Spell resistance could have stayed the same however.

Dark Elf
  • Dynamic: Increases your Max Stamina and Magicka by 1250.
  • Resist Flame: Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
  • Ruination: Increases your Weapon and Spell Damage by 258.
Change to:
  • Destructive Ancestry: Increases your chance to proc elemental and status effects by 50% and increase your Flame Resistance by 2310. You are immune to the Burning status effect.
Why: reasoning for this change is to keep Dark Elves more viable against other magicka races. Bretons have sustain, High elves are a balance between sustain & damage and Khajits now got spell crit. This elemental and status effect addition supports the Dark Elf race identity as a hybrid class and lorewise strengthens the powerful caster image (burning, concussion, chilled) and also shows a cunning assassin/rogue stereotype (poison, disease).

Imperial
Seems to be okay. Nothing to fix here.

Khajit
  • Nimble: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
  • Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
  • Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
Change to:
  • Nimble: Reduces your damage taken from area of effect abilities by 5% and Increases your Stamina and Magicka recovery by 129.
Why: health recovery is pretty useless stat in this game and few even build around it. Instead I would add AOE reduction as cats are nimble and AOE reduction used to be dodge ; ).

Nord
Seems to be okay. Nothing to fix here. I would only be wary of the amount of ultimate generation passive but it can be tweaked if it overperforms.

Orc
Seems to be okay. Nothing to fix here.

Redguard
Seems to be okay. Nothing to fix here.
What are your thoughts?
Edited by Summrnight on January 17, 2019 6:01PM
  • Skwor
    Skwor
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    Agree for the most part. I would lower the dam reduction on spell recharge if it was changed to all abilities. A continuous dam red of 5 percent is pretty agressive. Bretons are suppose to be tougher not high elves.
    Edited by Skwor on January 17, 2019 5:04PM
  • Sinolai
    Sinolai
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    Very insightful. I'd support these tweaks. Especially the Dunmer and Khajiit. Every ability proccing spell charge on Altmer might be a bit too much though? Maybe "class or guild ability"?
    Would also be cool if Bretons could have their old identity to "Eat spells" back by changing the 2nd passive from:

    Gain 2310 Spell Resistance and 100 Magicka Recovery.

    to

    Gain 3960 Spell Resisatnce. When you take Spell damage you restore 320 magicka. This effect can occur once every 3 seconds.

    That way Breton can keep their old tankines and gain some extra sustain that ZOS intended to give them, as well as make them more akin with what they used to be in previous games. :smile:

    EDIT:
    Tweaked the suggested numbers a bit to make it different from altmer. Theoretically the gain should be a bit higher as you can not proc this ability yourself. (Resulting into a bit smaller gain in real situation)
    Edited by Sinolai on February 5, 2019 12:48AM
  • Jeezye
    Jeezye
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    +1, Changes proposed are reasonable, fit the lore, and would play into diversity and balance.
  • Skwor
    Skwor
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    Sinolai wrote: »
    Very insightful. I support all of these tweaks.
    Would also be cool if Bretons could have their old identity to "Eat spells" back by changing the 2nd passive from:

    Gain 2310 Spell Resistance and 100 Magicka Recovery.

    to

    Gain 3960 Spell Resisatnce. When you take Spell damage you restore 575 magicka. This effect can occur once every 6 seconds.

    That way Breton can keep their old tankines and gain some extra sustain that ZOS intended to give them, as well as make them more akin with what they used to be in previous games. :smile:

    Actually just up resistance and keep 7% would be fine. Keep it seperate from how the high elf works. The added reduction makes more sense for the race
  • Vapirko
    Vapirko
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    This just looks like you want a buff to the races you play perhaps, to fit the style you play them as.
    Edited by Vapirko on January 17, 2019 5:42PM
  • gepe87
    gepe87
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    A good solution for Dunmer, keeping the ZOS idea of versatility, and a good solution overall for all races.
    Gepe, Dunmer MagSorc Pact Grand Overlord | Gaepe, Bosmer MagSorc Dominion General

    If you see edits on my replies: typos. English isn't my main language
  • Didgerion
    Didgerion
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    Altmer's 5% damage reduction should change to something else. This passive will fully buff only magplar with jabs who are already tanky as hell.


    Imperial's 15% chance to heal for 1750 must change too, same reason as above. Templar's jabs will proc it 100% of the time.
  • Thorvarg
    Thorvarg
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    "After you use Roll Dodge you gain 20% Movement Speed for 3 seconds"

    Zenimax, are you serious?
  • Summrnight
    Summrnight
    Soul Shriven
    Thorvarg wrote: »
    "After you use Roll Dodge you gain 20% Movement Speed for 3 seconds"

    Zenimax, are you serious?

    That's true. 3 seconds is a bit too much for 20% speed. But like I said, values can be changed. 20% speed for 1 sec is not that bad or 10% for 1 sec. Or even less like 5% for 1 sec.
    Edited by Summrnight on January 17, 2019 6:00PM
  • JerryAlder
    JerryAlder
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    Liking the khajiit idea! Time to get rid of the health regen. Extra stam regen would be good. The aoe reduction is a nice touch.
  • SpacemanSpiff1
    SpacemanSpiff1
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    Summrnight wrote: »

    Wood Elf
    • Y’ffre’s Endurance: Increases your Stamina Recovery by 258.
    • Resist Affliction: Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
    • Stealthy: Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
    Change to:
    • Stealthy: Hunter’s Eye: Increases your Stealth detection radius by 3m and your first attack from stealth deals 10% more damage. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
    Why: this supports the style of the race being a hit-and-run type hunter. This stealth damage passive was one of the main reasons to pick this race before, and I see no reason to remove this.

    I like it!
  • rafaelcsmaia
    rafaelcsmaia
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    Summrnight wrote: »
    Hi,

    like many, I have read the planned racial changes and while I know they can be changed during PTS tests; there were a couple of things I wanted to mention. One of the things that caught my eye were the changes to Dark Elves and I wanted to give my two cents on the matter. I believe with these changes classes would have more reasons for players to pick them over another. Passive values can freely be changed on the PTS for proper balance, I just thought of the quality of life changes:

    High Elf
    • Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
    • Syrabane’s Boon: Increases your Max Magicka by 2000.
    • Elemental Talent: Increases your Spell Damage by 258.
    Change to:
    • Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating an ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
    Why: a class or a build should not have to be punished for not having class spammables and therefore potentially gaining less magicka via this passive. No need to restrict this

    Argonian
    Seems to be okay. Nothing to fix here.

    Wood Elf
    • Y’ffre’s Endurance: Increases your Stamina Recovery by 258.
    • Resist Affliction: Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
    • Stealthy: Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
    Change to:
    • Stealthy: Hunter’s Eye: Increases your Stealth detection radius by 3m and your first attack from stealth deals 10% more damage. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
    Why: this supports the style of the race being a hit-and-run type hunter. This stealth damage passive was one of the main reasons to pick this race before, and I see no reason to remove this.

    Breton
    Looks okay so far. Spell resistance could have stayed the same however.

    Dark Elf
    • Dynamic: Increases your Max Stamina and Magicka by 1250.
    • Resist Flame: Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
    • Ruination: Increases your Weapon and Spell Damage by 258.
    Change to:
    • Destructive Ancestry: Increases your chance to proc elemental and status effects by 50% and increase your Flame Resistance by 2310. You are immune to the Burning status effect.
    Why: reasoning for this change is to keep Dark Elves more viable against other magicka races. Bretons have sustain, High elves are a balance between sustain & damage and Khajits now got spell crit. This elemental and status effect addition supports the Dark Elf race identity as a hybrid class and lorewise strengthens the powerful caster image (burning, concussion, chilled) and also shows a cunning assassin/rogue stereotype (poison, disease).

    Imperial
    Seems to be okay. Nothing to fix here.

    Khajit
    • Nimble: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
    • Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
    • Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
    Change to:
    • Nimble: Reduces your damage taken from area of effect abilities by 5% and Increases your Stamina and Magicka recovery by 129.
    Why: health recovery is pretty useless stat in this game and few even build around it. Instead I would add AOE reduction as cats are nimble and AOE reduction used to be dodge ; ).

    Nord
    Seems to be okay. Nothing to fix here. I would only be wary of the amount of ultimate generation passive but it can be tweaked if it overperforms.

    Orc
    Seems to be okay. Nothing to fix here.

    Redguard
    Seems to be okay. Nothing to fix here.
    What are your thoughts?

    Great suggestions overall, I just wanted to point out, that not only you, but everyone seems to say that health regen is useless, while it is only useless in PVE. PVP it plays a big role in stam builds survivability.
  • richo262
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    I like the changes. I probably wouldn't be swapping out my Dunmer in such a hurry if Dunmer had that.

    I'm not weary about Nord though.

    The Nord has been underperforming since launch. It has absolutely no value as any other role than tank. It needs something to distinguish itself. It cannot do anything but tank. The Phys / Spell res is a bit of a nerf, because most Nord tanks are at cap anyway. The only thing that Nords have in these changes is the ulti management.
    Edited by richo262 on January 18, 2019 1:09AM
  • Crixus8000
    Crixus8000
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    I like the khajiit change if hp rec stayed. I don't know why everyone keeps saying health regen is useless ? It's very viable in pvp, especially for a stamsorc since we lack survivability. Orc and nord both lost hp rec, I hope it stays on khajiit. No race having a bonus to that would be annoying.
    Edited by Crixus8000 on January 18, 2019 1:14AM
  • Acrolas
    Acrolas
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    I'd be all right with adding Class or Guild ability to Altmer.

    Giving a Bosmer more stealth damage would just encourage people to stack passives and then go sit in Imperial City and wait to gank people. I don't feel any passive should contribute substantially to one-shot mechanics.
    signing off
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