Regarding Argonian: I know this is likely not a very popular idea, but at this point I feel like they just need to drop the potion mechanic of Resourcefulness entirely. Attempts to keep it balanced are hamstringing any efforts to actually bring Argonian racials in line with everyone else. As it's the only racial that is both intelligently/manually triggered as well as having a gold/resource cost it has to be very strong in order to seem worthwhile at all, but making it strong enough to be attractive at large means it's going to be overpowered when used to its max potential. As we can tell from the various tweaks to it over the past few major updates, ZOS has been having a hard time trying to find a sweet spot here, and I doubt such a sweet spot actually exists that would be satisfying to both the players and the devs.
I'd much prefer just scrapping the mechanic entirely and moving the freed up "racial budget" to the more consistent and, yes, more mundane options that all the other races possess. Now that Argonian tank strength has been nerfed, why not give them a little something to make them more attractive options for stamina or magicka damage roles?
MassTerror23 wrote: »IveFunny thing? ZoS decides to go full lore with the race changes in the same patch they deliver necromancer...
Inconsistency at its best.I suggest you add a Name + Race Change token instead of a Race Change. Some characters are bound to their name. For example, I have a Magicka DPS Sorcerer that is a High Elf named Mithrandir. This won't make any sense to roll a Breton, as it won't fit the name and I really don't want to spend money to change the name too.
Why? Because Mithrandir means The Gray Wanderer in Elvish. Derivative of the elvish words "mith" meaning grey and "randir" meaning pilgrim or wanderer.
This is a name made up by the elves as an endearment to the wizard Gandalf from Lord of the rings. This name won't really work for a class that's not an Elf. Also, race changing enables the ability to change the gender and in case the player doesn't like how a race looks like, it will be stuck with a name of the opposing gender.
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Regarding the bonuses: I am happy with how the game changes. It doesn't affect how I see things, only make what I already like better. You only need one character for each role.
- Stamina DPS: Red Guard Nightblade (Vampire)
- Magicka DPS: High Elf Sorcerer (Vampire)
- Healing: Breton Templar (Vampire)
- Tanking: Imperial Dragonknight (Vampire)
Buffs: High Elf, Breton, Imperial, Red Guard
Neither: Argonian, Khajiit, Nord
Nerfs: Wood Elf, Dark Elf, Orc
Explain how wood elves are nerfed.
My initial impression is that I don't like it. I didn't like the preamble about freedom, and there's a lot of things that instantly rub me the wrong way like:
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.
I don't have a high elf character, but this description is what I hate about building characters in ESO in a nutshell: stupid arbitrary conditions: why tie racial recovery to using a class ability?
I would have much preferred it if the current system was tweaked.
Regarding pet sorcs: this batch of changes looks like a massive nerf to max mag stacking pet sorc dps toons.
problem: Pets do not benefit in any way from max spell power.
Currently pet sorcs are ~10-15k dps behind other mag dps specs. This will further become a problem after these racial changes (assuming most pet sorcs are high elves)
MLGProPlayer wrote: »What about this for dunmer:
- 2000 magicka
- 1250 stamina
- 1250 health
- 258 spell/weapon damage
Basically, they trade 192 magicka recovery for 1250 health. But otherwise they can hit the same DPS numbers as Altmer. Get rid of the damage reduction passives.
Trancestor wrote: »Please make it something like this and you won't trigger anyone with yet again more nerfs and force people to buy tokens:
High Elf
Spellcharge: 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka after activating a Magicka 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.
Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2500.
Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
Argonian
Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka and Stamina by 500. 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 1500 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 and Recieved by 4%.
Wood Elf
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 10% Movement Speed for 4 seconds.
Bosmer
Gift of Magnus: 10% Max Magicka → Increases your Max Magicka by 2500.
Spell Resistance: 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
Magicka Mastery: 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%. Gain flat reduction of snares by 15%.
Dark Elf
Dynamic: 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
Resist Flame: 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 750 and your Flame Resistance by 2310. You are immune to the Burning status effect.
Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 175. Increases your flame damage by 4%.
Imperial
Tough: 12% Max Health → Increases your Max Health by 3000.
Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 3000.
Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 2000. Reduces the cost of your Block and Bash abilities by 10%.
Khajiit
Nimble: 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Stamina and Magicka recovery by 150.
Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
Nord
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 1750 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.
Orc
Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 1250.
Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal melee damage you restore 760 Health and 380 Stamina. This effect can occur once every 4 seconds.
Swift Warrior: 4% Melee attack, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
Redguard
Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Stamina abilities by 5%.
Conditioning: 10% Max Stamina → Increases your Max Stamina by 2500.
Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 850 Stamina. This effect can occur once every 5 seconds.
Deloth_Vyrr wrote: »@ZOS_Gilliam
While I am super excited with changes that will create for variation amongst races, the changes to Dark Elves (specifically when compared against High Elves) don't actually help race diversity at all, but rather eliminate it.
As far as Magicka DPS is concerned right now on live, Altmer and Dunmer are more or less neck in neck. Depending on class/build one can edge out the other but they are a good example of different but equal.
With the proposed changes, that parity is gone and Altmer becomes the de facto choice with Dunmer lagging far behind.
Currently in live Dark Elves get 9% extra magicka, with High Elves having 10%. So only a 1% difference.
1250 max magicka vs 2000 however is a staggering difference, and the extra stamina and health do not do anything to make up for it.
The Dunmer design here seems to be aimed at building a hybrid, as its stats are split between stam and magicka (and a bit of health even). Meaning its not going to excel at anything. Hybrid stam/mag builds just aren't viable, they don't work. A player has to dedicate to one or the other... but doing so will mean choosing Dunmer wastes half the benefit of these passives, and gets less overall.
I ask you please re-visit the Dunmer passives without trying to pigeonhole them into a hybrid, jack of all trades. All this will do is make them an inferior race for any one role.
The Dunmer change is the dumbest thing I've ever seen. There is now no reason to choose Dunmer over Altmer for mag DPS. Or for anything really, other than an RP hybrid build.
ArcadenceBlaine wrote: »Yall are Messing the game up again, and my friends are gonna leave.
Very disappointing
(edit) I know how to fix it.. Just trash this crap.
I think racial passives should be removed so we can play with our favorite race. With the racial passives we are forced to play with the meta or at least with a viable race. Or maybe they could nerf the passives so they give only low stats like 1% Stamina Regen, 1% Magicka regen, etc ...