Not too bad lol feedback: @ZOS_Gilliam
highelf: The gain resources back ever 6 seconds is pretty weak That mean roughly every rotation your getting 1k resources backs. I dont see myself investing in this perk. Id prefer something like when you use a class ability you gain x amount of recovery for x seconds. Or if your really trying to gimp highelf recovery and it seems like you are. Maybe do an attack buff instead to gain x damage from class abilitys for x seconds.
Also I think you kinda shot yourself in the foot on this one lol zos stated one of the goals was to give more effective options for roles. Highelf was an effective option for healers along with argonian and breton. The nerf to recovery for highelf essentially rules it out as a healer whose most important stat is sustain. so you went from 3 healer options down to 2.
Argonian: Not bad, I think i was expecting worse tbh, good job
Woodelf: I think this is one of the weaker classes from these changes, it really doesnt seem like it has a purpose. It needs passives that are more clear cut. Really the stam recovery and 2k stam are the only useful passives.
Dark elf: Again not bad, I would say its an effective option for stam or mag dps now
Imperial: good
khajiit: I dont like the recovery passive. Its very underwhelming. 75 to recovery is basically a full set of invigorating and that is also a weak buff. It needs work, id say out of all the passives so far this is the worst.
Nord is cool, i like it
Orc is a little underwhelming too
redguard pretty good
Feedback from an endgame PvE perspective:
The changes seem quite alright, not taking into account that it is a nerf to most builds, however. We lose some ressources but overall it looks more balanced. I personally don´t really like the fact that % values were changed to flat numbers since it only simplifies the game mechanics and takes away some of the unique passives, this, however, is only my personal opinion and is not really essential for objective feedback.
Two of the changes seem out of place though. Looking at the Dunmer changes first:
The fact that Dunmer are now forced into a sort of hybrid role makes them lose a lot of combat power against High Elves, which were both viable in endgame pve (Dunmer providing slightly more damage compared to High Elves being the 'rounder' class which also targets sustain issues, etc.). The lost combat power is also not outweighed by the gained stats which only benefiit stamina builds. Thus, Dunmer are neither competitive when it comes to magicka builds nor can they compete with the various stam races.
The second change is affecting the Khajiit. I like that they are granted spell crit and some magicka, however, 75 stam regen is definitely not doing the job. There are two options to target this issue. Either increase the max stamina they receive up to 1000-1500 or remove the health recovery (which is btw. the most useless stat in the game, not even valuable for tanks) and change it into a higher amount of stam (and magicka) recovery (100-150 ish).
Other than that I think the changes are well done, providing more balance across different races and giving some new options. This, however, is only possible if Dunmer passives get adjusted, because otherwise we have a High Elf only meta for magicka builds. Also, one race change token is definitely a meme if changes go live like this.
@ZOS_Gilliam @ZOS_GinaBruno
Feedback from an endgame PvE perspective:
The changes seem quite alright, not taking into account that it is a nerf to most builds, however. We lose some ressources but overall it looks more balanced. I personally don´t really like the fact that % values were changed to flat numbers since it only simplifies the game mechanics and takes away some of the unique passives, this, however, is only my personal opinion and is not really essential for objective feedback.
Two of the changes seem out of place though. Looking at the Dunmer changes first:
The fact that Dunmer are now forced into a sort of hybrid role makes them lose a lot of combat power against High Elves, which were both viable in endgame pve (Dunmer providing slightly more damage compared to High Elves being the 'rounder' class which also targets sustain issues, etc.). The lost combat power is also not outweighed by the gained stats which only benefiit stamina builds. Thus, Dunmer are neither competitive when it comes to magicka builds nor can they compete with the various stam races.
The second change is affecting the Khajiit. I like that they are granted spell crit and some magicka, however, 75 stam regen is definitely not doing the job. There are two options to target this issue. Either increase the max stamina they receive up to 1000-1500 or remove the health recovery (which is btw. the most useless stat in the game, not even valuable for tanks) and change it into a higher amount of stam (and magicka) recovery (100-150 ish).
Other than that I think the changes are well done, providing more balance across different races and giving some new options. This, however, is only possible if Dunmer passives get adjusted, because otherwise we have a High Elf only meta for magicka builds. Also, one race change token is definitely a meme if changes go live like this.
@ZOS_Gilliam @ZOS_GinaBruno
RIP Dunmer
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.
wood elf look terribly useless...
10% fall damage is just a sick joke. usually people only take fall damage out of combat. which make this tiny damage reduction meaningless
Y’ffre’s Endurance- this is a nerf... imo 21% is much more then 258.. at least on my build..
Resist Affliction- not bad.. but poison damage is not very common in both pvp and pve.. at least when comparing with other elemental such as fire and ice...
Hunter’s Eye: ??? stealth detection? really??? why the hell does anyone want this? there is mage light, in pvp. and in pve no one ever need this thing...
both khajiit and wood elf are been known for their sneaky and thievery culture. why only the cat get everything that is useful???? please at least give one trait to the wood elf, for gum's sake this is the only reason i ever choose wood elf... because i can stealth better and i don't have to have a tail on my rear end..
my suggestion
change 10% fall damage to 15% movement speed while stealth.
change stealth detection to chance of getting better result from pickpocket.
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 ...
Honestly I wouldn't hate this, but I think the best option is just to overhaul existing racials so that one of the two options happens:
-All racials have morphs that allow the player to focus on magicka or stam
or
-Most racials are chosen from a unified pool available to all races, with the only traits being locked to race being the more thematic things like swim speed, elemental resists, weapon line XP, and stealth detection.
I understand that it's important to adhere to lore concerns, but the current model is skewed too heavily in that direction to the detriment of just being a satisfying gameplay experience. Every race should be capable of playing every roll without feeling like they are gimping themselves by playing the "wrong" race. I just don't see lore/RP concerns as a good enough justification for reducing player freedom/choice to the degree that the current racial bonus setup does.
Il3rotherhood wrote: »Some of these seem pretty inconsistant... for exemple:
Wood elves previously had a 6% max stamina increase. Now, it will be a 2000 max stamina increase.
Breton previously had a 10% max magicka increase. Now, it will also be a 2000 max magicka increase..!
High elves previously had a 10% max magicka increase. Now, it will also be a 2000 max magicka increase..!
I mean... why ? this is really inconsistent.
Also, lore wise and with the dev comment you put under Breton, they should clearly have the highest base magicka pool of all races. So why do they have the exact same bonus than Altmer ? And why did you nerf the spell resistance ? they are not even more resistant to spells than Nords..! this does not make any sense
Lord_Dexter wrote: »Feedback from an endgame PvE perspective:
The changes seem quite alright, not taking into account that it is a nerf to most builds, however. We lose some ressources but overall it looks more balanced. I personally don´t really like the fact that % values were changed to flat numbers since it only simplifies the game mechanics and takes away some of the unique passives, this, however, is only my personal opinion and is not really essential for objective feedback.
Two of the changes seem out of place though. Looking at the Dunmer changes first:
The fact that Dunmer are now forced into a sort of hybrid role makes them lose a lot of combat power against High Elves, which were both viable in endgame pve (Dunmer providing slightly more damage compared to High Elves being the 'rounder' class which also targets sustain issues, etc.). The lost combat power is also not outweighed by the gained stats which only benefiit stamina builds. Thus, Dunmer are neither competitive when it comes to magicka builds nor can they compete with the various stam races.
The second change is affecting the Khajiit. I like that they are granted spell crit and some magicka, however, 75 stam regen is definitely not doing the job. There are two options to target this issue. Either increase the max stamina they receive up to 1000-1500 or remove the health recovery (which is btw. the most useless stat in the game, not even valuable for tanks) and change it into a higher amount of stam (and magicka) recovery (100-150 ish).
Other than that I think the changes are well done, providing more balance across different races and giving some new options. This, however, is only possible if Dunmer passives get adjusted, because otherwise we have a High Elf only meta for magicka builds. Also, one race change token is definitely a meme if changes go live like this.
@ZOS_Gilliam @ZOS_GinaBruno
Dunmer currently beating behind every stam race currently in PVE DPS and very good for PVP tooRIP Dunmer
Best Stam DPS race and RIP?
mr_wazzabi 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.
wood elf look terribly useless...
10% fall damage is just a sick joke. usually people only take fall damage out of combat. which make this tiny damage reduction meaningless
Y’ffre’s Endurance- this is a nerf... imo 21% is much more then 258.. at least on my build..
Resist Affliction- not bad.. but poison damage is not very common in both pvp and pve.. at least when comparing with other elemental such as fire and ice...
Hunter’s Eye: ??? stealth detection? really??? why the hell does anyone want this? there is mage light, in pvp. and in pve no one ever need this thing...
both khajiit and wood elf are been known for their sneaky and thievery culture. why only the cat get everything that is useful???? please at least give one trait to the wood elf, for gum's sake this is the only reason i ever choose wood elf... because i can stealth better and i don't have to have a tail on my rear end..
my suggestion
change 10% fall damage to 15% movement speed while stealth.
change stealth detection to chance of getting better result from pickpocket.
You're right. Just did the math.
Before adding g racial passives, if you run anything more than 1230 recovery on your bosmer, this change is a nerf. Please increase the flat value to 350 recovery at the LEAST.
Lord_Dexter wrote: »Feedback from an endgame PvE perspective:
The changes seem quite alright, not taking into account that it is a nerf to most builds, however. We lose some ressources but overall it looks more balanced. I personally don´t really like the fact that % values were changed to flat numbers since it only simplifies the game mechanics and takes away some of the unique passives, this, however, is only my personal opinion and is not really essential for objective feedback.
Two of the changes seem out of place though. Looking at the Dunmer changes first:
The fact that Dunmer are now forced into a sort of hybrid role makes them lose a lot of combat power against High Elves, which were both viable in endgame pve (Dunmer providing slightly more damage compared to High Elves being the 'rounder' class which also targets sustain issues, etc.). The lost combat power is also not outweighed by the gained stats which only benefiit stamina builds. Thus, Dunmer are neither competitive when it comes to magicka builds nor can they compete with the various stam races.
The second change is affecting the Khajiit. I like that they are granted spell crit and some magicka, however, 75 stam regen is definitely not doing the job. There are two options to target this issue. Either increase the max stamina they receive up to 1000-1500 or remove the health recovery (which is btw. the most useless stat in the game, not even valuable for tanks) and change it into a higher amount of stam (and magicka) recovery (100-150 ish).
Other than that I think the changes are well done, providing more balance across different races and giving some new options. This, however, is only possible if Dunmer passives get adjusted, because otherwise we have a High Elf only meta for magicka builds. Also, one race change token is definitely a meme if changes go live like this.
@ZOS_Gilliam @ZOS_GinaBruno
Dunmer currently beating behind every stam race currently in PVE DPS and very good for PVP tooRIP Dunmer
Best Stam DPS race and RIP?
Is it because of the fire damage? But now it's gone.
GeneralSezme wrote: »Dark elf change is bizzare, why health increase and loss of magic?
I think this will further solidify one race as the obvious highest magic dps character as high elves with the homogenization of the 2 last racial passives.
Trying to force Dark elf to be a hybrid race is a terrible idea, what they should have done is have different, for the lack of a better word, “morphs” for racial passive, to better fit into ones particular playstyle, because I understand that some races are good at both spell and sword, but you should have to chose which one to be better at, not just innately have both
Let me end with this:
A jack of all trades is a master at none