IronWooshu wrote: »ZoS we’ve gone so far past the time where you can reasonable make changes to the races like you have. I’ve personally leveled 14 characters with the intention of playing a specific race on that character to sever specific needs. Setting aside the clear in balance and lack of freedom you’re giving people you’re also costing us hundreds of dollars to re adjust ourselves to something we’ve made decisions on that costed us hundreds of hours in leveling alone.
You are directly costing your player base money and time.
The only solution I see is making races a cosmetic choice with no combat influence. Perhaps add a system where you choose the passives because frankly you’re just forcing people who genuinely care about performance to buy tokens and race change. This is unacceptable.
Honestly you, the min/maxers that tell is what is BiS take the fun out of end game so I feel no sorrow for any of the min/maxers on these changes who have the shell out money.
High Elf will be an only choice of magicka users next patch.
- Dark Elf is not great and any one thing which kills the hardcore players. No good reason to choose this one over High Elf.
- Argonian does not offer any meaningful advantages over other classes so total RIP there. High Elf is better here.
- Breton can sustain like a mother but will never compete in damage. The change is actually a damage nerf if you do the math. High Elf is still better here.
Twohothardware wrote: »Twohothardware wrote: »On the Stamina side the Redguard changes definitely need to be looked at again and this time put your glasses on.
The meta for builds in both PvE and PvP is running high damage and a lower Recovery stat. Redguard has been the #1 choice by far for PvE Stamina builds for forever now because of the strong passive sustain from Adrenaline that doesn't require you to have any Recovery stat at all to benefit. That allows you to stack more damage for higher DPS and requires fewer heavy attacks in your rotation to sustain.
And your fix for this is to now change Redguards 9% Recovery bonus to 8% cost reduction which further ignores any need for a Recovery stat and then buff Adrenaline on top of it? This will be even more imbalanced in PvE and be the new replacement for where Argonian is now for OP in PvP.
If Redguard is going to have noticeably better sustain than the other Races then at least drop the max stamina to 1000, especially considering you dropped Orc max stamina to only 500 when you gave them passive sustain.
The 8% cost reduction is only to weapon abilities. Orcs also have a weapon damage passive which is already better than 2k stam. If you look at bosmer, the 258 regen is better than adrenline rush due to regen multipliers while still having the same stam as redguard, having movement speed after dodging and poison resists.
The 3 races are overall balanced
A VERY marginal damage advantage from Orc doesn't translate to higher DPS if Redguard has superior sustain and that's the point that ZOS keeps missing. Argonian and Redguard aren't OP right now because of 3% Magicka or 10% Stamina, they are OP because of the Resourceful passive and the Adrenaline passive giving at least twice the effective sustain as other Races because low Stam Recovery builds are the Meta. It doesn't matter how much damage you deal, if you don't have any Stamina you can't cast a skill.
Imperial and Nord still have no Stam Recovery or Cost reduction bonuses outside of Imperials measly 5% block cost reduction and Khajiit's Recovery is even weaker now than it was before because they're splitting it between Stamina and Magicka.
SturgeHammer wrote: »Argonian changes were kind of what I expected, but I would have preferred the argonian resistance passive to be a little more interesting. If it has to be a damage type resist, then poison resist is probably more useful than disease. Personally, I think something unique like a small bleed damage % resist would be more exciting.
LADYKiLLER wrote: »I get all the combat arguments. PvE, PvP, whatever. But as someone who really, really enjoys the gameplay of being a sticky-fingered rogue type, suddenly losing the reduced stealth detection on wood elves sucks. And I'm a role player so the race change token is meaningless to me. My character isn't just going to sprout ears and a tail.
Savos_Saren wrote: »SturgeHammer wrote: »Argonian changes were kind of what I expected, but I would have preferred the argonian resistance passive to be a little more interesting. If it has to be a damage type resist, then poison resist is probably more useful than disease. Personally, I think something unique like a small bleed damage % resist would be more exciting.
Hell give Dunmer a small resistance to bleed (since they're supposed to be able to survive the harshest stuff). That might help with the fact that they're supposed to be a "hybrid" race and that bleeds effect all builds.
cambergang wrote: »Wow so instead of dark elf and over all 9% max you basic gave them 6% and then made them do the same amount of spell damage as high elf when dark elf should have More becuase they do 7% flame damage. good job zos you can destroy *** even more great balancing so you can send me my free race change token in the mail, or I’ll mail you a summons paper
Samsquanch wrote: »Orc brawny passive is a joke! You should increase the stat given or add resistances or something.
What bothers me is; I wanted a nord, so I took my templar a nord. I gave up meta and in stead built to use its health recovery, health, and stam. The damage reduction percent really was not great but helped with bleeds which do not care about armor. I feel like a sledgehammer was taken to it, decreasing the health and stam and vaporizing the health recovery. Probably most people could care less about that but for me, it made the character different. Ultimate generation can be nice but 10 seconds is an incredibly long time in combat to just get 5 ultimate.
Why don't the conversions from percentage resource to static amount scale the same. 10% is 2000, yet 9% is 1000? etc. Overall nerfs to max health and health regen builds. Will be interesting to see how these align with Necromancer. Will be interesting to see if Percentage stat/regen increase class and armor passives stay the same.
High Elf - huge buff. Just wow for Templar with Cyrodill's light, channeling Mist form. Probably best healer, dps magicka race.
Argonian - nerf
WoodElf - probably a buff, only good for stam.
Breton - huge buff. New magicka DK race.
DE - max staf nerf, still best hybrid race
Imperial - meh, max health nerf.
Khajit - big buff. viable as magicka now.
Nord - not sure, nerf to rugged, but Ult regen might be best passive. Nord Wardens will spam ults.
Orc - huge buff.
Redguard - huge buff
A dazzling ulti generation up to 30 ulti per minute, that's game changing! Or... was it?
Twohothardware wrote: »Samsquanch wrote: »Orc brawny passive is a joke! You should increase the stat given or add resistances or something.
Yeah a bonus 500 Health/Stamina is pathetic. That's not even 2% bonus in most cases.
Orc has about one third of the Stamina sustain as Redguard and Redguard gets 2000 Stamina giving them nearly the same damage as Orc.