Shezzarrine wrote: »I was really hoping they would either give Imperial something for magicka or give it some sort of stam recovery passive. The passives seem pretty lackluster, for pve that is. I have both a mag and stam dps that are Imperial and was hoping I could change my main dps ok Imperial without it being too much of a loss in sustain/damage but it seems I will have to stick with redguard. Most of the passives can be good for multiple roles but Imperial seems only good for tanking and maybe a little in pvp. Any chance Imperial gets looked at again?
starkerealm wrote: »Only one I'm worried about is the Redguard. Given how hard that race is pushed as "The Choice for StamDPS," buffing Adrenaline Rush feels like a mistake.ZOS_Gilliam wrote: »Wood Elf
[*]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.
Can we please get something useful instead?
Reduced cost for roll dodge for example. Even just +10 health would be better than this.
no, 20 percent speed buff is amazing
ZOS_Gilliam wrote: »
High ElfDeveloper Comment
- Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
- Spellcharge: 9% Magicka Recovery → 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.
- Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
- Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
High Elf culture is heavily ingrained with the belief of destiny and birthright, so we wanted a passive that highlighted their ability to harness their innate powers, or class. Granting them a unique resource when accessing a class ability really gets that feeling off and makes it much more engaging than the previous flat recovery bonus.
On top of that, High Elves are well known for being powerful spell casters, and we wanted to make this race feel more powerful when they were charging up a powerful ability.
ZOS_Gilliam wrote: »
High ElfDeveloper Comment
- Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
- Spellcharge: 9% Magicka Recovery → 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.
- Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
- Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
High Elf culture is heavily ingrained with the belief of destiny and birthright, so we wanted a passive that highlighted their ability to harness their innate powers, or class. Granting them a unique resource when accessing a class ability really gets that feeling off and makes it much more engaging than the previous flat recovery bonus.
On top of that, High Elves are well known for being powerful spell casters, and we wanted to make this race feel more powerful when they were charging up a powerful ability.
I am so confused about Spell Charge.
High Elfs are clearly the race wich is more magicka related then any others Race But Can Potential restore stamina when the ressource pool is higher? The passive is called Spell charge. SPELL!
All other passives are magicka based, max magicka, spell damage but then this stamina or magicka wichever is higher?
Feels so random cause maybe 1% of all highelf classes will be stamina.... so confused.
So as I am chewing on this a while, I guess it feels like all races were adjusted somewhat close for the most part with just Red guard and Altmer as they seem to be more dedicated one way or another. Whatever there, as I will let the math people go over this crap.
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. Even if it would be decent, it seems the race is now better suited for a different character I have (*cough* Dunmer DK) and less for what I was doing already that might actually synergise better with Khajiit at a bit weaker version, which is all well and good, but that already is more than 1 race change. I have a few characters that will be stuck.
I guess I feel like we could adjust to clearly less exaggerated strength of races, but it feels like the deck has been shuffled and we are stuck with either a race that no longer matches what we are trying to do; or we have to purchase tokens if we have more than 1 character.
IronWooshu wrote: »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?
combine that with Wardens ulti generation and that is a lot
IronWooshu wrote: »I would like to see the ulti gen cooldown shorter on the Nord, bring it down to like 8 seconds.
@ZOS_Gilliam @ZOS_GinaBruno Please reconsider the change to % again instead of flat stat to max stamina, magicka & HP,
This change is damaging build diversity by alot which is already damaged, and limit the way players want to play.
Choosing to stack max stats, isnt better than stacking weapon damage etc (7th legion + Fury rather than hulking + shackle for example) - First build will still win, but its fun to know that there is a slightly less powerfull alternative.
IronWooshu wrote: »I would like to see the ulti gen cooldown shorter on the Nord, bring it down to like 8 seconds.
Make it no cooldown whatsoever, and it might start to get close to compensating all the other stuff they messed up.
Can't see why they simply didn't make MORPHS of racial passives. So that you COULD remain the same, or fiddle around with this if you wanted to make an "ulti poop tank", an Orc magsorc, or a Khajiit healer. Why, just WHY do they need to turn the game completely upside down every time they decide to "balance" something? Some of us are pretty pleased with the characters we made, and we don't want to theory craft and spend a fortune on armor etc. once every six months.
Lord_Dexter wrote: »[snip] You made bis races still bis races
You didn’t even make skill lines passives useful after you levelled them to 50, it wasn’t hard to do making a imperial have cost reduction to s&b skills, a nord cost reduction to 2h skills and so on, Breton cost reduction to light armour skill and the ability to use the skill regardless of armour weight and so on. It really wasn’t hard to make the passives useful after getting them to level 50
The races has the apprentice/warrior Mundus stone built in to passive, instead of effecting elemental/poison damage it’s a flat increase to all damage
The 2k stats is only comparable to tank builds that only had 20k stam and mag anything over 20k lost stats now
I would like a refund on my imperial purchase please you took her stats away from her and gave the dune ripper 5th piece as a passive
You managed to nerf a nord wow, how does 9% health translate to 1k health when other races that had 10% health got nerfed to 2k health
Kat just lost more sustain wow like my kat stam sorcerer didn’t need help with sustain at all
These flat health recovery bonuses, is that before or after vampirism or defile?
[snip]
Lord_Dexter wrote: »@ZOS_Gilliam @ZOS_GinaBruno Please reconsider the change to % again instead of flat stat to max stamina, magicka & HP,
This change is damaging build diversity by alot which is already damaged, and limit the way players want to play.
Choosing to stack max stats, isnt better than stacking weapon damage etc (7th legion + Fury rather than hulking + shackle for example) - First build will still win, but its fun to know that there is a slightly less powerfull alternative.
Lol my build his build that build,
There is no need for %multiplier, ZOS moving into right direction.
Many players explained some class benefits from this and some loss very little stats.
[snip] You made bis races still bis races
You didn’t even make skill lines passives useful after you levelled them to 50, it wasn’t hard to do making a imperial have cost reduction to s&b skills, a nord cost reduction to 2h skills and so on, Breton cost reduction to light armour skill and the ability to use the skill regardless of armour weight and so on. It really wasn’t hard to make the passives useful after getting them to level 50
The races has the apprentice/warrior Mundus stone built in to passive, instead of effecting elemental/poison damage it’s a flat increase to all damage
The 2k stats is only comparable to tank builds that only had 20k stam and mag anything over 20k lost stats now
I would like a refund on my imperial purchase please you took her stats away from her and gave the dune ripper 5th piece as a passive
You managed to nerf a nord wow, how does 9% health translate to 1k health when other races that had 10% health got nerfed to 2k health
Kat just lost more sustain wow like my kat stam sorcerer didn’t need help with sustain at all
These flat health recovery bonuses, is that before or after vampirism or defile?
Lord_Dexter wrote: »[snip] You made bis races still bis races
You didn’t even make skill lines passives useful after you levelled them to 50, it wasn’t hard to do making a imperial have cost reduction to s&b skills, a nord cost reduction to 2h skills and so on, Breton cost reduction to light armour skill and the ability to use the skill regardless of armour weight and so on. It really wasn’t hard to make the passives useful after getting them to level 50
The races has the apprentice/warrior Mundus stone built in to passive, instead of effecting elemental/poison damage it’s a flat increase to all damage
The 2k stats is only comparable to tank builds that only had 20k stam and mag anything over 20k lost stats now
I would like a refund on my imperial purchase please you took her stats away from her and gave the dune ripper 5th piece as a passive
You managed to nerf a nord wow, how does 9% health translate to 1k health when other races that had 10% health got nerfed to 2k health
Kat just lost more sustain wow like my kat stam sorcerer didn’t need help with sustain at all
These flat health recovery bonuses, is that before or after vampirism or defile?
[snip]
36 pages and multiple threads nah I will stay with my learn to read issues not play issues thank you and complain about the changes as I see them like everyone else that has a right to say what they won’t as they see them
MAGISSCIEN wrote: »This all looks great and excellently balanced EXCEPT Dunmer.
My thoughts.
As has been stated above they are losing out to the other races for Magicka builds and Stamina builds. There are no viable hybrid dps builds and any that are tried always fail. The flame resist is only a 3% reduction and is way too situational compared to the other 2 magicka races specifically.
Ideas.
1. Switching the 600 health to 600 magicka or stamina based on whichever is higher would definitely help here.
2. Another thought as we do not have morphs for racial skills might be something like the example below.
Destructive Ancestry: Increases your Weapon Damage or Spell Damage(Whichever is higher) by 387 *This one alone would probably balance Dunmer and Altmer as they were before.
Feel free to quote me on this anyone if you like the idea. Would definitely help it get noticed.