Nerftheforums wrote: »"Restore health" is not healing. It works like pots, it is not affected by any buff or debuff including defile and battle spirit, except for syphoner. Learn the basics of the game before randomly QQing please.
Lmfao. Potions do get affected by battlespirit and defile. Learn the basics of the game before randomly trying to lecture people.Nerftheforums wrote: »"Restore health" is not healing. It works like pots, it is not affected by any buff or debuff including defile and battle spirit, except for syphoner. Learn the basics of the game before randomly QQing please.
Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
500! not even 1000, just 500. Okay, deal with it.
Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 380 Health and Stamina. This effect can occur once every 4 seconds.
380 if you use weapon ability with 4sec cd. It's 190 with battle spirit. If you havent defile debuff.
So as orc i can only roleplay here? Make orcs great again.
Orc just feels a bit all over the place. More speed, more raw damage, some kind of sustain and healing, and more healing received - and pays for this with the lowest attributes of all races.
Going by Gilliam's comment on the Orc changes:
The Orc race is one of honor and code. Well known for their aggressive combat style, we wanted to showcase this by helping them keep up the fight with their new recovery when utilizing any weapon. Their previous bonus to Melee Damage was too niche, and we wanted Orcs to feel powerful with less restrictions. Since we’re giving them more damage and aggression, we also wanted to dial back on some of their defensive power.
I think the concept would be fine, to make Orcs a race that can get quickly into a fight, and has to stay in combat for most of its effects. But overall that should be enough of a drawback - in comparison, Bosmer and Khajiit recovery bonuses work out of combat and can be improved upon further, and Redguards are obviously superior.
Changes I'd propose:
Brawny: Increases your Max Health and Stamina by 500 1000.
Unflinching: Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 760 Health and 380 Stamina. This effect can occur once every 4 seconds.
Swift Warrior: Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
This way you give up the passive healing bonus for improving the original concept, and close the gap to other races' attributes. It helps them "keep up the fight" while dialing back their "defensive power", as Gilliam intended.
Nerftheforums wrote: »"Restore health" is not healing. It works like pots, it is not affected by any buff or debuff including defile and battle spirit, except for syphoner. Learn the basics of the game before randomly QQing please.
Orc just feels a bit all over the place. More speed, more raw damage, some kind of sustain and healing, and more healing received - and pays for this with the lowest attributes of all races.
Going by Gilliam's comment on the Orc changes:
The Orc race is one of honor and code. Well known for their aggressive combat style, we wanted to showcase this by helping them keep up the fight with their new recovery when utilizing any weapon. Their previous bonus to Melee Damage was too niche, and we wanted Orcs to feel powerful with less restrictions. Since we’re giving them more damage and aggression, we also wanted to dial back on some of their defensive power.
I think the concept would be fine, to make Orcs a race that can get quickly into a fight, and has to stay in combat for most of its effects. But overall that should be enough of a drawback - in comparison, Bosmer and Khajiit recovery bonuses work out of combat and can be improved upon further, and Redguards are obviously superior.
Changes I'd propose:
Brawny: Increases your Max Health and Stamina by 500 1000.
Unflinching: Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 760 Health and 380 Stamina. This effect can occur once every 4 seconds.
Swift Warrior: Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
This way you give up the passive healing bonus for improving the original concept, and close the gap to other races' attributes. It helps them "keep up the fight" while dialing back their "defensive power", as Gilliam intended.
Make it 1000 and they literally blow Khajiit out of the water in terms of DPS. Higher raw damage, higher sustain, seriously?
It is interesting how health stat and health regen got monkey hammered. Not a single +20% health regen got converted to +258 regen. Khajiit kept 100 health regen; Orc got it replaced with a fixed 380 proc doing damage, likely cut in half by Battle Spirit, and Nord lost it completely.
Orc just feels a bit all over the place. More speed, more raw damage, some kind of sustain and healing, and more healing received - and pays for this with the lowest attributes of all races.
Going by Gilliam's comment on the Orc changes:
The Orc race is one of honor and code. Well known for their aggressive combat style, we wanted to showcase this by helping them keep up the fight with their new recovery when utilizing any weapon. Their previous bonus to Melee Damage was too niche, and we wanted Orcs to feel powerful with less restrictions. Since we’re giving them more damage and aggression, we also wanted to dial back on some of their defensive power.
I think the concept would be fine, to make Orcs a race that can get quickly into a fight, and has to stay in combat for most of its effects. But overall that should be enough of a drawback - in comparison, Bosmer and Khajiit recovery bonuses work out of combat and can be improved upon further, and Redguards are obviously superior.
Changes I'd propose:
Brawny: Increases your Max Health and Stamina by 500 1000.
Unflinching: Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 760 Health and 380 Stamina. This effect can occur once every 4 seconds.
Swift Warrior: Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
This way you give up the passive healing bonus for improving the original concept, and close the gap to other races' attributes. It helps them "keep up the fight" while dialing back their "defensive power", as Gilliam intended.
Make it 1000 and they literally blow Khajiit out of the water in terms of DPS. Higher raw damage, higher sustain, seriously?
Weapon power and crit aren't comparable across all situations, but generally the Khajiit bonus is on par. The recovery as I said is also more beneficial in different situations, as you don't have to remain in combat and it can be increased further, whereas the Orc sustain passive remains flat.
Maybe there is a middle ground somewhere below 1000 max stats for Orcs, but 500 seems certainly too low.
Orc has some of the best proposed passives for stamina.
So much ignorance.
Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
500! not even 1000, just 500. Okay, deal with it.
Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 380 Health and Stamina. This effect can occur once every 4 seconds.
380 if you use weapon ability with 4sec cd. It's 190 with battle spirit. If you havent defile debuff.
So as orc i can only roleplay here? Make orcs great again.