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Orc passives just a joke

labambao
labambao
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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.
  • Harrdarrzarr
    Harrdarrzarr
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    For pvp they might have gotten worse, however for stam-pve they might have become the best choice
  • ChunkyCat
    ChunkyCat
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    We need at least one whiny racial passive thread for each race.
    Edited by ChunkyCat on January 18, 2019 5:28PM
  • John_Falstaff
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    @labambao , in the area of PvE stamina DPS, orcs are competing with redguard and dunmers for the top spot, so I'm sure you can more than roleplay as an orc. ^^
    Edited by John_Falstaff on January 18, 2019 12:34PM
  • Olupajmibanan
    Olupajmibanan
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    If stamNBs and stamwardens aren't able to sustain on Dunmer then Orc becomes the king race.
    Edited by Olupajmibanan on January 18, 2019 12:37PM
  • jeskah
    jeskah
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    When you deal damage with a weapon ability. Any weapon ability. Dots even.
    Nothing ro see here.
  • jcasini222ub17_ESO
    jcasini222ub17_ESO
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    Will be interesting to see how orc tanks adjust. ZOS seems to not have thought about them. Nor that orc shamans do exist in tes lore for forever and nothing for them either. It's odd I feel more locked into Stam dps now on orc then ever before.

    @ZOS_RichLambert I thought the racial redesign was an effort to give more freedom? If its there maybe I'm just not seeing it in the potential builds yet.

    Will miss making max stat orc stamplar. It'll be interesting to see how the changes test out.
  • nsmurfer
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    Already with 500 stam and 254 weapon damage as well basically 200 stam regen, orc is competing for the top pve Stam DPS spot. Give them more and they basically blow all other non-redguard races out of the water.
  • barshemm
    barshemm
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    jeskah wrote: »
    When you deal damage with a weapon ability. Any weapon ability. Dots even.
    Nothing ro see here.

    In pvp that's a 190hp heal every 4 seconds. Yeah, that's pretty much nothing alright.
  • Skander
    Skander
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    Someone forgot about the 258 weapon damage that gets buffed and affects healing
    I meme, but my memes are so truthful they hurt
    -Elder Nightblades Online
    Want competitive pvp while being outnumbered? Tough luck, the devs clearly said you have to die in those situations
  • Nerftheforums
    Nerftheforums
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    "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.
  • labambao
    labambao
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    "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.

    proof link?
    I know only 1 "restore health", from potions. And defile and battle spirit make their role in it.
  • casparian
    casparian
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    Orc got an overall buff. It was too powerful in PVP and needed a slight nerf, which it got, but on the other hand we got a much-appreciated buff for PVE. As an Orc stamplar main, I’m happy.

    Edit: it does remain to be seen whether we actually got a PVP nerf. Our new damage passive affects healing, after all.
    Edited by casparian on January 18, 2019 1:37PM
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Koensol
    Koensol
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    "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.
  • dodgehopper_ESO
    dodgehopper_ESO
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    labambao wrote: »
    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.

    Its better than Imperial.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Faulgor
    Faulgor
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    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.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • nsmurfer
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    Faulgor wrote: »
    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?
  • CatchMeTrolling
    CatchMeTrolling
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    "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.

    Lol all you had to do was use lingering pots to find out if this was true.

  • Crixus8000
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    I agree, I much prefer the older orc passives for my stamsorc. Now I have bad max stats that don't work well with bound armaments. I lose the very important health recovery and gain a weak heal and sustain I didn't need, and the weapon damage is no better than the melee damage it had before.

    They said both that they wanted orc to be able to stay in the fight and that they also wanted to dial back on it's defensive power.. Well they made it good for pve yes but worse for pvp imo. You need survivability to stay in the fight in pvp not only sustain and now it seems more hit and run type race but they recently destroyed speed anyway.
    Edited by Crixus8000 on January 18, 2019 3:08PM
  • Faulgor
    Faulgor
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    nsmurfer wrote: »
    Faulgor wrote: »
    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.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • katorga
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    If they are leveling the aggregated value of passives, Orc had to give up something. They had 7 passive effects after all (compared to say a Breton which had 3). Now they get 8 effects, adding regen of health and stamina.

    I agree, 500 stat is kind of meh. I am not saying it is balanced or not, but I can see the reasoning.

    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.
  • Crixus8000
    Crixus8000
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    katorga wrote: »

    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.

    I am really annoyed with this. I love using hp regen for my stamsorc since it lacks survivability and losing the 20% on every race is frustrating. Why couldn't they have just kept regen on orc instead of the weak heal proc that does nothing :/
  • Casul
    Casul
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    I made a new orc stamplar for PC as my main and I am happy but honestly I always felt orcs were the berserking class so I would prefer if the weapon damage passive worked like this

    When you enter combat gain 100 weapon damage every 5 seconds, this caps at 500 weapon damage after 25 seconds. This resets when you exit combat.
    PvP needs more love.
  • yodased
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    I believe the choices made reflect the concept that race isn't the factor that separates builds. In their data they see clear trends and patterns that align characters and classes into something that performs objectively better across the board.

    These changes make race less of an important choice, sure it matters, but its not like it used to be where if you are a mag dk you get to choose from dunmer and dunmer. Does this suck for those who want to min max and only have the absolute best performing character regardless of passives? Probably, I'm not one of those people so I can't speak for them.

    The overarching point though is that creating passives that require a player to choose the race to be the most effective class is against the ethos of the game.

    Race matters still, its just not the end all be all that it was perceived to be in previous iterations.
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • JadonSky
    JadonSky
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    ChunkyCat wrote: »
    We need at least one for whiny racial passive thread for each race.

    lol isn't this the truth. I like the new race changes they are making. Sure they may need a little tweaking but that's what PTS is for. Is you are really concern, test it and prove your theory.
  • susmitds
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    Faulgor wrote: »
    nsmurfer wrote: »
    Faulgor wrote: »
    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.

    254 Weapon Dmg (buffable) and 8% crit (unbuffable) is fairly equal in PvE. But in PvP, 254 Weapon Dmg>>>>8% Weapon Crit due to Impregnable and Impen gear.

    Even taking into account every single recovery bonus, the Khajiit regen does not close to 200, which is the Orc regen. While, it does not work out of combat, it works while blocking, balancing it out.

    500 Stam is pretty balanced with 750 Stam for Khajiit.
  • Glory
    Glory
    Class Representative
    Orc has some of the best proposed passives for stamina.

    So much ignorance.
    mDK will rise again.
    Rebuild Necromancer pet AI.

    @Glorious since I have too many characters to list

    Ádamant

    Strongly against Faction Lock
  • Crixus8000
    Crixus8000
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    Glory wrote: »
    Orc has some of the best proposed passives for stamina.

    So much ignorance.

    Ignorance ? Your being ignorant too by assuming these passives benefit every playstyle and build. There is many different types of builds and then pve and pvp. For me this change is just a nerf. I have a free race change token so I can pick another race but orc is still just worse off for my character.
  • troomar
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    While Dark Elves have the best offensive bonuses for stamina PvE DPS, giving them a change to provide the most DPS of all races, I honestly think they won't be sustainable. Therefor the Orcs will actually become the meta for stamina PvE DPS. (And RedGuards for stamSorcs :))
    Edited by troomar on January 18, 2019 5:24PM
    Yes.
  • Chufu
    Chufu
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    labambao wrote: »
    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.

    Dear Malacath, why complaining?

    Okay Orc tanks may have a little bit less of these changes, but as a Stamina Character, the Orc loves the changes. The orc felt a long time a bit underpowered (even for magicka), but well at the end we have to accept that we are apparently not an intelligent race and therefore we don't have Magicka support. Although I still feel that this is unfair, because in every race you can have powerful persons (same for highelf: Why shouldn't they be good for stamina as well? Normally they are very intelligent and support Magicka better, but I guess even highelves have some strong ones in their race).

    But so far the changes are well. I don't feel that I (as a DD) am worse than before, no indeed, I am better. Speaking for Stamina.

    Smashing with Axe/Mace/Dagger/Sword, no problem! Or with a bow, no problem!

    And maybe one day we will be the strongest, most intelligent and healthiest race in Tamriel. Maybe. Never give up!
  • labambao
    labambao
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    Tbh I play heavy bleedblade, and with this passive I get nerfed too hard with my passive defence. Now I have only active, that needyto spend resources for etc. With my playstyle with 600 stamregen in pvp this changes beats me right between my hairy orcish legs. That 190 heal every 4 sec just a joke. Buff it fourth, and then maybe it would work.
    Orc was so good for my playstyle, now it's bad choice. Even redguard better while I use only 1 weapon skill that cheap af.
    Edited by labambao on January 18, 2019 5:43PM
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