Cundu_Ertur wrote: »Wood Elves are no longer immune to the status effect of disease damage.
That's a huge nerf, especially for medium armour in pvp.
I don't understand ZOS kind of view here!
Argonians are traditionally resistant or immune to poisons, and even use poisons in their rituals that would kill other races. Bosmer are traditionally resistant or immune to diseases, and culturally use rotting meat in ways that makes other races deathly sick. It was only in Skyrim where these resistances were combined into one.
The information in the character creation screen reflects these traditional immunities. I think that when they separated the poison and disease resistance passive which Argonians and Wood Elves shared into two passives they goofed and flipped which one went where.
Actually Argonians are highly immune to poisons and disease. Remember they were immune to the knahaten flu. I'm pretty sure the only disease they can be inflicted with are lycanthropy and vampirism because those are magical diseases made by daedric princes.
Lightspeedflashb14_ESO wrote: »John_Falstaff wrote: »@Colecovision , regarding khajiits and stamina, the information was appearing earlier in this thread. Thing is, up until certain regen value, flat value of 75 (the new passive) is better after percentage buffs than 10% (the old passive). So, counting in CP, medium armor passives and Major Endurance, the equilibrium point lies somewhere around 1270 unbuffed stamina regen - if your base regen (514) plus all flat value buffs - Dubious, glyphs, set bonuses - are below this value, then you have more regen after the update than you had before; if your flat base regen is above - then you've gotten a nerf.
Just as an example, assuming you run 15% from CP, 20% from Endurance and 28% from medium armor. Suppose you had recovery of 514 (base) + 169 (glyph) + (129 + 150) (bone pirate) + 319 (dubious) = 1281. Now...
- Currently on live: (1281) * (1 + 0.15 + 0.2 + 0.28 + 0.1 (current khajiit passive)) = 2216 regen.
- After the update: (1281 + 75 (new khajiit passive)) * (1 + 0.15 + 0.2 + 0.28) = 2210 regen.
So yes, you'll have lost 6 regen after the update.
6 Stam?
How is he supposed to complete vMA and solo group dungeons with 6 less regen.
Lightspeedflashb14_ESO wrote: »John_Falstaff wrote: »@Colecovision , regarding khajiits and stamina, the information was appearing earlier in this thread. Thing is, up until certain regen value, flat value of 75 (the new passive) is better after percentage buffs than 10% (the old passive). So, counting in CP, medium armor passives and Major Endurance, the equilibrium point lies somewhere around 1270 unbuffed stamina regen - if your base regen (514) plus all flat value buffs - Dubious, glyphs, set bonuses - are below this value, then you have more regen after the update than you had before; if your flat base regen is above - then you've gotten a nerf.
Just as an example, assuming you run 15% from CP, 20% from Endurance and 28% from medium armor. Suppose you had recovery of 514 (base) + 169 (glyph) + (129 + 150) (bone pirate) + 319 (dubious) = 1281. Now...
- Currently on live: (1281) * (1 + 0.15 + 0.2 + 0.28 + 0.1 (current khajiit passive)) = 2216 regen.
- After the update: (1281 + 75 (new khajiit passive)) * (1 + 0.15 + 0.2 + 0.28) = 2210 regen.
So yes, you'll have lost 6 regen after the update.
6 Stam?
How is he supposed to complete vMA and solo group dungeons with 6 less regen.
Every other stamina race (bosmer, orc, redguard, even altmer) gained at least 100 stam regen. Khajiit did not. That's a relative nerf.
Cundu_Ertur wrote: »Cundu_Ertur wrote: »Wood Elves are no longer immune to the status effect of disease damage.
That's a huge nerf, especially for medium armour in pvp.
I don't understand ZOS kind of view here!
Argonians are traditionally resistant or immune to poisons, and even use poisons in their rituals that would kill other races. Bosmer are traditionally resistant or immune to diseases, and culturally use rotting meat in ways that makes other races deathly sick. It was only in Skyrim where these resistances were combined into one.
The information in the character creation screen reflects these traditional immunities. I think that when they separated the poison and disease resistance passive which Argonians and Wood Elves shared into two passives they goofed and flipped which one went where.
Actually Argonians are highly immune to poisons and disease. Remember they were immune to the knahaten flu. I'm pretty sure the only disease they can be inflicted with are lycanthropy and vampirism because those are magical diseases made by daedric princes.
They could also get Corprus in Morrowind (but everyone got that as they played thru, it was scripted pre-ordained).
But Argonians had perfect poison resistance in Morrowind and Oblivion while they only had a high resistance to disease. Argonians and Bosmer had the same resistance to both in Skyrim and currently here. It's still kind of an odd choice, but it's one of those toe-mah-toe or toe-may-toe coinflips in some ways, it's just inconsistent with the races as they had been previously established. I'm not especially fussed either way, just noting it as an oddity.
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.
Jabbs_Giggity wrote: »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.
It's a nerf to StamPlars considering the "Direct Damage" does not apply...and you get no cost reduction to class abilities...Even though Jabs is still broken.
But hey! Let's promote using Weapon Skill lines over Class Skill Lines even more since the Class Skills cannot get balanced correctly...
Ash_In_My_Sujamma wrote: »Please rethink imperial before release, thank you!
Seems like ZOS just rearranging deck chairs in order to sell race change tokens, tbh. It astounds me how these devs think it necessary to spend so much time on this racial crap while the performance of parts of their game stinks to high heaven and they do nothing.
John_Falstaff wrote: »
Caltrops, if memory serves, count as direct damage. Every stamina uses Caltrops, and they're always on the ground, so Adrenaline Rush got a buff actually - it'll be ticking like Swiss clock as long as Caltrops are down.
Ash_In_My_Sujamma wrote: »Please rethink imperial before release, thank you!
Seems like ZOS just rearranging deck chairs in order to sell race change tokens, tbh. It astounds me how these devs think it necessary to spend so much time on this racial crap while the performance of parts of their game stinks to high heaven and they do nothing.
No, I don't buy this. In MY opinion we have a dedicated team of devs who truly want to make the game work as intended.
It seems this is the first of the things being looked at in terms of bringing the game up to where they would wish it to be.
Absolutely there are issues in the game. ZOS have actually acknowledged issues & appear to be listening to the player base, which I am all for. Some people are unhappy with the changes, but I think we all know they are necessary to some degree.
Change is always hard & you will never please everybody.
To me, its a positive start to the year & I remain hopeful these "issues" are being worked on...
Schattenfluegel wrote: »John_Falstaff wrote: »
Caltrops, if memory serves, count as direct damage. Every stamina uses Caltrops, and they're always on the ground, so Adrenaline Rush got a buff actually - it'll be ticking like Swiss clock as long as Caltrops are down.
Are you sure about that?
ZOS_Gilliam wrote: »
As a closing note, we want to reiterate that all players will have a refund of all of their character’s racial passives if they’ve spent any, so remember to reallocate any points into these on your characters once the changes go live.
I feel these changes are mostly positive. I am looking forward to playing as a Nord again, and I like the increased versatility added to the races.
There are few issues however, Nords should not have more magicka resistance than a Breton, that seems like a lore contradiction. Khajiit should retain thier increased damage from stealth, and Dunmer should be able to produce the most damage with fire magicka.