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Racial PvE, PvP Feedback and some Recommended Changes using Test Data(Previously Performed)

  • Sriivah
    Sriivah
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    Checkmath wrote: »
    Oh no I got tagged....

    Anyway, good stuff. I can agree with most of what OP said.
    In my opinion Khajiit is fine, thanks to the high crit they have pretty consistent high damage. You may say, that luck is involved and affects dps parses, which is not necessarely true. But yeah I guess, that it can be frustrating, when a parse does not go that well, when some of the big hits did not crit.
    For PvP I do not agree with high crit chance is something irrelevant. Crit healing is very important and several classes perform very well with high crit ratings. Also nullifying crit damage requires very high crit chance, so that in cp PvP even with 3000 crit resistant you barely negate base crit damage. So I darte to say, that crit is by far not useless in PvP.
    About %-amps of health regen: I am actually glad, that this is gone. Without much sacrifices it was easy to acquire very high numbers of health regen just by using a race with health regen bonus, trollking and a tri pot. This allowed people staying in fights too long, when they actually should not. Reaching around 5k health regen was easy, which just kind of carries people (it is a free 5k heal every 2 seconds not halfed by battlespirit).

    While I agree that the khajiit crit passive is fine the regen passive really isn't. Yes, on Live you can get hp regen tanks with outright silly levels of passive healing, but those are always do-nothing tanks only good for building ult on. However, 100 health regen, under the best case scenario, (20% sorc, 20% major fortitude, 10% minor fortitude, 15% cp amp, 50% orgnum's scales) gets you a whopping 215 health every 2 seconds. Which, for comparison, I went on my dragonknight and tested how much Rally's HoT portion ticks for in Cyrodiil with only major brutality active, and got 367 - meaning that under the most favorable conditions possible, the health regen is about 30% weaker than a HoT that I've genuinely never noticed the effect of, either on myself or my opponents, unless it procs Troll King.
    It really should just drop the hp regen entirely and divide those 100 points between the other two stats - so 125 for mag/stam. That would be much better than a functionally useless 3rd stat.

    Also, when my stamplar khajiit has troll king and a tripot up on Live, she has 2934 health regeneration. Second vigor, yes. 5k heal every 2 seconds, not so much. Exaggerating to that extent is not necessary to prove a point.

    Edit; forgot the heavy armor passive in my calculation. So with the 28% added - 243 health every 2 seconds, instead of 215. My point that 100 hp regen is functionally pointless even in a best-case scenario still stands, however.
    Edited by Sriivah on January 27, 2019 10:27PM
    I play all classes, but I main Stamina Nightblade and Stamina Templar
  • WeylandLabs
    WeylandLabs
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    Orgnums doesn't work anymore either becuase it's bugged, or Zos broke it on purpose because of the hp regen meta.
  • CurvedSwords123
    CurvedSwords123
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    @susmitds

    Thanks for all the effort, I'd have to agree on most of your conclusions.

    I agree on the Regen change for Khajiit. Flat HP Regen is not as useful as 20%. While niche, it synergized with Troll King. Without % increases, I'd prefer them drop the stat all together and focus on a bit of state/mag reg. Useless.

    I'd disagree on not changing Redguard, I'm thinking about changing my RG toons because it is so niche, Bosmer is so close in sustain and not conditional at all. In actual application outside dummy DPS parses. Bosmer appear better for PvP and PvE.

    "Bosmer

    They might just eclipse Redguard on any build that does not use weapon abilities
    by
    by a neglible difference."

    Stam sorc and bow bow snipe builds, that's it. Stam DK has venomous claw.

    "Redguard

    PvE - They have the highest sustain of all stamina races, higher than Bosmer. However, their sustain is primarily conditional and will drop considerably in real fights, while Bosmer's sustain is unconditional. They synergize with builds using weapon spammables the best. Their weapon cost reduction passive affects ultimates as well. They are great tanks as well for the conditional sustain.

    PvP - Essentially they are Bosmer without the Speed buff and with Weapon skill sustain instead. Should do good for Stamsorcs and StamDKs."

    No doubt, Stam sorc is the most to benefit from this, but even Stam DKs in PvE should just be spamming venomous claw. Bow bow builds gain here as well.

    For PvP, might be really nice for heavy builds due to less stam Regen multipliers esp in no CP. However the stam Regen is always ticking and a lot of engagements are about dropping in and out of combat, you can bounce back quicker with sta regen from bosmer.

    Weapon ultimate cost reduction is nice, but you'd probably have to build yourself specifically around that to get proper use. Most people use dawnbreaker that sees no benefit from RG.

    My point is RG feels extremely niche, while it performs well for very specific scenarios and builds, the idea of these changes were to make builds more versatile and diverse. They failed here.

    Bosmer and Orc both provide more versatility, as well as more unique passives outside of just stamina sustain for a test dummy.

    Change the 8% cost reduction on weapon skills to something like:
    -- 4% cost reduction on every skill. (Templar passive)
    -- 5% cost reduction on all mag/sta abilities (Sorc passive)
    -- 7% cost reduction on all stamina abilities like Breton (less interesting imo, doesn't help mag users at all)

    Agree 100%, we also need some kind of toughness passive.
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