I personally don't want to see Imperial gain a few more stats. It would be nice to see some damage or regen on the race. However, I think the Imperial needs a complete rework. What is this races identity? What makes it unique? It doesn't have one, and it's unique passive is mediocre at best for a vast majority of the players.
Holycannoli wrote: »I personally don't want to see Imperial gain a few more stats. It would be nice to see some damage or regen on the race. However, I think the Imperial needs a complete rework. What is this races identity? What makes it unique? It doesn't have one, and it's unique passive is mediocre at best for a vast majority of the players.
I'll copy+paste what I posted in another thread:
Suggestion for imperial: a new racial bonus that affects themselves and their group (so includes when solo) and is additive with diminishing returns so multiple imperials give a greater bonus. It could be a flat damage bonus, a max stat increase, crit chance or crit damage increase, regen increase, I'm not exactly sure yet. But imperials need something. They are a boring, uninspired race locked behind a pay wall that are about to be nerfed to undesirable.
And I think a group bonus makes perfect sense for them. They are imperial. They are all about teamwork and coordination. Empires aren't built without it.https://www.youtube.com/watch?v=T0SNjnsi_rM
Vertilvius wrote: »Interesting take on in it but I will guess that something like this won't happen. I really hope they do something, it's kind of a *** thing for Zos to take a race we have to pay for and make them one of the worst. Not a good business decision as well. Imo the Imperial race should be one of the best. All of you who are going to post this isn't pay for play just keep your mouth's shut bc the Warden class is already pay for play and you know the Necromancer will be equally as strong.
Holycannoli wrote: »
And I think a group bonus makes perfect sense for them. They are imperial. They are all about teamwork and coordination. Empires aren't built without it.
Holycannoli wrote: »Suggestion for imperial: a new racial bonus that affects themselves and their group (so includes when solo) and is additive with diminishing returns so multiple imperials give a greater bonus. It could be a flat damage bonus, a max stat increase, crit chance or crit damage increase, regen increase, I'm not exactly sure yet. But imperials need something. They are a boring, uninspired race locked behind a pay wall that are about to be nerfed to undesirable.
Holycannoli wrote: »Suggestion for imperial: a new racial bonus that affects themselves and their group (so includes when solo) and is additive with diminishing returns so multiple imperials give a greater bonus. It could be a flat damage bonus, a max stat increase, crit chance or crit damage increase, regen increase, I'm not exactly sure yet. But imperials need something. They are a boring, uninspired race locked behind a pay wall that are about to be nerfed to undesirable.
This is one of the best things brought up I have seen. Entirely unique and fits directly with race flavor. Even if its just a little bump <under 1K per stat> it would essentially take the old imperial idea <*** load of stats> and put an interesting flavor on it.
So it would make:
Bretons - sustain magic tanks
Nords - Ulti gen + most resistant tanks
Argonians - Potions
Imperials - stat buff tanks
The other things brought up <even by me> are nowhere near as an interesting idea as this. Block stam regen is only good if you have sustain issues in the first place, and generally that just isn't an issue. More stats is nice, but other tanks can achieve the same thing with more in what is key. Giving free stats to allies? I would potentially keep my race for that.
They would become mandatory in groups if that racial passive group buff would be of any use. Dont know if thats what ZoS would want to achieve with racial changes, so, sadly, I dont see that happening.
FilteredRiddle wrote: »
Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 2000.
- New Passive → Increase Melee Weapon Damage by 258
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 1750 and restore 950 Stamina.
*Two-Handed, Dual-Wield, and One Hand and Shield
GlassHalfFull wrote: »I have an Imperial Stamplar, he is DPS and not a tank, and have read every post here. I was thinking about the passive changes to Imperial, and changing race, but am not sure is an Imperial change for a DPS is really needed (unlike a tank), or what race to go to. Any thoughts?
I think red diamond will proc more, up from 10% to 15% and in pvp where most people sit around 24-26k hps, I think red diamond is going to heal more every tick too. From a pvp perspective I think red diamond is a buff, especially for templars who can proc it a lot with jabs.
Can't comment on imperial pve tanking so will take your word on it. Last time I did serious pve tanking, I was able to run a nightblade sap tank. That died a long time ago.
For anything mag go Highelf, and for anything stam go Orc or Dark Elf. It's honestly sad how unbalanced the races are with the proposed changes. I'm hoping they figure it out and buff the weaker races.
They should have just converted all the percent amps, but kept the same passives as last patch...