Please don't nerf Imperials

  • Banana
    Banana
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    I can live with the changes. No race change needed
  • Holycannoli
    Holycannoli
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    Ajax_22 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
    Vertilvius
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    Ajax_22 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

    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.
  • NobleX35
    NobleX35
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    The Block and Bash reduce cost passive needs to be changed to something more universally useful so that Imperials aren’t pigeon-holed into a tank role.
    "Only the dead have seen the end of war."
  • Holycannoli
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    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.

    See that's one of the great benefits of giving them a racial like this: it's not pay-2-win. It's actually more like paying to buff others. "Hey thanks for paying to buff my <whatever>!"
  • raaphor
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    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.

    They could get ~1k health for themself and up to 11 group members. That way they can stop wearing Ebon and bring something else to the group.


    Edited by raaphor on January 28, 2019 5:24PM
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  • karekiz
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    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.
    Edited by karekiz on January 28, 2019 6:22PM
  • satanio
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    karekiz 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.
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
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  • Vertilvius
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    Yea I agree with satanio, it seems like a really good idea but more than likely not going to happen.
  • Holycannoli
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    satanio wrote: »
    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.

    What they're currently trying to achieve is not what they should be trying to achieve. They're trying to make the imperial race a purely tanking race, with very bland and uninspired racials that don't really help.

    Their idea of what imperials are is all wrong. We know it but for some reason they don't.

    Plus (and I hate to bring this up but it's true) they're locked behind a pay wall. They should offer something above and beyond what the other races offer, but not necessarily all about themselves or else it could be seen as blatant pay-to-win.
  • FilteredRiddle
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    They 1000% need to rethink their Imperial changes. Imperial was a good Tank and a good Stam DPS. What they’ve done thus far is uninspired and ruins the race for anything other than mediocre Tanking. I think ZOS really needs to think back to Imperial history, in how they should be shaped.

    General:
    Imperials, in Lore, are known for their civility, diplomacy, order, and wealth. They are inspired by RL Romans.

    Morrowind:
    - +10 Speechcraft
    - +10 Mercantile
    - +10 Long Blade
    - +5 Blunt Weapon
    - +5 Light Armor
    - +5 Hand-to-hand
    - Absorb Fatigue 200 pts on target
    - Charm 25 to 50 pts for 15 seconds on target

    Oblivion:
    - +10 Mercantile
    - +10 Speechcraft
    - +10 Heavy Armor
    - +5 Blade
    - +5 Blunt
    - +5 Hand to Hand
    - Absorb Fatigue 100 points on Touch, once per day
    - Charm 30 points for 30 seconds on Target, once per day

    Skyrim
    - +10 Restoration
    - +5 Block
    - +5 Destruction
    - +5 Enchanting
    - +5 Heavy Armor
    - +5 One-handed
    - Anywhere gold coins might be found, Imperials always seem to find a few more, constant
    - Calms nearby people for 60 seconds, once per day

    The consistent bonuses are to various weapon types, fatigue (stamina), military background, and speech/charming. Therefore, I think a better approach to Imperial, that respects both their lore and utility in ESO, and their place as a paid race that is available to all alliances would be:

    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

    The change to passive one highlights their consistent military excellence and RL inspiration. The change to passive two highlights their consistent armor expertise, and their fatigue bonuses. The change to passive three again highlights their weapon expertise. The change to passive four is a nod to their charming in that they’re metaphorically sapping away at them, and once more speaks to the historical fatigue bonuses.

    @ZOS_GinaBruno @ZOS_Gilliam
    Edited by FilteredRiddle on January 29, 2019 9:50AM
    Xbox One NA
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  • Vertilvius
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    Well it does seem like most people agree that something needs to be done. I agree being behind a pay wall the race should be much better than what they proposed. I still like the idea of 3k health magica stamina idea with some regen on blocking. But feel weapon damage is also very viable due to the lore.
  • Ajax_22
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    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

    I like the changes. However, these would definitely be overpowered. The Stamina, and Health should be halved for max stats, and maybe a little drop for Red Diamond. The weapon damage should probably be lowered by around 50-100.

    This would make them more of versatile tank and Stam DPS race without outright performing higher DPS than the Orc or Dunmer, or having the max stamina and sustain of the Redguard, or Bosmer.

    I would play this race, and not feel like I'm being gimped for playing the race I like
  • GlassHalfFull
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    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?
    Curiosity is the cure for boredom, there is no cure for curiosity.
  • Wuuffyy
    Wuuffyy
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    The health needs to be 3k instead of 2k. I mean the race that specializes in health and had 12% goes to a flat 2k. .
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • Ajax_22
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    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?

    Those who were using Imperial as a stamina DPS will feel these changes much more than tanks. Your DPS will be noticably less on an Imperial than on an, Orc, Dunmer, Redguard, and Bosmer. If you want raw damage Dunmer is king. For sustain Bosmer, and Redguard are the best. Orc is a little in between with good raw damage, decent sustain, but low max stats.

    In my opinion Orcs got the best change out of all of the stamina races. Max stats are the worst passives to receive with how they scale.
    Edited by Ajax_22 on January 29, 2019 6:20PM
  • IronWooshu
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    I am not against Imperials getting changes to their passives but the "I paid for the race so they should be much better" reasoning is not going to work and makes you all look entitled because truthfully we all paid for every race when we bought the game. I bought any race any alliance and Imperial just happened to come with it but all the base races everyone paid for when they bought the game so justifying Imperial becoming godly because "you paid for it" is a horrible reason when everyone paid for the vanilla races too.

    In truth no one forced you to fork money out for the Imperial race and no one should expect them to get special treatment because you did.

    Selfishness is not a good look to argue changes needed, more objective posts and reasoning like a few posts in here are will get your message across more accurately.
  • splitsand
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    barshemm wrote: »
    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.

    Templar is now the worst (used to be the best...even though the heal sucked) for red diamond proc. They have changed it to direct damage. Only the first tick of jabs is direct damage. So if you miss them with the first jab, or don't proc it you have to wait the full 1.2 second channel. Also, jabs can't be bash cancelled to stack even more direct damage proc chances.

    The Imperial racial passives are the absolute worst.

    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...THEN, they should have buffed Nord (which they did) and buff Imperial.

    Instead Imperial is somehow even worse and isn't a top 3 race for DPS, Healing, or Tanking. If you want to play PvP then Imperial is even worse.
    Edited by splitsand on January 30, 2019 2:21AM
  • Ajax_22
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    splitsand wrote: »

    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...


    I agree with everything you said except this. This statement is just factually incorrect. Racial balance is the closest it's ever been on the PTS. There is a less than 1k DPS spread from the top of both stam and mag, to the third or fourth slot. There are several good options for tank and support classes. The only outlier with this change is the Imperial.
    Edited by Ajax_22 on January 30, 2019 3:08AM
  • Vertilvius
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    Yea overall the changes are really good unless your an Argonian or a Imperial. Argonians however are still really strong Imperials will literally be the worst race. They should leave Imperial alone or give them 4k health and stam. The 4k would be a slight buff and keep them as one of the best tanking classes. I don't believe this is very lore friendly but almost all of the races got a buff. I feel like the best solution is 3k max mag, stam, and health. This makes them well rounded and not overpowered.
  • Ocelot9x
    Ocelot9x
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    My main character is an imperial and thanks to the 12% health and 10% stamina I never felt the urge to race change,even tho other classes were 3x times better.
    Red diamond was useless but at least I had good max stats. Now they nerfed the max stats and “buffed” red diamond which is now...still useless.
    If you try to compare it to other races bonus it’s laughable.
    I was really hoping for a complete rework of red diamond but I am (like every imperial main ) very disappointed.
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