AlienatedGoat wrote: »There will most likely be a third round of changes. I don't see ZOS sticking with what they've got here.
PTS is test so I'd imagine we should take this with a grain of salt. I'm quite sure that they will refine and tweck this more before it goes live.
This does present a debate. Follow the "play as you want" or keep the different race buffs. What do players actually want? What works best for the game? Can debate that a while.
Seraphayel wrote: »AlienatedGoat wrote: »There will most likely be a third round of changes. I don't see ZOS sticking with what they've got here.
Pretty much doubt that as it would delay the update even more. If we're lucky we get an update on the racials next week (the final version) and that's it. I think they're heading for a mid/end of February release with the update which basically makes the next week PTS the last. But at this point I am fairly certain the update to racials we got yesterday will be the final version and won't get revisited maybe until Elsweyr and update 22.
Right, so, the new PTS patch came out, and everyone hates it. What's new, right?
Alright, okay, I'll drop my sardonic tone, for now.
So let's make something very clear. THESE CHANGES ARE NOT SIMPLE "BUFFS" OR "NERFS", They are intended to be a fundamental overhaul of the entire point of the races and the bonuses that come with them in this game. Up until now, racials have served the same purpose as gear; to be specific to certain playstyles (e.g only play altmer if you want to be a mage). ZOS seeks to change this, or at least mitigate it so it isn't as blatant. The ultimate goal of these changes, at least from my perspective, is that any race can fill any role. You know, like what this game champions? "play how you want to play", "your character can be whoever you want them to be and fill any role you want them to." You can see this philosophy in many of the proposed changes. They seem to want each race to have a "dps", "healer", and "tank" passive.
So, let's review, shall we?
Altmer
Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
Spellcharge: Gain 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
Gift of Magnus: Gain 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
Elemental Talent: Gain 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
(Addendum:
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.)
They're certainly sticking to their philosophy with this one. Some magicka boosts and spell damage boosts for dps roles, a damage mitigation buff as well as a stamina restore utility for tank characters, and the bonus magicka and spell damage is naturally going to help healers. I honestly don't have an issue with these changes.
Argonian
Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
Argonian Resistance: Gain 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
Quick to Mend: Gain 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
(Addendum:
Life Mender: Increased the Healing Done bonus to 6% from 4%.
Resourceful: Increased the Health, Magicka, and Stamina restore from drinking a potion to 4000 from 3620. )
Argonians are almost there, almost. There's the health bonus and resistances for tanks, the healing bonus for, well, healers, and...
Well, there's nothing to directly help a dps role directly. Sure, health, healing bonuses...Those are things a DPS can make use of, but there's nothing to directly promote that playstyle. I've been seeing the suggestion of "when being healed, gain X weapon and spell damage for X seconds" which sounds like a solid idea to me. Just please, ZOS, if what you speak about your vision for racials is true, you need to add something to Argonians. I'd raise the bonus health slightly, change the healing done bonus to healing recieved, and if I can be a little bit greedy, add a +750 stamina in there as well.
Wood Elf
Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
Y’ffre’s Endurance: Gain 21% Stamina Recovery → Increases your Stamina Recovery by 258.
Resist Affliction: Gain 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
(Addendum:
Hunter's Eye: Reduced the Movement Speed Bonus granted to 10% from 20%, but added a bonus to Physical and Spell Penetration of 1500 for the duration. )
There's nothing for healers here it seems.The only "lore friendly" thing I can think of adding is a bonus to healing done to be honest. That penetration buff seems a bit...I would just lower it slightly, is all I'm saying.
Breton
Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain → No changes
Gift of Magnus: Gain 10% Max Magicka → Increases your Max Magicka by 2000.
Spell Attunement: Gain 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
Magicka Mastery: Gain 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
(Addendum:
Spell Attunement: The Spell Resistance granted by this effect will now be doubled if you are afflicted with Burning, Chilled, or Concussed. )
Bretons look pretty solid to me. Spell attunement gives a nice boost to tanks, magicka mastery is going to help out DPS's and healers as well as Gift of Magnus...Don't really have much to say here.
Dark Elf
Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
Dynamic: Gain 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
Resist Flame: Gain 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
Destructive Ancestry: Gain 7% Flame damage and 2% Frost and Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
(Addendum:
Dynamic: Increased the Max Magicka and Stamina granted to 1875 from 1250.
Resist Flame: Removed the Max Health bonus from this passive.)
In my honest opinion, I think Dunmer are going to be broke AF. 258 extra spell and weapon damage just for existing? Are you mad? That needs to get lowered at least slightly in my opinion. Other than that though, I think this looks okay. Flame resist gives tanks a...unique boost, as well as the extra resources, which naturally are going to help all DPS's and healers too.
Imperial
Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes
Tough: Gain 12% Max Health → Increases your Max Health by 2000.
Conditioning: Gain 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000.
Red Diamond: 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. Reduces the cost of your Block and Bash abilities by 5%.
(Addendum:
Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.)
Everything looks good on paper to me. In practice though, I don't think Red DIamond will be strong enough. I would raise the rescource return to about 500. Otherwise though, it looks like Imperial finally has something going for it. Otherwise though, there's some bonus stamina and health for tanks, the stamina will of course help a dps character, and...
Oh, there's nothing to promote a healer playstyle. What happened there, ZOS? Unfortunately, I don't really have any unique suggestions beyond just a generic +healing done so...
Khajiit
Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket → No changes
Nimble: Gain 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
(Addendum:
Lunar Blessings: Increased the Max Health, Magicka, and Stamina bonuses to 825 from 750.
Feline Ambush: Decreased the reduction of your Stealth radius to 3m from 5m.
Robustness: Increased the Magicka and Stamina Recovery bonuses to 85 from 75.)
Looks okay to me. I'd just lower that crit bonus slightly, maybe to 5% or 6%. Regen is going to be helpful to everyone, as well as the bonus rescources, so...I don't really have any major issues here.
Nord
Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
Stalwart: Gain 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, gain 5 Ultimate. This effect can occur once every 10 seconds.
Resist Frost: Gain 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
Rugged: Gain 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
Nord changes are okay. There's nothing to really help out healers directly, but I think the ult gen could be strong enough to make up for that. Not too sure about this one, let me know what you guys think.
Orc
Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
Brawny: Gain 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
Unflinching: Increases 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.
Swift Warrior: Increases Melee Damage by 4%, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
(Addendum:
Brawny: This passive now grants 2000 Max Stamina instead of 500 Health and 500 Stamina.
Unflinching Rage: This passive now grants 1000 Max Health and heals you for up to 600 when you deal damage with a weapon, with a 4 second cooldown. Previously, it granted 4% Healing Taken, and 380 Stamina and Health when dealing damage with a weapon.)
If Stamina healers were a thing, I think Orc would be A-okay. Unfortunately, stamina healers are not a thing. Need to add something here, guys...Otherwise, looks okay to me. Weapon damage obviously helps out dps, healing recieved helps a tank as well as the health and stamina...
Redguard
Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs → No changes
Exhilaration: Gain 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
Conditioning: Gain 10% Max Stamina → Increases your Max Stamina by 2000.
Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
(Addendum:
Martial Training: Added a bonus that reduces the effectiveness of Snares applied to you by up to 15%.)
Okay, I need to express some serious frustration here. In your developer comments, you state that you're happy with the state Redguard is in. Are you serious? The race entirely dedicated to being a stamina DPS character, when your new philosophy seems to be allowing races to being unique benefits to any role...I mean, what?
I dunno, I'm just really confused by what you guys are even trying to accomplish, here...
Well, that's my review over. This post has been pretty long, so I'm not sure what more I can add to be honest. I'll maybe update later if new stuff comes to mind.
Peace!
Wood Elf
Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
Y’ffre’s Endurance: Gain 21% Stamina Recovery → Increases your Stamina Recovery by 258.
Resist Affliction: Gain 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
(Addendum:
Hunter's Eye: Reduced the Movement Speed Bonus granted to 10% from 20%, but added a bonus to Physical and Spell Penetration of 1500 for the duration. )
There's nothing for healers here it seems.The only "lore friendly" thing I can think of adding is a bonus to healing done to be honest. That penetration buff seems a bit...I would just lower it slightly, is all I'm saying.
notimetocare wrote: »Right, so, the new PTS patch came out, and everyone hates it. What's new, right?
Alright, okay, I'll drop my sardonic tone, for now.
So let's make something very clear. THESE CHANGES ARE NOT SIMPLE "BUFFS" OR "NERFS", They are intended to be a fundamental overhaul of the entire point of the races and the bonuses that come with them in this game. Up until now, racials have served the same purpose as gear; to be specific to certain playstyles (e.g only play altmer if you want to be a mage). ZOS seeks to change this, or at least mitigate it so it isn't as blatant. The ultimate goal of these changes, at least from my perspective, is that any race can fill any role. You know, like what this game champions? "play how you want to play", "your character can be whoever you want them to be and fill any role you want them to." You can see this philosophy in many of the proposed changes. They seem to want each race to have a "dps", "healer", and "tank" passive.
So, let's review, shall we?
Altmer
Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
Spellcharge: Gain 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
Gift of Magnus: Gain 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
Elemental Talent: Gain 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
(Addendum:
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.)
They're certainly sticking to their philosophy with this one. Some magicka boosts and spell damage boosts for dps roles, a damage mitigation buff as well as a stamina restore utility for tank characters, and the bonus magicka and spell damage is naturally going to help healers. I honestly don't have an issue with these changes.
Argonian
Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
Argonian Resistance: Gain 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
Quick to Mend: Gain 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
(Addendum:
Life Mender: Increased the Healing Done bonus to 6% from 4%.
Resourceful: Increased the Health, Magicka, and Stamina restore from drinking a potion to 4000 from 3620. )
Argonians are almost there, almost. There's the health bonus and resistances for tanks, the healing bonus for, well, healers, and...
Well, there's nothing to directly help a dps role directly. Sure, health, healing bonuses...Those are things a DPS can make use of, but there's nothing to directly promote that playstyle. I've been seeing the suggestion of "when being healed, gain X weapon and spell damage for X seconds" which sounds like a solid idea to me. Just please, ZOS, if what you speak about your vision for racials is true, you need to add something to Argonians. I'd raise the bonus health slightly, change the healing done bonus to healing recieved, and if I can be a little bit greedy, add a +750 stamina in there as well.
Wood Elf
Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
Y’ffre’s Endurance: Gain 21% Stamina Recovery → Increases your Stamina Recovery by 258.
Resist Affliction: Gain 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
(Addendum:
Hunter's Eye: Reduced the Movement Speed Bonus granted to 10% from 20%, but added a bonus to Physical and Spell Penetration of 1500 for the duration. )
There's nothing for healers here it seems.The only "lore friendly" thing I can think of adding is a bonus to healing done to be honest. That penetration buff seems a bit...I would just lower it slightly, is all I'm saying.
Breton
Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain → No changes
Gift of Magnus: Gain 10% Max Magicka → Increases your Max Magicka by 2000.
Spell Attunement: Gain 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
Magicka Mastery: Gain 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
(Addendum:
Spell Attunement: The Spell Resistance granted by this effect will now be doubled if you are afflicted with Burning, Chilled, or Concussed. )
Bretons look pretty solid to me. Spell attunement gives a nice boost to tanks, magicka mastery is going to help out DPS's and healers as well as Gift of Magnus...Don't really have much to say here.
Dark Elf
Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
Dynamic: Gain 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
Resist Flame: Gain 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
Destructive Ancestry: Gain 7% Flame damage and 2% Frost and Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
(Addendum:
Dynamic: Increased the Max Magicka and Stamina granted to 1875 from 1250.
Resist Flame: Removed the Max Health bonus from this passive.)
In my honest opinion, I think Dunmer are going to be broke AF. 258 extra spell and weapon damage just for existing? Are you mad? That needs to get lowered at least slightly in my opinion. Other than that though, I think this looks okay. Flame resist gives tanks a...unique boost, as well as the extra resources, which naturally are going to help all DPS's and healers too.
Imperial
Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes
Tough: Gain 12% Max Health → Increases your Max Health by 2000.
Conditioning: Gain 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000.
Red Diamond: 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. Reduces the cost of your Block and Bash abilities by 5%.
(Addendum:
Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.)
Everything looks good on paper to me. In practice though, I don't think Red DIamond will be strong enough. I would raise the rescource return to about 500. Otherwise though, it looks like Imperial finally has something going for it. Otherwise though, there's some bonus stamina and health for tanks, the stamina will of course help a dps character, and...
Oh, there's nothing to promote a healer playstyle. What happened there, ZOS? Unfortunately, I don't really have any unique suggestions beyond just a generic +healing done so...
Khajiit
Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket → No changes
Nimble: Gain 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
(Addendum:
Lunar Blessings: Increased the Max Health, Magicka, and Stamina bonuses to 825 from 750.
Feline Ambush: Decreased the reduction of your Stealth radius to 3m from 5m.
Robustness: Increased the Magicka and Stamina Recovery bonuses to 85 from 75.)
Looks okay to me. I'd just lower that crit bonus slightly, maybe to 5% or 6%. Regen is going to be helpful to everyone, as well as the bonus rescources, so...I don't really have any major issues here.
Nord
Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
Stalwart: Gain 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, gain 5 Ultimate. This effect can occur once every 10 seconds.
Resist Frost: Gain 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
Rugged: Gain 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
Nord changes are okay. There's nothing to really help out healers directly, but I think the ult gen could be strong enough to make up for that. Not too sure about this one, let me know what you guys think.
Orc
Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
Brawny: Gain 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
Unflinching: Increases 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.
Swift Warrior: Increases Melee Damage by 4%, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
(Addendum:
Brawny: This passive now grants 2000 Max Stamina instead of 500 Health and 500 Stamina.
Unflinching Rage: This passive now grants 1000 Max Health and heals you for up to 600 when you deal damage with a weapon, with a 4 second cooldown. Previously, it granted 4% Healing Taken, and 380 Stamina and Health when dealing damage with a weapon.)
If Stamina healers were a thing, I think Orc would be A-okay. Unfortunately, stamina healers are not a thing. Need to add something here, guys...Otherwise, looks okay to me. Weapon damage obviously helps out dps, healing recieved helps a tank as well as the health and stamina...
Redguard
Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs → No changes
Exhilaration: Gain 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
Conditioning: Gain 10% Max Stamina → Increases your Max Stamina by 2000.
Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
(Addendum:
Martial Training: Added a bonus that reduces the effectiveness of Snares applied to you by up to 15%.)
Okay, I need to express some serious frustration here. In your developer comments, you state that you're happy with the state Redguard is in. Are you serious? The race entirely dedicated to being a stamina DPS character, when your new philosophy seems to be allowing races to being unique benefits to any role...I mean, what?
I dunno, I'm just really confused by what you guys are even trying to accomplish, here...
Well, that's my review over. This post has been pretty long, so I'm not sure what more I can add to be honest. I'll maybe update later if new stuff comes to mind.
Peace!
Another post ran the numbers. The difference for redguard and the top race for magdk and magblade, their two magic example I remember, is 3k out of 60k. Their goal was to limit the impact of racial bonuses and they did stellar. Stop complaining like you know it's the end of the world. It isnt, its better
TheDarkoil wrote: »notimetocare wrote: »Right, so, the new PTS patch came out, and everyone hates it. What's new, right?
Alright, okay, I'll drop my sardonic tone, for now.
So let's make something very clear. THESE CHANGES ARE NOT SIMPLE "BUFFS" OR "NERFS", They are intended to be a fundamental overhaul of the entire point of the races and the bonuses that come with them in this game. Up until now, racials have served the same purpose as gear; to be specific to certain playstyles (e.g only play altmer if you want to be a mage). ZOS seeks to change this, or at least mitigate it so it isn't as blatant. The ultimate goal of these changes, at least from my perspective, is that any race can fill any role. You know, like what this game champions? "play how you want to play", "your character can be whoever you want them to be and fill any role you want them to." You can see this philosophy in many of the proposed changes. They seem to want each race to have a "dps", "healer", and "tank" passive.
So, let's review, shall we?
Altmer
Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
Spellcharge: Gain 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
Gift of Magnus: Gain 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
Elemental Talent: Gain 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
(Addendum:
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.)
They're certainly sticking to their philosophy with this one. Some magicka boosts and spell damage boosts for dps roles, a damage mitigation buff as well as a stamina restore utility for tank characters, and the bonus magicka and spell damage is naturally going to help healers. I honestly don't have an issue with these changes.
Argonian
Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
Argonian Resistance: Gain 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
Quick to Mend: Gain 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
(Addendum:
Life Mender: Increased the Healing Done bonus to 6% from 4%.
Resourceful: Increased the Health, Magicka, and Stamina restore from drinking a potion to 4000 from 3620. )
Argonians are almost there, almost. There's the health bonus and resistances for tanks, the healing bonus for, well, healers, and...
Well, there's nothing to directly help a dps role directly. Sure, health, healing bonuses...Those are things a DPS can make use of, but there's nothing to directly promote that playstyle. I've been seeing the suggestion of "when being healed, gain X weapon and spell damage for X seconds" which sounds like a solid idea to me. Just please, ZOS, if what you speak about your vision for racials is true, you need to add something to Argonians. I'd raise the bonus health slightly, change the healing done bonus to healing recieved, and if I can be a little bit greedy, add a +750 stamina in there as well.
Wood Elf
Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
Y’ffre’s Endurance: Gain 21% Stamina Recovery → Increases your Stamina Recovery by 258.
Resist Affliction: Gain 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
(Addendum:
Hunter's Eye: Reduced the Movement Speed Bonus granted to 10% from 20%, but added a bonus to Physical and Spell Penetration of 1500 for the duration. )
There's nothing for healers here it seems.The only "lore friendly" thing I can think of adding is a bonus to healing done to be honest. That penetration buff seems a bit...I would just lower it slightly, is all I'm saying.
Breton
Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain → No changes
Gift of Magnus: Gain 10% Max Magicka → Increases your Max Magicka by 2000.
Spell Attunement: Gain 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
Magicka Mastery: Gain 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
(Addendum:
Spell Attunement: The Spell Resistance granted by this effect will now be doubled if you are afflicted with Burning, Chilled, or Concussed. )
Bretons look pretty solid to me. Spell attunement gives a nice boost to tanks, magicka mastery is going to help out DPS's and healers as well as Gift of Magnus...Don't really have much to say here.
Dark Elf
Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
Dynamic: Gain 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
Resist Flame: Gain 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
Destructive Ancestry: Gain 7% Flame damage and 2% Frost and Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
(Addendum:
Dynamic: Increased the Max Magicka and Stamina granted to 1875 from 1250.
Resist Flame: Removed the Max Health bonus from this passive.)
In my honest opinion, I think Dunmer are going to be broke AF. 258 extra spell and weapon damage just for existing? Are you mad? That needs to get lowered at least slightly in my opinion. Other than that though, I think this looks okay. Flame resist gives tanks a...unique boost, as well as the extra resources, which naturally are going to help all DPS's and healers too.
Imperial
Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes
Tough: Gain 12% Max Health → Increases your Max Health by 2000.
Conditioning: Gain 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000.
Red Diamond: 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. Reduces the cost of your Block and Bash abilities by 5%.
(Addendum:
Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.)
Everything looks good on paper to me. In practice though, I don't think Red DIamond will be strong enough. I would raise the rescource return to about 500. Otherwise though, it looks like Imperial finally has something going for it. Otherwise though, there's some bonus stamina and health for tanks, the stamina will of course help a dps character, and...
Oh, there's nothing to promote a healer playstyle. What happened there, ZOS? Unfortunately, I don't really have any unique suggestions beyond just a generic +healing done so...
Khajiit
Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket → No changes
Nimble: Gain 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
(Addendum:
Lunar Blessings: Increased the Max Health, Magicka, and Stamina bonuses to 825 from 750.
Feline Ambush: Decreased the reduction of your Stealth radius to 3m from 5m.
Robustness: Increased the Magicka and Stamina Recovery bonuses to 85 from 75.)
Looks okay to me. I'd just lower that crit bonus slightly, maybe to 5% or 6%. Regen is going to be helpful to everyone, as well as the bonus rescources, so...I don't really have any major issues here.
Nord
Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
Stalwart: Gain 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, gain 5 Ultimate. This effect can occur once every 10 seconds.
Resist Frost: Gain 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
Rugged: Gain 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
Nord changes are okay. There's nothing to really help out healers directly, but I think the ult gen could be strong enough to make up for that. Not too sure about this one, let me know what you guys think.
Orc
Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
Brawny: Gain 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
Unflinching: Increases 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.
Swift Warrior: Increases Melee Damage by 4%, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
(Addendum:
Brawny: This passive now grants 2000 Max Stamina instead of 500 Health and 500 Stamina.
Unflinching Rage: This passive now grants 1000 Max Health and heals you for up to 600 when you deal damage with a weapon, with a 4 second cooldown. Previously, it granted 4% Healing Taken, and 380 Stamina and Health when dealing damage with a weapon.)
If Stamina healers were a thing, I think Orc would be A-okay. Unfortunately, stamina healers are not a thing. Need to add something here, guys...Otherwise, looks okay to me. Weapon damage obviously helps out dps, healing recieved helps a tank as well as the health and stamina...
Redguard
Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs → No changes
Exhilaration: Gain 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
Conditioning: Gain 10% Max Stamina → Increases your Max Stamina by 2000.
Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
(Addendum:
Martial Training: Added a bonus that reduces the effectiveness of Snares applied to you by up to 15%.)
Okay, I need to express some serious frustration here. In your developer comments, you state that you're happy with the state Redguard is in. Are you serious? The race entirely dedicated to being a stamina DPS character, when your new philosophy seems to be allowing races to being unique benefits to any role...I mean, what?
I dunno, I'm just really confused by what you guys are even trying to accomplish, here...
Well, that's my review over. This post has been pretty long, so I'm not sure what more I can add to be honest. I'll maybe update later if new stuff comes to mind.
Peace!
Another post ran the numbers. The difference for redguard and the top race for magdk and magblade, their two magic example I remember, is 3k out of 60k. Their goal was to limit the impact of racial bonuses and they did stellar. Stop complaining like you know it's the end of the world. It isnt, its better
Yeah it's better! Why even have unique bonuses for each race, I mean who wants that in an Elder Scrolls game right? Why even bother having different races in the game, just have players create sexless, faceless characters that all have the same base stats and then let us buy race skins from the crown store and be able to swap them out at our own leisure.
You wrote all that in an attempt to explain a simple cash grab. The changes are ridiculous. They are doing it to sell crowns. The changes go against nearly every concept of race which have been around since TES was created. Please stop making these threads. Greed is the primary reason for the changes. There is no long convoluted explanation. It's very basic and simple. Look at how many people are satisfied they will recieve 3 tokens. Most of the same people willfully hand over more and more cash. Pure profit for zos.
You wrote all that in an attempt to explain a simple cash grab. The changes are ridiculous. They are doing it to sell crowns. The changes go against nearly every concept of race which have been around since TES was created. Please stop making these threads. Greed is the primary reason for the changes. There is no long convoluted explanation. It's very basic and simple. Look at how many people are satisfied they will recieve 3 tokens. Most of the same people willfully hand over more and more cash. Pure profit for zos.
You wrote all that in an attempt to explain a simple cash grab. The changes are ridiculous. They are doing it to sell crowns. The changes go against nearly every concept of race which have been around since TES was created. Please stop making these threads. Greed is the primary reason for the changes. There is no long convoluted explanation. It's very basic and simple. Look at how many people are satisfied they will recieve 3 tokens. Most of the same people willfully hand over more and more cash. Pure profit for zos.
They need to put a tinfoil hat in the crown store for ppl like you...
The dev team has a new boss... Wrobel left... could you entertain the idea that maybe.. juuuust maybe they are actually trying to make the game better... ?
People, best and worst thing about MMOs....
Sure seems "better" making changes noone asked for. And sure, very tinfoil hat indeed, when obviously they are going to generate more income from said changes. It's a business first and foremost. The changes are ridiculous for reasons already listed in other threads, but feel free to keep inventing reasons why they aren't.
Right, so, the new PTS patch came out, and everyone hates it. What's new, right?
Alright, okay, I'll drop my sardonic tone, for now.
So let's make something very clear. THESE CHANGES ARE NOT SIMPLE "BUFFS" OR "NERFS", They are intended to be a fundamental overhaul of the entire point of the races and the bonuses that come with them in this game. Up until now, racials have served the same purpose as gear; to be specific to certain playstyles (e.g only play altmer if you want to be a mage). ZOS seeks to change this, or at least mitigate it so it isn't as blatant. The ultimate goal of these changes, at least from my perspective, is that any race can fill any role. You know, like what this game champions? "play how you want to play", "your character can be whoever you want them to be and fill any role you want them to." You can see this philosophy in many of the proposed changes. They seem to want each race to have a "dps", "healer", and "tank" passive.
So, let's review, shall we?
Altmer
Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
Spellcharge: Gain 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
Gift of Magnus: Gain 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
Elemental Talent: Gain 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
(Addendum:
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.)
They're certainly sticking to their philosophy with this one. Some magicka boosts and spell damage boosts for dps roles, a damage mitigation buff as well as a stamina restore utility for tank characters, and the bonus magicka and spell damage is naturally going to help healers. I honestly don't have an issue with these changes.
Argonian
Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
Argonian Resistance: Gain 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
Quick to Mend: Gain 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
(Addendum:
Life Mender: Increased the Healing Done bonus to 6% from 4%.
Resourceful: Increased the Health, Magicka, and Stamina restore from drinking a potion to 4000 from 3620. )
Argonians are almost there, almost. There's the health bonus and resistances for tanks, the healing bonus for, well, healers, and...
Well, there's nothing to directly help a dps role directly. Sure, health, healing bonuses...Those are things a DPS can make use of, but there's nothing to directly promote that playstyle. I've been seeing the suggestion of "when being healed, gain X weapon and spell damage for X seconds" which sounds like a solid idea to me. Just please, ZOS, if what you speak about your vision for racials is true, you need to add something to Argonians. I'd raise the bonus health slightly, change the healing done bonus to healing recieved, and if I can be a little bit greedy, add a +750 stamina in there as well.
Wood Elf
Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
Y’ffre’s Endurance: Gain 21% Stamina Recovery → Increases your Stamina Recovery by 258.
Resist Affliction: Gain 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
(Addendum:
Hunter's Eye: Reduced the Movement Speed Bonus granted to 10% from 20%, but added a bonus to Physical and Spell Penetration of 1500 for the duration. )
There's nothing for healers here it seems.The only "lore friendly" thing I can think of adding is a bonus to healing done to be honest. That penetration buff seems a bit...I would just lower it slightly, is all I'm saying.
Breton
Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain → No changes
Gift of Magnus: Gain 10% Max Magicka → Increases your Max Magicka by 2000.
Spell Attunement: Gain 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
Magicka Mastery: Gain 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
(Addendum:
Spell Attunement: The Spell Resistance granted by this effect will now be doubled if you are afflicted with Burning, Chilled, or Concussed. )
Bretons look pretty solid to me. Spell attunement gives a nice boost to tanks, magicka mastery is going to help out DPS's and healers as well as Gift of Magnus...Don't really have much to say here.
Dark Elf
Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
Dynamic: Gain 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
Resist Flame: Gain 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
Destructive Ancestry: Gain 7% Flame damage and 2% Frost and Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
(Addendum:
Dynamic: Increased the Max Magicka and Stamina granted to 1875 from 1250.
Resist Flame: Removed the Max Health bonus from this passive.)
In my honest opinion, I think Dunmer are going to be broke AF. 258 extra spell and weapon damage just for existing? Are you mad? That needs to get lowered at least slightly in my opinion. Other than that though, I think this looks okay. Flame resist gives tanks a...unique boost, as well as the extra resources, which naturally are going to help all DPS's and healers too.
Imperial
Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes
Tough: Gain 12% Max Health → Increases your Max Health by 2000.
Conditioning: Gain 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000.
Red Diamond: 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. Reduces the cost of your Block and Bash abilities by 5%.
(Addendum:
Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.)
Everything looks good on paper to me. In practice though, I don't think Red DIamond will be strong enough. I would raise the rescource return to about 500. Otherwise though, it looks like Imperial finally has something going for it. Otherwise though, there's some bonus stamina and health for tanks, the stamina will of course help a dps character, and...
Oh, there's nothing to promote a healer playstyle. What happened there, ZOS? Unfortunately, I don't really have any unique suggestions beyond just a generic +healing done so...
Khajiit
Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket → No changes
Nimble: Gain 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
(Addendum:
Lunar Blessings: Increased the Max Health, Magicka, and Stamina bonuses to 825 from 750.
Feline Ambush: Decreased the reduction of your Stealth radius to 3m from 5m.
Robustness: Increased the Magicka and Stamina Recovery bonuses to 85 from 75.)
Looks okay to me. I'd just lower that crit bonus slightly, maybe to 5% or 6%. Regen is going to be helpful to everyone, as well as the bonus rescources, so...I don't really have any major issues here.
Nord
Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
Stalwart: Gain 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, gain 5 Ultimate. This effect can occur once every 10 seconds.
Resist Frost: Gain 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
Rugged: Gain 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
Nord changes are okay. There's nothing to really help out healers directly, but I think the ult gen could be strong enough to make up for that. Not too sure about this one, let me know what you guys think.
Orc
Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
Brawny: Gain 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
Unflinching: Increases 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.
Swift Warrior: Increases Melee Damage by 4%, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
(Addendum:
Brawny: This passive now grants 2000 Max Stamina instead of 500 Health and 500 Stamina.
Unflinching Rage: This passive now grants 1000 Max Health and heals you for up to 600 when you deal damage with a weapon, with a 4 second cooldown. Previously, it granted 4% Healing Taken, and 380 Stamina and Health when dealing damage with a weapon.)
If Stamina healers were a thing, I think Orc would be A-okay. Unfortunately, stamina healers are not a thing. Need to add something here, guys...Otherwise, looks okay to me. Weapon damage obviously helps out dps, healing recieved helps a tank as well as the health and stamina...
Redguard
Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs → No changes
Exhilaration: Gain 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
Conditioning: Gain 10% Max Stamina → Increases your Max Stamina by 2000.
Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
(Addendum:
Martial Training: Added a bonus that reduces the effectiveness of Snares applied to you by up to 15%.)
Okay, I need to express some serious frustration here. In your developer comments, you state that you're happy with the state Redguard is in. Are you serious? The race entirely dedicated to being a stamina DPS character, when your new philosophy seems to be allowing races to being unique benefits to any role...I mean, what?
I dunno, I'm just really confused by what you guys are even trying to accomplish, here...
Well, that's my review over. This post has been pretty long, so I'm not sure what more I can add to be honest. I'll maybe update later if new stuff comes to mind.
Peace!
GusTheWizard wrote: »Actually the Imperial’s new passive should be 445 of each resource, that comes out to 4005 every 45 seconds which is around the same as the Argonian’s passive.
As of now it’s only 2997 resources every 45 seconds. The math is there Zos and it’s easy to do, You should check the numbers on the other races doing the same role and make them comparable with those races.
GusTheWizard wrote: »Actually the Imperial’s new passive should be 445 of each resource, that comes out to 4005 every 45 seconds which is around the same as the Argonian’s passive.
As of now it’s only 2997 resources every 45 seconds. The math is there Zos and it’s easy to do, You should check the numbers on the other races doing the same role and make them comparable with those races.
@GusTheWizard I'm not really concerned with the statistics and the exact numbers/balance of the changes, I'm more concerned if ZOS are keeping their word and implementing the changes the way they claim they want to be. I.E, will every race actually have a passive to promote each playstyle or not rather than "is this balanced to the %"
in my opinion, this company has a history of just saying whatever will appease the community rather than sticking to a vision, so I wanted to throw out my view on how their implementation is going so far
grannas211 wrote: »GusTheWizard wrote: »Actually the Imperial’s new passive should be 445 of each resource, that comes out to 4005 every 45 seconds which is around the same as the Argonian’s passive.
As of now it’s only 2997 resources every 45 seconds. The math is there Zos and it’s easy to do, You should check the numbers on the other races doing the same role and make them comparable with those races.
@GusTheWizard I'm not really concerned with the statistics and the exact numbers/balance of the changes, I'm more concerned if ZOS are keeping their word and implementing the changes the way they claim they want to be. I.E, will every race actually have a passive to promote each playstyle or not rather than "is this balanced to the %"
in my opinion, this company has a history of just saying whatever will appease the community rather than sticking to a vision, so I wanted to throw out my view on how their implementation is going so far
*insert granny lowering her glasses meme