EpicRekkoning wrote: »If they made the weapon/spell pen permanent, they could be solid.
EpicRekkoning wrote: »If they made the weapon/spell pen permanent, they could be solid.
Keep it on dodge roll and change stealth detect to reduced dodge roll cost. Just a suggestion maybe too OP
EpicRekkoning wrote: »EpicRekkoning wrote: »If they made the weapon/spell pen permanent, they could be solid.
Keep it on dodge roll and change stealth detect to reduced dodge roll cost. Just a suggestion maybe too OP
It doesn't make sense from a gameplay perspective. Dodge roll with increase speed is a defense mechanism to avoid damage and get away. Penetration is an offensive ability. I'm not much of a PvPer, but this combination seems counterproductive. From a PvE perspective, there's 0 benefit. You have to spend stamina to increase an offensive passive. No one will constantly keep dodge rolling every 6 seconds during dungeons/trials to maintain damage. Plus, all other offensive race passives don't require resources.
I might be out in left field, but this combination just doesn't make sense. Its unfortunate too, because I could see a lot of new gear/mundus stone combinations for stam pve wood elves if the penetration was permanent.
MartiniDaniels wrote: »EpicRekkoning wrote: »EpicRekkoning wrote: »If they made the weapon/spell pen permanent, they could be solid.
Keep it on dodge roll and change stealth detect to reduced dodge roll cost. Just a suggestion maybe too OP
It doesn't make sense from a gameplay perspective. Dodge roll with increase speed is a defense mechanism to avoid damage and get away. Penetration is an offensive ability. I'm not much of a PvPer, but this combination seems counterproductive. From a PvE perspective, there's 0 benefit. You have to spend stamina to increase an offensive passive. No one will constantly keep dodge rolling every 6 seconds during dungeons/trials to maintain damage. Plus, all other offensive race passives don't require resources.
I might be out in left field, but this combination just doesn't make sense. Its unfortunate too, because I could see a lot of new gear/mundus stone combinations for stam pve wood elves if the penetration was permanent.
Devs and reps think that "competitive" bosmers exist only in PVP, and for PVP new passives are okay. As for PVE bosmers (dps wise), they imply that on live bosmers are much weaker then they are at U21 so it's a "buff". Fact that race lost racial identity.. well, a lot of races lost it with new passives, loremaster left team, probably we will see a lot of new stuff which opposes lore of previous games.
People forget bosmer are getting the only stam recovery passive in the game
People forget bosmer are getting the only stam recovery passive in the game
MartiniDaniels wrote: »
Devs and reps think that "competitive" bosmers exist only in PVP, and for PVP new passives are okay. As for PVE bosmers (dps wise), they imply that on live bosmers are much weaker then they are at U21 so it's a "buff". Fact that race lost racial identity.. well, a lot of races lost it with new passives, loremaster left team, probably we will see a lot of new stuff which opposes lore of previous games.
It’s a bit off topic but;
Imperial
Red Diamond: When you deal Direct Damage you restore 333 Health, Magicka, and Stamina.This effect has a 5 second cooldown. Reduces the cost of your abilites by 3%.
Redguard
Adrenaline Rush: When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
•••
I may have missed some others but are these not Stam restore passives?
It’s a bit off topic but;
Imperial
Red Diamond: When you deal Direct Damage you restore 333 Health, Magicka, and Stamina.This effect has a 5 second cooldown. Reduces the cost of your abilites by 3%.
Redguard
Adrenaline Rush: When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
•••
I may have missed some others but are these not Stam restore passives?
Stam restore =/= stam regeneration, to play devil' advocate. Neither of those 2 are scalable, while bosmer's is.
EpicRekkoning wrote: »It’s a bit off topic but;
Imperial
Red Diamond: When you deal Direct Damage you restore 333 Health, Magicka, and Stamina.This effect has a 5 second cooldown. Reduces the cost of your abilites by 3%.
Redguard
Adrenaline Rush: When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
•••
I may have missed some others but are these not Stam restore passives?
Stam restore =/= stam regeneration, to play devil' advocate. Neither of those 2 are scalable, while bosmer's is.
What do you mean by scalable?
Narvuntien wrote: »The bosmer stam regen is very useful they are not completely useless they are able to push their dps really hard with spammable such as elemental weapon and blue food is available to them that other races can't use.
EpicRekkoning wrote: »Narvuntien wrote: »The bosmer stam regen is very useful they are not completely useless they are able to push their dps really hard with spammable such as elemental weapon and blue food is available to them that other races can't use.
I completely agree. Getting back to my original question and comment though, I just think attaching an offensive passive to a defensive mechanic is strange.
Narvuntien wrote: »The bosmer stam regen is very useful they are not completely useless they are able to push their dps really hard with spammable such as elemental weapon and blue food is available to them that other races can't use.
EpicRekkoning wrote: »
It doesn't make sense from a gameplay perspective. Dodge roll with increase speed is a defense mechanism to avoid damage and get away. Penetration is an offensive ability.
I'm not much of a PvPer, but this combination seems counterproductive. From a PvE perspective, there's 0 benefit. You have to spend stamina to increase an offensive passive. No one will constantly keep dodge rolling every 6 seconds during dungeons/trials to maintain damage. Plus, all other offensive race passives don't require resources.
EpicRekkoning wrote: »
It doesn't make sense from a gameplay perspective. Dodge roll with increase speed is a defense mechanism to avoid damage and get away. Penetration is an offensive ability.
Not necessarily.
You can use dodge roll to gap close, too.
Especially if it has a speed bonus attached.
I play a Bosmer Warden, with bow and dual wield and I often dodge towards enemies, ideally with bow equipped, to both gap close and avoid damage, at the same time.
Think of world bosses, like Queen of the Reef - dodge roll, with speed boost, is already useful, there.
Same with Keel.
I appreciate it's somewhat situational, though...
It's probably not going to be of as much use in a confined space.
Although, if you do dodge roll (maybe sideways, in some cases) to avoid damage, rather than perhaps blocking, you can then obviously take advantage of both the extra speed and the penetration that provides, even in a smaller space.I'm not much of a PvPer, but this combination seems counterproductive. From a PvE perspective, there's 0 benefit. You have to spend stamina to increase an offensive passive. No one will constantly keep dodge rolling every 6 seconds during dungeons/trials to maintain damage. Plus, all other offensive race passives don't require resources.
I wouldn't, necessarily, roll every 6 seconds, but I do tend to roll a lot.
I do get what you're saying, though.
A true passive is almost always stronger than a boost that relies on you doing something first to acquire it; even if the latter appears to be slightly stronger in theory.
EpicRekkoning wrote: »
I appreciate your input and I'm thinking more for end game dungeon/trial content. In solo play, this could be beneficial as a gap closure like you mentioned, but again, it still relies on a cost to use it (plus most solo content becomes really easy at max level and you dont need to rely on most of these passives). When thinking of the other races, there's not a cost associated with increase damage or weapon/spell damage passives.
The main problem I have with this is you cant build around this passive. If it was permanent, you could adjust CP, mundus stones and/or other sets to still get to max penetration. With it only occurring after a dodge roll, you either have to keep dodge rolls in your rotation (not likely) or ignore it and build with armor, mundus, and cp like any other class. This is problematic because your end game build focuses on reaching max penetration, which means when you do dodge roll in a fight, you're already at max penetration and therefore receive no additional benefit from this passive. This is from a PvE perspective. PvP is a completely different animal.
Narthalion wrote: »Pretty sure ZOS's concept here is Bosmer as a bow-user. Dodge roll out of damage, use the speed boost to get out of melee range or otherwise improve positioning, and do more damage with your bow for a few seconds. It's all about staying out of reach and bringing down your opponent with arrows.
Using dodge-roll to close a gap makes sense, but my guess is that's a secondary use as far as they're concerned.
Thing is...does anybody actually play this game that way? Makes little sense to do so in PvE; you're just wasting time and stamina and might agro more mobs in the process. So...just PvP, seems like. It's too narrowly focused.