Sorry, I like my wood elf exactly how it is. The races rework did nothing but buff my wood elves.
SanguineMyBrother wrote: »I sure hope so. My bosmer are still sad
My bosmer has fur and a tail.
How about fix performance and crashes, fix gamebreaking bugs, stop milking customers and reduce grind?
Nope, racial passives are more important or "X custume makes my character to look fat OMG".
thissocalledflower wrote: »When Greymoor hits, Bosmer stealth detection will be BIS and everyone will be calling for nerf bosmer. BET!
Most of us who play Bosmer aren't asking for anything to be taken away, we just want the stealth radius reduction to be returned, minus the +10% damage from stealth bonus we used to enjoy. That would restore the established lore, and make us equals in stealth with the Khajiit, as we were for years before the latest changes.
Argonian
Resourceful: Increased Magicka bonus from 1000 to 1875
Argonian Resistance: Renamed to Marsh Guerilla. Changed Health bonus to 1875 Stamina bonus. Changed disease resistance to poison resistance. Added -50% movement speed penalty while sneaking or invisible.
Bosmer
Resist Affliction: Changed poison resistance to disease resistance.
Hunter's Eye: Changed 3m increased detection radius to 3m reduced detection radius.
Khajiit
Feline Ambush: Changed 10% Critical Hit damage to 7% Weapon and Spell Critical Hit chance. Changed reduced detection radius to decrease time it takes to crouch by 50%.
Imperial
Red Diamond: Added +20% increased duration to all Minor buffs, Major buffs and damage shields.
Nord
Stalwart: Changed when taking damage condition to when in combat.
Orc
Brawny: Decreased Stamina bonus from 2000 to 1500.
Swift Warrior: Renamed to Berserker. Added 1500 Spell Resistance. Removed sprint speed bonus.
Redguard
Martial Training: Added 8% cost reduction for dodge roll, block, and break free.
Adrenaline Rush: Reduced cooldown from 5 seconds to 4 seconds.
Many adjustments with regards to the lore. Gameplay-wise, I think only Argonians and possibly Khajiit need improvements.
Argonians have always been skirmishers with a focus on stealth and non-damaging magic, never tanks. Orcs are canonically the slowest race, so their speed bonus (cost reduction remains) should make way for their usual resistance to magic. Tried to differentiate the three stealth races (Argonian, Bosmer, Khajiit) with unique bonuses - sorry cats, but you already have higher pickpocket chance as well. Imperials got a buff that closest resembles their usual interpersonal skills (Speechcraft, Mercantile), i.e. by improving their support.
Or, whatever. I just want them to take another look at concerns we've raised over the last year.
MartiniDaniels wrote: »Argonian
Resourceful: Increased Magicka bonus from 1000 to 1875
Argonian Resistance: Renamed to Marsh Guerilla. Changed Health bonus to 1875 Stamina bonus. Changed disease resistance to poison resistance. Added -50% movement speed penalty while sneaking or invisible.
Bosmer
Resist Affliction: Changed poison resistance to disease resistance.
Hunter's Eye: Changed 3m increased detection radius to 3m reduced detection radius.
Khajiit
Feline Ambush: Changed 10% Critical Hit damage to 7% Weapon and Spell Critical Hit chance. Changed reduced detection radius to decrease time it takes to crouch by 50%.
Imperial
Red Diamond: Added +20% increased duration to all Minor buffs, Major buffs and damage shields.
Nord
Stalwart: Changed when taking damage condition to when in combat.
Orc
Brawny: Decreased Stamina bonus from 2000 to 1500.
Swift Warrior: Renamed to Berserker. Added 1500 Spell Resistance. Removed sprint speed bonus.
Redguard
Martial Training: Added 8% cost reduction for dodge roll, block, and break free.
Adrenaline Rush: Reduced cooldown from 5 seconds to 4 seconds.
Many adjustments with regards to the lore. Gameplay-wise, I think only Argonians and possibly Khajiit need improvements.
Argonians have always been skirmishers with a focus on stealth and non-damaging magic, never tanks. Orcs are canonically the slowest race, so their speed bonus (cost reduction remains) should make way for their usual resistance to magic. Tried to differentiate the three stealth races (Argonian, Bosmer, Khajiit) with unique bonuses - sorry cats, but you already have higher pickpocket chance as well. Imperials got a buff that closest resembles their usual interpersonal skills (Speechcraft, Mercantile), i.e. by improving their support.
Or, whatever. I just want them to take another look at concerns we've raised over the last year.
That's hardly balanced at all. You just screw orc, screw bosmer even more (that 3m reduction is useless outside of overland thieving), screw khajiit in PVP, buff nord even more, overbuff argonian, imperial and redguard to total OP in PVP.
How about fix performance and crashes, fix gamebreaking bugs, stop milking customers and reduce grind?
Nope, racial passives are more important or "X custume makes my character to look fat OMG".
Argonian
Resourceful: Increased Magicka bonus from 1000 to 1875
Argonian Resistance: Renamed to Marsh Guerilla. Changed Health bonus to 1875 Stamina bonus. Changed disease resistance to poison resistance. Added -50% movement speed penalty while sneaking or invisible.
How about fix performance and crashes, fix gamebreaking bugs, stop milking customers and reduce grind?
Nope, racial passives are more important or "X custume makes my character to look fat OMG".
You do realize that most MMOs have different groups of people working on different things, right? Just because there are worse problems out there doesn't mean that all other problems should be ignored.
MartiniDaniels wrote: »Argonian
Resourceful: Increased Magicka bonus from 1000 to 1875
Argonian Resistance: Renamed to Marsh Guerilla. Changed Health bonus to 1875 Stamina bonus. Changed disease resistance to poison resistance. Added -50% movement speed penalty while sneaking or invisible.
Bosmer
Resist Affliction: Changed poison resistance to disease resistance.
Hunter's Eye: Changed 3m increased detection radius to 3m reduced detection radius.
Khajiit
Feline Ambush: Changed 10% Critical Hit damage to 7% Weapon and Spell Critical Hit chance. Changed reduced detection radius to decrease time it takes to crouch by 50%.
Imperial
Red Diamond: Added +20% increased duration to all Minor buffs, Major buffs and damage shields.
Nord
Stalwart: Changed when taking damage condition to when in combat.
Orc
Brawny: Decreased Stamina bonus from 2000 to 1500.
Swift Warrior: Renamed to Berserker. Added 1500 Spell Resistance. Removed sprint speed bonus.
Redguard
Martial Training: Added 8% cost reduction for dodge roll, block, and break free.
Adrenaline Rush: Reduced cooldown from 5 seconds to 4 seconds.
Many adjustments with regards to the lore. Gameplay-wise, I think only Argonians and possibly Khajiit need improvements.
Argonians have always been skirmishers with a focus on stealth and non-damaging magic, never tanks. Orcs are canonically the slowest race, so their speed bonus (cost reduction remains) should make way for their usual resistance to magic. Tried to differentiate the three stealth races (Argonian, Bosmer, Khajiit) with unique bonuses - sorry cats, but you already have higher pickpocket chance as well. Imperials got a buff that closest resembles their usual interpersonal skills (Speechcraft, Mercantile), i.e. by improving their support.
Or, whatever. I just want them to take another look at concerns we've raised over the last year.
That's hardly balanced at all. You just screw orc, screw bosmer even more (that 3m reduction is useless outside of overland thieving), screw khajiit in PVP, buff nord even more, overbuff argonian, imperial and redguard to total OP in PVP.
While I can see your opinion on
OrcYes this is a direct nerf, changing damage and sprint speed for spell resists, this I do not agree with op.KhajiitKhajiit should keep its stealth detect reduction, taking it away would bosmer the khajiit. As for the change from crit damage to crit chance, I am not sure which may be better overall. However 7% may be a bit too little, perhaps 8-9% would be more fair or simply leave the crit damage boni alone and buff max resources a bit.maybe ImperialIt sounds interesting, but it would need some testing to ensure that this passive would not be op, up, or balanced.I am skeptical that this passive is balanced though as well.And ArgonianArgonians in this case are trading tankiness for max stamina. Now that I think about it however, is the increased stats plus the speed increase would be a Gigabuff to gankers. Reducing that value significantly to something more balanced, like 5-10% and maybe the max resources to 1500 each would be acceptable. Though you will still lose the immunity to minor defile though disease damage so your heals are overall nerfed.
I fail to see the rest of your concerns.
BosmerThe bosmer changes would effectively bring back bosmer stealth. I see absolutely nothing wrong with this. Stealth radius reduction is useful for both pve and pvp. Plus bosmer is getting buffed further by being immune to disease, which means no minor defile from disease damage. That is huge!NordThis would hardly change anything for Nord at all. It would only be a buff for Nord nbs as they would spend less time getting hit than other classes due to cloak. Otherwise you would in most to nearly all cases be getting hit on cooldown when in combatRedguardThis is just a sustain buff on a race that needs it. It currently is out performed by bosmer in every way unless you tape down your rmb or sprint button. And as mentioned before, the minor defile immunity will only make bosmer more attractive along with stealth radius reduction. If you think the dodge roll, break free and block cost reduction is too much, take away the snare reduction. Redguard will still be the only race without a hp or dmg resistance passive.
Apologies on horrible formatting, on mobile
Just what possible application does the detection have outside of PVP?MartiniDaniels wrote: »1. Bosmer is now fine with roll-dodge builds, but reduced stealth radius doesn't have real combat application in practice.
MartiniDaniels wrote: »MartiniDaniels wrote: »Argonian
Resourceful: Increased Magicka bonus from 1000 to 1875
Argonian Resistance: Renamed to Marsh Guerilla. Changed Health bonus to 1875 Stamina bonus. Changed disease resistance to poison resistance. Added -50% movement speed penalty while sneaking or invisible.
Bosmer
Resist Affliction: Changed poison resistance to disease resistance.
Hunter's Eye: Changed 3m increased detection radius to 3m reduced detection radius.
Khajiit
Feline Ambush: Changed 10% Critical Hit damage to 7% Weapon and Spell Critical Hit chance. Changed reduced detection radius to decrease time it takes to crouch by 50%.
Imperial
Red Diamond: Added +20% increased duration to all Minor buffs, Major buffs and damage shields.
Nord
Stalwart: Changed when taking damage condition to when in combat.
Orc
Brawny: Decreased Stamina bonus from 2000 to 1500.
Swift Warrior: Renamed to Berserker. Added 1500 Spell Resistance. Removed sprint speed bonus.
Redguard
Martial Training: Added 8% cost reduction for dodge roll, block, and break free.
Adrenaline Rush: Reduced cooldown from 5 seconds to 4 seconds.
Many adjustments with regards to the lore. Gameplay-wise, I think only Argonians and possibly Khajiit need improvements.
Argonians have always been skirmishers with a focus on stealth and non-damaging magic, never tanks. Orcs are canonically the slowest race, so their speed bonus (cost reduction remains) should make way for their usual resistance to magic. Tried to differentiate the three stealth races (Argonian, Bosmer, Khajiit) with unique bonuses - sorry cats, but you already have higher pickpocket chance as well. Imperials got a buff that closest resembles their usual interpersonal skills (Speechcraft, Mercantile), i.e. by improving their support.
Or, whatever. I just want them to take another look at concerns we've raised over the last year.
That's hardly balanced at all. You just screw orc, screw bosmer even more (that 3m reduction is useless outside of overland thieving), screw khajiit in PVP, buff nord even more, overbuff argonian, imperial and redguard to total OP in PVP.
While I can see your opinion on
OrcYes this is a direct nerf, changing damage and sprint speed for spell resists, this I do not agree with op.KhajiitKhajiit should keep its stealth detect reduction, taking it away would bosmer the khajiit. As for the change from crit damage to crit chance, I am not sure which may be better overall. However 7% may be a bit too little, perhaps 8-9% would be more fair or simply leave the crit damage boni alone and buff max resources a bit.maybe ImperialIt sounds interesting, but it would need some testing to ensure that this passive would not be op, up, or balanced.I am skeptical that this passive is balanced though as well.And ArgonianArgonians in this case are trading tankiness for max stamina. Now that I think about it however, is the increased stats plus the speed increase would be a Gigabuff to gankers. Reducing that value significantly to something more balanced, like 5-10% and maybe the max resources to 1500 each would be acceptable. Though you will still lose the immunity to minor defile though disease damage so your heals are overall nerfed.
I fail to see the rest of your concerns.
BosmerThe bosmer changes would effectively bring back bosmer stealth. I see absolutely nothing wrong with this. Stealth radius reduction is useful for both pve and pvp. Plus bosmer is getting buffed further by being immune to disease, which means no minor defile from disease damage. That is huge!NordThis would hardly change anything for Nord at all. It would only be a buff for Nord nbs as they would spend less time getting hit than other classes due to cloak. Otherwise you would in most to nearly all cases be getting hit on cooldown when in combatRedguardThis is just a sustain buff on a race that needs it. It currently is out performed by bosmer in every way unless you tape down your rmb or sprint button. And as mentioned before, the minor defile immunity will only make bosmer more attractive along with stealth radius reduction. If you think the dodge roll, break free and block cost reduction is too much, take away the snare reduction. Redguard will still be the only race without a hp or dmg resistance passive.
Apologies on horrible formatting, on mobile
Ok.
1. Bosmer is now fine with roll-dodge builds, but reduced stealth radius doesn't have real combat application in practice. Given that Faulgor wants to considerably buff several races this all will immediately make bosmer 2nd worst race in the game for any builds and khajiit will be worst. Poison vs disease will be a buff yes, in current meta... but any nerf to blastbones and buff to stamDK and it'll became inferior.
2. Khajiit - in PVE khajiit had 8% crit chance before, then devs replaced it to 10% crit damage which is same dps in PVE but much more valuable in PVP. Proposed 7% crit chance will be slight nerf for PVE and big nerf for PVP
3. Nord - this is direct buff to already best race. If now that passive has 90% uptime or less, after this change it will be 100%
4. Redguard - I agree that redguard desperately need buff. But 8% cost reduction to all... it is huge buff.
Granted, Zos does not always think things through but they deliberately ensured the article did not state that Zos was going to change the combat system.