Why the only Nord race got nerfed so hard? My acc 9 characters - 5 nords. Thank you so much for buff orcs and hElves! That's insane and disgusting.
It's like 2% damage mitigation.
Hardly nerfed to death.
Yup, we've been saying this for a while. Even just 72 points in Ironclad/Thick Skinned and 49 points in Hardy/Elemental Defender gave 23% Direct/DOT reduction and 11% Physical/Magic reduction, for a total of 31.47% (1-0.77x0.89) damage reduction, against everything, with 28 points still left over in Warrior. Now, you can literally max out and slot Duelist's Rebuff, Unassailable, and Enduring Resolve (which combined grant 10% total damage reduction), on top of maxing Preparation, Hardy, and Elemental Aegis, plus the 10% base mitigation, and still have only 28.46% (1-0.9x0.9x0.92x0.96) damage reduction. For far more points, while taking up 3 of your 4 slots. And Bastion is no longer passive, so that's 1500 resistances gone, on top of Nord losing 1360 resistances, on top of Heavy armor now giving a penalty to magic damage taken. Tanks will now have to grind thousands of CP just to wind up being even less tanky.
It's like 2% damage mitigation.
Hardly nerfed to death.
Because of the way resistances work, going from capped 33k resistances down 1360 to 31640 results in taking 52.06% instead of 50%, a 4.12% increase. Also, remember:Yup, we've been saying this for a while. Even just 72 points in Ironclad/Thick Skinned and 49 points in Hardy/Elemental Defender gave 23% Direct/DOT reduction and 11% Physical/Magic reduction, for a total of 31.47% (1-0.77x0.89) damage reduction, against everything, with 28 points still left over in Warrior. Now, you can literally max out and slot Duelist's Rebuff, Unassailable, and Enduring Resolve (which combined grant 10% total damage reduction), on top of maxing Preparation, Hardy, and Elemental Aegis, plus the 10% base mitigation, and still have only 28.46% (1-0.9x0.9x0.92x0.96) damage reduction. For far more points, while taking up 3 of your 4 slots. And Bastion is no longer passive, so that's 1500 resistances gone, on top of Nord losing 1360 resistances, on top of Heavy armor now giving a penalty to magic damage taken. Tanks will now have to grind thousands of CP just to wind up being even less tanky.
It's the nerf to Nord on top of the nerfs to tanks that really hurts, that's a ton of mitigation just gone straight out the window, and Nords did not receive anything in compensation. In terms of the value of their racial passives as compared to set bonus efficiency, Nords rank down near the bottom of the list. There are a whopping 2 other races that deal less damage than Nords now, Khajiit and Argonian, both of which are not in a good spot, although Khajiit have their 12% critical damage passive. If our resistances are being nerfed, why are we not seeing a buff to some other stat in compensation?
SeaArcanist wrote: »nords wasnt a "bad nerf", just offically making nord not pvp viable as a choice. that mcu hresistance was an issue in pve. and in pve nords ult gain is pretty good. but for pvp its not really useful in comparison to raw stat gains.
nord is offically a pve class. a true tank pve class.
gaining x ult every 10s is good for a pve tank. for pvp u;d rather have the bonus WD or regens.
3950 resistance made it worth it for pvp, but kinda over doing it for pve. making 33k easy to get as a nord.
lowering it by 1/3rd makes it not worth it for pvp (compared to other accumalative stat options from other races), but balanced for pve.
SeaArcanist wrote: »this also tells us the clear direction the dev team is taking the game. Clearly Pve catered.
a shame since it's inital hype upon release was cyrodiil and the war. and was the major sell point. IMO a smart choice for them to finally pick a side and stick to pve.
and the champ 2.0 system reflects pve synergy nicely where as pvp is, well, clearly in a mess. I dont LIKE IT, but it's a smart choice for the company to finally side with one or the other. pve vs pvp. and well. we have our answer.