What about new classes, new skill lines, new weapons, new races
The team is in the middle of the class refresh, so these are out of scope for time being. Once we get through a good portion of these, we can get back to working on items like this. But they are things we would like to get to in the next few years.
KingArthasMenethil wrote: »ATM the issue is Summerset. They're kill on sight if my memory is working so things are very hostile there. If the game wasn't a you can do every zone then I wouldn't see an issue with player Maormer as they would be in other factions lands and would avoid the issues that being in Summerset would have since they'd never be able to go there.
SilverIce58 wrote: »Also just like to say that the argument of "the previous games only had x amount of races" is not applicable here bc no other games have had naval combat before (Redguard, but that game already strays from norms), so why not let the MMO be the one to experiment bringing in other races, as theyre already doing new types of content anyway?
SilverIce58 wrote: »Also just like to say that the argument of "the previous games only had x amount of races" is not applicable here bc no other games have had naval combat before (Redguard, but that game already strays from norms), so why not let the MMO be the one to experiment bringing in other races, as theyre already doing new types of content anyway?
They did it with orcs.
I do wonder how they would handle summerset as it would feel weird being a moarmer and wandering it
SilverIce58 wrote: »SilverIce58 wrote: »Also just like to say that the argument of "the previous games only had x amount of races" is not applicable here bc no other games have had naval combat before (Redguard, but that game already strays from norms), so why not let the MMO be the one to experiment bringing in other races, as theyre already doing new types of content anyway?
They did it with orcs.
Okay, so let them do it with Maormer.
Meant to pick other 😝
I would want a big rebalancing of the in-game races at around the same time. A few are starving to be out of the basement balance wise while the few with w/s damage passives and nord are far far more valuable with the double sustain of breton and the crit damage of khajiit being a small tier below while the other ones can all be said to be in a bad spot
randconfig wrote: »Meant to pick other 😝
I would want a big rebalancing of the in-game races at around the same time. A few are starving to be out of the basement balance wise while the few with w/s damage passives and nord are far far more valuable with the double sustain of breton and the crit damage of khajiit being a small tier below while the other ones can all be said to be in a bad spot
Khajiit is still top tier for DPS no? The critical damage is huge.
Bretons have no boost to weapon/spell damage, and most damage rotations don't require additional sustain.
Wood elves probably the least useful passives, I feel like I never see wood elves played.
Orcs have great passives, especially the passive heal every 4 seconds in combat, but no one plays them because fashion lol.
Argonian's potion passive has always been weird to me, I'm not sure it's that great, but I could be wrong.
Nord's are pretty defensive, and the small ultimate regen is nice, but they're actually not that great imo. I think most people just play them because of Skyrim lol.
High Elves get the best of everything, sustain, increased magicka resource, and weapon/spell damage.
Dark Elves don't get the sustain of high elves, but the hybrid main resource is really good for the trade off.
Redguard looks really good imo, like a stamina version of Breton, but also with weapon/spell damage.
Imperials are just sustain and some health + stamina.. Pretty lackluster imo.
I'd say the races needing buffs are Argonians, Wood Elves, and Imperials. As for the flavor passives, a lot of them should be majorly buffed: like Argonians swim speed should be equivalent to maximum mount swim speed, otherwise, why would you ever just swim as an Argonian lol.
Anyway, just my thoughts. Also these changes probably wouldn't take a long time to implement, so no reason it couldn't also be included alongside the addition of Maormer as a playable race.
randconfig wrote: »Meant to pick other 😝
I would want a big rebalancing of the in-game races at around the same time. A few are starving to be out of the basement balance wise while the few with w/s damage passives and nord are far far more valuable with the double sustain of breton and the crit damage of khajiit being a small tier below while the other ones can all be said to be in a bad spot
Khajiit is still top tier for DPS no? The critical damage is huge.
Bretons have no boost to weapon/spell damage, and most damage rotations don't require additional sustain.
Wood elves probably the least useful passives, I feel like I never see wood elves played.
Orcs have great passives, especially the passive heal every 4 seconds in combat, but no one plays them because fashion lol.
Argonian's potion passive has always been weird to me, I'm not sure it's that great, but I could be wrong.
Nord's are pretty defensive, and the small ultimate regen is nice, but they're actually not that great imo. I think most people just play them because of Skyrim lol.
High Elves get the best of everything, sustain, increased magicka resource, and weapon/spell damage.
Dark Elves don't get the sustain of high elves, but the hybrid main resource is really good for the trade off.
Redguard looks really good imo, like a stamina version of Breton, but also with weapon/spell damage.
Imperials are just sustain and some health + stamina.. Pretty lackluster imo.
I'd say the races needing buffs are Argonians, Wood Elves, and Imperials. As for the flavor passives, a lot of them should be majorly buffed: like Argonians swim speed should be equivalent to maximum mount swim speed, otherwise, why would you ever just swim as an Argonian lol.
Anyway, just my thoughts. Also these changes probably wouldn't take a long time to implement, so no reason it couldn't also be included alongside the addition of Maormer as a playable race.
Nah, Nords resist passive + ult gen make them the best for both Tanking and healing........ The healing is dependant on actually using your ult though
Khajiits fall off in organized groups behind the 3 w/s damage races but is still super strong in PUGs, dungeons and PVP
If it wasn't for nords ult gen Breton would be the 100% no argument for any kind of healing and to most people it still is tbh
...... And in the eyes of most Red guards have the worst passives out of all and it's true.