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Thread: Racial Disparity (Blood Elves)

  1. #1

    Racial Disparity (Blood Elves)

    For those that have played since Beta and beyond their has always been racial trait disparity. With the addition of Worgen and Goblins it is even more apparent. I am looking for some constructive feedback and discussion concerning the Blood Elves and their only have three racial traits. If you would like to add any other suggestions to even out the number balance with regard to the alliance having three more traits in total as well please do so.

    Dwarves - 5
    Gnomes - 5
    Humans - 5
    Night Elves - 5
    Notable comparison to old Magic Resistance: [Quickness] : Reduces the chance that melee and ranged attackers will hit you by 2%.
    Draenei - 4
    Worgen - 6

    Total: 30

    Orcs - 4
    Tauren - 4
    Troll - 6
    Forsaken - 4
    Blood Elf - 3
    Nerfed: [Magic Resistance] : Arcane Resistance (1 point per level) since Cata
    Old Version: [Magic Resistance] : Reduces the chance you will be hit by spells by 2%.
    Goblins - 6

    Total: 27

    This is a fair unbalance and would take to much effort to fix the Forsaken, I would like to see one added to the Blood Elves, if not the Old Magic Resistance returned. I mean it was not that overpowered and they allowed NE Quickness to remain in Cata.

    Suggestion 1
    Spell Breaker: 2 minute cool down. Steals next used ability from an enemy unit and applies it to a nearby friendly unit or self. (Raid setting, damaging attacks and buffs from bosses will have a 65% reduction modifier)

    Suggestion 2
    Feedback (Passive): 3 minute cool down for 1% chance to destroy 1000 Mana, 1 Rage, 1 Runic Power, and 1 Energy per hit. The Energy stolen combusts, dealing damage to the attacked unit. Each point so removed causes 100 point of damage to the target. Feedback does not affect spell-immune units.

    Suggestion 3
    Life Drain - Absorbs the life essence of a target enemy unit by taking X hit points(scales of of casters stamina) from it every second (7 Seconds) and giving them to the caster as Health and related Energy source.

    Suggestion 4
    Of course is return Magic Resistance to its former Reduces the chance you will be hit by spells by 2%.

    Please add any constructive suggestions as well.
    Last edited by FeawenShadows; 04-24-2011 at 09:23 AM. Reason: Feedback Suggestion edited.

  2. #2
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    You can't balance the races by *counting* their racial traits, when some of those traits are trivial things like improved skinning or throwing specialisation and other things are incredibly powerful things like Arcane Torrent or Will of the Forsaken. Your numbers for Night Elves are wrong, they have 4 racials and one of those is "run faster when dead". Perhaps to balance the game, they should let Blood Elves have that too? I think your numbers for Worgen are also wrong (4 game effecting racials + 2 cosmetic only).

    There is absolutely no way that the way to 'balance' blood elf racials against other classes would be to give them *another* overpowered player triggered ability. If they really are lacking in flavour, I'd suggest that it's only something rather minor like a 'weapon expertise' or a minor stat adjuster.

    Goblins could certainly do with a nerf though...

  3. #3
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    You cannot just count the traits. Look for example at trolls. You count 6 for them, which is the highest possible number. But now look at the actual traits:
    - Berserking
    - Regeneration
    - Da Voodoo Shuffle
    - Thrown Weapon Specialization
    - Bow Weapon Specialization
    - Beast Slaying

    Most of them may sound cool. But now look at them in more detail:

    -Thrown Weapon % Bow Specialization
    Well only 3 classes (out of 8 possible troll classes) can use ranged weapos at all. Only one of them actually cares about ranged weapons at all. Sure, there are some interesting bows for them, but they don't use thrown weapons at all. Warriors maybe would like to use either of them, but there are just no epic ones (and seldom were, which is sad), same for bows, ranged weapons with strength nearly always are guns. You need thrown weapons for Fan of Knives, so maybe thrown weapon spez. may be usefull for them - don't know.

    So: 5 classes cannot use them at all, 1 profits from bow, 1 may profit from thrown weapon.

    - Regeneration
    Gives you 10% higher life regeneration (you even keep this in combat). Sounds great. But it's dependent on your spirit. The value of your life regeneration is not shown anymore, but at 80 it was about 5HP per 5s on my high spirit holy priest and 3HP on my warrior tank. As far as I know our life regen was not dramatically increased since then. So well it's only usefull at low levels. (Trolls got Da Voodo Shuffle for free since of this I think, the last time they updated racials.)

    - Beast Slaying
    Nice if you want to skill skinning, but how many bosses or at least adds in any dungeon are animals? Compared to every other type? (sure sometimes there are hunter pats...)


    Sure, at least Berserking is extremely usefull for most classes (warriors and DKs don't get much out of it) and Da Voody Shuffle can be usefull now and again, too (well the only example I can think of at the moment is PVP).

    So out of the 6 you originally counted, 2 are not useable for 5 classes at all. One of them are usable for one class each. Another one is not doing anything worth at high levels.

    Two more are very situational and one is quite good for most classes. But out of the original 6 most trolls will only get 3 or 4 working for them.



    Now look at other classes:
    - Some get profession increases. Sure if you chose this, it's good. But there will be toons of that race who pick other professions and the trait does not do anything for them anymore.
    - Others have stuff like guns (similar argument like above) or other very situational traits.

    You cannot just count them and compare the number to others. The blood elf ones are quite good. You can use all of them more often than 5/6 of the troll ones. So you have to look in more detail than just counting.

  4. #4
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    Arcane Torrent only sucks from a PvE DPS point of view. For healing, PvP, and especially PvP healing it's incredibly good, and definitely makes up for the lack of total racials (especially considering most racials are worthless).

    I do think they could do a better job balancing out racials, but ultimately they're not a huge deal.

    If anyone is getting the short end of the stick though, it's Tauren. Well, non-herbalist Tauren. Remove the herbalism racial and replace it with something useful, in my opinion.

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    Forgive me... But I'm confused how the magic resistance is a nerf? 85 magic resistance = 10%, which means every incoming attack has a chance to be reduced by 0-20%, correct?

    You add in any additional resistance on top of that and you're bumping resistance up to the next level. So you're looking at a 1/50 chance of not getting hit at all by a spell targeting you or with MotW or resistance auras, a 100% of mitigating some damage every time.

    Am I mis-understanding how this functions, or is this really a buff as it seems to me?
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    Quote Originally Posted by Loganisis View Post
    Forgive me... But I'm confused how the magic resistance is a nerf? 85 magic resistance = 10%, which means every incoming attack has a chance to be reduced by 0-20%, correct?

    You add in any additional resistance on top of that and you're bumping resistance up to the next level. So you're looking at a 1/50 chance of not getting hit at all by a spell targeting you or with MotW or resistance auras, a 100% of mitigating some damage every time.

    Am I mis-understanding how this functions, or is this really a buff as it seems to me?
    Resistance to arcane type damage vs. 2% chance to be missed by all magic attacks. Arcane is a relatively uncommon spell school to be getting hit by. 2% chance to be missed by all types of magic attack, however, is quite strong.
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  7. #7
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    BEs are the single best Pally/priest healer race in the game right now in my opinion. Arcane Torrent alone puts them over the top, used wisely in a fight over 4 minutes long and you can easy get more mana out of it than you can with Mythic Mana Potion. Arcane Torrent alone lets me keep up with healers a tier above my paladin in endurance fights, in both PVE and PVP.

  8. #8
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    Arcane resistance is not covered with other resistance auras, paladin is fire/frost/shadow, aspect of the wild is nature, prayer of shadow protection is self-explanatory, and shaman w/ glyph of healing stream or whatever is fire/frost/nature. Arcane resistance is only elsewhere found in the leatherworking profession bonuses, or the universal resistance of MotW or BoK (Embrace of the shale spider too).

    And to the PVE DPS who neglect arcane torent, if you are melee, interrupt with it! (both the effect itself, also the resource gain is marginally enough to cover class interrupt costs if my math is right) and if you're a ranged class, use the resource gain to pew pew harder. Also, it interrupts Worship on Cho'gall.

  9. #9
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    Quote Originally Posted by Reev View Post
    Resistance to arcane type damage vs. 2% chance to be missed by all magic attacks. Arcane is a relatively uncommon spell school to be getting hit by. 2% chance to be missed by all types of magic attack, however, is quite strong.
    Ah, that was what I was missing. One little word... 'arcane'. My bad.
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  10. #10
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    Quote Originally Posted by FeawenShadows View Post
    If you would like to add any other suggestions to even out the number balance with regard to the alliance having three more traits in total as well please do so.
    Since part of your argument here is about the imbalance between alliance and horde, in the "We'll keep trying" spirit I'll try and point out a few things.


    Human
    Sword Specialization... Mace Specialization... Do we really need to even consider these two separate bonuses? You get an expertise bonus if you use a mace or a sword, period.
    "Weapon" Specialization... The Human Spirit... Naturally we expect our casters to melee more often so they will be benefiting from both of these.

    Gnome
    Expansive Mind... Shortblade Specialization... Caster's really should melee more often so they can benefit from both, just like humans.

    Dwarf
    Explorer... Your time sync takes less time. Really, that's a bonus?

    Night Elf
    Wisp Spirit... Improved death is still death last I checked.


    I'm not saying horde doesn't have it's share of worthless racials or racials which can only benefit a subset of specs or classes. What I'm trying to get at is it isn't the quantity of benefits you have but the quality of those benefits that matter most.
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  11. #11
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    Kind of like a tear drop in the ocean really. None of the racial make any real difference.

  12. #12
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    Quote Originally Posted by Theotherone View Post
    Kind of like a tear drop in the ocean really. None of the racial make any real difference.
    Except for the Tauren one.
    Looking badass in a dress = best racial ever!!
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