![]() Reduced the Argonian's Health Regeneration to 50% to bring it in line with other Regeneration Bonuses.Redguards now have 50% Stamina Regeneration, and are now the Warrior counterpart to the Altmer, mechanically speaking. Removed the Poison Resistance from Redguard, making it unique to Bosmer.They now have a small buff to sneaking and sneak attack damage. Removed the Stamina Regeneration buff from Khajiit.Their descriptions have been changed to reflect this. They now reduce the costs of enchantments too. Changed the cost reduction on both the Mage Stone and the Breton to be more consistent with other sources of cost reduction.Updated the loading screen for the Orc race.This passive was weird and pigeonholey, and Bosmer already had some solid passives. Removed Hunter’s Luck from Wood Elves.Bretons now have the Natural Talent passive, which fits their lore as being naturally gifted mages.Grandma can now swoop in and protect you from an incoming spell. Spell Absorption is, in my view, a pretty good re-interpretation of the Ancestral Guardian passive they had in Morrowind. Dunmer have replaced Natural Talent, which was dull and flavorless when applied to them, with a new passive called Ancestral Protection, which gives them 10% Spell Absorption.Nords are already incredibly tanky with their health bonus, and they had both Frost and Lighting Resistance in Morrowind, so I think this is a pretty good re-interpretation of their passive. Frost Resistance is too common in Skyrim, and there’s no way to address that on a broader scale without removing some Frost Resistance from Nords. Nords now have 25% Frost Resistance and 25% Lightning Resistance.Most regeneration buffs are 50%, but base health regen is significantly smaller than base Magic or Stamina regen, and so I felt 50% would be too small to be noticable. They now have a bonus of 100% Health Regeneration. It felt nice on paper but had almost no effect in game. Orcs lost their 10% damage resistance.Fixed an error with the Khajiit’s Lunar Blessing passive. ![]()
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