sabresandiego_ESO wrote: »Looking at these racial passives from a PVP standpoint, they are actually quite reasonably well balanced. A few races look to be strong at early stages, and other look to be extremely strong in very late game with high champ points.
A full race respec should be allowed with 1.6.
Holycannoli wrote: »I love how they never bothered to add cold spells to make use of the nord passive. Plenty of flame spells and sorcerer uses lightning but no cold anywhere unless from staff.
xsorusb14_ESO wrote: »Holycannoli wrote: »I love how they never bothered to add cold spells to make use of the nord passive. Plenty of flame spells and sorcerer uses lightning but no cold anywhere unless from staff.
Nord cold resist is pretty useless, on the plus side I've made use of the health recovery trait, made a build with 3500+ health recovery every 2 seconds
Please get out of this forum, you are destroying the balance, and how Kassadin says "Balance above all else!" we must stick to that my friend Learn to balance.madangrypally wrote: »These are currently the Racial Passives on the PTS.
Racials:Breton:
- Max Magicka: 10%
- Spell Resistance: 3,000
- Reduced Magicka Cost: 3%
Argonian:
- Increase swim speed by 50%. Gain 6% of max health, stamina and magicka on potion use.
- Poison/Disease Resist: 1440. Max Health 3%
- Increase Healing received: 6%
Wood-Elf:
- In-combat Stamina Regeneration: 21%
- Poison/Disease Resist: 1440. Max Stamina: 3%
- Decrease Stealth Radius: 3 meters, Increase damage done while stealthed by 10%
Nord:
- In-combat Health recovery: 30%
- Increase Cold Resistance: 1984 Max health 3%
- Reduce incoming damage by 6%
High-Elf:
- In-combat Magicka Recovery: 9%
- Max Magicka: 10%
- Increase damage with Frost, Fire, and Shock
Orc
- Max Health and Stamina: 6%
- In-combat health recovery: 30%
- Reduce sprint cost: 12 and increase sprint speed: 10%. Increase charge damage by 6%
Dark Elf
- Max Stamina and Magicka: 6%
- Resust Flame: 2016 Increased Max Magicka 3%
- Increase Spell Damage with Fire effects by 7%
Redguard:
- In-combat Stamina Regen: 9%
- Max Stamina: 10%
- 3% Max Stamina restored on melee attack. 3 sec cd
Khajit:
- In-combat Health recovery: 30%
- Decrease Stealth Radius: 3m Increase damage done while steathed by 10%
- Increase weapon critical 6%
Imperial:
- Max health: 12%
- Max Stamina: 10%
- 6% max health restored on melee attack (dont see a cd listed)
If taking a look at the above passives some glaring problems become apparent. ZoS needs to give a good hard look at the above passives and balance them as much as possible.
xsorusb14_ESO wrote: »Holycannoli wrote: »I love how they never bothered to add cold spells to make use of the nord passive. Plenty of flame spells and sorcerer uses lightning but no cold anywhere unless from staff.
Nord cold resist is pretty useless, on the plus side I've made use of the health recovery trait, made a build with 3500+ health recovery every 2 seconds
I assume thats in heavy armor?....I wonder if you could use "Balance" in that build for some serious Magicka and health sustain in heavy.
xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »Holycannoli wrote: »I love how they never bothered to add cold spells to make use of the nord passive. Plenty of flame spells and sorcerer uses lightning but no cold anywhere unless from staff.
Nord cold resist is pretty useless, on the plus side I've made use of the health recovery trait, made a build with 3500+ health recovery every 2 seconds
I assume thats in heavy armor?....I wonder if you could use "Balance" in that build for some serious Magicka and health sustain in heavy.
Yea, requires full heavy, Stam recovery wasn't bad either, around 1250.
Build is pretty crazy 3500 heal every 2 seconds before you stack things like rally.
madangrypally wrote: »These are currently the Racial Passives on the PTS.
Racials:Breton:
- Max Magicka: 10%
- Spell Resistance: 3,000
- Reduced Magicka Cost: 3%
Argonian:
- Increase swim speed by 50%. Gain 6% of max health, stamina and magicka on potion use.
- Poison/Disease Resist: 1440. Max Health 3%
- Increase Healing received: 6%
Wood-Elf:
- In-combat Stamina Regeneration: 21%
- Poison/Disease Resist: 1440. Max Stamina: 3%
- Decrease Stealth Radius: 3 meters, Increase damage done while stealthed by 10%
Nord:
- In-combat Health recovery: 30%
- Increase Cold Resistance: 1984 Max health 3%
- Reduce incoming damage by 6%
High-Elf:
- In-combat Magicka Recovery: 9%
- Max Magicka: 10%
- Increase damage with Frost, Fire, and Shock
Orc
- Max Health and Stamina: 6%
- In-combat health recovery: 30%
- Reduce sprint cost: 12 and increase sprint speed: 10%. Increase charge damage by 6%
Dark Elf
- Max Stamina and Magicka: 6%
- Resust Flame: 2016 Increased Max Magicka 3%
- Increase Spell Damage with Fire effects by 7%
Redguard:
- In-combat Stamina Regen: 9%
- Max Stamina: 10%
- 3% Max Stamina restored on melee attack. 3 sec cd
Khajit:
- In-combat Health recovery: 30%
- Decrease Stealth Radius: 3m Increase damage done while steathed by 10%
- Increase weapon critical 6%
Imperial:
- Max health: 12%
- Max Stamina: 10%
- 6% max health restored on melee attack (dont see a cd listed)
If taking a look at the above passives some glaring problems become apparent. ZoS needs to give a good hard look at the above passives and balance them as much as possible.
Trayyacakes wrote: »xsorusb14_ESO wrote: »xsorusb14_ESO wrote: »Holycannoli wrote: »I love how they never bothered to add cold spells to make use of the nord passive. Plenty of flame spells and sorcerer uses lightning but no cold anywhere unless from staff.
Nord cold resist is pretty useless, on the plus side I've made use of the health recovery trait, made a build with 3500+ health recovery every 2 seconds
I assume thats in heavy armor?....I wonder if you could use "Balance" in that build for some serious Magicka and health sustain in heavy.
Yea, requires full heavy, Stam recovery wasn't bad either, around 1250.
Build is pretty crazy 3500 heal every 2 seconds before you stack things like rally.
Can you kill anything? Serious question. Just wondering what all you are losing for all that regen.
Quality info, great job. If we could get a comparative chart would be awesome, I'm trying to put one together but I don't have all the info from current (1.5) racials.
There is a thread I made asking for a free race change when 1.6 hits live, if you guys could add your contribution would be great for the community.
http://forums.elderscrollsonline.com/discussion/148698/1-6-free-race-change-1-6-x-major-changes-latest-dark-elf-fire-resistance-nerf
ThatNeonZebraAgain wrote: »Quality info, great job. If we could get a comparative chart would be awesome, I'm trying to put one together but I don't have all the info from current (1.5) racials.
There is a thread I made asking for a free race change when 1.6 hits live, if you guys could add your contribution would be great for the community.
http://forums.elderscrollsonline.com/discussion/148698/1-6-free-race-change-1-6-x-major-changes-latest-dark-elf-fire-resistance-nerf
I don't want a race change though, I just want the passives to be balanced in utility and percentages.
I'm waiting to see what other changes to racials there will be before judging, but so far there do seem to be imbalances - redguard stamina regen 9%, wood elf 21% - it does not make sense for two races to have the same specialization, but one of them being more than twice as good.
ArconSeptim wrote: »ThatNeonZebraAgain wrote: »Quality info, great job. If we could get a comparative chart would be awesome, I'm trying to put one together but I don't have all the info from current (1.5) racials.
There is a thread I made asking for a free race change when 1.6 hits live, if you guys could add your contribution would be great for the community.
http://forums.elderscrollsonline.com/discussion/148698/1-6-free-race-change-1-6-x-major-changes-latest-dark-elf-fire-resistance-nerf
I don't want a race change though, I just want the passives to be balanced in utility and percentages.
Yeah races should stay as they are now, as Races are races and if someone would change them from time to time it would be really stupid, at least they should have constant stats.
Holycannoli wrote: »I love how they never bothered to add cold spells to make use of the nord passive. Plenty of flame spells and sorcerer uses lightning but no cold anywhere unless from staff.
Night-claw wrote: »Argonain 50% inceased swim speed is the most useless racial i ever seen i only put points in it because of extra passive.