Hi folks,
I followed the racial discussion very close lately and came to the conclusion, like probably a lot of you did, that some races are less appreciated because they offer not enough compared to the stronger races in this game.
For instance, playing a Nord only offers a 3% statisical increase while an Imperial has a 22% statistical increase which allows extra flexibility with the current itemisation system put into place. The Nord do get extra side benefits but none that will actualy make up for the loss of 19% extra stats.
To make up for that huge margin, I came to a solution that would reduce the current statistiscal disparities between 45-60% and make some of the current "useless" races more appreciated to people by adding extra statistical value to every existing racials ingame by separating them into three different categories.
Health Racials :
-
Amphibious : Increases maximum health by
[1/3/5]%, potion effectiveness by
[5/10/15]% and swim speed by
[50/50/50]%
-
Quick to Mend : Increases maximum health by
[1/3/5]% and healing recieved by
[2/4/6]%
-
Red Diamond : Increases maximum health by
[1/3/5]% and melee attacks have 10% chance to heal for
[2/4/6]% maximum health
-
Resist Agony : Increases maximum health by
[1/3/5]% and poison/disease resistance by
[400/750/1150]
-
Resist Flame : Increases maximum health by
[1/3/5]% and fire resistance by
[500/1000/1500]
-
Resist Frost : Increases maximum health by
[1/3/5]% and cold resistance by
[500/1000/1500]
-
Robust : Increases maximum health by
[1/3/5]% and health regeneration by
[10/20/30]%
-
Rugged : Increases maximum health by
[1/3/5]% and reduce incoming damage by
[2/4/6]%
-
Spell Resistance : Increases maximum health by
[1/3/5]% and increases spell resistance by
[100/200/300]
-
Tough : Increases maximum health by
[3/6/10]%Stamina Racials :
-
Adrenaline Rush : Increases maximum stamina by
[1/3/5]% and melee attacks have 10% chance to restore
[2/4/6]% maximum stamina
-
Carnage : Increases maximum stamina by
[1/3/5]% and critical rating with all attacks by
[2/4/6]%
-
Conditioning : Increases maximum stamina by
[3/6/10]%
-
Stealthy : Increases maximum stamina by
[1/3/5]%, damage done from stealth by
[3/6/10]% and improve stealth radius by
[1/2/3] meters
-
Swift : Increases maximum stamina by
[1/3/5]%, damage on charge attacks by
[2/4/6]% sprint speed by
[3/6/10]% and reduces sprint cost by
[3/6/10]%
-
Vigor : Increases maximum stamina by
[1/3/5]% and stamina regeneration by
[5/10/15]%Magicka Racials :
-
Elemental Talent : Increases maximum magicka by
[1/3/5]% and cold, fire or shock effects by
[2/3/4]%
-
Flame Talent : Increases maximum magicka by
[1/3/5]% and fire effects by
[2/4/6]%
-
Gift of magnus : Increases maximum magicka by
[3/6/10]%
-
Magicka Mastery : Increases maximum magicka by
[1/3/5]% and reduces magicka cost from spells by
[1/2/3]%
-
Spellcharge : Increases maximum magicka by
[1/3/5]% and magicka regeneration by
[5/10/15]%Hybrid Racials :
-
Dynamic : Increases maximum magicka and stamina by
[1/3/5]%
-
Brawny : Increases maximum health and stamina by
[1/3/5]%
By taking all those racial changes into consideration the races get the following results.
-
Argonians :
15% Health, 1150 Disease/Poison resist, 15% potion effectiveness, 6% healing recieved, 50% swim speed.
-
Breton :
5% Health, 15% Magicka, 300 Spell resist, 3% Magicka cost discount.
-
Dark Elves :
5% Health, 10% Magicka, 5% Stamina, 1500 Fire resist, 6% Fire damage.
-
High Elves :
20% Magicka, 15% Magicka regen, 4% Cold/Fire/Shock damage.
-
Imperials :
15% Health, 10% Stamina, Melee proc (6% Health).
-
Khajiits :
5% Health, 10% Stamina, 30% Health regen, 6% Critical chance, Improved stealth (10% damage and 3m radius).
-
Nords :
15% Health, 30% Health regen, 1500 Cold resist, 6% Mitigation.
-
Orcs :
10% Health, 10% Stamina, 30% Health regen, Improved mobility.
-
Redguards :
20% Stamina, 15% Stamina regen, Melee proc (6% Stamina).
-
Wood Elves :
5% Health, 10% Stamina, 15% Stamina regen, 1150 Disease/Poison resist, Improved stealth (10% damage and 3m radius).
By making those changes to the racial passives, the statistical disparities between those will never exceed 5-10% (currently 3-22%). Races with the least base values will have more special traits while those with the least special traits will have higher base values.
It might not be a perfect solution, since some races will still be more appreciated for certain specific builds. But it will at least reduce the disbalance between the races by a large margin and open up some doors for less appreciated races.
What do you guys think about those proposed changes?
Leave a comment bellow!