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Solution to "fix" Racial disparities :

Brasseurfb16_ESO
Brasseurfb16_ESO
✭✭✭✭
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! :smile:
Edited by Brasseurfb16_ESO on 7 November 2014 14:32
  • Kronuxx
    Kronuxx
    ✭✭✭✭
    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! :smile:

    Overall some decent suggestions, although I would think that health regen should be changed, but not by percentage. I mean, it should be changed entirely. Currently because of the soft cap on health regen, 30% won't do you much good. On the other hand if soft cap were to be removed like with the upcoming Champion system, it may serve some purpose but the issue is that health regen is a product of some base amount you gain per level and jewelry mostly. Thus the issue becomes, how much higher could you really get health regen to become beneficial once soft caps are removed. They'd have to overall the health recovery you gain per level, or increase the health recovery gained through items in order to have a significant impact if soft caps were removed. Why? Because ZOS' plan is to multiply stats by 10x in order to see a significant effect when gaining traits/passives that improve your health/stamina/magicka by some percentage.

    Thus for example, an Imperial with a passive that grants 6% health recovery will gain a significant amount of health back. At the current moment Imperial Red Diamond is only based on a certain set flat health value, which is dependant on your total health. I believe it's around ~160-190 health which is the highest it can get. Of course this can proc multiple times, making it for more efficient and useful than health regen, because 1) health regen is capped and 2) Proccing red diamond is on top of what health regen you have, so soft cap doesn't matter here. But now considering if you were to multiply a stat by 10x as ZOS plans, instead of 2000 health usually, you'll have 20,000. A 6% proc with red diamond based on 20K health?! That's 1200, which is quite significant, which as mentioned before can proc multiple times. Again this will entirely trump health regen, unless somehow they can increase health regen numbers to be on par with such values as red diamond.

    All in all, I do like your changes, and I believe they would bring some more balance to this game, but in addition there are some passives that just need an overhaul regardless of percentage change.
    Edited by Kronuxx on 7 November 2014 22:15
  • Spangla
    Spangla
    ✭✭✭✭
    Implanting this would be great and would balance a lot of the problems currently existing
  • guybrushtb16_ESO
    guybrushtb16_ESO
    ✭✭✭✭
    Kronuxx wrote: »

    Thus for example, an Imperial with a passive that grants 6% health recovery will gain a significant amount of health back. At the current moment Imperial Red Diamond is only based on a certain set flat health value, which is dependant on your total health. I believe it's around ~160-190 health which is the highest it can get. Of course this can proc multiple times, making it for more efficient and useful than health regen, because 1) health regen is capped and 2) Proccing red diamond is on top of what health regen you have, so soft cap doesn't matter here. But now considering if you were to multiply a stat by 10x as ZOS plans, instead of 2000 health usually, you'll have 20,000. A 6% proc with red diamond based on 20K health?! That's 1200, which is quite significant, which as mentioned before can proc multiple times. Again this will entirely trump health regen, unless somehow they can increase health regen numbers to be on par with such values as red diamond.

    What exactly are you saying here? AFAIK, red diamond is a 10% proc chance for 6% health. Whether you'd have 2k health or 20k (or 200k for that matter) won't change anything since everything is just linearly scaled up; the stat change is purely cosmetic since people apparently can't handle decimal places...

    Red Diamond is also still pretty much junk for a racial unique trait, but that's probably for the better as long as imps get their insane +10%/+12%.
    Edited by guybrushtb16_ESO on 11 November 2014 16:58
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