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Races who has no stat bonus?

makkon
makkon
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Since there is some huge changes with stat cap, I want to ask - is there are some changes/balancing with races which doen't have some bonuses to any stat:
- Wood Elves
- Khajiits

and other races which have very minor bonus:
- Argonians
- Nords
- ...

Why? Coz damage is very depend on stat (mana, stamina), sustain, vitality and much more.

Also, I want to see some changes on passives. To be clear - orc last passive versus nord last passive - as heaven and earth, useless and usefull...Do you see orc sprint and win? I don't. Orc charge and win? Probably, but not with +6% lol.

Also, I want to know, when you will give us changing race option? Let it be cost $ option, but it should be.

Also, I want to suggest my vision:
1) Breton:
to make some bonus usefull coz unbalance spell resistance cap
Spell resistance - Reduce incoming spell damage by X%
2) Orc:
the hell, who use health recovery? most worthless parametre in game. you can make it even + 100% - it will be worthless anyway (hello vamps...). Until you fix health recovery stat cap. so
Robust - increase power by X
Swift - increase all speed (run, sprint, crouch, mounted) by X%
3) Redguard:
Melee fighters, athletics, unstoppable race with? nothing lol. regenerate stamina in combat? ok, combat is bugged and you will mostly in combat all time in cyrodiil, but if you fix this bug? what about regeneration all time?
Vigor - Increases Stamina Recovery by flat amount X and Increase Health by Y%
Adrenaline Rush - if you stamina lower than 20%, all regenerations increased by X for Y seconds. Z seconds cooldown.
4) High elves:
Pretty strong, but need some work. It is mage archetype race? Ok, but most of spells are magic damage, not elemental....
Spellcharge - Increases Magicka Recovery by X%.
Elemental Talent Increases damage with Cold, Fire, Shock and MAGIC effects by X%. (or increase spell power by X)
5) Wood elves:
No comments
Vigor - check redguards
Stealthy - pretty *** bonus for last passive. You will be detected anyway with inner fire or npc guards - no matter how metres it will give.
Stealthy - Undetected by any player magic while stealthed. Decrease npc detection area by X and player detection area by Y.
You can still be detected if get closer, but not by magic from 15 metres!
6) Khajiits:
Most weakness race atm imo. Yes, I play this race, but chose it before knowledge about how *** stamina builds are. Best asassins in game? Pfff. Only wool and tail.
Robust - see orcs
Stealthy - see wood elves
Carnage - increase crit chance by X. Yes, keep it like it is now, but also for spell crit. Or return at least 5% crit damage bonus to compencate lack of stats (aka damage)
7) Argonians:
Quick to Mend - Increases healing received by 2%. Also increase health by X%
Amphibious - Increase the effectiveness of potions by 5%. Melee attacks have a 10% chance to proc poison damage by X which reduce heling resieved by Y for 3 sec. Z second cooldown.
8) Dark elves:
Dunno, for me it is pretty balanced due fire resistance. May be last bonus should be more flexible for all classes. Not only for DKs
9) Nords:
Resist Frost - the problem is what almost no1 use frost lol. whats why you already give some extra HP bonus to this. Remake it whatever you want.


You can also remake all passives which gives some regeneration to calculate it without cap deminishing. As solution - give flat amount without deminishing!
Atm If you are already at soft cap for stat regeneration, this passives give nothing...
You can also invent new passives bonuses instead of current. With race change option it will not be problem.

All passives should be significant and give bonus all time - not just like it is now (remember nord vs orc)

dreams... it still will not be heard
  • whsprwind
    whsprwind
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    Nords.

    Frost resistance passive currently not working
    Armor passive that was recently changed to damage reduction actually makes you take more damage. (Only tested it myself, with FTC)
    NA(PC) - EP
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  • DeLindsay
    DeLindsay
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    Meh, I don't pick Races based on some concept that the Racial passives are going to make or break my game, which they don't. TBH I really could care less if 1.3's soft cap changes slightly buff one Race over another because it's so small it just doesn't matter.
    Edited by DeLindsay on July 18, 2014 1:25PM
  • Jagath
    Jagath
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    most race choices are for looks or to get into a specific faction. When you reach end game gear choice and glyphs make most racial passives only a minor difference. I wouldn't ask ZOS to make many changes as we know 10 things will break for every 2 they change.
  • Aeratus
    Aeratus
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    When you reach end game gear choice and glyphs make most racial passives only a minor difference.
    Wrong. The Altmer +magicka bonus is twice the amount of the Magicka you gain from upgrading your enchants from all white to all legendary.

    The effect of racial passives is huge, and needs to be rebalanced right away.
  • Mataata
    Mataata
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    most race choices are for looks or to get into a specific faction. When you reach end game gear choice and glyphs make most racial passives only a minor difference. I wouldn't ask ZOS to make many changes as we know 10 things will break for every 2 they change.

    As an Argonian with max Argonian Resistance, meatbag catapults are incredibly easy to shrug off. Not to mention the potion and swim speed boosts.
    Edited by Mataata on July 18, 2014 4:07PM
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  • Erock25
    Erock25
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    People are nuts saying these racial passives do not matter. It is ridiculous that Khajit last racial passive is completely negated by a player with one piece of impenetrable armor.
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  • Attorneyatlawl
    Attorneyatlawl
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    Aeratus wrote: »
    When you reach end game gear choice and glyphs make most racial passives only a minor difference.
    Wrong. The Altmer +magicka bonus is twice the amount of the Magicka you gain from upgrading your enchants from all white to all legendary.

    The effect of racial passives is huge, and needs to be rebalanced right away.

    They are large but they certainly don't need to be vastly rebalanced... raise some of the junkier ones up and that's that. I like that race has an appreciable impact on your character's stats.
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  • Jagath
    Jagath
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    Mataata wrote: »
    As an Argonian with max Argonian Resistance, meatbag catapults are incredibly easy to shrug off. Not to mention the potion and swim speed boosts.

    and you can't get disease/poison resistance from jewelry and glyphs? Keep in mind i also said minor difference and swim speed isn't end all be all when most of the quests are done on land.
    Edited by Jagath on July 18, 2014 7:51PM
  • Jagath
    Jagath
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    Aeratus wrote: »
    Wrong. The Altmer +magicka bonus is twice the amount of the Magicka you gain from upgrading your enchants from all white to all legendary.

    The effect of racial passives is huge, and needs to be rebalanced right away.

    So what your saying is you can't reach soft cap in magicka without being an altmer? You get a 10% bonus to your max magic as an Altmer which is far from your double statement, but again you can reach soft cap with v12 glyphs so i stand by my original statement. I don't argue altmer is preferred for magic users but i don't think its a requirement either. Please check your numbers before trying to flame someone.
    Edited by Jagath on July 18, 2014 8:01PM
  • Aeratus
    Aeratus
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    Aeratus wrote: »
    Wrong. The Altmer +magicka bonus is twice the amount of the Magicka you gain from upgrading your enchants from all white to all legendary.

    The effect of racial passives is huge, and needs to be rebalanced right away.

    So what your saying is you can't reach soft cap in magicka without being an altmer? You get a 10% bonus to your max magic as an Altmer which is far from your double statement, but again you can reach soft cap with v12 glyphs so i stand by my original statement. I don't argue altmer is preferred for magic users but i don't think its a requirement either. Please check your numbers before trying to flame someone.
    First, soft cap is nothing. The preference is to have much higher than softcap, even several hundreds above softcap.

    Second, yes it is double, but you commented before reading what I actually wrote. By "double," I meant double the difference between white glyph and gold glyph.
  • Jagath
    Jagath
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    Aeratus wrote: »
    First, soft cap is nothing. The preference is to have much higher than softcap, even several hundreds above softcap.

    Second, yes it is double, but you commented before reading what I actually wrote. By "double," I meant double the difference between white glyph and gold glyph.

    You are starting to make arguments that have nothing to do with what i originally posted. I don't care about the difference between white and gold glyphs and they have nothing to do with racial passives. I never said the increase between a white and gold glyph should be equal to a racial passive.

    Its pretty simple any racial bonus can be made up for with item sets and glyphs. While this may not give you the best possible build the differences are not game breaking. Nothing you have said so far changes that. If you want to show some hard numbers to prove me wrong please do so.
    Edited by Jagath on July 18, 2014 8:33PM
  • ShedsHisTail
    ShedsHisTail
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    I like how your "Amphibious" has exactly zero to do with being amphibious.
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  • Aeratus
    Aeratus
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    Aeratus wrote: »
    First, soft cap is nothing. The preference is to have much higher than softcap, even several hundreds above softcap.

    Second, yes it is double, but you commented before reading what I actually wrote. By "double," I meant double the difference between white glyph and gold glyph.

    You are starting to make arguments that have nothing to do with what i originally posted. I don't care about the difference between white and gold glyphs and they have nothing to do with racial passives. I never said the increase between a white and gold glyph should be equal to a racial passive.

    Its pretty simple any racial bonus can be made up for with item sets and glyphs. While this may not give you the best possible build the differences are not game breaking. Nothing you have said so far changes that. If you want to show some hard numbers to prove me wrong please do so.
    You originally wrote that racial passive makes a "minor" difference compared to gear. All I wrote is that the +stat bonuses are significant, which is not "minor" in my opinion.

    Now you're using the phrase "can be made up for." But you don't "make up" for a bonus, because every bonus that you equip has an opportunity cost of missing out on another bonus. Thus, "making up" for another bonus is a fallacy, and everything comes back to the balance between the bonuses.
  • makkon
    makkon
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    stat bonus - best bonus atm. it always works. it gives damage (stamina or mana), it gives sustain and survivability (hp + some skills/passives) and not negated by some skills/bonuses (like khajiit's last and strongest passive by 1-2 pieces of impenetrable)

    balancing needed! or atleast race change.
  • DeLindsay
    DeLindsay
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    makkon wrote: »
    stat bonus - best bonus atm. it always works. it gives damage (stamina or mana), it gives sustain and survivability (hp + some skills/passives) and not negated by some skills/bonuses (like khajiit's last and strongest passive by 1-2 pieces of impenetrable)

    balancing needed! or atleast race change.
    Nope no balance is needed as it's not remotely as important or game changing or game breaking as you make it sound. I main as a Wood Elf NB who doesn't have those bonus types and I could literally care less if other Races do.

    As for the ability to purchase via the game store a Race change, I'm all for that as it gives players options and options are usually a good thing.
  • Brandonicus
    Brandonicus
    Soul Shriven
    I don't know about your racial rebalances but I do agree that the passives make a difference and I do agree that something should be done be it letting people change races (even if they have to pay $), making the racial passives less significant, or more broad in their impact. My reasoning is strictly personal experience:

    I have a Khajit Templar who's been working as a tank. I've come to realize through grinding, pvping, and veteran dungeons that templars are really optimally suited for caster roles. Sadly every time I think of changing over to light armor I remember that my race is really optimally suited for melee and thus my vet ranked character is sub-optimal in a way I can't change no matter what I do.

    This sort of lock-in problem is potentially exacerbated with every rework and rebalance that happens simply because the classes' suitability as stam/magicka based fighters keeps changing and the one meaningful thing I can't change about my character (its race) prevents me from completely rolling with whatever changes come down the pipe.

    I suppose what I'm really saying is that it's frustrating to be given an immutable and meaningful choice with little information and then be plagued later on with the constant choice of whether to create a new identical character just to be able to rechoose.
  • Mud_Puppy
    Mud_Puppy
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    Swim speed OP
    /kill
  • makkon
    makkon
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    trolls everythere. btw you will be first who start whining after 1.3 (ofc if not imperials)
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