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https://forums.elderscrollsonline.com/en/discussion/668104/

Official Feedback Thread for Racial Passive Balance

  • Radburn
    Radburn
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    I want to comment again on Nords. The past week I hit 50 on my Templar Nord and have been really enjoying my health regen build using Permafrost + Orgnum's scale. I knew changes were coming to racials and that Nords were probably near the top of the list of those changes. I would prefer to keep the 30% health regen bonus, but at the same time I don't want to be selfish if others don't utilize that stat. losing 10% health regen isn't terrible, but I am one of the few that would like it to remain. If it must happen please, please consider more health instead of stamina to keep it stat neutral. Adding health means that players can place less stat points into it which frees up those points to use however they like.
  • dylanjaygrobbelaarb16_ESO
    dylanjaygrobbelaarb16_ESO
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    DHale wrote: »
    No matter what they do you (all) would complain. So now anyone can change their race to khajit or red guard or whatever yet still you all complain. Egads. Ppl say that the devs don't listen unfortunately they do listen. That's a great deal of problem they listen and make changes that a vocal minority ask for. I am happy as no one will discuss further what the best nb will be wood elf or khajit at least.

    thats hardly the point. yes complainers complain. letting people change to stronger a stronger race is not balance, this is a thread AKSING FOR feedback. just because there are QQ'ers dosent mean everything is fine dont bother talking.
    thanks for your zero contribution

  • AmberLaTerra
    AmberLaTerra
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    What do you think about the changes?
    I think some are good some are not so good, I personally expected to see something better then 1% more gold on imperials being they are the premium race, and think the buff to Khajiit may be a bit over kill and this from someone who plays a couple Khajiit.

    I also think the need nord changes will make them the most used creation for alts and the most used for class change as 15 extra minutes on drinks will mean 15 minute longer Psijic ambrosa so people will grind to their target level with Ambrosa on a nord then change to the race they actually want the character to be and that kind of hurts the race.
    Are there any that you feel are too strong compared to the others? Too weak?
    Well some races got buffs and others got things that are really not that useful. Like how often do we walk over lava to benefit from the 50% damage reduction Dummer got? That seems pretty useless and weak, as does the imperial change. 1% more gold when most mobs drop very little gold (in my experience 12-13 gold most common) that means .13 extra gold means 1 extra every 9-10 kills is pretty useless.
    Did you encounter any issues with the new Racial Passive changes?
    No issues found
    Are the changes going to make you change your character's race? If so, why?
    Nope, the only race I may change are the first couple characters I made before I learned how much of an impact race has on build in the game, and thought it would be more like the other TES games where race played a part but any race could fill any role well. I could have just re-rolled them but giving up all the money spent training mounts and such would have been irritating.
    Are the changes going to encourage you to adjust your current build? If so, how?

    Not really as they tend to fit into how my builds already are or do not effect my builds as they are.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    CP 365 Nord DK DPS EP
    CP 365 Imperal DK Stam Tank EP
    Level 9 Imperial Stam Templar EP
    Cp 365 Khajiit Stam Blade EP

    For the glory of the Pact
  • Arato
    Arato
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    PlagueMonk wrote: »
    Footfalls wrote: »
    Please, enlighten me where exactly in the lore are Argonians noted as being excellent healers?
    Proof pls?
    Not that they have healers (any race has), but that they're better in that than other races.

    I must be losing my mind because I could have sworn there was lore to back up my claim but I can no longer find the source material. I'll admit I might be wrong that Argonians are renowned healers but they do have some affinity for magic so there is at least some reasonable explanation for the extra magic we're receiving and at this point, I'm just happy to receive ANY buff we receive.

    But that's mine and many others point........while we do get a tiny magicka buff, unless we are healers we all get an across the board NERF (especially in group situations). Losing a pretty universal bonus (not the best even then but it's what we were given) in trade for a pigeon hole ability we cant take advantage of unless we heal is not a bonus.

    I could continue and ask things like WHY ONE EARTH we are still the only race tied to a consumable (so no consumable no bonus, and it costs resources / gold to get that bonus) why the renown Shadowscales are not represented (even though ESO;s description of Argonians falsely advertizes it, the DB is out and the next patch is going to focus on us), bah I am so fed up with Zenimax's ******** decisions.

    Honestly speak, how much of a nerf is it really?
    Let me give you an example. My Argonian Templar is probably the outright WORST Templar in ESO. Restostaff and Light Armor aren't maxed level and with food, I only have 30k max magic, and 1980 Spell Damage
    Without either Major Mending or Major Sorcery, My BoL can heal for, on average, for 14k, with 16k crits
    With Major Mending, I heal for 18k with 21-22k crits
    With Major Mending + Sorcery, I heal for 20-21k and crit for 25k

    I am overhealing already with my p*** poor excuse of a Templar as is. That 9% extra healing you are receiving is not helping me keep you alive, at all. Any other Templar that has even remotely better stats than me is healing you WAY more than I am and you are no different from the majority of DPS that sit at about 20k health at the best of times. The only people that might miss the extra healing received are Tanks but it would still take at least 2 BoLs from me to heal them for 40k health, which is well above average for most tanks that sit at maybe 35k at most. So really what is the nerf for group content?

    The absolute only thing that might hurt is that potions may no longer get the benefit of that 9% extra healing but a potion wouldn't heal you for more than 10-11k on an Argonian DPS character and 9% of that is only ~900 extra health, which isn't going to make THAT much of a difference honestly. Your other self heals shouldn't be affected much if at all really.

    The incoming healing really shines when you're getting lots of HoT's constantly, not really big direct heals.
  • SoulKing32
    SoulKing32
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    Arato wrote: »

    You pick a race for either fitting your RP/aesthetic likes without caring about what passives they get, or you take a look at their passives, and pick a race that best suits the role you want to make.

    You don't pick a race for aesthetics and then demand their passives be made to fit the role you want.

    Your argument would be valid if the racial passives would be carved in stone. They are not, ZOS changed the passives several times since launch. This thread was created to discuss those changes. If you think Nord passives are fine thats ok - I respect your opinion of course. In my opinion there is a huge gap between good races like Redguard/Kahjiit and Nord in PVP.

    Playing since launch. EU - PC - EP
  • actosh
    actosh
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    Imperial: Red Diamond should work as Adrenaline rush does on a redguard. No 10%chance crap.

    Make it so that it is a proc each 3secs on melee hits that heals you for 3% of your max health.

    Maybe tune it down a bit to 2% but get rid of that usekess proc chance pls.

    Also Gold increase by 1% is just wayyyy to low.
  • Van_0S
    Van_0S
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    Altmer: 6% magic damage, when using a destruction staff.
    Breton: 15% reduce magicka cost and 2% magic regen, when you use all light armor.
    Imperial: 6% increase in health regen in a group of 20.
    Nord: 4% healing taken, when you block.
    Bosmer: increase weapon damage speed by 15% for 6 sec , when you kill an enemy.
    Edit: :smiley:
    Redguard: Adrenaline rush is renamed to dessert warriors, melee attack regain stamina by 3%, only in desert areas.
    Orc: reduced weapon damage by 2%, killing an enemy gives major brutality for 3sec.
    Khajiit: reduced the critical damges by 2% and increased max stamina by 85%, when you equip nothing.( no armor)
    Argonian: increase stealth radius by 35%, max stamina by 45%, max magicka by45% and health by 75%, when you are in water.
    ;):p:D:trollface:
    Edited by Van_0S on July 1, 2016 12:00PM
  • Teridaxus
    Teridaxus
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    If we still had soft caps, we wouldn't even be in this awful situation.
  • germainp96b14_ESO
    @ZOS_JessicaFolsom
    My take on the Racial Changes. The changes overall are good and will help the diversity of gameplay and make some previously less desirable races have their place in the game IE, the changes to Nord, Orc and, Argonian. However, some decisions have left other races in the dust and actually diminished usability of certain races in classes: IE the buffs to khajit (6% max stam) and Dark Elf (2% frost and shock damage) making other stamina dps races less viable, especially the khajit buff. With this in mind I propose to change some of the passives of 3 races: Altmer, Breton and, Bosmer.

    Altmer: The changes to Dark Elf have made it the preeminent magicka DPS choice pick for all classes except Sorcerer, which is still high elf due to the use of shock damage, as every competitive Magicka build for the other 3 classes are going to use Fire staves for the extra DoT destruction staff skills proc as well as complementing the Dark Elf flame damage passive (7%) on basic attack weaving with a fire staff. To fix this Altmers must be made attractive for DPSing with classes that do more Magic damage than Elemental damage.

    Solution:
    Change the High Elf elemental expert damage passive to 3% bonus to elemental damage and MAGIC damage.

    *This Change is lore friendly as Altmers are masters of all kinds of Magic and giving them magic damage as well as elemental fits that.

    Breton: Same problem as Altmer due to the buff to Dark Elf passives. In addition to this Breton has always been less beneficial than High Elf due to the diminishing returns of cost reduction compared to magicka regen, not to mention the very subpar spell resistance bonus. AP bonus is just a bad idea and should be changed for obvious reasons, make bretons require 5% less lorebooks to complete mages guild line.

    Solution:
    1st passive: Leave untouched.
    2nd passive: Keep the spell resistance, add a 10% chance to restore 2%, 4%, 6% max magicka (capped at once every 6 seconds) when taking Magic or Elemental Damage.
    3rd Passive: Keep 3% cost redux passive, add 3%, 4%, 5% spell crit damage

    *These changes should keep the Breton balanced in both PVP and PVE. The extra spell crit damage won't be a big factor at all in PVP due to Impen and Uncertainty debuff however, it will greatly help them be viable as PVE DPS. The restore Magicka passive won't be extra regen for a DPS role in PVE as it requires the player to take damage however it will give the player the ability to play a Magicka based tank in PVE and PVP effectively. These changes are also lore friendly as they benefit a Breton who is in the thick of battle harnessing the magical energies around him/her.

    **These changes may be seen as too OP by some and I concede that the numbers may need some tweaking however, the flavor and utility of these changes should put the Breton in a much better and balanced place.

    Bosmer: The 6% max stamina buff to Khajit has made every other stamina based race an extremely subpar choice for DPS (and they already were due to the bonus crit dmg). However, 6% max stam is useful for Khajits in PVP who are currently out shined by Redguards, Imperials and, Orcs. Therefore Khajits shouldn't be nerfed and rather a second option should be put forward for the diversity of PVE DPS gameplay. Bosmer currently are decent gankers, along with khajits in PVP, yet once again are easily out performed by the other stamina races and could do with a little love on the PVP side as well, though 21% recovery is awesome.

    Solution:
    1st Passive: Leave untouched
    2nd Passive: Keep poison and disease resist, buff the max stam to 2%, 4%, 6% from 1%, 2%, 3%.
    3rd Passive: Keep bonus damage from stealth and stealth radius, add (similar to the flanking set) a 3-4% increase to ALL DAMAGE dealt from behind the target.

    *The buff to max stam is absolutely necessary if khajits are going to keep their max stam (which I think they should, as previously explained). However, the bonus to damage dealt from behind could be problematic for PVE DPS balance depending on how much additional damage the player is able to get while behind a boss. Staying behind a boss has and is becoming much harder due to the increased mobility of fights and mechanics which require range or certain positioning wherein the tank has a hard time pointing the boss away from the DPS. This shouldn't be too much of a factor in PVP as it won't affect anything but ganks as players who can see you are unlikely to give you their backs instead of fighting you off. Since 1 shots are already quite easy to pull off with bow heavy attack->gap closer->execute the bonus damage shouldn't be a big factor either.

    ** I believe these changes to Bosmer should make the Bosmer a viable choice for attentive players who position well in group content and wish to DPS. The major issue with the attacking from behind passive is that the set is pretty buggy and hard to pull off (according to friends who have tried to use it) thus more leniency for this mechanic might be necessary. These changes however should are extremely lore friendly keeping in line with the sneakiness of Wood Elves.

    Regarding other Races:
    I think that the changes in this PTS are good and allow races to fill specific roles better than others adding much flavor to the game and increasing build diversity, IE: Argonians, Orcs and, Nord changes. Argonians are going to be great healers, Orcs tankier allowing them more forgiving gameplay in PVP and PVE and, Nords are much beefier and even better tanks than they were. The Redguard has remained unchanged (good) because their dominance along with Imperial in PVP needed no adjustment and their great sustain still allows them to be good in PVE especially with longer more mechanic intensive fights being the focus of new PVE content. Imperial could do with some tweaks, yet their high resource pools in both health and stamina makes them an ideal choice in PVP regardless of how you want to play.

    Let me know what you think.
    Edited by germainp96b14_ESO on July 1, 2016 1:19PM
  • Solariken
    Solariken
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    I have been thinking a lot about the racial changes and how the Imperial toolset is very underwhelming to me when compared to many other races. Let me reiterate something I wrote earlier in the thread:

    Because Imperials are locked behind a paywall, there should be a very clear and desirable benefit for choosing them over other races. That benefit should NOT be a raw power advantage over other races, as many players would perceive this as “pay-to-win.” I believe the Imperial benefit should be that they are synergistic with the greatest variety of character builds and perform competitively in the greatest variety of situations. Additionally, they should be among the most conducive to switching your character between magicka and stamina specializations.

    Red Diamond is the piece that just doesn't do it for me. It is incredibly weak, even on a fast-attacking skill like Biting Jabs. This passive should be beefed up to achieve the goals I quoted above, providing a clear reason to pay a little extra to be able to play as an Imperial and afford players great build flexibility. Consider this idea:

    Red Diamond

    Melee attacks have an X% chance to restore Y% of max health over Z seconds.

    Critical strikes with weapon attacks have an X% chance to restore Y% of max stamina over Z seconds.

    Spells causing damage or healing over time have an X% chance to restore Y% of max magicka over Z seconds.

    Each time you gain ultimate, you have a 10% chance to gain 1 additional ultimate.


    The restorative mechanics offer sustain that is subject to RNG in the spirit of the current Red Diamond. The procs are strong but situational and overall just slightly weaker than a direct boost to recovery stats that other races enjoy. They do not stack or directly interact with your character's recovery stats and are not prone to runaway multiplicative boost. The Z second duration is also important because it prevents rapid fire procs - if additional procs occur during the 3 seconds, the duration is simply refreshed. These restorative passives scale nicely with the player's build and are very adaptive and useful to a huge number of builds.

    I think it's appropriate to give Red Diamond four mini resource bonuses, as a diamond has four points. The numbers that I feel would be about right for the above variables are 20% chance, 6% of health/stam/mag, and over 3 seconds.

    Thanks for reading!
    Edited by Solariken on July 2, 2016 10:00PM
  • PlagueMonk
    PlagueMonk
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    @ZOS_JessicaFolsom
    Regarding other Races:
    I think that the changes in this PTS are good and allow races to fill specific roles better than others adding much flavor to the game and increasing build diversity, IE: Argonians, Orcs and, Nord changes. Argonians are going to be great healers, Orcs tankier allowing them more forgiving gameplay in PVP and PVE and, Nords are much beefier and even better tanks than they were. The Redguard has remained unchanged (good) because their dominance along with Imperial in PVP needed no adjustment and their great sustain still allows them to be good in PVE especially with longer more mechanic intensive fights being the focus of new PVE content. Imperial could do with some tweaks, yet their high resource pools in both health and stamina makes them an ideal choice in PVP regardless of how you want to play.

    Let me know what you think.

    I take issue with this statement because no one from the Argonian community ASKED to be the best healers. It also pigeonholes us into a single "good" role (while at the same time nerfing all other roles) plus it doesn't fit with the lore of the race in the least.

    These racial passives should serve as a way to expand the roles races have access to, not close them down / make them more difficult to perform. Most other races get some boost to either stamina or magicka, allowing them to play all classes as either stamina based or magicka based but not Argonians? It's complete bull****

  • Junkogen
    Junkogen
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    I erect the spine of rage against you all for your support of Argonians being healers. The saddest thing in this game is that it makes more sense to be an Altmer for a nightblade than an Argonian, worshippers of Sithis and reknowned for guerrilla tactics. This game has failed them and so have all of you that support their new ludicrous role as healers. I shake my head in disgust.

    Why do they have to be healers? Why? Why? Why?

    Also, Altmer and Bretons need no changes. They have been the top 2 magicka races since forever. Any magicka build has them first and second. Dark Elf only became popular with the Maelstrom staff. One weapon and now Altmer and Breton need buffs? Give me a break. If Altmer get buffs I'll crap a daedroth. Altmer IS magicka. They should get absolutely nothing.

    The worst thing about these changes to racial passives is that none of the races that really need help got much at all. For example, Argonians got relegated to healing?! The Shadowscales?! Worshippers of Sithis?! Hippie dippie healers?! Shameful. Disgraceful.

    The same races that have been Titans all along will continue to be Titans. Redguard, Altmer, these races melt face. I guess I'll just sit in the back and heal, because that's what a Shadowscale would do. That's what the main characters of their new DLC would do, right? That's what the Shadowscales in the main Shadowfen questline would do, right? I just don't get it. Bretons should be healers. Give them the 9% healing given and make Argonians real Argonians, not this made up race for ESO, these poser lizards that have to use a consumable to use a passive.

    People complain about the meaningless fluff passives? Guess what, Argonians have been shafted with that since launch as one of their MAIN passives. Yep, not fluff, but the starting lineup. Argonians deserve to have a 25%-chance-to-instant-kill-other-players passive for all the crap we've put up with over these last two years. Begging for the scraps we've gotten while races like Altmer and Redguard have been crushing it all along. That's the real injustice here. And some of you have the audacity to ask for buffs for these races?! Ha! Ahahahahahaha! That's just friggin perfect. And I'm sure ZOS will give it to you. Oh you poor Bretons, Bosmer, and Imperials...cry me a river and I'll use my stupid swim speed to swim up it and tail slap you across the face.

    I'm so bitter and resentful. I wish my Argonian could take out my vengeance on all of you for these transgressions, but I guess I'll just be healing in the back waiting for some roided out kitty cat to gank my peace-loving ass.
    Edited by Junkogen on July 1, 2016 3:05PM
  • Arato
    Arato
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    SoulKing32 wrote: »
    Arato wrote: »

    You pick a race for either fitting your RP/aesthetic likes without caring about what passives they get, or you take a look at their passives, and pick a race that best suits the role you want to make.

    You don't pick a race for aesthetics and then demand their passives be made to fit the role you want.

    Your argument would be valid if the racial passives would be carved in stone. They are not, ZOS changed the passives several times since launch. This thread was created to discuss those changes. If you think Nord passives are fine thats ok - I respect your opinion of course. In my opinion there is a huge gap between good races like Redguard/Kahjiit and Nord in PVP.

    There needs to be races that are built for tanking. Sorry but if you make every race stam or magicka dps then you have no good races for tanking. You'll get the chance to change race to a race you think is better suited for PVP if you like, but Nord is good for PVE tanking.

    They're having enough trouble just trying to balance 3 races for stam dps and 3 races for magicka dps/healing as it is, trying to make it 5 and 5 with no tanking races is just going to homogenize everything because they won't be able to balance that many races while still making them unique.
    Edited by Arato on July 1, 2016 3:40PM
  • Miszou
    Miszou
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    Junkogen wrote: »
    I erect the spine of rage against you all for your support of Argonians being healers. The saddest thing in this game is that it makes more sense to be an Altmer for a nightblade than an Argonian, worshippers of Sithis and reknowned for guerrilla tactics. This game has failed them and so have all of you that support their new ludicrous role as healers. I shake my head in disgust.

    Why do they have to be healers? Why? Why? Why?

    Also, Altmer and Bretons need no changes. They have been the top 2 magicka races since forever. Any magicka build has them first and second. Dark Elf only became popular with the Maelstrom staff. One weapon and now Altmer and Breton need buffs? Give me a break. If Altmer get buffs I'll crap a daedroth. Altmer IS magicka. They should get absolutely nothing.

    The worst thing about these changes to racial passives is that none of the races that really need help got much at all. For example, Argonians got relegated to healing?! The Shadowscales?! Worshippers of Sithis?! Hippie dippie healers?! Shameful. Disgraceful.

    The same races that have been Titans all along will continue to be Titans. Redguard, Altmer, these races melt face. I guess I'll just sit in the back and heal, because that's what a Shadowscale would do. That's what the main characters of their new DLC would do, right? That's what the Shadowscales in the main Shadowfen questline would do, right? I just don't get it. Bretons should be healers. Give them the 9% healing given and make Argonians real Argonians, not this made up race for ESO, these poser lizards that have to use a consumable to use a passive.

    People complain about the meaningless fluff passives? Guess what, Argonians have been shafted with that since launch as one of their MAIN passives. Yep, not fluff, but the starting lineup. Argonians deserve to have a 25%-chance-to-instant-kill-other-players passive for all the crap we've put up with over these last two years. Begging for the scraps we've gotten while races like Altmer and Redguard have been crushing it all along. That's the real injustice here. And some of you have the audacity to ask for buffs for these races?! Ha! Ahahahahahaha! That's just friggin perfect. And I'm sure ZOS will give it to you. Oh you poor Bretons, Bosmer, and Imperials...cry me a river and I'll use my stupid swim speed to swim up it and tail slap you across the face.

    I'm so bitter and resentful. I wish my Argonian could take out my vengeance on all of you for these transgressions, but I guess I'll just be healing in the back waiting for some roided out kitty cat to gank my peace-loving ass.

    I.. I think I love you. (And PlagueMonk too ;) )

    Also, it occurred to me last night exactly what is wrong with this "new improved" version of Quick to Mend * - it's a buff for everyone else in you party, not necessarily for you.

    Why do Argonians have to be the only race with a passive that directly benefits OTHER players? And only then if you happen to be a healer? +10% magicka (or whatever) benefits both the player AND indirectly, the team. But first and foremost, it's a buff for the player.

    This change is garbage.

    * Some restrictions may apply. Does not imply that the owner of this skill is actually Quick to Mend. Offer not valid for Tanks, DPS or any other class that doesn't heal other players. Offer only valid for outgoing healing.
  • LadyNalcarya
    LadyNalcarya
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    Miszou wrote: »
    Junkogen wrote: »
    I erect the spine of rage against you all for your support of Argonians being healers. The saddest thing in this game is that it makes more sense to be an Altmer for a nightblade than an Argonian, worshippers of Sithis and reknowned for guerrilla tactics. This game has failed them and so have all of you that support their new ludicrous role as healers. I shake my head in disgust.

    Why do they have to be healers? Why? Why? Why?

    Also, Altmer and Bretons need no changes. They have been the top 2 magicka races since forever. Any magicka build has them first and second. Dark Elf only became popular with the Maelstrom staff. One weapon and now Altmer and Breton need buffs? Give me a break. If Altmer get buffs I'll crap a daedroth. Altmer IS magicka. They should get absolutely nothing.

    The worst thing about these changes to racial passives is that none of the races that really need help got much at all. For example, Argonians got relegated to healing?! The Shadowscales?! Worshippers of Sithis?! Hippie dippie healers?! Shameful. Disgraceful.

    The same races that have been Titans all along will continue to be Titans. Redguard, Altmer, these races melt face. I guess I'll just sit in the back and heal, because that's what a Shadowscale would do. That's what the main characters of their new DLC would do, right? That's what the Shadowscales in the main Shadowfen questline would do, right? I just don't get it. Bretons should be healers. Give them the 9% healing given and make Argonians real Argonians, not this made up race for ESO, these poser lizards that have to use a consumable to use a passive.

    People complain about the meaningless fluff passives? Guess what, Argonians have been shafted with that since launch as one of their MAIN passives. Yep, not fluff, but the starting lineup. Argonians deserve to have a 25%-chance-to-instant-kill-other-players passive for all the crap we've put up with over these last two years. Begging for the scraps we've gotten while races like Altmer and Redguard have been crushing it all along. That's the real injustice here. And some of you have the audacity to ask for buffs for these races?! Ha! Ahahahahahaha! That's just friggin perfect. And I'm sure ZOS will give it to you. Oh you poor Bretons, Bosmer, and Imperials...cry me a river and I'll use my stupid swim speed to swim up it and tail slap you across the face.

    I'm so bitter and resentful. I wish my Argonian could take out my vengeance on all of you for these transgressions, but I guess I'll just be healing in the back waiting for some roided out kitty cat to gank my peace-loving ass.

    I.. I think I love you. (And PlagueMonk too ;) )

    Also, it occurred to me last night exactly what is wrong with this "new improved" version of Quick to Mend * - it's a buff for everyone else in you party, not necessarily for you.

    Why do Argonians have to be the only race with a passive that directly benefits OTHER players? And only then if you happen to be a healer? +10% magicka (or whatever) benefits both the player AND indirectly, the team. But first and foremost, it's a buff for the player.

    This change is garbage.

    * Some restrictions may apply. Does not imply that the owner of this skill is actually Quick to Mend. Offer not valid for Tanks, DPS or any other class that doesn't heal other players. Offer only valid for outgoing healing.

    Well, we have a couple of races with bonuses to elemental damage, a race that has a bonus to melee attacks, but no races with + to poison/disease and magic.
    So why not to give it to argonians? This would make them more versatile at least...
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • Medieval_Miss81
    Medieval_Miss81
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    Lots of posters seem to think that it would be better to lessen Altmer's elemental passive but add magicka instead. Please do not do that. Altmers who are DK's would lose even more ground to the Dunmer then, as would Sorc Altmers. Yes, sorcs have magicka damage, too, but their hardest hitting skills are elemental and the destro staff skills are elemental.

    What I don't understand is why Dunmers need to have added elemental other than fire. As I said previously, the entire reasoning to decrease the across the board elemental damage of Altmers at the beginning of the game was because it would be too much when Dunmers only had fire damage - so the result was that Dunmer would have more fire damage but Altmer would have all forms of elemental damage. When you now add other elemental damage to Dunmer, that negates the very argument for reducing Altmer elemental damage across the board.
    Edited by Medieval_Miss81 on July 1, 2016 4:21PM
    Co-GM of Cor Leonis
  • germainp96b14_ESO
    Junkogen wrote: »
    I erect the spine of rage against you all for your support of Argonians being healers. The saddest thing in this game is that it makes more sense to be an Altmer for a nightblade than an Argonian, worshippers of Sithis and reknowned for guerrilla tactics. This game has failed them and so have all of you that support their new ludicrous role as healers. I shake my head in disgust.

    Why do they have to be healers? Why? Why? Why?

    Also, Altmer and Bretons need no changes. They have been the top 2 magicka races since forever. Any magicka build has them first and second. Dark Elf only became popular with the Maelstrom staff. One weapon and now Altmer and Breton need buffs? Give me a break. If Altmer get buffs I'll crap a daedroth. Altmer IS magicka. They should get absolutely nothing.

    The worst thing about these changes to racial passives is that none of the races that really need help got much at all. For example, Argonians got relegated to healing?! The Shadowscales?! Worshippers of Sithis?! Hippie dippie healers?! Shameful. Disgraceful.

    The same races that have been Titans all along will continue to be Titans. Redguard, Altmer, these races melt face. I guess I'll just sit in the back and heal, because that's what a Shadowscale would do. That's what the main characters of their new DLC would do, right? That's what the Shadowscales in the main Shadowfen questline would do, right? I just don't get it. Bretons should be healers. Give them the 9% healing given and make Argonians real Argonians, not this made up race for ESO, these poser lizards that have to use a consumable to use a passive.

    People complain about the meaningless fluff passives? Guess what, Argonians have been shafted with that since launch as one of their MAIN passives. Yep, not fluff, but the starting lineup. Argonians deserve to have a 25%-chance-to-instant-kill-other-players passive for all the crap we've put up with over these last two years. Begging for the scraps we've gotten while races like Altmer and Redguard have been crushing it all along. That's the real injustice here. And some of you have the audacity to ask for buffs for these races?! Ha! Ahahahahahaha! That's just friggin perfect. And I'm sure ZOS will give it to you. Oh you poor Bretons, Bosmer, and Imperials...cry me a river and I'll use my stupid swim speed to swim up it and tail slap you across the face.

    I'm so bitter and resentful. I wish my Argonian could take out my vengeance on all of you for these transgressions, but I guess I'll just be healing in the back waiting for some roided out kitty cat to gank my peace-loving ass.

    Argonians have no bonuses to Stamina or Magicka exclusively, rather their only base stat increase is to health 9%. The regeneration Argonians get from Pots is VERY good and allows for certain buffs to be acquired without slotting skills. The healing passive applies to both magicka and stamina based heals. These three things together allows for stamina or magicka based gameplay by preference of the player and not determined by your racial passives, so your first point about argonians being pigeon holed is quite frankly wrong. These passives make Argonian a solid ALL AROUND choice for PVP and PVE allowing you to be generally successful in every play style. However, I do recognize that argonians lack damage compared to other races, especially if you like to RP yourself as a Shadowscale, thus if for lore and flavor reasons a small buff to poison and disease damage, or effectiveness (more procs or less dilution) would make sense. The benefit Argonians get to drinking potions synergizes extremely well with a nightblade and allow for some pretty nasty ultimate combos, such as meteor->soul harvest (plus resources to almost full) or dawnbreaker->incap strike (plus resources to almost full). The potions are the true strength of the argonian and allows a well built magicka OR stamina argonian nightblade to be particularly successful in the heat of combat as well as durable. Be glad you have such flavor built into your race, most races just get flat percentages or resists. You also can't expect argonians to be such a versatile race as they are while still dealing just as good damage as Khajit or Dunmer (yes khajit and dunmer because they are the best Stamina and Magicka dps next patch, khajit always has been top DPS). Therefore there is just a much reason to go Argonian nighblade as Altmer nighblade depending on what you want to do, of course for high end PVE in top guilds Dunmer and Altmer will trump Argonians but it's the opposite in PVP.

    To address you issue with buffing Altmer and Breton. As explained this was driven in part by the dunmer buff, which is extremely lore accurate as dunmers are masters of all destruction Magic. However, I did not state the obvious, which is that stamina builds greatly outperform magicka classes right now, to balance this Magic Damage has to be buffable race wise for sorcerer skills such as crystal frags and nightblade skills such as swallow soul and templar skills that also deal MAGIC damage (not elemental) can hit harder and be more on par with stamina DPS.

    Specifically concerning breton, the spell resist is absolutely mediocre and not strong enough right now, the 3% cost reduction is barely any use because regen scales so much better and, they have no way to buff their healing or damage making them a completely sub par race for being healers or DPS (they should be able to do both). The regen solution I proposed does not help them at all unless they are taking magic or elemental damage (which they shouldn't be in PVE unless they tank), PVP wise this helps them quite a lot because their sustain is just not good enough for the loss of damage from not being high elf or dark elf. The spell critical damage (multiplier) allows them to be good at either producing stronger heals and/or stronger damage. These changes put Breton where it NEEDS to be compared to other magicka races.

    Concerning Dunmer, they were always very strong choices for magicka races, even before Maelstrom weapons or the buff to wall of elements the extra damage from weaving with fire staff and the fact that all classes used meteor, plus DKs and Templars having a decent amount of flame damage, made them a great choice for more aggressive PVP and PVE builds.

    Side note:
    If you are concerned about the the lore friendliness of your race you should be about all of them and every change I've proposed actually put the race into a much more lore friendly position. Also redguards while decent in PVE are again strongly outperformed by khajits (especially next patch), the true power of redguard is sustain in PVP engagements. Bosmer are an absolutely abysmal race, everything they do can be done better by a redguard, orc, or Khajit PVP and PVE wise, and no I don't have any Bosmer characters.
    Edited by germainp96b14_ESO on July 1, 2016 5:22PM
  • Cloudless
    Cloudless
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    What I don't understand is why Dunmers need to have added elemental other than fire. As I said previously, the entire reasoning to decrease the across the board elemental damage of Altmers at the beginning of the game was because it would be too much when Dunmers only had fire damage - so the result was that Dunmer would have more fire damage but Altmer would have all forms of elemental damage. When you now add other elemental damage to Dunmer, that negates the very argument for reducing Altmer elemental damage across the board.

    Might be a bad idea, but I had to wonder: what if the Dunmer would get a bonus to fire damage + poison damage, instead of elemental damage? I seem to remember a lot of Dunmer Stam-DKs unhappy with the latest changes to poison for Dragonknights, and this might help fix that. Also, it would provide an interesting synergy with some bow skills, which is still somewhat Dunmer lore-friendly, as they've always got a small bonus in the Marksman skill in every TES games.
    Furthermore, that would keep the Altmer and Bretons as best all-around magicka choices and at the same time balance magicka and stamina Dunmer characters, keeping the whole racial theme in line with the "dynamic" vibe they've always had.
  • Akimbro
    Akimbro
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    Made a thread on some suggestions to balance the magicka-based racial passives, without going against lore.

    TL;DR - Let Dunmers have the elemental damage. Altmers should have crit as the universal magicka class, for the lack of a race beneficial to magic damage dealers. Bretons cost reduction is unerwhelming with diminishing returns. Argonians should retain a bit of their healing recieved.
    ALACRITY Emperors united RIP
    LAST PRODIGIES World first SO clear RIP

    The last egg in the carton.
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Junkogen wrote: »
    I erect the spine of rage against you all for your support of Argonians being healers. The saddest thing in this game is that it makes more sense to be an Altmer for a nightblade than an Argonian, worshippers of Sithis and reknowned for guerrilla tactics. This game has failed them and so have all of you that support their new ludicrous role as healers. I shake my head in disgust.

    Why do they have to be healers? Why? Why? Why?

    Also, Altmer and Bretons need no changes. They have been the top 2 magicka races since forever. Any magicka build has them first and second. Dark Elf only became popular with the Maelstrom staff. One weapon and now Altmer and Breton need buffs? Give me a break. If Altmer get buffs I'll crap a daedroth. Altmer IS magicka. They should get absolutely nothing.

    The worst thing about these changes to racial passives is that none of the races that really need help got much at all. For example, Argonians got relegated to healing?! The Shadowscales?! Worshippers of Sithis?! Hippie dippie healers?! Shameful. Disgraceful.

    The same races that have been Titans all along will continue to be Titans. Redguard, Altmer, these races melt face. I guess I'll just sit in the back and heal, because that's what a Shadowscale would do. That's what the main characters of their new DLC would do, right? That's what the Shadowscales in the main Shadowfen questline would do, right? I just don't get it. Bretons should be healers. Give them the 9% healing given and make Argonians real Argonians, not this made up race for ESO, these poser lizards that have to use a consumable to use a passive.

    People complain about the meaningless fluff passives? Guess what, Argonians have been shafted with that since launch as one of their MAIN passives. Yep, not fluff, but the starting lineup. Argonians deserve to have a 25%-chance-to-instant-kill-other-players passive for all the crap we've put up with over these last two years. Begging for the scraps we've gotten while races like Altmer and Redguard have been crushing it all along. That's the real injustice here. And some of you have the audacity to ask for buffs for these races?! Ha! Ahahahahahaha! That's just friggin perfect. And I'm sure ZOS will give it to you. Oh you poor Bretons, Bosmer, and Imperials...cry me a river and I'll use my stupid swim speed to swim up it and tail slap you across the face.

    I'm so bitter and resentful. I wish my Argonian could take out my vengeance on all of you for these transgressions, but I guess I'll just be healing in the back waiting for some roided out kitty cat to gank my peace-loving ass.

    @Junkogen, I erect the spine of general agreement, maybe not with as much hatred, but I share similar frustrations. I've felt for a long time that the theme of the Argonians just never felt right. Its true Argonians are GENERALLY peaceful, but its also true when they do fight they pull out all the stops. They don't play fair. Mud in the face, knee to the groin, bite you in the neck, drag you down underwater to your death type of stuff. I just don't get the sense this is what they are, and yes it will harm my Argonian builds. That being said I might make an Argonian Templar. My guess is though when I do that they'll find a way to nerf healing some more when people *** and moan about those OP Argonian Templars in pvp...
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Cloudless wrote: »
    What I don't understand is why Dunmers need to have added elemental other than fire. As I said previously, the entire reasoning to decrease the across the board elemental damage of Altmers at the beginning of the game was because it would be too much when Dunmers only had fire damage - so the result was that Dunmer would have more fire damage but Altmer would have all forms of elemental damage. When you now add other elemental damage to Dunmer, that negates the very argument for reducing Altmer elemental damage across the board.

    Might be a bad idea, but I had to wonder: what if the Dunmer would get a bonus to fire damage + poison damage, instead of elemental damage? I seem to remember a lot of Dunmer Stam-DKs unhappy with the latest changes to poison for Dragonknights, and this might help fix that. Also, it would provide an interesting synergy with some bow skills, which is still somewhat Dunmer lore-friendly, as they've always got a small bonus in the Marksman skill in every TES games.
    Furthermore, that would keep the Altmer and Bretons as best all-around magicka choices and at the same time balance magicka and stamina Dunmer characters, keeping the whole racial theme in line with the "dynamic" vibe they've always had.

    If Dunmer gets a poison bonus equivalent to their fire bonus, and they do not simultaneously beef up Argonian poison/disease resist/damage, I'll actually consider quitting the game. I'm not joking about that. No race should be able to resist and dish out poison/disease like the Argonians period. As it stands Argonian poison/disease resist is laughably bad, to the point of being a waste of energy even adding it. (Just want to add, I think it is so highly unlikely that they would ever give this to Dunmer. The lore reasons alone make it pretty preposterous, and why in fact I would be pretty offended as a player if they did what you are suggesting. At least right now my irritation with Argonian passives is there, but its a mild chronic irritation that I put up with.)
    Edited by dodgehopper_ESO on July 2, 2016 5:36AM
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • PlagueMonk
    PlagueMonk
    ✭✭✭✭✭

    Argonians have no bonuses to Stamina or Magicka exclusively, rather their only base stat increase is to health 9%. The regeneration Argonians get from Pots is VERY good and allows for certain buffs to be acquired without slotting skills. The healing passive applies to both magicka and stamina based heals. These three things together allows for stamina or magicka based gameplay by preference of the player and not determined by your racial passives, so your first point about argonians being pigeon holed is quite frankly wrong. These passives make Argonian a solid ALL AROUND choice for PVP and PVE allowing you to be generally successful in every play style. However, I do recognize that argonians lack damage compared to other races, especially if you like to RP yourself as a Shadowscale, thus if for lore and flavor reasons a small buff to poison and disease damage, or effectiveness (more procs or less dilution) would make sense. The benefit Argonians get to drinking potions synergizes extremely well with a nightblade and allow for some pretty nasty ultimate combos, such as meteor->soul harvest (plus resources to almost full) or dawnbreaker->incap strike (plus resources to almost full). The potions are the true strength of the argonian and allows a well built magicka OR stamina argonian nightblade to be particularly successful in the heat of combat as well as durable. Be glad you have such flavor built into your race, most races just get flat percentages or resists. You also can't expect argonians to be such a versatile race as they are while still dealing just as good damage as Khajit or Dunmer (yes khajit and dunmer because they are the best Stamina and Magicka dps next patch, khajit always has been top DPS). Therefore there is just a much reason to go Argonian nighblade as Altmer nighblade depending on what you want to do, of course for high end PVE in top guilds Dunmer and Altmer will trump Argonians but it's the opposite in PVP.

    I would disagree with you on all counts.

    1 - The potion passive is......ok (not great or even very good). Why only "ok" you might ask? Well a couple reasons:

    a) We only get our "bonus" once every 45 secs (a bit less if you invest CP or wear certain gear). What that means is (based on say 33k stam, and 20 health) about 4000 stam and 2500 life back over others. That alone is good but having it only available once every 45 secs sucks. I also use the term "available" because most don't just chug a pot when they can...you WAIT until you need it. So that often means your "bonus" gets diluted even more by that wait time. Now if you do chug a pot whenever you can it will get extraordinarily expensive (see below)

    b) It costs us resources to get that bonus. No other racial passive in the game relies on an outside source to gain our bonus. No potion, no bonus. I don't see any other race with that limitation. Altmer's don't need to eat a certain food every 15 mins to keep their extra magicka or Bosmers don't have to keep a certain poison on their weapons to get their stamina regen. No, they get their bonuses 24/7 while we only get our bonus based on specific circumstances.

    Not only that but those resources cost money to either buy, make or find. I'm sure you will counter with......"but green pots are cheap and easy to find!" Well you are missing the point, no other race has to worry about having to have even a cheap potion on them. Hell we aren't even compensated for this fact by having the bonus be much higher to offset the negatives. Sorry but I would much rather have the Altmer's max magicka, Bosmer's stam regen, or Khajiit's weapon crit WAY before this passive.

    Now if we just got this passive applied to us automatically say every 20 secs, THEN it would be great.

    2 - I think you are a bit out of touch with NBs because there is no great synergy with NB skills anymore. There used to be a great synergy but now it's simply 20 ultimate after drinking a potion (see 1a for reason why that isn't great). Better than a poke in the eye but there are much easier ways to generate 20 ult in way less than 45 secs.

    3 - One big thing you touch on but seem to miss however is, it's DPS that makes the world go around and Argonians are lacking in ANY racial that increases that. It's all about how high your Stamina or Magicka is. Period. Max to a stat increases DPS, max to regen helps with sustain, crit increases your DPS potential....and we have........health and healing received. That is not going to help us kill our opponents, be they NPC or PC.

    "Be glad you have such flavor built into your race, most races just get flat percentages or resists."

    Swimming is "flavor", more "flavor" is not what this race needs.

    Also a flat percentage is a good thing since the soft cap removal. You are trying to spin doctor a flat percentage as a negative but what that REALLY means is, the more of that "thing" you have, the more you get. Hardly a bad thing. This would be a non issue if the soft caps were reinstated or races actually got a "flat"/static number but that's not how the current meta works.

    "there is just a much reason to go Argonian nighblade as Altmer nighblade"

    You have GOT to be kidding me. An Altmer magblade will trounce and Argonian one. Now if you are talking Stamblade then sure, we are much more equal but, unlike the Altmer we don't have another choice and are equally mediocre with either resource.

    "of course for high end PVE in top guilds Dunmer and Altmer will trump Argonians but it's the opposite in PVP."

    OMH no, its not. The number of Lizards out in PvP is miniscule (and for good reason) comparitively. I have maxxed out my kill Altmer, RedGaurd, Orc and Khajiit ach LONG ago but my Argonian kills I think are at under 50.

    Dude, I have playing my Argonian NB since beta. I fell in love with the Shadowscale concept during the ES games and was lured into ESO by their description of the race. I love him now and no matter how gimped his racials are, I will not be spending cash to change his race name or class. And that's why I'm so passionate and so incensed about these "changes", because they just further gimp me and don't follow what the game makers advertized to me.
    Edited by PlagueMonk on July 2, 2016 1:22AM
  • Orchish
    Orchish
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    Disappointed with the Orc changes. It honestly feels like they changed the Orc racial just for the sake of changing it. I would honestly rather have health recovery than relying on healing recived.

    Personally i would have liked to see Orcs have less to do with speed and health and more to do with stamina and attack. They are Orcs after all, the finest warriors in Tamerial. They are known for their strengh and fighting abilities not for being able to run the 100 metres sprint in record time, Which in all honesty is completely useless in the game. When in combat most people will buff with the speed bost, when out of combat people ride their mounts. Something more useful would be nice.
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    Orchish wrote: »
    Disappointed with the Orc changes. It honestly feels like they changed the Orc racial just for the sake of changing it. I would honestly rather have health recovery than relying on healing recived.

    Personally i would have liked to see Orcs have less to do with speed and health and more to do with stamina and attack. They are Orcs after all, the finest warriors in Tamerial. They are known for their strengh and fighting abilities not for being able to run the 100 metres sprint in record time, Which in all honesty is completely useless in the game. When in combat most people will buff with the speed bost, when out of combat people ride their mounts. Something more useful would be nice.

    You know I always thought some kind of passive for Orcs that increased their weapon damage the lower their health got would be cool. It would fit the old 'Berserker' ability from previous games.
    Edited by dodgehopper_ESO on July 2, 2016 3:25AM
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Orchish
    Orchish
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    Orchish wrote: »
    Disappointed with the Orc changes. It honestly feels like they changed the Orc racial just for the sake of changing it. I would honestly rather have health recovery than relying on healing recived.

    Personally i would have liked to see Orcs have less to do with speed and health and more to do with stamina and attack. They are Orcs after all, the finest warriors in Tamerial. They are known for their strengh and fighting abilities not for being able to run the 100 metres sprint in record time, Which in all honesty is completely useless in the game. When in combat most people will buff with the speed bost, when out of combat people ride their mounts. Something more useful would be nice.

    You know I always thought some kind of passive for Orcs that increased their weapon damage the lower their health got would be cool. It would fit the old 'Berserker' ability from previous games.

    That would be great. I miss the Orc beserker racial from previous games.
  • Arato
    Arato
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    Orchish wrote: »
    Orchish wrote: »
    Disappointed with the Orc changes. It honestly feels like they changed the Orc racial just for the sake of changing it. I would honestly rather have health recovery than relying on healing recived.

    Personally i would have liked to see Orcs have less to do with speed and health and more to do with stamina and attack. They are Orcs after all, the finest warriors in Tamerial. They are known for their strengh and fighting abilities not for being able to run the 100 metres sprint in record time, Which in all honesty is completely useless in the game. When in combat most people will buff with the speed bost, when out of combat people ride their mounts. Something more useful would be nice.

    You know I always thought some kind of passive for Orcs that increased their weapon damage the lower their health got would be cool. It would fit the old 'Berserker' ability from previous games.

    That would be great. I miss the Orc beserker racial from previous games.

    While it might sound neat on paper it just wouldn't be practical. For one, it'd be hard to take advantage of because in Skyrim and TESO, you regen health out of combat too fast. In older games yeah you could sit at 25% health to max the benefit.

    Secondly it's a multplayer game, with healers, with automatically targetting heal spells

    Your berserker passive would almost never benefit you.
  • Kalifas
    Kalifas
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    I would like ZoS to rethink racial passives.The thing that inspired me was Swift Warrior and Carnage from the Orc and Khajit race. I noticed a more tangible difference from playing those races and others. I enjoy reasons to do alts and would like to see more things like that. I however feel that without some selective stuff in addition to the race locked, players will never be able to experiment as much and be viable.

    Proposed Revision of Racial Passives:
    I propose this revision to allow diversity between builds. I split the 3 elemental trees of Flame, Frost, and Lightning between 3 races so one race wouldn't have dominion over all three and added selective dynamic modifiers to the classes so each one would have a different playstyle. I propose making stances and stealthy based stuff selectable so a player can alter the dynamics on one character without having to reroll or or be so tightly pigeon-holed into one playstyle.

    Racial Traits:
    Racial Traits are race locked. This provides a purpose to playing alternate races and characters. The traits here are powerful and are dynamic, by dynamic I mean that playing on this race feels different on each race because they require different scenarios to be effective. Yes, I proposed to have weapons give more meaning than experience points. I also moved some very powerful sets like adrenaline rush to the modifier list under the Dynamic Support Modifier section.
    • Altmer:
      Destruction Talent Increases experience gain with the destructive staff skill line by 15% and increases damage with Lightning staffs by 2%.
      Highborn Increases your experience gained by 1% and increases your magicka recovery by 3/6/9%.
      Gift Of Magnus Increases your max magicka by 4/8/10%
      Lightning Talent Increases your spell damage with Lightning effect by 1/3/5% and increases spell critical rate for Flame and Frost spells by 1/2/3%
      Resist Lightning Increases your resistance to damage spells with Lightning effect by 1320/2940/3960 and decreases the cost of magicka spells by 1/2/3%
    • Bosmer
      Archery Expertise Increases experience gain with the Bow Skill line by 15% and increases damage with a bow by 2%.
      Cutpurse Increases your chance to pickpocket by 10% and can fence stuff for 2% more gold.
      Y'ffre's Endurance Increases Stamina Regeneration by 7/14/21%.
      Bow Talent Increases your weapon skill damage with a bow by 1/3/5% and increases bow range by 1/2/3 meters.
      Resist Affliction Increases Poison and Disease Resistance by 1320/2940/3960.Increases Max Stamina by 2/4/6%
    • Khajit
      Dual Wield Expertise Increases your experience gain with Dual Wield Weapons by 15% and increases damage with dual wield weapons by 2%.
      Tread Softly While stealthed, your cost for sneaking is reduced by 1/2/3%. Increases health recovery of 2/4/6%
      Acrobat Reduces your fall damage by 10% and movement speed is increased by 1%
      Nimble Decreases your stamina cost of spells and abilities by 2/4/6%. Increases your stamina recovery by 1/2/3%
      Carnage Increases Weapon Critical by 2/4/6%.
    • Breton
      Destruction Talent Increases experience gain with the destruction staff skill line by 15% and damage with Frost staffs by 2%.
      Opportunist Increases chance for rare loot drops by 1% and increases your magicka recovery by 3/6/9%.
      Gift Of Magnus Increases your max magicka by 4/8/10%
      Frost Talent Increases your spell damage with Frost effect by 1/3/5% and increases spell critical rate for Lightning and Flame spells by 1/2/3 %.
      Magicka Mastery Increases resistance to all spell types by 525/1050/1575 and decreases the cost of Magicka spells by 1/2/3%
    • Orismer
      Two-Handed Expertise Increases the experience gain with two-handed weapons by 15% and increases damage with two-handed axes by 2%.
      Armor Mastery Increases your inspiration gain by 10% and increases stamina recovery by 3/6/9%.
      Brawny Increases your max health and stamina by 3/6/9%
      Unflinching Increases your health recovery by 6/13/20% and your healing received by 1/3/5%
      Rugged Increases damage reduction by 4/8/12%.
    • Redguard
      Two-Handed Expertise Increases the experience gain with two-handed weapons by 15% and increases damage with two-handed swords by 2%.
      Wayfarer Increases the duration of any food you consume by 15 minutes and food and ingredients cost 2% from vendors.
      Mastered Conditioning Increases your max stamina by 4/7/10% and increases light attack damage by 1/2/3%
      Exhilaration Increases stamina recovery by 3/6/9%
      Rugged Increases damage reduction by 4/8/12%
    • Argonian
      Restoration Talent Increases experience gain with the restoration staff skill line by 15% and healing done with restoration staffs by 2%.
      Amphibian Increases your swimming speed by 50%. Increases your max stamina by 2/4/6%
      Quick to Mend Increases your healing done by 1/2/4% and healing received by 2/4/6%
      Resourceful Increases your max magicka by 1/2/3% and whenever you drink a potion you are restored 4/8/12% of your max health, magicka, and stamina
      Argonian Resistance Increases max health by 3/6/9% and increases poison and disease resistance by 1320/2640/3960
    • Dunmer
      Destruction Talent Destruction Talent Increases experience gain with the destruction staff skill line by 15% and damage with Flame staffs by 2%.
      Ashlander Reduces your damage taken from lava by 50% and increases your magicka recovery by 3/6/9%.
      Dynamic Increases your max magicka and stamina by 2/4/6%
      Flame Talent Increases your spell damage with Flame effect by 2/5/7% and increases spell criticals for Frost and Lighting spells by 1/2/3%
      Flame Resist Increases Flame Resistance by 1320/2640/3960. Decreases the cost of magicka spells by 1/2/3%.
    • Nord
      One-Hand and Shield Expertise Increases experience gain with the One-hand and Shield skill line by 15% and damage taken reduced by 2%.
      Reveler Increases the duration of any potion consumed by 15 minutes and potions purchased from vendors are 2% cheaper
      Stalwart Increases your health recovery by 6/13/20% and your max stamina by 3/6/9%
      Rugged Increases damage reduction by 4/8/12%
      Frost Resistance Increases your resistance to Frost damage by 1320/2640/3960 and your max health by 3/6/9%.
    • Imperial
      One-Hand and Shield Expertise Increases experience gain with the One-hand and Shield skill line by 15% and increases damage with One-Hand and Shield by 2%.
      Diplomat Increases your gold gain by 2% and 10% every hour per 24 hours.
      Tough Increases your max health by 6/12/20% and increases heavy attack damage by 1/2/3%
      Conditioning Increases your max stamina by 5/9/12%.
      Red Diamond Bash attacks restore 10% of health. Stamina and health recovery increased by 2/4/6% for 5 seconds after a bash.

    Dynamic Modifier Traits:
    Dynamic Modifiers are select-able passives and are chosen at the character creation screen. The concept is you lose something to gain something else. At anytime during gameplay outside combat, these dynamic modifiers are switch-able and give the player some control over how they want their build to progress forever or for certain occasions which might call for different setups.

    You can only choose one modifier from either the dynamic stance modifier or dynamic stealth modifier. You cannot choose one from each for those two. You can then choose one dynamic support modifier to compliment your first choice.

    As a player who wants to heal, you might choose mender with red diamond attacks, or mender with wit if you went with a dynamic stance modifier as your primary choice. You might choose shadowmender with red diamond attacks or shadowmender with wit if you went with a dynamic stealth modifier as your primary choice.

    The Dynamic Stance Modifier:
    • Swift Warrior Reduces Sprint Cost by 4/8/12% and increases Sprint speed by 3/6/10%. Increase damage with melee weapon attacks by 2/3/4% and increases stamina recovery by 1/2/3%.
    • Energetic Reduces roll dodge Cost by 4/8/12% and increases Sprint speed by 3/6/10%. Increases critical hit rate on light attacks by 3/5/8% when an enemies focus is not on you. Increases critical hit rate on light attacks by 2/4/6% when an enemies focus is on you. Decreases stamina recovery by 1/2/3%.
    • Enraged Increases stamina cost of weapon based skills by 2/4/6%. Increase critical damage of heavy attacks by 3/5/8% when an enemies focus is on you. Increases critical damage by
      2/4/6% when an enemies focus is not on you. Increases stamina recovery by 1/2/3%
    • Inert Increases the cost of magicka spells by 2/4/6% and increases damage of magicka damage spells by 2/4/6% when standing still for 3 seconds.Decreases movement/sprint speed by 3/6/10% for 3 seconds after moving from the inert stance. The cost and damage of spells reverts to normal after moving.
    • Instigator Increases the cost of dot spells by 1/2/3%.Increases the damage of dots by 6% and the duration of damage over time spells by 1/3/5 seconds when standing in the line of fire. 15% of damage taken while standing in the red is converted to magicka.
    • Mender Increases the cost of magicka spells by 1/2/3%. Increases the healing done by 3/6/9% and the duration of healing over time spells by 1/3/5 seconds while an enemies focus is not on you.
    • Defiant Increases your physical resistance by 1320/2640/3960. Increases the healing received by 3/6/9% and health recovery by 12% when an enemies focus is on you.
    The Dynamic Stealth Modifier:
    • Lurker Decrease Stealth radius by 1/2/3 meters. Increases damage done while stealthed by 3/6/9%. Increases physical critical damage by 1/2/3% when standing at max distance allowed for initiating combat.
    • Stealthy Decrease Stealth radius by 1/2/3 meters. Increases damage done while Stealthed by 3/6/9%. Standing behind an enemy while stealthed increases physical critical rate by 1/2/3%.
    • ShadowScourge Decrease Stealth radius by 1/2/3 meters. Increases damage done while stealthed by 3/6/9%. Increases the damage of Dots by 3% while stealthed and the duration of dots by 1/3/5 seconds. Gains a Minor Evasion boost of 10% for 3 seconds after stealth is broken.
    • ShadowBurst Decreases Stealth Radius by 1/2/3 meters. Increases damage done while stealthed by 3/6/9%.Increases cost of magicka spells by 1/2/3% and increases damage of magicka spells by 1/2/3% while stealthed.Increases magicka recovery by 1/2/3% for 5 seconds after stealth is broken. The cost and damage of spells reverts to normal once stealth is broken.
    • ShadowMender Decrease Stealth radius by 1/2/3 meters. Increases healing done while stealthed by 3/6/9%. Increases the potency of Hots by 3% while stealthed and the duration of HoTs by 1/3/5 seconds. Damage taken reduced by 10% for 3 seconds after stealth is broken.
    • ShadowScale Decreases Stealth radius by 1/2/3 meters. Increases damage done while stealthed by 3/6/9%.When stealth breaks You project 3 shadows that absorb up to three damage spells.Any enemy that depletes a shadow will become more focused on you.
    The Dynamic Support Modifier:
    • Edge Has a 10% chance to decrease an enemies resistance to physical criticals by 2/4/6% with a melee attack. This can only happen every 10 seconds. Edge will increase allies in party weapon critical rate by 1/2/3% when Edge procs.
    • Rot Has a 10% chance to decrease an enemies resistance to magical criticals by 2/4/6/% with a melee attack. This can only happen every 10 seconds. Edge will increase allies in party spell critical rate by 1/2/3% when Rot procs.
    • Sunder Has a 10% chance to disorient an enemy with a melee attack. This can only happen every 10 seconds. Sunder will increase allies in party melee weapon damage by 1/2/3% when Sunder procs.
    • Wit Has a 10% chance to restore 24/48/72 Magicka to player when damaging an enemy with a Melee attack. This can happen no more than once every 5 seconds. Wit will restore 24/48/72 magicka to any allies in party as well when Wit procs.
    • Adrenaline Rush Has a 10% chance to restore 24/48/72 Stamina to player when damaging an enemy with a Melee attack. This can happen no more than once every 5 seconds. Adrenaline Rush will restore 24/48/72 stamina to any allies in party as well when Adrenaline Rush procs.
    • Red Diamond Melee attacks Has a 30% chance to restore 64/128/192 Health. Red Diamond Melee Attacks will restore 64/128/192 health to allies in party as well when it procs.

    The Personality Specialization:
    The personality Specialization would be a chosen passive available at character creation. Anytime during gameplay outside combat this personality passive can be swapped between. Some personalities may only be purchased in crown store and some may only be earned in game.

    The personality specialization would at the core give a boon based on what mood your character is in. This boon would be 1% solo and would be group wide. So if you are in a party of twelve, the total group boon could be 12% if everyone was set to the same emotion. It could encourage grouping and could give something for roleplayers to indulge in. If the personality specialization went beyond boons and added character emotes, walks, stances,facial expressions, and sounds that personified what mood a character was set to. If the worry is 12% would be too big then it can have diminishing returns as the group grows larger. Some of you might say this is just an extension of the Champion Point System. But the Champion system is one player centric while this specialization is group based, alone you only gain 1 percent which is quite not worth it.

    Personalities are already being introduced as flavors. I am asking for a combat application that is almost harmless solo, but in a group could change the party dynamic. Remember I suggested that there could be diminishing returns as you get into larger groups if there are worries about abuse.

    https://www.youtube.com/watch?v=vXb-_4399RU
    • Assassin Critical hit rate increased by 1%.
    • Heavy-HeartedHealing Received increased by 1%.
    • Generous Healing done increased by 1%.
    • Playful Sprint Speed increased by 1%.
    • Reserved Incoming damage reduced by 1%.
    • Candid Outgoing damage increased by 1%.
    • Spunk Health recovery increased by 1%.
    • Curious Magicka recovery increased by 1%
    • Pumped Stamina recovery increased by 1%.
    • Awake Max health increased by 1%.
    • Drowsy Max magicka increased by 1%
    • Antsy Max stamina increased by 1%.

    Armor Traits:
    Armor Traits should not be locked into racial since they have their own individual skill lines. Locking them into a race goes against the mantra of play how you want. Armor traits are a select-able custom passive. These are called Affinities. The first affinity is granted to you once starting the game. Equipping an affinity is as simple as equipping a new armor or shield. This is to promote faster ranking up which is a major convenience in a game that wants you to play alternates and try different builds.

    All passives associated with armors currently still apply here, the only difference is nothing is tied to races.

    The Process of accessing traits:
    1. Create a character
    2. Select a race
    3. Select a Class
    4. Select a Dynamic Stance Modifier or Dynamic Stealth Modifier
    5. Select a Dynamic Support Modifier
    6. Select a personality specialization
    7. Start a game
    8. Equip a new or armor to get a new affinity
    9. Select a between a new dynamic stance modifier or dynamic stealth modifier
    10. Select a new Personality specialization anytime outside combat.
    Edited by Kalifas on July 14, 2016 7:11AM
    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • sneakymitchell
    sneakymitchell
    ✭✭✭✭
    I would like nord to have a 12% damage reduction or an 8% damage reduction. Or if not have some sort of crit resistance with what we have now

    So it would be 6% damage reduction and also 6% damage reduction on crit. So it would balance out PvP issues with this race.

    @ZOS_JessicaFolsom

    It would be nice so that way people wont just overlook that race and its passives.
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • SoulKing32
    SoulKing32
    ✭✭
    Arato wrote: »

    There needs to be races that are built for tanking. Sorry but if you make every race stam or magicka dps then you have no good races for tanking. You'll get the chance to change race to a race you think is better suited for PVP if you like, but Nord is good for PVE tanking.

    They're having enough trouble just trying to balance 3 races for stam dps and 3 races for magicka dps/healing as it is, trying to make it 5 and 5 with no tanking races is just going to homogenize everything because they won't be able to balance that many races while still making them unique.

    I absolutely agree with you. It is nice that there are races that are built for tanking and I see no reason why Nord should become a DPS race. How about buffing their critcial resistance? That would have no effect in PVE but would make them more competitive in PVP.

    Playing since launch. EU - PC - EP
  • Shadesofkin
    Shadesofkin
    ✭✭✭✭✭
    Just going to mention again that I love the new racial balance changes.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
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