Maintenance for the week of October 28:
• PC/Mac: NA and EU megaservers for maintenance – November 1, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
https://forums.elderscrollsonline.com/en/discussion/668104/

Official Feedback Thread for Racial Passive Balance

  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.

    Don't touch my sprint boost; don't need my character *** over like my argonian nightblade was back in the day
  • LostViking
    LostViking
    Soul Shriven
    I want to comment on Nords.

    It´s obvious ZOS wanted Nords to be tanks. Hence their passives. All those Shalidors out there, there are also Imperial necromancers running around. But where is imperials 20% more magicka?

    All those who can´t deal with AD´s loss of health regen. Where´s EP´s stamina regen? An offensive (Khajit -increased damage from stealth, increased crit and stamina regen) race got another offensive stat. Be thankful.

    Deal with it, the game is not balanced around providing each faction with each racial/stat, nor can each class be every roleplayers wet dream.

    Nords - the unloved little brothers of Imperials

    The most obvious class Nords are comparable with are Imperials (red-diamond predisposes for tanking). Even more now since ZOS added the 6% stamina. I can clearly understand Imperials shall be slightly better tanks (they already lost their role as best stamina DD for most players (redguards)), otherwise nobody would buy the Imperial Edition.

    My recommendation:
    • Leave the health regen at 30% (for both, Nord and Orc) . 30% health regen is still worse than red diamond since you have to stack flat health regen to get a benefit from it, while the diamond is a no brainer. There is no sense in leaving it at 20%. Before you do that, consider removing and replacing it entirely (with something useful like block-cost reduction or so).
    • make the damage reduction work properly even if you reached the resistance cap. (this was pointed out by other players).

    Even if those two points were realised, Nords still had worse stamina (6%) and health (9%) than Imperials but they could keep their niche in this game. Just my thoughts on it.


    Cheers
    Edited by LostViking on July 4, 2016 2:04PM
  • Arato
    Arato
    ✭✭✭✭✭
    Yeah absolutely the Nord passive should go over cap.
  • TheHsN
    TheHsN
    ✭✭✭✭✭
    Khajit is too strong like these, but good buff tho...

    BUT

    high elf , impreial, breton and nord needs some combat buffs too...

    pls in trials npc's drops 1 gold and %1 gold more u make the calculate pls i cant make that much gold:D:D:D
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • TheHsN
    TheHsN
    ✭✭✭✭✭
    - Are the changes going to make you change your character's race? If so, why?


    means... how much crown u are ging to spend and how much money we are going to earn we wanna see:)...
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • Arato
    Arato
    ✭✭✭✭✭
    TheHsN wrote: »
    - Are the changes going to make you change your character's race? If so, why?


    means... how much crown u are ging to spend and how much money we are going to earn we wanna see:)...

    Because name changes are separate from race changes I won't do any race changes, I'll just quit playing my argonian. Screw getting double dipped.
  • ArtOfShred
    ArtOfShred
    ✭✭✭
    My collected thoughts on racials:

    Argonian)
    - Excellent changes, no further ideas at this point.

    Breton)
    - Light Armor Affinity: Come up with something more interesting, a flat 1% bonus is not very interesting compared to things like 5% pickpocket or 50% swim speed.
    - Magicka Mastery: I'd really like to see Magicka Mastery get some sort of comparable treatment to the Redguard racial. Either make the cost reduction a little higher (maybe 5%) to compare or have spell attacks restore magicka instead. I do have a suggestion for the Redguard passive below to adjust it down a bit so that could be factored in.

    Dunmer)
    - Dynamic: I'd like to see this actually receive a buff to 10% stamina/magicka. With the changes to "Flame Talent" should offset some of the loss for fire damage.
    - Flame Resistance: Remove +3% magicka off of this to compensate for "Dynamic" buff.
    - Flame Talent: This is... arguably a good change for overall game balance, though the +Flame damage was much more unique and interesting.

    ALTERNATIVELY, it might be worth considering giving one of the Magicka races a reasonably significant +HP bonus (swap 6% stamina for 6-10% HP for Dunmer perhaps?), as right now there are several Stamina Races with pretty significant HP bonuses but no magicka option.

    Altmer)
    - Destruction Talent: Come up with something more interesting, a flat 1% bonus is not very interesting compared to things like 5% pickpocket or 50% swim speed.
    - Spellcharge: I actually feel like it wouldn't be unreasonable to buff this slightly or add a secondary effect of some sort that's useful. Not really sure what though. As with the Dunmer notes listed above, I think it would be reasonable for this to be changed to 6-10% HP potentially.

    Imperial)
    - Shield Affinity: Come up with something more interesting, a flat 1% bonus is not very interesting compared to things like 5% pickpocket or 50% swim speed.
    - Tough: Nerf to 10% (See below)
    - Red Diamond: Replace with a racial that gives +10% max magicka. Imperial is a very good race for Stamina right now, but I feel like there's not really a good beefy race (something with an HP bonus) option for Magicka users. This would give players an option for a race that doesn't really have anything super special going in one specific category for it, but can easily respec between all playstyles and be very effective. Might be a little too strong of a change but I feel like it'd be interesting to see Imperial become a true jack of all trades race.

    Khajiit)
    - Medium Armor Expertise: Rather than giving Khajiit a pickpocket bonus, I'd rather see this swapped with the fall damage reduction that Bosmer recieve.
    - Robust Constitution: This is a bit ridiculous, Khajiit are already the top race for Stamina DPS output. Adding on top of this really kind of pigeonholes you into being a Khajiit if you're serious about Stamina DPS. Revert this change and consider maybe increasing the Stamina Recovery a bit or increasing maximum HP instead.

    Nord)
    - Rugged: Please change the way this ability works from a game mechanic standpoint. It should be a flat 6% damage percentage that works in all cases. If I have 20% damage reduction from Armor as a Nord I should have 26%. It would actually be interesting to let this stack beyond the standard cap of 50% damage reduction as well.
    - Robust: Health recovery is still pretty useless. Perhaps there could be some alternative here.

    Orc)
    - Robust: The change to 5% healing received is very good here. I'm not sure if I like it from a style standpoint. I'd rather see Orc buffed to 10% Stamina & Max HP. Separate Brawny into two passives and remove the HP recovery entirely. I see Orcs as mighty beeflords, and HP Recovery is too ineffective to represent that in the game.

    ADDITIONAL THOUGHTS ON ORCS:
    Potentially Heavy Armor Expertise could be changed to increase Sprint speed by 10% instead of increase of Inspiration gain. Then remove both the Sprint Speed/Cost reduction from Swift Warrior, and change the 4% melee damage increase to 4% physical damage. Additionally make the changes mentioned above with Brawny/Robust. This would make Orc a little more versatile for Stamina DPS while still retaining the movement speed bonus.

    Redguard)
    - Adrenaline Rush: I hate to say it but it's really just too good. Assuming you have a 35k Stamina Pool its 1050 Stam/3 seconds, the equivalent to an additional 700 Stamina Regeneration. That's pretty absurd sustain. Perhaps consider reducing this value very slightly or increase the cooldown to 5 seconds. Either way this passive is still very good. Maybe even compensate slightly by adding something useful like 3% Max HP to Exhilaration.

    Bosmer)
    - Archery Expertise: Would rather see this swapped with the Khajiit racial bonus.
    ===================================================================================

    In the future I'd really love to see the option to choose from a few racials for each race. I don't think every race should have access to everything, but spreading out the choices a bit for each race would be interesting. Argonian for example I don't think should specifically be "the healer race," Shadowscales are pretty cool and I can easily see an Argonian being a good stealth race as well (after all they did have +10 Agility and +10 Speed in Oblivion).

  • Arato
    Arato
    ✭✭✭✭✭
    ArtOfShred wrote: »
    My collected thoughts on racials:

    Argonian)
    - Excellent changes, no further ideas at this point.

    Only if you're a healer, if you're anyone but a healer you got screwed over so hard it's not worth playing an Argonian non healer anymore.
    Breton)
    - Light Armor Affinity: Come up with something more interesting, a flat 1% bonus is not very interesting compared to things like 5% pickpocket or 50% swim speed.
    - Magicka Mastery: I'd really like to see Magicka Mastery get some sort of comparable treatment to the Redguard racial. Either make the cost reduction a little higher (maybe 5%) to compare or have spell attacks restore magicka instead. I do have a suggestion for the Redguard passive below to adjust it down a bit so that could be factored in.

    A PVP only bonus is a rather dumb idea, and yeah, the magicka mastery seems a little underwhelming. On live, bretons make the best healers, since no race has an outgoing healing bonus (yet), but now, Altmers and Dunmers are CLEARLY better offensive mages and Argonians are now a better support mage. Could use something I'm not sure what, but I'd like to see Bretons be seen as a viable alternative to Argonians as support mages. Probably just buffing the amount of magicka cost reduction would help. Make Argonians heal for more, but Bretons heal more efficiently. 3% isn't enough to really nail that point home.
    Dunmer)
    - Dynamic: I'd like to see this actually receive a buff to 10% stamina/magicka. With the changes to "Flame Talent" should offset some of the loss for fire damage.
    - Flame Resistance: Remove +3% magicka off of this to compensate for "Dynamic" buff.
    - Flame Talent: This is... arguably a good change for overall game balance, though the +Flame damage was much more unique and interesting.

    ALTERNATIVELY, it might be worth considering giving one of the Magicka races a reasonably significant +HP bonus (swap 6% stamina for 6-10% HP for Dunmer perhaps?), as right now there are several Stamina Races with pretty significant HP bonuses but no magicka option.

    10% to stam and magicka is insane, Dunmer with their flame talent are already vying for best offensive mages with Altmer, they shouldn't be the clear choice better. It should be something you think about.. "Hmm, I'm a dragon knight that's going to be going magicka, and they do a lot of fire damage, so it'll be worth going Dunmer" or "I'm a sorc, if I go Altmer it'll be better for all the shock damage I do, plus I'll have a bigger magicka bonus" Really I'd take the 3% magicka bonus away from Dunmer and leave them at the 6% stam 6% magicka. Give them a health bonus on fire resist instead.

    Altmer)
    - Destruction Talent: Come up with something more interesting, a flat 1% bonus is not very interesting compared to things like 5% pickpocket or 50% swim speed.
    - Spellcharge: I actually feel like it wouldn't be unreasonable to buff this slightly or add a secondary effect of some sort that's useful. Not really sure what though. As with the Dunmer notes listed above, I think it would be reasonable for this to be changed to 6-10% HP potentially.

    Altmer is fine as is as long as Dunmer doesn't get buffed so much that it eclipses it.
    Imperial)
    - Shield Affinity: Come up with something more interesting, a flat 1% bonus is not very interesting compared to things like 5% pickpocket or 50% swim speed.
    - Tough: Nerf to 10% (See below)
    - Red Diamond: Replace with a racial that gives +10% max magicka. Imperial is a very good race for Stamina right now, but I feel like there's not really a good beefy race (something with an HP bonus) option for Magicka users. This would give players an option for a race that doesn't really have anything super special going in one specific category for it, but can easily respec between all playstyles and be very effective. Might be a little too strong of a change but I feel like it'd be interesting to see Imperial become a true jack of all trades race.

    That would be a very boring change, just 10% to all attributes. Yawn. Red Diamond might rely on RNG but it adds something more interesting to the race.
    Khajiit)
    - Medium Armor Expertise: Rather than giving Khajiit a pickpocket bonus, I'd rather see this swapped with the fall damage reduction that Bosmer recieve.
    - Robust Constitution: This is a bit ridiculous, Khajiit are already the top race for Stamina DPS output. Adding on top of this really kind of pigeonholes you into being a Khajiit if you're serious about Stamina DPS. Revert this change and consider maybe increasing the Stamina Recovery a bit or increasing maximum HP instead.

    Agreed, making Khajiit overly powerful makes Bosmer redundant. This change would make Khajiit better bowmen than Bosmer, they already arguably are. Also it does make sense for Khajiit to be the acrobatic ones and Bosmer to be the pickpockets, the whole "Right of theft" cultural thing.

    Nord)
    - Rugged: Please change the way this ability works from a game mechanic standpoint. It should be a flat 6% damage percentage that works in all cases. If I have 20% damage reduction from Armor as a Nord I should have 26%. It would actually be interesting to let this stack beyond the standard cap of 50% damage reduction as well.
    - Robust: Health recovery is still pretty useless. Perhaps there could be some alternative here.

    The Rugged passive should go over all caps and just be "Nord's take 6% less damage than anyone else wearing the same armor". That's it. To make it subject to caps breaks the passive.
    Orc)
    - Robust: The change to 5% healing received is very good here. I'm not sure if I like it from a style standpoint. I'd rather see Orc buffed to 10% Stamina & Max HP. Separate Brawny into two passives and remove the HP recovery entirely. I see Orcs as mighty beeflords, and HP Recovery is too ineffective to represent that in the game.

    ADDITIONAL THOUGHTS ON ORCS:
    Potentially Heavy Armor Expertise could be changed to increase Sprint speed by 10% instead of increase of Inspiration gain. Then remove both the Sprint Speed/Cost reduction from Swift Warrior, and change the 4% melee damage increase to 4% physical damage. Additionally make the changes mentioned above with Brawny/Robust. This would make Orc a little more versatile for Stamina DPS while still retaining the movement speed bonus.

    No on the swim speed, that's Argonian's thing. Because they're giving Orcs the former Argonian passive of incoming healing, they should get the full 9%, and also increase their health bonus to 9%. Make Orcs tanks, something for former Argonian tanks to switch to. Right now if an Argonian were to be switching they'd just be taking a sizable nerf, 3% less health 4% less incoming healing, with no real benefits over what they used to have before @Wrobel s*** on them.
    Redguard)
    - Adrenaline Rush: I hate to say it but it's really just too good. Assuming you have a 35k Stamina Pool its 1050 Stam/3 seconds, the equivalent to an additional 700 Stamina Regeneration. That's pretty absurd sustain. Perhaps consider reducing this value very slightly or increase the cooldown to 5 seconds. Either way this passive is still very good. Maybe even compensate slightly by adding something useful like 3% Max HP to Exhilaration.

    I'd make it 5s icd, otherwise they're good and that's fine.
    Bosmer)
    - Archery Expertise: Would rather see this swapped with the Khajiit racial bonus.

    Not only that, they need something that buffs ranged damage somehow. With the slated changes Khajiit outclasses them in every situation.
  • Armann
    Armann
    ✭✭✭
    To make Nords stand out from Imperials I would suggest some they modify some of the stats and how they are arranged.

    Remove max health bonus from Resist Frost and merge it with either Rugged or Stalwart and replace it with frost damage so it would looks like this.

    - Stalwart/Robust

    3/6/9% Max health
    6/13/20% Health recovery

    - Frost Mastery/Talent (formerly Resist Frost)

    3/6/9% Frost damage
    xxxx Cold Resistance

    - Rugged

    2/4/6% Max stamina
    2/4/6% Reduce incoming damage

    Basically the same as the 2.5.0 patch but with frost damage. Purpose is to give Nords a niche in the form of frost mastery to set them apart from Imperials and Orcs.
    EU megaserver | XboxNord Nightblade | Ebonheart PactImperial Dragonknight | Ebonheart PactDunmer Sorcerer | Ebonheart PactDunmer Warden | Ebonheart PactOrc Necromancer | Daggerfall CovenantAltmer Templar | Aldmeri Dominion
  • Lumenn
    Lumenn
    ✭✭✭✭✭
    I would have liked to see wood elves get more stamina. Kahjiit already have crit and now more stamina. Since I like the look of both it makes it difficult to chose which race to play. stamina increase means more power, but a lot? Crit for pve but PvP doesn't help right?(i haven't done PvP yet)

    The only other thing I could think of is maybe give bosmer magicka regen too? No max magicka, no added max stamina. Regen stamina 21% and magicka 9%? Cats are still "better" at stamina builds but bosmer would be a decent race especially if you want to respec...since most skills don't have a stamina morph the magic would help, and the stamina would help casters block/roll etc. Or would this be too OP.....
  • Mettaricana
    Mettaricana
    ✭✭✭✭✭
    ✭✭✭
    Nord needs a 10-12% max stam buff. Maybe even a minor stam recovery buff like 5% I don't exactly picture nords getting tired in combat they love that crap. Let them keep their full health recovery.

    Bosmer need a max stam buff bring that 3% up to 7-10% or buff poison dmg for them so stam dk is an option also they tiny and fast why don't they share the orcs speed boost?

    Dunmer a lil more max mag and stamina or add a minor recovery bonus for one or both stats like 3%

    Altmer give them a magicka equivalent of the redguards stamina recovery on hit passive.

    Breton give them a spell dmg buff like 3% atleast to make them a comparable to pic vs altmer.



  • PlagueMonk
    PlagueMonk
    ✭✭✭✭✭
    ArtOfShred wrote: »
    My collected thoughts on racials:

    Argonian)
    - Excellent changes, no further ideas at this point.

    I really hate answers like this. basically means, "we don't play an Argonian (or are playing a healer) but they look good to me"

    If you really played an Argonian you would truly get why these changes are not "excellent" for the vast majority of them.
  • Punn
    Punn
    ✭✭✭
    The Khajiit buff is an absolute joke, when it comes to balance for both pve and pvp. Stam Nightblades for example are already over performing. So now your giving them a race that gives good Stam Recovery, good Max Stam, Weapon Crit, Damage from stealth(this is also not mentioning the masters bow which is another huge buff to stam builds). These kinda buffs for PVP will be game breaking between magicka and stam builds. PVE wise they were already the best race for stam builds so logically lets just make them that much better. Where is the Race that gives Spell Crit (Khajiits have weapon crit), Where is the race that gives Magic dmg(orcs have melee dmg). Stamina builds continue to get buffs where magicka is now being left aside. I now just laugh every time a new patch drops and i get to read how awful the new changes that are going to come with it.
  • Elloa
    Elloa
    ✭✭✭✭✭
    ✭✭
    Khajiit)
    - Medium Armor Expertise: Rather than giving Khajiit a pickpocket bonus, I'd rather see this swapped with the fall damage reduction that Bosmer recieve.

    I'm very happy about the pickpocketing bonus. It has a nice RP flavour and every player that enjoy the Justice System and Thief Guild will be happy about it.
  • ZoM_Head
    ZoM_Head
    ✭✭✭✭
    NORD (suggested passives)
    • Inc dmg with 2H
    • Dmg mit - bump up to 10%
    • Inc max Sta or Sta regen or decrease cost of Sta abilities by x
    • Inc max Hp

    Include staff weapons with the 2h and I say hell yeah (Shalidor winks)

    I would much rather see the damage mitigation go up to 10%. Also, I'd even say skip the proposed stamina bonuses in favor of Nords having the best damage mitigation in game. Damage mitigation helps any class of Nord, expanding your options for play style outside of stamina melee.

    The 6% less damage as a tank in end game pve is useless since you will be at resistance hard caps.

    It will help in pvp though, but still as a Tank an Imperial and Orc still have better stats when compared to Nords currently on PTS imo.
    mDKs still need a lot of love!
  • Leon119
    Leon119
    ✭✭✭✭
    What do you think about the changes?
    I like most of them. Some got a bit too much going for them, others didnt get anything whereas they should and some are weird and controversial

    Are there any that you feel are too strong compared to the others? Too weak?
    Argonian changes are spot on,
    khajit is overbuffed
    bretons are still an inferior choice for magicka builds compared to altmers i would give bretons magic damage increase to make them better for classes with no major sources of elemental damage ( templars, nightblades ) and altmer are great for DK and sorcs
    dunmers are ok but most magicka dunmers are DKs so fire damage is only element mostly
    Redguard is ok with no changes as they are in a great spot
    Like the nord improvements

    Did you encounter any issues with the new Racial Passive changes?
    Not sure how the increased AP gain will work but it will cause issues if it affects leaderboards

    Are the changes going to make you change your character's race? If so, why?
    Yes because imperial isnt a great choice for a magicka build in the first place :smiley:

    Are the changes going to encourage you to adjust your current build? If so, how?
    Might have to shift around some enchants to cover the % hp and magicka loss/gain from the bonuses


    Keep in mind that in all ES games racial bonuses were never equal. In most games breton was one of the best options because of the high spell resistance he had. Racial bonuses should be just that. Bonuses
  • LostViking
    LostViking
    Soul Shriven
    Nord needs a 10-12% max stam buff. Maybe even a minor stam recovery buff like 5% I don't exactly picture nords getting tired in combat they love that crap. Let them keep their full health recovery.

    Races have to differentiate from each other. Also your recommendation is far too overloaded and goes in the direction: "Make Nords OP."

    The biggest problem for Orcs and Nords right now is, in comparison to Redguards and Imperials, they have 3 percentage stat improvements. That means to benefit from your racials the most you would have to stack 3 flat values: stamina and health (as a tank you will do this anyway) AND health regen. If you don´t stack flat health regen you won´t get ANY benefit from this racial. If I remember right EVERY other class has only 2 percentage improvements and one no brainer which works without stacking a certain stat. (Imperials= Red Diamond; Redguard=Adrenaline Rush; Breton=Magicka Mastery... etc.).

    That´s at least in my opinion the main thing which makes Orcs and Nords less competitive in comparison to other races.
    Edited by LostViking on July 5, 2016 11:06AM
  • boundsy88
    boundsy88
    ✭✭✭
    we need to see some buffs to magic races, at least as far as sustain goes. compare the best stamina race (redguard) to the best magic race (high elf).

    They both get 10% max stats of their respective attributes

    They both get 9% regen to their respective stats

    But redguard gets 1000+ stamina back every 4 seconds on melee

    High elf gets a slight boost to elemental damage, but there is no standout sustain passives.
    9% regen in pve doesnt do much since most people will run low regen, thus getting probably 50 magic recovery from the passive while a stam class will always be using melee in something like VMA with amazing sustain.

    I wouldnt mind seeing a passive that gives magic back every 4 seconds on light or heavy attacks (since some casters use stamina weapons) on either high elf or make breton a better race to compete with high elf by giving them something like this.

    this would help out the classes that have major sustain issues in pve. magic templar, dragonknight and sorcerer can barely scrape through a bloodspawn parse without elemental drain on the target.

    also with stam builds now the meta is vma daggers/axe with rapid strikes and empowering every DoT u have access to. almost every stam build will be using this (yes, even stamplar as it will out dps jabs). using rapid strikes has NO strain on your resources.

    in conclusion. stamina is 100% the meta for trial dps right now. we need to get balance between casters and melee. and it is nothing to do with the classes but the racial passives.
  • Sarousse
    Sarousse
    ✭✭✭✭✭
    As a heavy armor dps melee, all races options beside from Imperial are a total joke.

    12% hitpoints and 10% stamina + heal on hit at just totally unbeatable.

    You have to balance this ZoS. No point in playing a nord or orc over an Imperial right now.
    Edited by Sarousse on July 5, 2016 12:08PM
  • Toc de Malsvi
    Toc de Malsvi
    ✭✭✭✭✭
    boundsy88 wrote: »
    we need to see some buffs to magic races, at least as far as sustain goes. compare the best stamina race (redguard) to the best magic race (high elf).

    They both get 10% max stats of their respective attributes

    They both get 9% regen to their respective stats

    But redguard gets 1000+ stamina back every 4 seconds on melee

    High elf gets a slight boost to elemental damage, but there is no standout sustain passives.
    9% regen in pve doesnt do much since most people will run low regen, thus getting probably 50 magic recovery from the passive while a stam class will always be using melee in something like VMA with amazing sustain.

    I wouldnt mind seeing a passive that gives magic back every 4 seconds on light or heavy attacks (since some casters use stamina weapons) on either high elf or make breton a better race to compete with high elf by giving them something like this.

    this would help out the classes that have major sustain issues in pve. magic templar, dragonknight and sorcerer can barely scrape through a bloodspawn parse without elemental drain on the target.

    also with stam builds now the meta is vma daggers/axe with rapid strikes and empowering every DoT u have access to. almost every stam build will be using this (yes, even stamplar as it will out dps jabs). using rapid strikes has NO strain on your resources.

    in conclusion. stamina is 100% the meta for trial dps right now. we need to get balance between casters and melee. and it is nothing to do with the classes but the racial passives.

    Cant really blame racial's when the entirety of OP stam is being laid at the feet of 1 particular weapon set. Maybe....just maybe the weapon set is too powerful?
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • AshTal
    AshTal
    ✭✭✭✭
    I am only going to talk about Argonian's because they are my main class, I have a dark elf, an imperial and a high elf but they are all alts - I have 2 Argonian's I play as Mains

    1) -- Please please please scrap the restore when drinking potions it is 99% of the time worthless. Please change our racial to be a magical version of Kajitt so max magic 2% 4% 6% and then an increase to magic recovery.

    2) I would like to see healing received and given increased but honestly this isn't a big thing for me.

    --

    Some of the other racials seem to be getting an over the top increase but I am sure there is always a better and worse racial. Just please don't leave Argonian's sucking as much as they have done for years. Also remember max stat = greater spell / damage ability as well as more resource.
  • Junkogen
    Junkogen
    ✭✭✭✭✭
    AshTal wrote: »
    I am only going to talk about Argonian's because they are my main class, I have a dark elf, an imperial and a high elf but they are all alts - I have 2 Argonian's I play as Mains

    1) -- Please please please scrap the restore when drinking potions it is 99% of the time worthless. Please change our racial to be a magical version of Kajitt so max magic 2% 4% 6% and then an increase to magic recovery.

    2) I would like to see healing received and given increased but honestly this isn't a big thing for me.

    --

    Some of the other racials seem to be getting an over the top increase but I am sure there is always a better and worse racial. Just please don't leave Argonian's sucking as much as they have done for years. Also remember max stat = greater spell / damage ability as well as more resource.

    I don't know why ZOS all along has been so convinced that Argonian racials are good. Every buff they get a nerf. Sometimes they just get nerfed. For instance, they just got 3% magicka. So they took away healing received and made them healers. WTF? It's such a strange phenomenon.

    Can't a lizard just get a buff in this mutha?!?!

    Also, on a side note, could people that don't play Argonians stop commenting on how spot on the new passives are? It's always an Altmer or something who then turns around and asks for a buff to their already top tier racials. If you don't play the race, then you have no idea how the passives actually work in the game. All you see are percentages that don't paint an accurate portrait of how practical the passives are within the greater game design.
  • Shadesofkin
    Shadesofkin
    ✭✭✭✭✭
    ArtOfShred wrote: »
    My collected thoughts on racials:



    Dunmer)
    - Dynamic: I'd like to see this actually receive a buff to 10% stamina/magicka. With the changes to "Flame Talent" should offset some of the loss for fire damage.
    - Flame Resistance: Remove +3% magicka off of this to compensate for "Dynamic" buff.
    - Flame Talent: This is... arguably a good change for overall game balance, though the +Flame damage was much more unique and interesting.


    You do know that they didn't lose flame damage, they got 2% in addition to the Flame damage bonus.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Valencer
    Valencer
    ✭✭✭✭✭
    boundsy88 wrote: »
    we need to see some buffs to magic races, at least as far as sustain goes. compare the best stamina race (redguard) to the best magic race (high elf).

    They both get 10% max stats of their respective attributes

    They both get 9% regen to their respective stats

    But redguard gets 1000+ stamina back every 4 seconds on melee

    Id rather just see them nerf redguard now that theyre finally finally doing a somewhat serious racial rebalancing. There should not be a "best" race for stamina or magicka, ever.

    I'm probably biased because I tend to prefer PvP over PvE, but I dont know why people arent making a bigger deal out of this. Forget about khajiit.... redguards get 600-800 free effective stamina regen unless theyre getting mega-zerged and cant fight back at all. People are running full-damage specs in PvP as redguards and STILL sustaining just fine. It's beyond ridiculous how much this race offers compared to any other in the current PvP meta.

    Adrenaline Rush was so obviously designed in a time when we had softcaps. Now that people can stack max stamina to the moon this passive is WAY overperforming.
    Edited by Valencer on July 5, 2016 4:06PM
  • Teridaxus
    Teridaxus
    ✭✭✭✭✭
    How about 1.5/3/4.5% increased healing done/received to satify both crowds?
  • Justice31st
    Justice31st
    ✭✭✭✭✭
    Solariken wrote: »
    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. I believe this is consistent with lore, as Imperials are not generally the biggest, strongest, fastest, most adept with magic, etc when compared to other races of Tamriel but they are emulous with all. Imperial physique is rooted in a solid foundation of legion basic training. Please consider this idea:

    Red Diamond
    Max health is increased by 3/6/9%. Melee attacks have a 10% chance to restore 2/4/6% of max health over 3 seconds.

    Legionnaire
    Max stamina is increased by 3/6/9%. Critical strikes with weapon attacks have a 10% chance to restore 2/4/6% of max stamina over 3 seconds.

    Arcane Tenacity
    Max magicka is increased by 3/6/9%. Spells causing damage or healing over time have a 10% chance to restore 2/4/6% of max magicka over 3 seconds.


    The restorative portion of each passive offers sustain that is subject to RNG in the spirit of the current Red Diamond. The procs are strong but situational and overall 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 3 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.

    If you want to be the BEST tank, pick another race. If you want to be BEST DPS, pick another race. If you want to be the BEST healer, pick another race. But if you want to have the most options and be able to perform any role respectably well, pick Imperial.

    @ZOS_RichLambert @Wrobel @ZOS_KNowak @ZOS_JessicaFolsom


    EDIT - if any readers are prone to being blinded by arbitrary numbers, please view as letter variables:

    Red Diamond
    Max health is increased by X/2X/3X%. Melee attacks have a 10% chance to restore Y/2Y/3Y% of max health over Z seconds.

    Legionnaire
    Max stamina is increased by X/2X/3X%. Critical strikes with weapon attacks have a 10% chance to restore Y/2Y/3Y% of max stamina over Z seconds.

    Arcane Tenacity
    Max magicka is increased by X/2X/3X%. Spells causing damage or healing over time have a 10% chance to restore Y/2Y/3Y% of max magicka over Z seconds.

    Agree. Imperials are locked behind paywall, so it is only fair that they are comparable to other races such as khajit.
    "The more you know who you are, and what you want, the less you let things upset you."
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    Elloa wrote: »
    Khajiit)
    - Medium Armor Expertise: Rather than giving Khajiit a pickpocket bonus, I'd rather see this swapped with the fall damage reduction that Bosmer recieve.

    I'm very happy about the pickpocketing bonus. It has a nice RP flavour and every player that enjoy the Justice System and Thief Guild will be happy about it.

    I have to agree with this, and I like the bonus that Bosmer get for being treedwelling cannibals who always land on their feet (when they fall out of a tree).
    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>
  • Rust_in_Peace
    Rust_in_Peace
    ✭✭✭✭✭
    I've been stuck as a Breton since launch and after the removal of soft caps I deeply regret it - but I spent too much time maxing everything out and getting PVP ranks to ever reroll.

    Obviously I play a stamina nightblade because it's the LEAST optimal build (lol) for my race but I will definitely be switching to either Imperial or Wood Elf for obvious reasons.

    Bretons and Nords are by far the worst races to chose now. Very disappointing.

    Argonian buffs are nice - maybe a bit too strong as templar argonian would hands down be the best healer now in terms of raw output but at least other races still have better resource management.

    Khajit buffs are total overkill. This will make it the best pvp race in the game if it goes live - at least for all stamina builds.
    ArtOfShred wrote: »
    My collected thoughts on racials:



    Imperial)
    - Shield Affinity: Come up with something more interesting, a flat 1% bonus is not very interesting compared to things like 5% pickpocket or 50% swim speed.
    - Tough: Nerf to 10% (See below)
    - Red Diamond: Replace with a racial that gives +10% max magicka. Imperial is a very good race for Stamina right now, but I feel like there's not really a good beefy race (something with an HP bonus) option for Magicka users. This would give players an option for a race that doesn't really have anything super special going in one specific category for it, but can easily respec between all playstyles and be very effective. Might be a little too strong of a change but I feel like it'd be interesting to see Imperial become a true jack of all trades race.



    I really like the idea of Imperial being a jack of all trades.
    Edited by Rust_in_Peace on July 5, 2016 6:50PM
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    My problem with the Argonian changes (the only race changes that rub me the wrong way) is that it wants to make Argonians something they are not. They've always been a highly athletic, agile race with swift bouts of regeneration and the capacity to breathe underwater. They're known for guerrilla warfare, and have a knack for stealth, alchemy, illusion, and restoration. That's it. The Restoration/Alchemy part is the only thing that fits in this new paradigm, but it completely neglects the overwhelming majority of what Argonians are supposed to be. The Nords at the very least are known for being tough (although they also use to be known as being heavy hitting melee types as well). I'll be able to live with the changes but I'm not going to be silent about it and act like I'm happy. I've been unhappy with the Argonian passives for a very long time and this is actually a move in the wrong direction. If you were to make ANY kind of change I would recommend they find a way to give Argonians 20%-30% health regeneration, stamina regeneration, and magic regeneration. I'd also add in something to lower the cooldown on potion use for Argonians, to actually signify that they are more adept at dealing with Alchemy, if they're going to stick hard and fast to that passive. As it stands the cooldowns are really terrible on this skill. I also personally would like to see them create a variant of the Stealthy passive, that includes the detection radius but does not include the extra damage bonus. Finally, for goodness sake the Poison/Disease resistance passives are a joke. These should be at least 4k to be worthwhile. You barely notice a piddly 1k resistance, particularly when debuffs are factored in. Argonians should be able to eat meatbag catapults for breakfast.
    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>
  • Shadesofkin
    Shadesofkin
    ✭✭✭✭✭
    I do believe the Dunmer racial is still not working correctly. Other than that, love the changes.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
Sign In or Register to comment.