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

Official Feedback Thread for Racial Passive Balance

  • Semner
    Semner
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    HuawaSepp wrote: »
    Everyone in the comments is trying to make each race have the same dps... i actually like how some races have better sustain over damage / defence over offence.

    Hm thinking of a ZOS friendlier way maybe:

    Kahjiit: Remove the 10% dmg from stealth passive and put 2/4/6% more dmg over time there.

    Redguard:
    Make the ressource gain not only meele and add 1/2/3% more weapon dmg.

    Highelf:
    + 1/2/3% more spell dmg

    Darkelf:
    + 2/4/6% more spell crit

    A lot of these run the risk of being far too powerful, especially adding spell damage (did you mean magic damage?) on Altmer when they already get elemental damage bonuses. I really like the Dark Elf idea but not for Dark Elf. Give it to Bretons, if you're going to do it - since they currently don't get any damage bonuses it would be nice to at least give them crit (though maybe only 1%/2%/4% since they already get 10% max magicka)..
  • ZoM_Head
    ZoM_Head
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    You finally gave Nords an offensive passive, it is long overdue.

    1% bonuses for XP for Altmers and 1% more AP gain for Bretons....i mean it only takes 1% more AP (it could) to make or break AvA leaderboards, having a race to passively give you such a leaderboard advantage.....sounds just wrong.

    The 1% XP gain is practically nothing, especiall with the CP cap we have today, same applies to the 1% more gold gained from Imperials.

    Redguards and Nords gaining 15 minutes from drink and food (provisoning) is just fantastic, especially in vMOL and vSO and obviously in AvA as well.

    Change that 1% passive from Altmers, Bretons and Imperials, give them something better.
    mDKs still need a lot of love!
  • Reykice
    Reykice
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    This is the official feedback thread for the Racial Passive balance changes coming with Update 11. Specific feedback that the team is looking for includes the following:
    • What do you think about the changes?
    • Are there any that you feel are too strong compared to the others? Too weak?
    • Did you encounter any issues with the new Racial Passive changes?
    • Are the changes going to make you change your character's race? If so, why?
    • Are the changes going to encourage you to adjust your current build? If so, how?

    Maybe give High Elfs a 4% or even 2% magic damage bonus now that Dark Elfs get 2% frost/shock? To keep class skills that are magic from being left behind... even the CP tree has bonuses to all 4, the racial is only 3 as its old.
  • NordSwordnBoard
    NordSwordnBoard
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    With the reduction to Nord health regen, putting the damage mitigation somewhere at or over 10% would be a better counter balance and more lore friendly i think.
    Fear is the Mindkiller
  • Arato
    Arato
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    Nevermind on that race change to orc for my tank, I just realized, either way it's a straight up nerf to my tank as it is now.

    Instead of healing an extra 12% of max hp/magicka/stam (so like an extra 4k health per potion) from potions, 9% health bonus and 9% incoming healing bonus, I either completely lose the 9% incoming healing bonus, or go orc which only has a 6% health bonus and 5% incoming healing bonus, so, 4% less incoming healing, and 3% less health, thanks @Wrobel.

    What's wrong with the Rugged passive? 6% less incoming damage is starting to sound more attractive than just 3% more health that Imperial offers.
    Edited by Arato on June 28, 2016 2:39PM
  • Jar_Ek
    Jar_Ek
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    Personally I think the fluff passives should be pure fluff, so no bonuses to ap, gold, xp or a reduction in fall damage, or a food/drink buff duration increase... especially not when other races have a pure fluff bonus (swim speed).

    If you are going to radically change racials (such as healing received to healing done), then you ought to give free race changes and name changes to those affected (Argonian names dont suit other races).

    Argonian changes radically alter the builds supported by the passives from tanks (who are generally stamina builds) to healers (who are magicka). This is a huge deal for all non healer argonians and will force me to make multiple race and name changes. NOT AT ALL HAPPY.

  • khele23eb17_ESO
    khele23eb17_ESO
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    HuawaSepp wrote: »
    Everyone in the comments is trying to make each race have the same dps... i actually like how some races have better sustain over damage / defence over offence.

    Hm thinking of a ZOS friendlier way maybe:

    Kahjiit: Remove the 10% dmg from stealth passive and put 2/4/6% more dmg over time there.

    Redguard:
    Make the ressource gain not only meele and add 1/2/3% more weapon dmg.

    Highelf:
    + 1/2/3% more spell dmg

    Darkelf:
    + 2/4/6% more spell crit

    Are you insane? Crit, stamina AND dot damage? Why not just remove any other stam race from the game.
    Edited by khele23eb17_ESO on June 28, 2016 3:04PM
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • Hellbender27
    Hellbender27
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    This is the official feedback thread for the Racial Passive balance changes coming with Update 11. Specific feedback that the team is looking for includes the following:
    • What do you think about the changes? I like most but think Brenton or High elf need Magic Damage and Argonian is anything but gorilla warfare stealth master's of blades as Beta description goes (can check any Argonian wiki lore) but meh
    • Are there any that you feel are too strong compared to the others? Too weak? I think people will complain regardless, personally I don't like Argonian as healer race so far from their lore of gorilla fighters with magic affinity and blades but saying this is redundant.
    • Did you encounter any issues with the new Racial Passive changes? not yet but have not tested all..
    • Are the changes going to make you change your character's race? If so, why? yes been waiting on race change for ever made Argonian NB and fell in love before I realized their passives did not support the lore or description on wiki and main site
    • i.e. Please add RACIAL PASSIVES in creation! so race swaping to better NB race
    • Are the changes going to encourage you to adjust your current build? If so, how? yes rethinking all of my class race choices..

  • rhapsodious
    rhapsodious
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    • What do you think about the changes?

    I love the addition of fluff bonuses to every class while keeping mostly in line with lore. That being said, I think "Ashlander" should be renamed... those house Dunmer won't be too thrilled.
    • Are there any that you feel are too strong compared to the others? Too weak?

    I feel like Khajiits have a distinct advantage over any other stamina DPS spec, moreso than before.

    Like others, I do think Bretons and Imperials' fluff skills should be swapped, and I am not sure how I feel about a 1% increase to AP. If you want to keep it centered around Cyrodiil, perhaps a small increase to siege damage?

    Orc fluff benefits are useless once you reach max rank in the crafting professions. If you want to go with the idea, perhaps slightly increased yield from nodes / chance of extracting mats / something else.

    I do not think Argonians are being pigeonholed into healers, and I know there are shamans and many other healy-type Argonians in lore but their thing has always been how stupid-hard they are to kill. I think a good compromise would be a small amount of healing done and healing received. But I do not think this ruins every non-healer ever.
    • Did you encounter any issues with the new Racial Passive changes?

    Waiting for the PTS to finish installing (:
    • Are the changes going to make you change your character's race? If so, why?

    (For reference: Argonian stamblade, Altmer magplar, Imperial stam DK, Argonian magsorc, Khajiit stamblade, Khajiit stam DK)

    No.
    • Are the changes going to encourage you to adjust your current build? If so, how?

    Argonian stamblade: Yes. I've been thinking about going magicka for a bit now, and I think I will respec to magblade. But I will remain DPS.

    Everything else: No
  • Junkogen
    Junkogen
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    If you're not an Argonian healer, there's not much to be excited about. I think they should have been given 6% max magicka and maybe reduced the max health to 6% or healing down to 6%. I agree that Argonians have been pidgeonholed too much.

    Also, that potion passive. Let it go and give Argonians some innate regen or something.
    This is the official feedback thread for the Racial Passive balance changes coming with Update 11. Specific feedback that the team is looking for includes the following:
    • What do you think about the changes?
    • Are there any that you feel are too strong compared to the others? Too weak?
    • Did you encounter any issues with the new Racial Passive changes?
    • Are the changes going to make you change your character's race? If so, why?
    • Are the changes going to encourage you to adjust your current build? If so, how?

    I main a magicka NB Argonian, so I can share from my experience for the last 2 years. The change to Argonians really only works for Templar healers that run health and magicka. As a magicka NB, the only bonus that helps is the 3% max magicka, but a NB in light armor is squishy as heck and having so little magicka added doesn't help a whole lot. Also, does healing done increase sap essence?

    I guess I'm not all that impressed. The potion passive is still there which has a 45 second cooldown. The glyphs of potion speed don't work so there's no changing that cooldown. Why do Argonians have to have a passive tied to a consumable? Why not give them the equivalent in passive regeneration?

    The only real changes help healers. Maybe that's your goal, but when I created this character 2 years ago you could get some serious damage out of them. Now they're just healers. I was hoping to avoid the race change, but now it seems like I have to. I'm pretty bummed. I have an Argonian name and everything. It's going to cost a lot to change everything.

    I don't understand why you can't give them more max magicka and less healing done or something like that. That would make the race more than just a one trick pony. I find it odd that you're releasing a DLC with a Shadowscale theme, but then make the race healers. Players want to play Shadowscales. That's what we love. That's what fits with the lore. They're guerilla fighters, not guerrilla healers.

    Also, the poison and disease resistance is way too low to matter. That should be raised a bit.

    As a longtime player of Argonians, I'm not all that pleased. I'm sure there are enough healers that will like the passives to where you won't change them anymore, but I hope you consider what I've said. Please don't pidgeonhole them into healers. Make the passive more attractive to damage dealers and tanks, too, by increasing their magicka. There are only 3 magicka races as it is. With so many stamina races to choose from, I think it makes more sense to boost Argonians max magicka and make them more versatile.
    Edited by Junkogen on June 28, 2016 3:14PM
  • Brrrofski
    Brrrofski
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    You do realise they have no intention of balancing races. They want some to be way better than others so people pay for a race change.

    Come on guys, it's fairly obvious..
  • GreenSoup2HoT
    GreenSoup2HoT
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    Brrrofski wrote: »
    You do realise they have no intention of balancing races. They want some to be way better than others so people pay for a race change.

    Come on guys, it's fairly obvious..

    I'd like to see how many players are a specific race in each alliance. The buffs to argonian and khajjit could be because there are a lack of them in tamriel (even though khajiits are great for pve dps and argonians swimming champions).
    PS4 NA DC
  • CromulentForumID
    CromulentForumID
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    NBrookus wrote: »
    As a magicka race, Bretons are very weak now. Take back the 1% AP bonus and give us a small boost to spell damage or spell crit.

    So nothing changed for Bretons with regard to Magicka, but now they're weak?

    This perspective makes me sad, in video games and life. If someone else wins they do not always do it at your expense. Someone doesn't have to lose for you to win.
  • Grunim
    Grunim
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    Brrrofski wrote: »
    You do realise they have no intention of balancing races. They want some to be way better than others so people pay for a race change.

    Come on guys, it's fairly obvious..

    I'd like to see how many players are a specific race in each alliance. The buffs to argonian and khajjit could be because there are a lack of them in tamriel (even though khajiits are great for pve dps and argonians swimming champions).

    You raise a good point, IIRC in other MMOs aren't humanoid races generally the most popular and furry and non-human races less popular in general?

    As far as would any of the proposed changes prompt me to change races, I probably would continue playing what I'm playing except that I might want to convert one of my sorcs to a stamina race. Whether I do this or not depends on how much it costs, if it's over 1000 crowns for a race change then I probably won't switch races.
    Am a whimsical Generation Jones gamer. Online RPGs hooked me since '94 and no sign of stopping soon...


  • dodgehopper_ESO
    dodgehopper_ESO
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    Docmandu wrote: »
    Not too fond of the increase AP or Gold or XP passive. Even if it's super low (1%, but that might change further down the line). Don't feel that passives should be about this.

    It's also weird if you try and think about the passive when you try to apply it to the game world.. why would a certain race get more gold from loot?! or more experience? (are they that smart?) or more AP.

    It's not the end of the world.. but I feel something more creative could be done.


    Maybe it's a way to get people to pick the XP passive race, level to CP160, then hope they buy the crown store item to switch race to the AP gain passive and once they have their precious vigor/magicka det/caltrops, hope they buy another token to switch to the gold gain passive :-) /takes off tinfoiled hat

    In the case of Imperials they've always been more Lucky (one of the previous attributes of TES games). Thematically they are simply known as talented at financial things, which one could say is true of SOME people in the real world. Its the Imperial knack, just like flinging magic is Altmer knack. Why do you think the Imperials rule the empire? Because they can afford to! :P
    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>
  • Arato
    Arato
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    So I've been hearing a lot about the balance of power between Khajiit, Bosmer, and Redguard for stam dps.

    Let's compare

    Khajiit:

    Stam bonus: 6%
    Stam Regen: 10%
    Stealth Bonus: 3m radius and 10% damage on stealth attack
    Extra: 8% weapon critical

    Bosmer:

    Stam bonus: 3%
    Stam regen: 21%
    Stealth Bonus: 3m radius and 10% damage on stealth attack

    Redguard:

    Stam Bonus: 10%
    Stam Regen: 9%
    No Stealth bonus
    Extra: 3% max stam regen every 3s., so basically unlimited stam spam.


    You could say that for stealth attacking yes the stealth bonuses are the same for Khajiit and Bosmer, and appropriate to the races. However, because of the stam bonus and crit chance, Khajiit will burst more out of stealth .... and even be better with a bow than a Bosmer in that regard. where Bosmer supposedly has more sustain with their stam because of higher regen. But if you're looking for sustain, you'd go Redguard, cause stealth bonus alone isn't worth it going bosmer over redguard.

    The way I see it, Bosmer needs something that makes them clearly better from range with a bow than Khajiit, where Khajiit should clearly be better at melee, and simply having more stam regen isn't going to cut it, because Redguard is clearly better at sustain with stam.

    The disease resist doesn't even factor in because it's so small.

    Maybe, combine the stam bonus from Resist Affliction into Yffre's Endurance, maybe bump it up a bit as well so they don't have the lowest stam bonus out of any race that gets one.

    Change Resist Affliction to Affliction Specialist or something like that, keep the resist, and add a secondary affect that you do x/y/z% more weapon damage as poison damage. Could make it apply only to bows maybe. That'd give a burst damage bonus over redguard, well a little bit, they still have a larger stam bonus which does add weapon damage, and have a normal damage bonus over khajiit where Khajiit still crit more often.

    I dunno, they need something though. As it is right now they're just outclassed for stam dps.
  • dodgehopper_ESO
    dodgehopper_ESO
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    MichYodias wrote: »
    FIXES & IMPROVEMENTS, BASE GAME PATCH



    [*]Breton Skills
    • Light Armor Affinity: This passive ability has been renamed to “Opportunist.” Also, in addition to the current benefit it now increases your Alliance Points gained by 1%.

    This makes Bretons the inferior magicka race for heals and DPS. Bretons need something to give players a choice when choosing between dark elf and high elf. In my opinion they should get 2% increase to magic damage (magic version of orc weapon damage), or an increase to spell crit (like magic version of khajit), or an increase of the cost reduction passive to 5-6%. One of these changes will at least make bretons and option, especially the spell crit because it was provide a choice to argonian for healing in addition to DPS vs dark elf and high elf.

    No. I disagree. If they do anything to Breton they should give them more spell regeneration or better cost reduction. Spell resistance needs to stay, it is too much part of the lore to take that away.
    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>
  • willymchilybily
    willymchilybily
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    if you want to make Bretons better and keep it lore friendly just look at morrowind, resistance check, max magicka check, and ....Mysticism

    so instead of AP perhaps increase gold found in the world +1% Or reduce the cost of(/free) quick transportation. would be lore friendly and not direct buff to stats.

    and if you want to buff the stats a little as well bretons have always been one of the best at [url=healing.http://elderscrolls.wikia.com/wiki/Restoration_(Morrowind)]restoarion[/url] this isn't just healing but curing poisons etc. so reduced duration of negative effects 10, 20 and 30%, or increased healing done 3%. or any multitude of options
    PSN - WarpPigeon - Guild: TheSyndicate - EU, Ebonheart Pact
    Dragon Knight [Magicka] - 720 - Stormproof
    Night Blade [Magicka] - 720 - Stormproof
    Sorcerer [Magicka] - 720 - Flawless Conqueror
    Templar [Magicka] - 720 - Stormproof
    Dragon Knight [Stamina] - 720 - Stormproof
    Night Blade [Stamina] - 720 - Stormproof
    Sorcerer [Stamina] - 720
  • Tendrielle
    Tendrielle
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    I am not sure if I like this whole thing. Maybe race should be something mainly cosmetic, so the faster learning and new gimmick perks can remain, but not those decisive for combat. It just diminishes the variety of playstyles, and changing race is really no option for me, even would it be for free.
    Another model could be, for instance, that you can learn all the racial passives, just some earlier than others, depending on your race. In the end game, no one would have a disadvantage, while beginners still can enjoy the certain flavor of a race.
    Also, if you want to have PvP perks (like more damage from stealth), every race should have a PvP perk as well.

  • Shadesofkin
    Shadesofkin
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    All of the changes are great, would love to see them remain.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • NordSwordnBoard
    NordSwordnBoard
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    My Confession/Dilemma: I'm a Nord MagSorcerer. My toon looks like me. I was hoping for more damage mitigation instead of stamina because it helps Nords of all classes instead of just the stamina/melee based ones. Noob decisions made by me early on haven't been enough so far to make me re-roll race wise. I went into this thinking I could hybrid a battle mage but that dissipated quickly.

    Now with the Nord stamina bonus, I feel another push to switch to Stamina Sorcerer. My alts are all stamina based except two so I can enjoy the other end of the spectrum. In other words I don't really want another stamina toon. Especially if my Stamplar and StamDK are always going to be more suited to the role.

    As much as I care about being more competitive at magic with a High Elf instead, my personal and lore preferences put them at the bottom of my list. Another important fact is I don't have the any race/alliance thing so I guess I'd have to change alliance as well. So this option isn't really an option for me specifically.


    What do you think about the changes?
    Positive for the most part. I don't play Redguard or Kahjiit to have an opinion there.
    Are there any that you feel are too strong compared to the others? Too weak?
    This is a tightrope walk between lore and usefulness. I think reducing all racial passive effectiveness would allow for more variety of race selection as the bonus would factor into the race selection less. I'd much rather choose race based on preference as opposed to performance.
    Did you encounter any issues with the new Racial Passive changes?
    Make the food/drinks + 30 minutes - this only saves you gold/AP and provides no extra power.
    Are the changes going to make you change your character's race? If so, why?
    No, even if I could give my Nord Sorcerer the High Elf passives but keep the alliance & the way he looks now, I'd still lean toward no change out of principle. Winning more at PvP is not reason enough for me, in fact I kind of welcome the challenge.
    Are the changes going to encourage you to adjust your current build? If so, how?
    Nothing drastic for me; I'm basically losing some health regen in exchange for some stamina. Neither are core to my build.
    Fear is the Mindkiller
  • Sedrethi
    Sedrethi
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    • What do you think about the changes?
    • Are there any that you feel are too strong compared to the others? Too weak?
    • Did you encounter any issues with the new Racial Passive changes?
    • Are the changes going to make you change your character's race? If so, why?
    • Are the changes going to encourage you to adjust your current build? If so, how?

    Argonian Skills
    • Amphibious/Resourceful: While the Max Magicka bonus is comparable to the Bosmer's Resist Affliction bonuses to Max Stamina (1/2/3%), it is appreciated nonetheless. Personally, I'd like both passives to be boosted up to (2/4/6%), and in the case of Argonians, maybe lessen the Max Health from Argonian Resistance (3/6/9%) to the same amounts (2/4/6%).
    • Quick to Mend: With feedback from @Arato, I can see now why the changes are an issue for Argonian tanks. Perhaps there can be a compromise to be made, where Argonians can retain their current "healing received" bonuses (3/6/9%), but also retain "healing done" with a lessened amount (1/2/3%) so as to not completely overshadow healers of other races?
    • Restoration Expertise/Amphibian: Thank the Hist! Swift swimming it still a thing!

    Breton Skills
    • Light Armor Affinity/Opportunist: As many players have pointed out, the increase to Alliance Points gain, while somewhat negligible, offers an unfair advantage in leaderboard rankings, which may also overpopulate the three alliances with those Manmer mongrels. If this passive must exist in its current form, it is better suited to the Imperials of Cyrodiil and offers more incentive for players to purchase the Imperial Edition upgrade. In its place, Bretons should receive a chance to absorb spells and convert it into Magicka (ala Dragonskin in Skyrim and Harness Magicka).

    Dark Elf Skills
    • Ambidexterity/Ashlander: "Ashlander" will surely upset players who role-play as House Dunmer. I suggest "Ashborn", personally.
    • Flame Talent/Destructive Ancestry: Honestly, the bonus order (0/1/2%) could be improved ever-so-slightly (1/2/3%), but I'd rather the Frost and Shock damage boosts be replaced in favor of increase Max Magicka (1/2/3%), which will be removed from the Resist Flame passive at the suggestion of @Faulgor.
    • Resist Flame: Also, at the suggestion of @Cloudless (technically suggested this for the Ashlander passive, but it works here) and @Faulgor, rename this passive into "Ancestor Guardian". Remove the Max Magicka bonus (1/2/3%) it offers, and in turn add a Minor Evasion (dodge chance 5%) bonus for 10 seconds that triggers when you fall below 50% health, with a (3/2/1) minute cooldown (ala Sanctuary in Morrowind).

    High Elf Skills
    • Destruction Talent/Highborn: Although somewhat negligible, the bonus experience is nice, however I believe the Altmer could benefit more from a Magicka-based equivalent to the Imperial's Red Diamond and Redguard's Adrenaline Rush (similar to the Highborn greater power in Skyrim, which acted as an equivalent to the Argonian's Histskin and Redguard's Adrenaline Rush).

    Imperial Skills
    • Shield Affinity/Diplomat: As mentioned above in the Breton section, I feel the Alliance Point boost should be given to the Imperial instead, as it makes more sense given Cyrodiil's current position, and it makes the Imperial Edition upgrade somewhat more attractive. That said, the Alliance Point gain is unfair to leaderboard rankings, and the bonus gold is very negligible. Perhaps, if we're going the "fortune" route with Imperials, a very small chance to find higher-quality equipment or materials? Perhaps a toned down version of the champion passive Treasure Hunter. If we were to go more with the new name of "Diplomat", perhaps it can work as Intimidating Presence and Persuasive Will in one passive, thus freeing up two skill points for Imperials to spend elsewhere?

    Khajiit Skills
    • Medium Armor Expertise/Cutpurse: I agree with other players that the Bosmer and Khajiit ought to switch their flavor passives, with the pickpocket chance going to the Bosmer in acknowledgement of the "Rite of Theft", while the fall damage reduction favors the acrobatic nature of Khajiit in the previous games. Plus, they're (bipedal) felines.
    • Robust Constitution/Nimble: Many players seem to agree that the high critical chance paired with new Max Stamina bonus is too potent of a combination. Perhaps lowering the Weapon critical chance (1/2/3%) might allow it to be somewhat better balanced?

    Nord Skills
    • Two Handed Weapon Expertise/Reveler: Sigh. I feel this game in particular really focuses far too much on how many tankards of mead Nords smash and skulls they drink. Or was it the other way around? I don't really have any opinion on the drink duration increase.
    • Robust/Stalwart: Well, the nerf to Health Recovery brings it somewhat more in line with passives such as the Bosmer's Yffre's Endurance (6/12/20% vs. 7/14/21%), and the added Max Stamina doesn't hurt.

    Orc Skills
    • Heavy Armor Expertise/Craftsman: Unless major changes to the crafting skill lines crop up, inspiration gains are worthless once you have maxed out your crafting professions. Altmer, Bretons, and Imperials continue to gain (negligible) amounts of experience, Alliance Points, or gold, respectively. If we're keeping the crafting theme, then as another player suggested, perhaps reduced costs to armor repair could work instead. Or perhaps they could require less materials for crafting?
    • Robust/Unflinching: Similar nerf to the Nords, but also given an effect that was seemingly deemed unworthy for Argonians. Not sure how I feel about this one, to be honest.

    Redguard Skills
    • Shield Affinity/Wayfarer: Much like the similar addition to the Nord, I don't really have any opinion on the food duration increase.

    Wood Elf Skills
    • Archery Expertise/Acrobat: As mentioned above, the Bosmer and Khajiit ought to switch their new flavor passives. Personally, I'd rather see Bosmer get neither pickpocket chance nor fall damage reduction, but instead Disease and/or Poison damage bonuses (2/4/6%) to be somewhat more competitive with Khajiit and Redguards.

    *Casts Harness Magicka in anticipation of flames.*
    Edited by Sedrethi on June 29, 2016 4:24AM
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  • Makkir
    Makkir
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    Share the movement

    #SorcLivesMatter

    #BretonLivesMatter
  • Strider_Roshin
    Strider_Roshin
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    It seems the consensus is that Khajiits shouldn't have been buffed, and Nords weren't buffed enough. I'm curious about how ZOS will make adjustments.
  • ToRelax
    ToRelax
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    Makkir wrote: »
    Share the movement

    #SorcLivesMatter

    #BretonLivesMatter

    Well I can agree on the first one. >_>
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  • MichYodias
    MichYodias
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    MichYodias wrote: »
    FIXES & IMPROVEMENTS, BASE GAME PATCH



    [*]Breton Skills
    • Light Armor Affinity: This passive ability has been renamed to “Opportunist.” Also, in addition to the current benefit it now increases your Alliance Points gained by 1%.

    This makes Bretons the inferior magicka race for heals and DPS. Bretons need something to give players a choice when choosing between dark elf and high elf. In my opinion they should get 2% increase to magic damage (magic version of orc weapon damage), or an increase to spell crit (like magic version of khajit), or an increase of the cost reduction passive to 5-6%. One of these changes will at least make bretons and option, especially the spell crit because it was provide a choice to argonian for healing in addition to DPS vs dark elf and high elf.

    No. I disagree. If they do anything to Breton they should give them more spell regeneration or better cost reduction. Spell resistance needs to stay, it is too much part of the lore to take that away.

    Well then keep it an add a second passive to it for lore reasons. The fact of the matter is that passive doesn't make a difference in any situation and bretons are last choice for any magicka spec. That shouldnt be the case, you should at least have to consider.
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  • Radburn
    Radburn
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    I would prefer a system that allows you to choose a race and then customise your racial passives from a predefined list. You could implement a crown store item that allows you to re-customize these racials.

    Choose only one option from each category.

    Category 1:
    • 10 %Magicka Regen
    • 10% Stamina Regen
    • 30% Health Regen
    • 6% Max Health

    Category 2:
    • 10% Max Magicka
    • 10% Max Stamina
    • 10% Max health
    • 6% Max Health / Magicka / Stamina

    Category 3:
    • 8% critical rating
    • 3% Elemental Damage (Flame,Cold,SHock)
    • 6% Cold
    • 6% Flame
    • 6% Shock
    • 3% Magic Damage
    • 3% Poison / Disease
    • 8% Critical damage
    • 10% Healing
    • 6% Damage Mitigation
    • 3600 Spell resist
    • 3600 Physical resist
    • 1800 Spell & Physical resist

    This would eliminate race bias and allow for some amazing build customisation while letting you play the race you'vew always wanted to play.
    Edited by Radburn on June 28, 2016 5:36PM
  • Ashamray
    Ashamray
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    On Live Nords have no "restrictions": they have benefits neither for stamina nor for magica. On PTS you guys push Nords to play stamina.
    BTW, don't tell me Nords are suposed to be warriors. Shalidor is one of the greatest mages in Tamriel, and he is a Nord.
    As already have been suggested, rework one Nord passive to boost food and drinks. For example, all food and drinks gain 30% increase when used by Nord.
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  • Lava_Croft
    Lava_Croft
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    Narrow-minded changes to Saxhleel passives are a waste of time and effort.
  • Van_0S
    Van_0S
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    Arato wrote: »
    So I've been hearing a lot about the balance of power between Khajiit, Bosmer, and Redguard for stam dps.

    Let's compare

    Khajiit:

    Stam bonus: 6%
    Stam Regen: 10%
    Stealth Bonus: 3m radius and 10% damage on stealth attack
    Extra: 8% weapon critical

    Bosmer:

    Stam bonus: 3%
    Stam regen: 21%
    Stealth Bonus: 3m radius and 10% damage on stealth attack

    Redguard:

    Stam Bonus: 10%
    Stam Regen: 9%
    No Stealth bonus
    Extra: 3% max stam regen every 3s., so basically unlimited stam spam.


    You could say that for stealth attacking yes the stealth bonuses are the same for Khajiit and Bosmer, and appropriate to the races. However, because of the stam bonus and crit chance, Khajiit will burst more out of stealth .... and even be better with a bow than a Bosmer in that regard. where Bosmer supposedly has more sustain with their stam because of higher regen. But if you're looking for sustain, you'd go Redguard, cause stealth bonus alone isn't worth it going bosmer over redguard.

    The way I see it, Bosmer needs something that makes them clearly better from range with a bow than Khajiit, where Khajiit should clearly be better at melee, and simply having more stam regen isn't going to cut it, because Redguard is clearly better at sustain with stam.

    The disease resist doesn't even factor in because it's so small.

    Maybe, combine the stam bonus from Resist Affliction into Yffre's Endurance, maybe bump it up a bit as well so they don't have the lowest stam bonus out of any race that gets one.

    Change Resist Affliction to Affliction Specialist or something like that, keep the resist, and add a secondary affect that you do x/y/z% more weapon damage as poison damage. Could make it apply only to bows maybe. That'd give a burst damage bonus over redguard, well a little bit, they still have a larger stam bonus which does add weapon damage, and have a normal damage bonus over khajiit where Khajiit still crit more often.

    I dunno, they need something though. As it is right now they're just outclassed for stam dps.

    Resist Affliction: 4% healing taken as a bonus.
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