HatchetHaro wrote: »I'm an end-game raider who loves running his Argonian stam DK, and I'm just going to say that I fully support this idea. The racial passives as of now pretty much force competitive players to pick an "optimal" race for their role. I've pretty much hit the ceiling for my dps, but I know that a Redguard or Khajiit dps with my same exact gear and rotations can reach a dps ceiling 4k higher than mine.
People are going to argue that racial passives are supposed to be lore friendly and that other ES games had racial passives; but those games are unlike ESO in that they never had a competitive scene. People in the competitive scene can also get attached to their characters and refuse to play anyone else / any other race, and that is hugely understandable because ESO is still an ES game.
People may also argue that the things about the current racial passives only negatively affect a small percentage of the playerbase. However, I would argue that the proposed changes would positively affect most of the playerbase while also appeasing those who care about RP and competition at the same time. Why stick with the mediocre when improvements can be made?
We have enough Dunmer and Altmer, Redguard and Khajiit in the dps meta. We need more diversity even when it comes to this min/maxing scene. We need to be able to play what we want from casual RP to end-game raiding. OP's proposed changes are pretty much perfect for this.
Avran_Sylt wrote: »So, the Idea behind this is to allow a greater freedom of choice for those Min/Maxing Conscious folks out there in regards to race. As well as making races more equally viable based on player choice in the endgame while still having them have a uniqueness early game.
Edit, now changed to reduce racial overall damage impact in the later game.
Overview
Remove any damaging combat bonuses from all the racial passives, and replace them with non-combat/combat-sustain oriented bonuses.
Then, have the player "regain" specific "Traits/Lifestyles" for their character once they regain their soul. (Complete the main story)
Personality Traits/Lifestyles (Not Racial)
You were a Fighter? Stam regen.
You were Athletic? Max Stam
You were Well-Read? Mag Reduciton
You were Well-Trained? Stam Reduction
You were a Prodigy? Max Magicka
You were Strong of Mind? Mag Regen
You were Practiced with the Sword? Melee Physical damage
You were Practiced with the Bow? Ranged Physical damage
You were Practiced with the Arcane Arts? Elemental Damage (and then split this into whatever focus you want or a small bonus to all)
You were a Thief? Reduced detection Range.
You were an Opportunist? Increased Crit Chance
You were a Skulker? Increased Stealth Damage
You were a Survivor? Regain Health on hit (with timed cooldown)
You were a Berserker? Regain Stam on hit (with timed cooldown)
You were a Spellsmith? Regain Mag on hit (with timed cooldown)
etc. etc.
Only allow the player to choose a few of these combat traits.
And I guess allow them to be swapped via a shrine to a god maybe?
Edit: Hell, have a conversation that the Vestige has with The Prophet lead him to asking what the Vestige had lost when their soul was taken. Prompting a Screen where the Player chooses "Their Response".
Edit: Working on non-combat traits, will be able to select three.
You were a merchant? Sell items for 5% more and buy items for 5% less from NPC merchants (and fences)
You were a locksmith? Increase force lock chance by 10%
You were a Woodsman? Increases raw material gain from wood nodes by 1
You were a Miner? Increase raw material gain from ore nodes by 1.
Re-balancing Racials - Good in the Beginning, Low Impact in the End
Edit: After some consideration, while I would enjoy the idea of removing combat bonuses from Racial Passives, lorewise that'd be inconsistent. So, Below I've made a list of changes to the Racial Passives that would still give an edge, but not quite as large of one (since most are not Percentage based). In additional to that, I'd also remove the skill point cost for these racial passives. Simply because they are a racial passive, something that your character was born with/genetic structure, or taught in their culture, and then died with, not learned.
Edit: Gave each race and "edge" to a certain style of combat. I'd appreciate feedback as to whether or not you'd like to see these as racial based, or Character Type, based. General Consensus was, no, not a good idea. removing them.
Edit: replaced percent damage passives to % resource cost reduction, moved a few around.
Breton:
Gift of the Magnus: Increase Base Magicka by 800
Spell Resistance: Increase Spell Resistance by 800
Magicka Mastery: Reduce Spell Costs by 2%
Could replace magicka mastery with : Elemental Attacks restore 1400 Magicka (10 sec cooldown)
Orc:
Brawny: Increase Base Health by 600 and Base Stamina by 480
Unflinching: Increase Base Health Recovery by 250
Swift Warrior: Increases Sprint Speed by 8% Decreases Stamina Costs of abilities by 2%
Redguard:
Exhilaration: Increase Base Stamina Recovery by 110
Hardy Constitution: Increase Poison resistance by 1260
Adrenalin Rush: Melee attacks Restore 1400 Stamina (10 sec cooldown)
Argonian:
Resourceful: Consuming a Potion restores an additional 1500 Magicka and Stamina, and an additional 2000 hp.
Argonian Resistance: Increase Base health by 1,350 and Disease Resistance by 1,260 (remove hp bonus?)
Quick to Mend: Increases Healing and Healing Received by 4%
Dunmer:
Dynamic: Increases Base Magicka by 480 | Increase Base Stamina by 480
Resist Flame: Increases Flame Resistance by 1260
Destructive Ancestry: Elemental Attacks restore 1400 Magicka (10 sec cooldown)
Nord:
Stalwart: Increase Base Stamina by 480 | Increase Base Health Recovery by 250
Resist Frost Icy Beginning: Increase Cold Resistance by 1260
Rugged: Increase Physical and Spell Damage Resistance by 1260
Altmer:
SpellCharge: Increase Base Magicka Recovery by 110
Gift of the Magnus: Increase Base Magicka by 800
Elemental Affinity: Increase Frost,Shock,Fire damage by 2%
Could change to : Reduce cost of Magicka Based abilities by 2%
Bosmer:
Y'ffre's Endurance: Increase Base Stamina Recovery by 240
Resist Affliction Natures Upbringing: Increase Disease Resistance by 1260
Small Frame (Stealthy): Reduce Your Detection Radius by 2m
Khajiit:
Agile: Increases Movement Speed by 4% | Reduce Your Detection Radius by 2m
Exhilaration : Increase Base Stamina Recovery by 120
Unflinching : Increases Base Health Recovery by 250
Imperial:
Tough: Increases Base Health by 1,200
Conditioning: Increases Base Stamina by 800
Red Diamond Conviction: Melee Attacks Restore 1700 Health (10 sec cooldown)
Your thoughts on these changed Racial Passives?
"Freedom of choice" and "Min/Max" are like oil and water, they don't mix. A Min/Max approach is concerned with the statistically superior option, and the others might as well not be there.
notimetocare wrote: »Avran_Sylt wrote: »So, the Idea behind this is to allow a greater freedom of choice for those Min/Maxing Conscious folks out there in regards to race. As well as making races more equally viable based on player choice in the endgame while still having them have a uniqueness early game.
Edit, now changed to reduce racial overall damage impact in the later game.
Overview
Remove any damaging combat bonuses from all the racial passives, and replace them with non-combat/combat-sustain oriented bonuses.
Then, have the player "regain" specific "Traits/Lifestyles" for their character once they regain their soul. (Complete the main story)
Personality Traits/Lifestyles (Not Racial)
You were a Fighter? Stam regen.
You were Athletic? Max Stam
You were Well-Read? Mag Reduciton
You were Well-Trained? Stam Reduction
You were a Prodigy? Max Magicka
You were Strong of Mind? Mag Regen
You were Practiced with the Sword? Melee Physical damage
You were Practiced with the Bow? Ranged Physical damage
You were Practiced with the Arcane Arts? Elemental Damage (and then split this into whatever focus you want or a small bonus to all)
You were a Thief? Reduced detection Range.
You were an Opportunist? Increased Crit Chance
You were a Skulker? Increased Stealth Damage
You were a Survivor? Regain Health on hit (with timed cooldown)
You were a Berserker? Regain Stam on hit (with timed cooldown)
You were a Spellsmith? Regain Mag on hit (with timed cooldown)
etc. etc.
Only allow the player to choose a few of these combat traits.
And I guess allow them to be swapped via a shrine to a god maybe?
Edit: Hell, have a conversation that the Vestige has with The Prophet lead him to asking what the Vestige had lost when their soul was taken. Prompting a Screen where the Player chooses "Their Response".
Edit: Working on non-combat traits, will be able to select three.
You were a merchant? Sell items for 5% more and buy items for 5% less from NPC merchants (and fences)
You were a locksmith? Increase force lock chance by 10%
You were a Woodsman? Increases raw material gain from wood nodes by 1
You were a Miner? Increase raw material gain from ore nodes by 1.
Re-balancing Racials - Good in the Beginning, Low Impact in the End
Edit: After some consideration, while I would enjoy the idea of removing combat bonuses from Racial Passives, lorewise that'd be inconsistent. So, Below I've made a list of changes to the Racial Passives that would still give an edge, but not quite as large of one (since most are not Percentage based). In additional to that, I'd also remove the skill point cost for these racial passives. Simply because they are a racial passive, something that your character was born with/genetic structure, or taught in their culture, and then died with, not learned.
Edit: Gave each race and "edge" to a certain style of combat. I'd appreciate feedback as to whether or not you'd like to see these as racial based, or Character Type, based. General Consensus was, no, not a good idea. removing them.
Edit: replaced percent damage passives to % resource cost reduction, moved a few around.
Breton:
Gift of the Magnus: Increase Base Magicka by 800
Spell Resistance: Increase Spell Resistance by 800
Magicka Mastery: Reduce Spell Costs by 2%
Could replace magicka mastery with : Elemental Attacks restore 1400 Magicka (10 sec cooldown)
Orc:
Brawny: Increase Base Health by 600 and Base Stamina by 480
Unflinching: Increase Base Health Recovery by 250
Swift Warrior: Increases Sprint Speed by 8% Decreases Stamina Costs of abilities by 2%
Redguard:
Exhilaration: Increase Base Stamina Recovery by 110
Hardy Constitution: Increase Poison resistance by 1260
Adrenalin Rush: Melee attacks Restore 1400 Stamina (10 sec cooldown)
Argonian:
Resourceful: Consuming a Potion restores an additional 1500 Magicka and Stamina, and an additional 2000 hp.
Argonian Resistance: Increase Base health by 1,350 and Disease Resistance by 1,260 (remove hp bonus?)
Quick to Mend: Increases Healing and Healing Received by 4%
Dunmer:
Dynamic: Increases Base Magicka by 480 | Increase Base Stamina by 480
Resist Flame: Increases Flame Resistance by 1260
Destructive Ancestry: Elemental Attacks restore 1400 Magicka (10 sec cooldown)
Nord:
Stalwart: Increase Base Stamina by 480 | Increase Base Health Recovery by 250
Resist Frost Icy Beginning: Increase Cold Resistance by 1260
Rugged: Increase Physical and Spell Damage Resistance by 1260
Altmer:
SpellCharge: Increase Base Magicka Recovery by 110
Gift of the Magnus: Increase Base Magicka by 800
Elemental Affinity: Increase Frost,Shock,Fire damage by 2%
Could change to : Reduce cost of Magicka Based abilities by 2%
Bosmer:
Y'ffre's Endurance: Increase Base Stamina Recovery by 240
Resist Affliction Natures Upbringing: Increase Disease Resistance by 1260
Small Frame (Stealthy): Reduce Your Detection Radius by 2m
Khajiit:
Agile: Increases Movement Speed by 4% | Reduce Your Detection Radius by 2m
Exhilaration : Increase Base Stamina Recovery by 120
Unflinching : Increases Base Health Recovery by 250
Imperial:
Tough: Increases Base Health by 1,200
Conditioning: Increases Base Stamina by 800
Red Diamond Conviction: Melee Attacks Restore 1700 Health (10 sec cooldown)
Your thoughts on these changed Racial Passives?
A very long post of nothing but hot air. Leave it as is, it is a TES game. Racial bonus reflect that