sneakymitchell wrote: »Nords are fine sure lack of substain but at least you are surviving more hits than usual. Imperials are just fine too. Bretons maybe more love since 1% increase ap isn’t enough for so called buff. And argonians are mainly healers compared to Bretons. Back then it was Bretons who had good healing mostly due to the substain.
KingYogi415 wrote: »I have a fix for you:
NERF THE STUPID LIZARD PEOPLE!
Major in this priority:
-Nord
-Imperial
Minor:
Breton (that 3% is laughable, at least 5 thanks.)
Remove race passives that lock a race into a certain class, ie, Stealthy.
Brets need +4% magic damage, or a boost to 4% for its cost reduction passive
Nords need some sustain passive for stamina (and frost damage perhaps?)
Imperials could use mag/stam recov, or both.
sneakymitchell wrote: »Nords are fine sure lack of substain but at least you are surviving more hits than usual. Imperials are just fine too. Bretons maybe more love since 1% increase ap isn’t enough for so called buff. And argonians are mainly healers compared to Bretons. Back then it was Bretons who had good healing mostly due to the substain.
IMO, they need to remove Max <stat> and <stat> Regen from racial skill lines. Move them into the "World" skill tree and let them keep their original level requirements, or similar ones, but let any race choose from them. Create a "Training" tree or "Conditioning". Put all the regen and max stat passives in there, but each separately.
Keep the little bonuses that each race has to keep them different. This would make it so that, while some races stay better for min/maxing, you wont feel crippled by not choosing that race.
For example:
- Orcs keep Craftsman and Swift Warrior. Brawny is removed entirely from the game. Unflinching becomes part of the World skill tree. It's a good passive for tanks.
- Argonians would lose Resourceful, and the resistances from Argonian Resistance would be combined into Quick to Mend.
- Redguard would lose Exhilaration and Conditioning, but keep Adrenaline Rush and Wayfarer.
The biggest issue comes with the elves. Their final passives need to be completely redesigned. Other races can be mixed or combined with their other passives, but the elves are simply either too focused or too strong. Maybe Dunmer keep fire restistance and fire damage? Altmer could get bonus shock damage. This could let Nords have a bonus to frost damage. Bosmer could get a bonus to poison and disease.
The reason I'm for changing things is that there's not really a choice for many people. If they want to play magicka, they have to pick from one of 3 races. Most of the time between 2 races: Dunmer and Altmer. If they want to play Stamina, they can pick between Redguard and Redguard.
And yes, it IS noticeable, before anyone says anything. I had an Imperial Stamplar that I switched to magicka at one point. It was awful. I switched back to stam and eventually race changed to Redguard. You can feel the difference. Even passives like the Bretons make playing magicka way more enjoyable.
WakeYourGhost wrote: »Creative minds find uses for nearly everything.
That being said - Small adjustments would be fine... As long as the unique flavor of each race, and more importantly it's Lore-based features, remains in place.
Lightspeedflashb14_ESO wrote: »The 3% cost reduction with bretons is a great mag resourse passive, better then the 9% that high elfs get. Not sure what you guys are about.
The average mag cost in the game is around 3k on the low end, so 3% of that is 90. Which in regen terms is 180. To get 180 regen out of the 9% passive you would need 2000 base regen. Noone has that.
Sheezabeast wrote: »Nords need bonus to frost damage, it might revitalize a dead weapon line. Frost tanks never really caught on...
Maura_Neysa wrote: »Major in this priority:
-Nord
-Imperial
Minor:
Breton (that 3% is laughable, at least 5 thanks.)
Nord -okay
Imperial - #2 tank? nope don't need buffed
Breton -#1 healer? nope don't need buffedRemove race passives that lock a race into a certain class, ie, Stealthy.
Brets need +4% magic damage, or a boost to 4% for its cost reduction passive
Nords need some sustain passive for stamina (and frost damage perhaps?)
Imperials could use mag/stam recov, or both.
Other way around, every race should have a useless passive for that play style.sneakymitchell wrote: »Nords are fine sure lack of substain but at least you are surviving more hits than usual. Imperials are just fine too. Bretons maybe more love since 1% increase ap isn’t enough for so called buff. And argonians are mainly healers compared to Bretons. Back then it was Bretons who had good healing mostly due to the substain.
1% AP, 1% gold, 1% xp sounds like its right on targetIMO, they need to remove Max <stat> and <stat> Regen from racial skill lines. Move them into the "World" skill tree and let them keep their original level requirements, or similar ones, but let any race choose from them. Create a "Training" tree or "Conditioning". Put all the regen and max stat passives in there, but each separately.
Keep the little bonuses that each race has to keep them different. This would make it so that, while some races stay better for min/maxing, you wont feel crippled by not choosing that race.
For example:
- Orcs keep Craftsman and Swift Warrior. Brawny is removed entirely from the game. Unflinching becomes part of the World skill tree. It's a good passive for tanks.
- Argonians would lose Resourceful, and the resistances from Argonian Resistance would be combined into Quick to Mend.
- Redguard would lose Exhilaration and Conditioning, but keep Adrenaline Rush and Wayfarer.
The biggest issue comes with the elves. Their final passives need to be completely redesigned. Other races can be mixed or combined with their other passives, but the elves are simply either too focused or too strong. Maybe Dunmer keep fire restistance and fire damage? Altmer could get bonus shock damage. This could let Nords have a bonus to frost damage. Bosmer could get a bonus to poison and disease.
The reason I'm for changing things is that there's not really a choice for many people. If they want to play magicka, they have to pick from one of 3 races. Most of the time between 2 races: Dunmer and Altmer. If they want to play Stamina, they can pick between Redguard and Redguard.
And yes, it IS noticeable, before anyone says anything. I had an Imperial Stamplar that I switched to magicka at one point. It was awful. I switched back to stam and eventually race changed to Redguard. You can feel the difference. Even passives like the Bretons make playing magicka way more enjoyable.
Altmer tank, caved and went to Argonian, switch back 2 weeks later. Altmer works better.WakeYourGhost wrote: »Creative minds find uses for nearly everything.
That being said - Small adjustments would be fine... As long as the unique flavor of each race, and more importantly it's Lore-based features, remains in place.
TruthLightspeedflashb14_ESO wrote: »The 3% cost reduction with bretons is a great mag resourse passive, better then the 9% that high elfs get. Not sure what you guys are about.
The average mag cost in the game is around 3k on the low end, so 3% of that is 90. Which in regen terms is 180. To get 180 regen out of the 9% passive you would need 2000 base regen. Noone has that.
TruthSheezabeast wrote: »Nords need bonus to frost damage, it might revitalize a dead weapon line. Frost tanks never really caught on...
Some of us figured it out. Words could use something though. Personally I think more like Dunmer Frost Resistance and Frost Damage
Maura_Neysa wrote: »Major in this priority:
-Nord
-Imperial
Minor:
Breton (that 3% is laughable, at least 5 thanks.)
Nord -okay
Imperial - #2 tank? nope don't need buffed
Breton -#1 healer? nope don't need buffedRemove race passives that lock a race into a certain class, ie, Stealthy.
Brets need +4% magic damage, or a boost to 4% for its cost reduction passive
Nords need some sustain passive for stamina (and frost damage perhaps?)
Imperials could use mag/stam recov, or both.
Other way around, every race should have a useless passive for that play style.sneakymitchell wrote: »Nords are fine sure lack of substain but at least you are surviving more hits than usual. Imperials are just fine too. Bretons maybe more love since 1% increase ap isn’t enough for so called buff. And argonians are mainly healers compared to Bretons. Back then it was Bretons who had good healing mostly due to the substain.
1% AP, 1% gold, 1% xp sounds like its right on targetIMO, they need to remove Max <stat> and <stat> Regen from racial skill lines. Move them into the "World" skill tree and let them keep their original level requirements, or similar ones, but let any race choose from them. Create a "Training" tree or "Conditioning". Put all the regen and max stat passives in there, but each separately.
Keep the little bonuses that each race has to keep them different. This would make it so that, while some races stay better for min/maxing, you wont feel crippled by not choosing that race.
For example:
- Orcs keep Craftsman and Swift Warrior. Brawny is removed entirely from the game. Unflinching becomes part of the World skill tree. It's a good passive for tanks.
- Argonians would lose Resourceful, and the resistances from Argonian Resistance would be combined into Quick to Mend.
- Redguard would lose Exhilaration and Conditioning, but keep Adrenaline Rush and Wayfarer.
The biggest issue comes with the elves. Their final passives need to be completely redesigned. Other races can be mixed or combined with their other passives, but the elves are simply either too focused or too strong. Maybe Dunmer keep fire restistance and fire damage? Altmer could get bonus shock damage. This could let Nords have a bonus to frost damage. Bosmer could get a bonus to poison and disease.
The reason I'm for changing things is that there's not really a choice for many people. If they want to play magicka, they have to pick from one of 3 races. Most of the time between 2 races: Dunmer and Altmer. If they want to play Stamina, they can pick between Redguard and Redguard.
And yes, it IS noticeable, before anyone says anything. I had an Imperial Stamplar that I switched to magicka at one point. It was awful. I switched back to stam and eventually race changed to Redguard. You can feel the difference. Even passives like the Bretons make playing magicka way more enjoyable.
Altmer tank, caved and went to Argonian, switch back 2 weeks later. Altmer works better.WakeYourGhost wrote: »Creative minds find uses for nearly everything.
That being said - Small adjustments would be fine... As long as the unique flavor of each race, and more importantly it's Lore-based features, remains in place.
TruthLightspeedflashb14_ESO wrote: »The 3% cost reduction with bretons is a great mag resourse passive, better then the 9% that high elfs get. Not sure what you guys are about.
The average mag cost in the game is around 3k on the low end, so 3% of that is 90. Which in regen terms is 180. To get 180 regen out of the 9% passive you would need 2000 base regen. Noone has that.
TruthSheezabeast wrote: »Nords need bonus to frost damage, it might revitalize a dead weapon line. Frost tanks never really caught on...
Some of us figured it out. Words could use something though. Personally I think more like Dunmer Frost Resistance and Frost Damage
If you think that bretons are healers, you are doing something wrong. Becouse they are literally versitile. Just need to buff they last passive which is underwhelming
Maura_Neysa wrote: »Maura_Neysa wrote: »Major in this priority:
-Nord
-Imperial
Minor:
Breton (that 3% is laughable, at least 5 thanks.)
Nord -okay
Imperial - #2 tank? nope don't need buffed
Breton -#1 healer? nope don't need buffedRemove race passives that lock a race into a certain class, ie, Stealthy.
Brets need +4% magic damage, or a boost to 4% for its cost reduction passive
Nords need some sustain passive for stamina (and frost damage perhaps?)
Imperials could use mag/stam recov, or both.
Other way around, every race should have a useless passive for that play style.sneakymitchell wrote: »Nords are fine sure lack of substain but at least you are surviving more hits than usual. Imperials are just fine too. Bretons maybe more love since 1% increase ap isn’t enough for so called buff. And argonians are mainly healers compared to Bretons. Back then it was Bretons who had good healing mostly due to the substain.
1% AP, 1% gold, 1% xp sounds like its right on targetIMO, they need to remove Max <stat> and <stat> Regen from racial skill lines. Move them into the "World" skill tree and let them keep their original level requirements, or similar ones, but let any race choose from them. Create a "Training" tree or "Conditioning". Put all the regen and max stat passives in there, but each separately.
Keep the little bonuses that each race has to keep them different. This would make it so that, while some races stay better for min/maxing, you wont feel crippled by not choosing that race.
For example:
- Orcs keep Craftsman and Swift Warrior. Brawny is removed entirely from the game. Unflinching becomes part of the World skill tree. It's a good passive for tanks.
- Argonians would lose Resourceful, and the resistances from Argonian Resistance would be combined into Quick to Mend.
- Redguard would lose Exhilaration and Conditioning, but keep Adrenaline Rush and Wayfarer.
The biggest issue comes with the elves. Their final passives need to be completely redesigned. Other races can be mixed or combined with their other passives, but the elves are simply either too focused or too strong. Maybe Dunmer keep fire restistance and fire damage? Altmer could get bonus shock damage. This could let Nords have a bonus to frost damage. Bosmer could get a bonus to poison and disease.
The reason I'm for changing things is that there's not really a choice for many people. If they want to play magicka, they have to pick from one of 3 races. Most of the time between 2 races: Dunmer and Altmer. If they want to play Stamina, they can pick between Redguard and Redguard.
And yes, it IS noticeable, before anyone says anything. I had an Imperial Stamplar that I switched to magicka at one point. It was awful. I switched back to stam and eventually race changed to Redguard. You can feel the difference. Even passives like the Bretons make playing magicka way more enjoyable.
Altmer tank, caved and went to Argonian, switch back 2 weeks later. Altmer works better.WakeYourGhost wrote: »Creative minds find uses for nearly everything.
That being said - Small adjustments would be fine... As long as the unique flavor of each race, and more importantly it's Lore-based features, remains in place.
TruthLightspeedflashb14_ESO wrote: »The 3% cost reduction with bretons is a great mag resourse passive, better then the 9% that high elfs get. Not sure what you guys are about.
The average mag cost in the game is around 3k on the low end, so 3% of that is 90. Which in regen terms is 180. To get 180 regen out of the 9% passive you would need 2000 base regen. Noone has that.
TruthSheezabeast wrote: »Nords need bonus to frost damage, it might revitalize a dead weapon line. Frost tanks never really caught on...
Some of us figured it out. Words could use something though. Personally I think more like Dunmer Frost Resistance and Frost Damage
If you think that bretons are healers, you are doing something wrong. Becouse they are literally versitile. Just need to buff they last passive which is underwhelming
https://alcasthq.com/eso-magicka-templar-healer-build-pve/
#3 on the list
]http://deltiasgaming.com/eso-templar-healer/
#2 on the list (yeah its old and he doesn't play anymore)
https://forums.elderscrollsonline.com/en/discussion/385807/best-race-for-endgame-templar-healer
Forum best healer race tread. Argument between Breton, Argonian and Altmar.
What rock have you been that you don't know Bretons are healers?!?
Pretty much this, add that race was an starting bonus in Daggerfall, Morrowind and Oblivion, single player games was either trivial at high level or had an difficulty slider.I think racial passives should be removed completely! For example, because I prefer magicka characters, all my 7 toons are Altmer. I am in process of levelling a Breton MagBlade...buuuut I think I might have to re-roll as Altmer. Stamina has it a little easier when it comes to class I think. At least they can choose between Bosmer, Khajiit, Redguard, Orsimer or even Nord can be viable and none of them races will cripple you by the lack of passives. So that leaves us, the masters of manipulating energies of Aetherius basically locked down to Altmer or Dunmer (yes, I know Lizard People Paramedics have their fan base but not everyone is into beast races).
Either re-work the passives or get rid of them completely. They might have worked for single-player Elder Scrolls but in a competitive environment of ESO, having a Nord Sorcerer in PvP is just silly.
I think racial passives should be removed completely! For example, because I prefer magicka characters, all my 7 toons are Altmer. I am in process of levelling a Breton MagBlade...buuuut I think I might have to re-roll as Altmer. Stamina has it a little easier when it comes to class I think. At least they can choose between Bosmer, Khajiit, Redguard, Orsimer or even Nord can be viable and none of them races will cripple you by the lack of passives. So that leaves us, the masters of manipulating energies of Aetherius basically locked down to Altmer or Dunmer (yes, I know Lizard People Paramedics have their fan base but not everyone is into beast races).
Either re-work the passives or get rid of them completely. They might have worked for single-player Elder Scrolls but in a competitive environment of ESO, having a Nord Sorcerer in PvP is just silly.