@DoobZ69 I don't even bother to correct 1 line posts anymore, your post was (and still is) a good read until that point, hence the disappointment and my reactionYou are right it is not, my calculation is closer to 1,5% increase in run time. (because there are ... 2 dps in the group) but yes i got what you meant, lets continue :By the way I dispute that 3% is a flat 3% increase in run time.This is true, but look at the overall Argonian passives (among which 205 stamina, magicka and health regen equivalent from the potion proc), i could have argued that a mistep from this players could have less consequences, maybe even saving a death or run time. I won't argue with you on this however because there are too many variables to consider.The enemies die slower, other dps has to work harder, tank takes more hits, healer heals for longer, resource regen comes into effect, the chances of making a mistake increase, potential problems or deaths riseYour semi-rant about a foolish player bringing an argonian dps to a vet dungeon, made me think that maybe that would be your style in this situation. Just tell me that is not the case and we are all good, people start arguing and [snip], stop cooperating as well as they could.
Other - put a racial polymoprh in the store, then you can choose your racial passives, and polymoprh into the look of the one you want.
For a crown cost, obviously.
Maura_Neysa wrote: »Other - put a racial polymoprh in the store, then you can choose your racial passives, and polymoprh into the look of the one you want.
For a crown cost, obviously.
lol Amazing simple solution. Though the problem with polymorph option is the lack of character customization. Still want my Armor/Tattoo/Customs etc
GreenSoup2HoT wrote: »I still hate Red Diamond in its current state. Wish it would get a tune up. RNG with % based mechanics are lame. Gimme a cooldown based fixed hp passive so lower hp Imperials can get value.
GreenSoup2HoT wrote: »I still hate Red Diamond in its current state. Wish it would get a tune up. RNG with % based mechanics are lame. Gimme a cooldown based fixed hp passive so lower hp Imperials can get value.
Needs to be tweaked to stam (or even mag) sustain passive really - Imperials (and Dunmer) don't get a resource sustain currently unlike other races. Morrowind made that sustain more important.
@Marginis
It was mostly intentional, but mostly to highlight the changing landscape of ESO.
When Morrowind hit, a lot more worked off max stats and that was changed to fixed amounts. This obviously changes the meta races as some became less balanced. Pre Morrowind, stats ruled, now it's sustain. Post Summerset, who knows. Sustain will rule as long as you have enough, then after 'enough' it will be stats again.
The unintentional bit was you making me think about it more and then me taking it to a deeper level of cause and effect. Butterfly landing on a flower over here, causes and earthquake over there kinda thing. I don't feel ZoS are particularly good or fast at reacting to things that are in this category. If they change something like sustain, they need to re-balance literally everything, and they don't. There were no racial changes with Morrowind, and sustain changed differently for each race. The same wil happen with Summerset, for example: Look at infused potion speed glyph. Argonians will get quite a sustain boost from that. Where is the sustain boost for the other races? Even if ZoS realise this, they can't just increase sustain by x% for other races across the board, because some have none so a % amp, is zero. I'm not knocking the change, i'm just trying to point out that this non-racial change has just becomes a racial balance issue and this was not a primary desire of infused potion speed glyphs. On the surface, "Everyone can use them, so no issue right?" I actually like that some races get better use from some glyphs/traits/sets. Imperial get the best result from infused tri-glyphs as an example, it's just sustain > stats in this expansion.
There are TONS of these secondary effects that happen and are not seen because (I believe) only the primary effect is looked at when the change is implemented. Any class based sustain issues can be resolved right now by playing Argonian. How can a class be balanced when things like that cannot be taken in to consideration.
This is why i'd love the CP system to be expanded with things like swim speed and for racial passives provide boosts to certain skills in trees. It would remove race balance threads as the net result would be negligible at end game, and ultimately mimicked with CP allocation anyway (as it should be)
Too much chuff on these forumsPoor devs must have a nightmare with all the moaning and trying to work out whats relevant and what isn't.
it is the only one that has a song named after it!
Remember, we're taking into account what is good for all players - that includes those who care about both race and endgame or high level activities.
I'm quite the min-maxer tryhard pvp player type, and i decided not to change my khajiit to an orc (even though i have bough the token) because in the end the difference is not that big and i'v grown attached to my toon.
Sometimes it's good to make choices that are a compromise and not just pure math.
@DoobZ69 I don't even bother to correct 1 line posts anymore, your post was (and still is) a good read until that point, hence the disappointment and my reactionYou are right it is not, my calculation is closer to 1,5% increase in run time. (because there are ... 2 dps in the group) but yes i got what you meant, lets continue :By the way I dispute that 3% is a flat 3% increase in run time.This is true, but look at the overall Argonian passives (among which 205 stamina, magicka and health regen equivalent from the potion proc), i could have argued that a mistep from this players could have less consequences, maybe even saving a death or run time. I won't argue with you on this however because there are too many variables to consider.The enemies die slower, other dps has to work harder, tank takes more hits, healer heals for longer, resource regen comes into effect, the chances of making a mistake increase, potential problems or deaths riseYour semi-rant about a foolish player bringing an argonian dps to a vet dungeon, made me think that maybe that would be your style in this situation. Just tell me that is not the case and we are all good, people start arguing and [snip], stop cooperating as well as they could.
It's true but often those who do the most suggesting are those who would benefit the most from getting some explaining done to them ... quite infuriating.The forums are used to explain things as well as suggest things
This thread is fine howeverAmdar_Godkiller wrote: »I feel like racial passives should be a trade off rather than a dps handout to certain races. Racial passives shouldn't be skill point investments, but rather they should be inherent to your character from their creation, and they should grant bonuses that are balanced with drawbacks. For instance, high elves should be powerful in magicka, but susceptible to physical damage.
Without negative racial passives, it's impossible to balance racial passives, and actual choice is eliminated from the character creation process as well.
You don't need negative passives for that, the opportunity cost of not picking another race passives IS a trade-off.
Again, as long as differentiated passives will exist (positive or positive/negative), some races will be described as mathematically better for some roles/build/classes/...
I'm all for some adjustments from time to time to follow overall game balance and meta changes, but i think only ZoS and not us the players would be able to make unbiased decisions.