MacMurroughTheFirst wrote: »"When selecting a race, players should have multiple effective options for any given gameplay role."
"The unique feeling and flavor each race provides should be retained and enhanced where possible, and remain faithful to established lore."
These sound like two very interesting ideas. I'm curious to find out more about this.
No offense, but considering the seemingly lack of direction Zos has had with these changes, leading to heavy handed changes, I do not see that the message offered in this thread offers anything meaningful.
I think we all know we can expect more heavy handed changes from a group that is challenged playing their own game just as we say a month ago and multiple times this past year and before.
As long as Zos lacks a vision yet uses the word loosely this will not change. Real change starts with the leadership. Zos needs some.
"When selecting a race, players should have multiple effective options for any given gameplay role."
Maybe you have in mind what you are doing already, but as it has been suggested in the past is there any consideration to opening all racial passives and allowing each player to pick the passives they want within reason.
1 Stat bonus
1 recovering bonus
1 damage or mitigation bonus
1 non stat bonus like sneak speed or pickpocketing
This would allow players to choose the race they want for looks , but the passives they want for the class the are building. I am sure this would also allow more min/maxing of racial abilities and certain groups would require specific racials for this or that group type but this kind of behavior is already happening.
I am also sure this has the potential for abuse, but would allow you to balance the racials independently from each other.
The fact that there hasn't been a long-term goal in place, at least since Morrowind, is really concerning. It certainly lends validity to the complaints that changes have been too heavy-handed and lacking a comprehensive understanding of their effects and side-effects. I'm glad the discussion is finally being had, but it's a big ask to expect us to wait a year (which is likely how long it will take) to really see the fruits of any large-scale combat overhauls...and to hold out hope that the changes would actually be for the best.
The Combat team is focusing specifically on the combat-related passive abilities. We currently don't have any changes planned for the non-combat racial passives.Whilst looking at racial balancing can you please go and take a look at the Orc Craftsman skill. Whilst it's awesome for new characters it's the only racial passive which doesn't remain useful throughout the game (once you've leveled all crafting skills it's useless).
ZOS_RobGarrett wrote: »The Combat team is focusing specifically on the combat-related passive abilities. We currently don't have any changes planned for the non-combat racial passives.Whilst looking at racial balancing can you please go and take a look at the Orc Craftsman skill. Whilst it's awesome for new characters it's the only racial passive which doesn't remain useful throughout the game (once you've leveled all crafting skills it's useless).
ZOS_RobGarrett wrote: »A balance pass on racial passive abilities
I smell multiple morphs of racial passives. That would be an interesting change.ZOS_RobGarrett wrote: »
- When selecting a race, players should have multiple effective options for any given gameplay role.
- The combat power provided by each race should be more equalized.
- Players should feel a stronger sense of power progression through racial passives as they level up.
- The unique feeling and flavor each race provides should be retained and enhanced where possible, and remain faithful to established lore.