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.
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).
Interesting... We'll still have the Dunmer Master Race though right? Please?
Thanks Rob, these are the kinds of updates which help give people an idea where game direction is going.
Edit: 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: »[...]
To that effect, the team is currently investing a portion of its time into codifying our vision and long-term strategy for combat. This is not a trivial task because, as mentioned before, the game is huge and there’s a lot to cover with combat. As such, we’re pulling back on the volume of combat balance changes being introduced in U21 compared to previous updates. Currently our planned changes for the update include:
- New item sets for our Q1 2019 DLC
- Redesigns for several PvP item sets that are currently rarely used
- A balance pass on racial passive abilities
- A small number of other balance changes, many of which are wrapping up efforts the team took on in U20
- An assortment of bug fixes
[...]
old list of race ultimates:
[...]
- bosmer: Summon Bear – (Instant / Self / 100 Ultimate) Summon a Bear to attack nearby enemies for 15 seconds.
[...]
source:
https://eldersouls.com/_/elder-scrolls-online/news/racial-skills-daggerfall-covenant-r159
cpuScientist wrote: »Oh boy here we go!
Thanks for the update. Sad many classes will have to wait 2 updates now for needed fixes...
CrimsonGTX wrote: »I somewhat expect disappointment, it will most likely be a nerf Argonian, High Elf, Dark elf and Redguard. Lore wise these classes are in-line with past Elder Scrolls games. Except that Imperials should have the Resourceful passive that Argonians have, and Redguard should have 50% Poison resist included in their passives somewhere.
All zenimax can do from this point is add some buffs to other racial passives......but i doubt that would be the case.
I don't know if racial morphs are planned, or what changes are being discussed but I think some lore friendly racials buffs would be nice.
Khajiit: Give them spell crit as well (to help make Khajiit mages viable)
Breton: Whenever you take magic damage gain 300 magicka, can happen every 4 seconds (150 mag recovery, lore friendly spell absorb, can reduce spell resistance passive to compensate if too OP)
Imperial: +10% max magicka (+10% all stats is not OP, but Nibenese Imperials are supposed to be magically inclined in lore).
Nord: I can't think of any lore-friendly buffs but they need help 50% unarmed damage
Argonian, Dunmer, Altmer, Redguard: no changes required
Bosmer: Not sure if buffs needed
old list of race ultimates:
- argonian: Histskin - Health regeneration increased by 100 for 15 sec. Activated elite ability.
- dark elf: Ancestral Guardian - 15 seconds, activated, can taunt.
- nord: Battle Cry - 7% AE damage increase anyone in area, activated.
- breton: Dragon Skin – Damage shielded is absorbed as magicka during this period.
- orc: Berserker Rage – Increase damage done by 20% and reduce damage taken by 10%.
- redguard: Power Charge – Increase power by 20% for 15 seconds.
- high elf: Highborn – Increase magicka recovery by 100 for 15 seconds.
- bosmer: Summon Bear – (Instant / Self / 100 Ultimate) Summon a Bear to attack nearby enemies for 15 seconds.
- kitty: Eye of Fear – (Instant / 36 meter range / 120 Ultimate) Fear target and cause it to take 5% additional damage from all attacks for 5 seconds.
- imperial - ?
source:
https://eldersouls.com/_/elder-scrolls-online/news/racial-skills-daggerfall-covenant-r159