John_Falstaff wrote: »@Aluneth , yes, you're definitely not playing any sort of competitive side of this game. ^^ Explains. You're lucky, you have such an easy time saying 'let's keep racial passives, they're lore friendly'.
@ZarkingFrued , it's officially a roleplaying game. Guess what 'RPG' in MMORPG stands for. There's that other part too, though, have to cater to both. And races are self-sufficient. If you like being a khajiit, you don't need numbers for deeper immersion.
BigBadVolk wrote: »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
I wonder how some of these will change, like the Dark Elf prob gonna be a discount destro ult or they are all gonna be totally reworked
Actually I have the feeling that LA damage was increased so much because a lot of new players or Skyrim fans play mainly with LA. And ZoS wants them to have better DPS.I hope ZOS will rethink their position towards LA-weaving a bit. Currently fluent LA-weaving is just to important. LAs deal roughly 15-20% (if not even more) of the overall damage of a player besides providing certain buffs that further increase damage of abilities. New players or players with low internet-bandwith or PC-hardware usually have big troubles with it and are therefore in a clera disadvantage. Don't get me wrong, it still should be benefitial to weave LA correctly, but as it is now, it is just too rewarding.
SpiderKnight wrote: »Maybe I'm alone in this, but we really don't need more sets every single dlc drop. Where are the fixes or improvements to current crafted sets? Mainly 8-9 trait sets that make the time we put into research seem like a wasted effort.
*cough* TBS *cough*
I see a nerf to redguards and a lot of angry sorcs in our future.
No way, Redguard has been nerfed over and over. As it stands, Redguard has a slight advantage in PvE while being a very balanced race in PvP. The better route would be to buff the PvE sustain of some other races. Redguard is ideally the power level other races should be at.
The only races which are actually overloaded when it comes to stats, especially in a PvP context, are Orc and Argonian.
This is how I personally see racial strength:
Overtuned- Orc, Argonian
Well tuned- Redguard, High Elf, Dark Elf, Khajiit, Wood Elf, Breton
Undertuned- Imperial, Nord
We've heard the same story with class balance. "NB is fine, just buff other classes to their level." Yeah, let's see how that went. Redguard, High Elf and probably Argonian are all getting nerfs. This is going to be the sad truth.
Merlin13KAGL wrote: »Relatively eloquent way of saying "Damage Control."
It'll be interesting to see how they try to un-wreck a train enough to hopefully get another years' worth of have anything left to balance. (All while introducing must-have OP sets to get people to buy pending DLC along the way.)Sandman929 wrote: »Merlin13KAGL wrote: »Relatively eloquent way of saying "Damage Control."
I thought it was saying "we haven't really given much thought to having a vision for ESO combat, but we're going to start soon. Pinky promise."
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.
In time we’ll also want to share more about the vision and strategy that will drive future combat updates.
Sandman929 wrote: »Merlin13KAGL wrote: »Relatively eloquent way of saying "Damage Control."
I thought it was saying "we haven't really given much thought to having a vision for ESO combat, but we're going to start soon. Pinky promise."
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.
you guys need to also take a look at how much time it takes for console player's to get a patch for bugs you introduce into the game after each update it's ridiculous we have to wait weeks or months for a fix for such game breaking bugs you guys cause
BigBadVolk wrote: »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
I wonder how some of these will change, like the Dark Elf prob gonna be a discount destro ult or they are all gonna be totally reworked
those are from 2013 though, and the game has changed ALOT since then. I wouldn't expect them to drop those ultimates without reviewing with the class reps first.
And that assumes we are getting those ultimates. But based on Rob's roadmap, I see no other item that might be for chapter release./
ZOS_RobGarrett wrote: »I’m guessing many of you will be interested to know more about the racial balance changes. While we aren’t ready to share specific details yet, here’s a peek at the goals driving the team’s effort:
- 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.
That's all for now. Feedback, as always, is welcome.
SidewalkChalk5 wrote: »ZOS_RobGarrett wrote: »I’m guessing many of you will be interested to know more about the racial balance changes. While we aren’t ready to share specific details yet, here’s a peek at the goals driving the team’s effort:
- 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.
That's all for now. Feedback, as always, is welcome.
For years players have been proposing a solution to this that is very popular with fans, very easy to implement, and very monetizable for the company:
- Separate the racial "flavor passive" (the first, free one) from the other three passives.
- Make the other three passives available to any race. Brand them as "Birth Signs" or "Divine Blessings" or whatever. Maybe make them customizable.
- Sell stones to change passives in the Crown Store. Make money.
Sandman929 wrote: »Racial passives, useless sets and bug fixes are all fine uses of time, but if you're really doing a deep dive on combat for the next year+, it might be a good idea to take a good long look at the area of the game that ZOS chooses to exclude in portions of their own game because of the imbalance that it creates: The Champion Point system.
SidewalkChalk5 wrote: »ZOS_RobGarrett wrote: »I’m guessing many of you will be interested to know more about the racial balance changes. While we aren’t ready to share specific details yet, here’s a peek at the goals driving the team’s effort:
- 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.
That's all for now. Feedback, as always, is welcome.
For years players have been proposing a solution to this that is very popular with fans, very easy to implement, and very monetizable for the company:
- Separate the racial "flavor passive" (the first, free one) from the other three passives.
- Make the other three passives available to any race. Brand them as "Birth Signs" or "Divine Blessings" or whatever. Maybe make them customizable.
- Sell stones to change passives in the Crown Store. Make money.
ZOS_RobGarrett wrote: »The unique feeling and flavor each race provides should be retained and enhanced where possible, and remain faithful to established lore.
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.
In time we’ll also want to share more about the vision and strategy that will drive future combat updates.
The lack of sharing the vision and long term goals for combat has always bothered me, so thank you for mentioning this. Knowing the long-term vision will definitely help alleviate some of my previous worries about the game.
•An assortment of bug fixes
I really, really hope that it does not mean nerfs.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.
Looking at what class reps program has done so far... I would dare to say that it is biased towards DPS. I hope I am wrong but seeing all those posts in class reps threads and what were the actual changes.... It is really hard to me not to get a feeling that it is not biased towards DPS. But hey ! Time will tell. Maybe some future changes will prove me wrong (I hope !)ZOS_RobGarrett wrote: »We’re currently in the process of sharing the details of these changes with the Class Reps to get feedback ahead of PTS, which won’t start until the new year.