Wildberryjack wrote: »Again I say, let Dunmer keep their fire damage bonus please. It makes them unique. TY.
It doesnt make them unique, but only pigeonhold into playing only 1 class of 6.
So what you're saying is they come from a land of ice and snow, from the midnight sun where the hot springs flow?AbbyMeowCat wrote: »Nords are not supposed to be a tank-only race. Nords live to kill and enter Sovngarde. Most are warriors, archers and even mages like Farengar. They are Vikings. They love to fight instead of just holding block. This way Nords will be viable for all 3 roles.
Cundu_Ertur wrote: »So what you're saying is they come from a land of ice and snow, from the midnight sun where the hot springs flow?AbbyMeowCat wrote: »Nords are not supposed to be a tank-only race. Nords live to kill and enter Sovngarde. Most are warriors, archers and even mages like Farengar. They are Vikings. They love to fight instead of just holding block. This way Nords will be viable for all 3 roles.
ZOS_Gilliam wrote: »Equalize the overall power that each race provides by using our set bonus efficiency system, which compares the total amount of power that a bonus provides under equal terms.
- When we’re balancing numerical bonuses, this is our general procedure with the values you see. The system works by looking at the total power a bonus provides and comparing it to a bonus from a 2-4 item set. For example, if we have 2000 Stamina, we would compare that to a 2 piece value of Stamina, which is 1096. The final result would be 2000/1096 = 1.82 set bonus efficiency. We did this for each bonus a race provides so they would all be roughly equal in the power they provide.
- We decided to find a healthy standard for total racial power provided and used that budget (roughly 6.5 set bonuses) for the power that each passive would grant. We used the previous version of Redguard and Altmer as our target goal. Note that some of our hybrid races will be a slightly higher value, since their power is divided. Most of the races received buffs to reach this figure.
ZOS_Gilliam wrote: »As a closing note, we want to reiterate that all players will have a refund of all of their character’s racial passives if they’ve spent any, so remember to reallocate any points into these on your characters once the changes go live. We'll also be granting one free race change, per account.
fakingfocused wrote: »I will stay Nord no matter what. They look like they will stay in a decent spot. Always love my Nord in pvp. I just wish they would change the 2h xp gain to a dps advantage instead. Make them Like a relevant 2h dps in pve. Or have some overall sort of damage dealing bonus to close the gap in pve dps, As like the missing bererker side of nords.
Is it known how those 258spd/wpd buff will be incorporated, will it be recalculated by minor/mojor sorcery/brutality?
Greg11jkalfa wrote: »(not to mention a copy paste roll bonus from the meduim armor line)
I love my Breton passives amazing for magblade is it so much to ask for stam racial passives on my Breton I’m sure I’m not the only one who favour a race not suited for there class my case stamblade but I do it anyways because I play Breton assassin in previous elder scrolls if not thn I just have to try magblade Breton passives are to nice not tho as I mentioned before Breton should have more spell resistance thn nordGreg11jkalfa wrote: »These changes are ok for the most part. But I think you need to remember that the games is nearly 5 years old. People have become very familiar with what races suit what roles, i.e. Dark Elves are for fire builds, Argonians are for healer builds, Nords are for tank builds, etc. The changes to Bretons, Khajiit, High Elves, Imperials, Redguards, and Orcs aren't anything too big. But, removing detection radius and stealth damage (not to mention a copy paste roll bonus from the meduim armor line) from Wood Elves, taking away the bonus to flame damage from Dark Elves, and changing the flat damage reduction for Nords to just spell and physical resist, those things are not welcome changes. They're defining traits of each them, and entire builds have been made based around them. I'm probably the only one to feel this way, and knowing my luck, the changes I don't want will stay, and the ones I really want will be nerfed. I sat back and took losing the 3rd sorcerer bar like a good boy. But I refuse to let 3 of my favorite races lose the things that make them so special.
Greg11jkalfa wrote: »These changes are ok for the most part. But I think you need to remember that the games is nearly 5 years old. People have become very familiar with what races suit what roles, i.e. Dark Elves are for fire builds, Argonians are for healer builds, Nords are for tank builds, etc. The changes to Bretons, Khajiit, High Elves, Imperials, Redguards, and Orcs aren't anything too big. But, removing detection radius and stealth damage (not to mention a copy paste roll bonus from the meduim armor line) from Wood Elves, taking away the bonus to flame damage from Dark Elves, and changing the flat damage reduction for Nords to just spell and physical resist, those things are not welcome changes. They're defining traits of each them, and entire builds have been made based around them. I'm probably the only one to feel this way, and knowing my luck, the changes I don't want will stay, and the ones I really want will be nerfed. I sat back and took losing the 3rd sorcerer bar like a good boy. But I refuse to let 3 of my favorite races lose the things that make them so special.
megageeklizzy wrote: »@ZOS_Gilliam
Any news on whether you guys are even looking at this? Dev tracker is pretty quiet...hard to tell if you're just ignoring us or working desperately to get through 41 pages of complaints. A "we're considering changing things" would be nice. Or even a "don't waste your time figuring out stats, we're gonna do what we're gonna do, YOLO". Just so we'd know.
Again, not that it matters for those of us who RP, as we're just going to be stuck with really bad stats if you go through with this. We're at your mercy as far as these racial changes, but you're at our mercy as far as sales. Not everyone is willing to shell out more money. Some of us will just stop doing new content that will be further and further out of reach. Not that I ever buy the dungeon DLCs anyway, but maybe I'll stop subbing, too.
Not trying to be totally negative, as I know there's a lot going on with development right now, and it takes time to come up with new changes. I just really think you're making a mistake here and would like to know if you have any plan to rectify it.
this is going to kill my magdk.. you guys destroyed dunmers. They're not the best at nothing anymore, now we can be decent at both mag and stam builds, but not the best. you guys should really consider to add back the flame damage bonus again.
@Masel is it known how those 258spd/wpd buff will be incorporated, will it be recalculated by minor/mojor sorcery/brutality?
I don't know who you have on your player counsel, or whatever it is, but clearly they're not doing a good job with feedback if this is the conclusion to Racial Balancing for Equality. The only thing this did was change the meta of one Race, to another Race. The reason Racial Passives have failed, and will continue to fail, is because the Core Concept of Freedom of Choice that's implemented into ESO falls into almost all categories, EXCEPT for Racial Passives.
Everyone has access to Light, Medium and Heavy armor, regardless of Race, Class, etc. Everyone has access to all Weapons, regardless of Race, Class, etc. Everyone has access to all Guilds, Gear Sets, etc., regardless of Race, Class, etc. You get my point. But the ability to have a Passive that grants Sustain instead of Damage? Nah, you need to be a specific Race for that. The ability to have a Passive that grants Max Resources instead of Sustain, or Flat Resistances instead of Max Health, etc.? Nah, you need to pick specific Races for that.
Solving the issue of Racial Inequality is literally as simple as applying the Core Concept of Freedom of Choice the rest of the game implements, to the Racial Passives. Everyone should have access to choose whatever Passives they want, regardless of Race, in a balanced way.
The Racial Passives should be divided into 3 Categories: Minor Passives, Major Passives, and Unique Passives.
3 Minor Passives that should contain the Basic Fundamentals of Gameplay, which includes things such as Resources, Sustain and Damage.
1 Major Passive that should contain an Advanced, more Role Specific Skill, such as Block Cost Reduction (Now Introduced to Imperials), Ultimate Regen (Now Introduced to Nords), and Adrenaline Rush (Now Buffed for Redguards).
1 Unique Passive that should contain a Unique Skill that corresponds to the chosen Race that has minimal influence on Gameplay, as to not establish a Meta Race, while also staying true to the Lore of the Race, such as Swimming Speed (Argonian), Reduced Fall Damage (Wood Elf), and Reduced Detection Status (Khajiit).
While current Skills require you place a Skill Point in them before Morphing, Racial Passives should be the opposite, where players Morph their Racial Passives first to choose which Resource, Damage Modifier, etc. they want. To prevent Bonus Stacking and promote Diversity, each Minor Passive can only be used once. For example, Morphing Minor Passive 1 into Stam Regen will prevent Minor Passive 2, or 3, from being able to select Stam/Mag Regen. Because there is only 1 Major Passive, the selection doesn't matter.
The number of Skill Points you can put into Passives should be Capped. While 3 Skill Points into each section (as it currently is) should still maintained, not all Passives should have the ability to be leveled to Rank 3. Minor Passives should be Capped at the use of 6 Skill Points. 3 Points into a Priority Stat, 2 Points into a Secondary Stat, and 1 Point into a Lesser Stat. This will promote Role Stemming and Priority Placements as individuals choose what's most important to them, or choose to put 2 Points into each section for a Balanced approach.
For Example, if I wanted to be a Khajiit Mag DPS that relied more on Sustain then Raw Damage, my Passives would be as followed:
Minor Passive 1: Morph> Magicka Regen
Rank 1: +100 Magicka Recovery
Rank 2: +179 Magicka Recovery
Rank 3: +258 Magicka Recovery
Minor Passive 2: Morph> Max Magicka
Rank 1: +1000 Max Magicka
Rank 2: +1500 Max Magicka
Rank 3: +2000 Max Magicka
Minor Passive 3: Morph> Spell Damage
Rank 1: Spell Damage +100
Rank 2: Spell Damage +179
Rank 3: Spell Damage +258
Major Passive: Spell Charge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
Unique Passive: Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket. Reduce detection radius by 3m and Increase damage from Stealth by 10%
The above example is Rough Foundation that I came up with on the spot at this very moment using the Core Concept of Freedom of Choice that ESO has implemented into almost all Categories. In order to create Racial Equality, all you need to do is simply allow players to CHOOSE how they want to play. This isn't Rocket Science. By allowing players the choice of what their Passives are, the burden of playing a Race they don't want to is lifted, as with the burden of being outscaled by other Races simply because of who they are. A player should never be forced to sacrifice their Identity in order to be "viable" in PvE, or PvP content.
Dark elf and Khajiit have been wrecked- you've turned them into jack of all trades masters of none and taken away passives that made them feel unique in the first place.
On top of that you have turned the identity of these races on its head: dark elf has gone from a top tier magicka race with a unique synergy for flame damage builds to a better stamina race; khajiit has been shunted from the bursty stam race to a high damage magicka race. It makes no sense.
Meanwhile, the other races have kept their original flavor intact and gotten some juicy new toys that further flesh out and complement their overall theme- like the nords ulti-regen passive, the breton mag reduction, redguard weapon cost reduction, woodelf speed boost, etc.
Given that every character I have apart from my crafter is either a dark elf or khajit, some of which I have been playing for years, these changes are infuriating.
Dark elf and Khajiit have been wrecked- you've turned them into jack of all trades masters of none and taken away passives that made them feel unique in the first place.
On top of that you have turned the identity of these races on its head: dark elf has gone from a top tier magicka race with a unique synergy for flame damage builds to a better stamina race; khajiit has been shunted from the bursty stam race to a high damage magicka race. It makes no sense.
Meanwhile, the other races have kept their original flavor intact and gotten some juicy new toys that further flesh out and complement their overall theme- like the nords ulti-regen passive, the breton mag reduction, redguard weapon cost reduction, woodelf speed boost, etc.
Given that every character I have apart from my crafter is either a dark elf or khajit, some of which I have been playing for years, these changes are infuriating.
Khajiit have the only passive bossting enchant damage and everything else that is not a proc set (pets too for example): Critical Chance. They will produce incredible dps and even have an edge when you consider that other races can not boost their enchants, especially since enchants are such a big chunk of damage nowadays...
They got additional resources and are very much a top contender for damage dealers.