NobleMatias wrote: »I have to say the changes are very balanced, and pretty much most people complaining about them are bias because their race choice used to be meta, but now the gap is so close you really cant say one race is the best. Flat stats was a perfect choice and I appreciate ZOS combat team and Gil for the much needed changes to race and game balance. The only two races I would have a look at would be the Nord and Imperial, If I look at their stats side by side it would seem as if the Nord has much more power in a broad spectrum, and the imperial is secluded to only two small stat increases and shoehorned into a sword and board build. basically the imperial only has 1000 health and 500 stamina compared to a Nords ultimate gen, cold resist and chill immunity. I would make an imperials stats just a tad higher to compensate for the lack of diversity or just make them more diverse In what unique stats and capabilities they have. I am sure ZOS has done the math and I can test and see this. Great job guys and gals.
megageeklizzy wrote: »It feels like Dunmer are being made almost entirely useless. I won't be race-changing mine, as I role-play them, and I am frankly very unhappy with the fact that they will now be far less effective. I hope some of these changes are reconsidered. Many do not make sense from a lore standpoint at all or from a gameplay standpoint in terms of balance. The constant power creep is already bad enough without a major unexpected nerf.
I can see competitive tanks going for score race-changing to Nord for that ultgen...
starkerealm wrote: »Only one I'm worried about is the Redguard. Given how hard that race is pushed as "The Choice for StamDPS," buffing Adrenaline Rush feels like a mistake.
Is it not balanced by this part though?:Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
This line is definitely a nerf - not just the difference between 9% and 8%, but the difference between passive recovery and cost reduction to only weapon skills. It sounds like the cost reduction wouldn't apply to things like Surprise Attack, Killer's Blade, Relentless Focus, Razor Caltrops, Resolving Vigor, Rearming Trap, etc.
You forget weapon abilities could also include ultimates.
Ultimate abilities consume ultimate and not stamina, therefore the Redguard passives didn't affect them either before or after these changes.
I think you are misreading the benefit. Instead of some Stam recovery percentage, you'll get a cost reduction on potentially all weapon abilities. Includes staffs, swords, etc. And might include ultimate costs, something that isn't a Nerf, at least in my eyes. Plus they still get some Stam recovery out of it anyway.
Everyone saying RIP Dunmer and all I see is Dunmer looking pretty good as potential stamblade in PVP. The extra stam and mag paired with the weapon damage has potential. Get a few more cloaks off.
Silver_Strider wrote: »tpanisiakb16_ESO wrote: »I'm overall okay with it, but tanking Argonians can expect to lose 1.5-2k health. Hoping ZOS can meet us in the middle over that. 1000 is not a good compensation for losing 9% max health especially if we're losing healing received.
We've been relegated to being Healbots only now, which sucks honestly. We lost poison immunity as well so that's going to sting a bit in PvP too. Not really thrilled about these changes honestly.
Gilcroixb14_ESO wrote: »Can we please start moving away from the need to use actual consumables to take advantage of Resourceful? I was hoping this whole rework would address this problem because it's still the only passive that requires you to go out of your way and spend gold (or time farming) to constantly take advantage of it. Having it be a sustain tool is great and all, but having it come with an out-of-pocket expense makes it extremely costly the longer it's used.
This ^
That has been the worst racial in game since beta. I can't believe it's been 5 years and it's still there. It's linked to something you try your best not to use , because it costs you, not only that but potions are not needed for much of the content. You can go days without ever having to use one. where other races have their bonuses tied to using weapons or spells , which is something you do constantly.
There are other racials that would seem to fit much better than potions. Scaly skin would give physical resistance. There is a lot of Shadowscale lore for stealth abilities. As someone who has walked across my share of swamp lands while deer hunting, I can tell you it is very difficult and tiring. Which makes me think argonians would have been better as a stamina race rather than magicka. I have never understood why they have magical healing abilities either. Since reptiles regenerate physically , you would think health regeneration would fit much better.
I don't really understand the + health for Dark elf instead of magikca.
I liked the Breton changes , not sure Nords should get the same spell resist bonus as a Breton though.
Cundu_Ertur wrote: »First time since Morrowind that Bosmer get no bonus to sneaking. That's what chaps my hiney.Wood elves losing disease immunity and stealth bonuses for a worthless detection bonus?
I just don’t get why you guys are trying to reinvent the wheel with these changes. You didn’t need to take anything away from our beloved characters, small tweaks to the numbers over a series of monitored updates would have more than sufficed.
Now wood elves will have these unexciting passives for the next two years until you decide to smash everything and change it again.
I’m just not enthused about this and I know nothing I say will have any influence over the balance direction so I won’t even bother making suggestions. All I can say is that if I wasn’t so attached to my wood elves I’d delete them after seeing this news, that’s how much of a let down it is.
TheTraveler wrote: »Absolutely. I can't understand the removal of the magica buff the Dunmer race had. And the flame damage is a buff they've had since at least Morrowind, and possibly earlier Elder Scroll games, which fit in perfectly with the lore.
TheTraveler wrote: »I can't believe that they took away the stealth bonus. That was one of Bosmer's main selling points. Watch all the Bosmer stamblades change to Kahjit now. Kajhit is now the only remaining stealth toon. Tell me that's not removing race diversity... Cash grab!
ZOS_Gilliam wrote: »Right now there are a lack of effective options in picking your race/class combination.
]This is mainly due to the fact that many of the racial bonuses are percent increases of stats, rather than flat ones. This means races that provided a bonus to a stat that you didn’t focus into gave very little tangible impact.
ZOS_Gilliam wrote: »Not every race provides a completely unique gameplay element.
ZOS_Gilliam wrote: »we decided to focus more on racial balance this update because racial choice was one of the larger outliers to our core mantra of the game - freedom.
ZOS_Gilliam wrote: »Achieve the above goals while still obeying our rich and structured lore and storytelling. This was one of our more challenging but exciting tasks
rip dunmer vs altmer conflict
ZOS_Gilliam wrote: »Right now there are a lack of effective options in picking your race/class combination.
]This is mainly due to the fact that many of the racial bonuses are percent increases of stats, rather than flat ones. This means races that provided a bonus to a stat that you didn’t focus into gave very little tangible impact.
Well, in a game that wants you to specialise, this should be pretty obvious. But the opposite is going to be true, too : if you DID specialise in a stat, flat values will lower the benefit compared to a percentage. From what I read, it's obvious to me that some of my characters will lose some max stamina, for instance.ZOS_Gilliam wrote: »Not every race provides a completely unique gameplay element.
Why should they ? Again, we have this "unique" nonsense. I still don't understand how you guys can pull both "let's have more variety" and "let's make things unique" together as if they were the same thing. Variety means the possibility to make different things. Uniqueness means restrictions to make sure things do not overlap. At least the way you guys use them. So, they are completely different, and even opposed, things.ZOS_Gilliam wrote: »we decided to focus more on racial balance this update because racial choice was one of the larger outliers to our core mantra of the game - freedom.
Sorry for the language, but I call bulls*** on that.
If your "core mantra" was freedom, then racial choice wouldn't be tied to alliance choice. Well of course we can pay more to have real freedom there, but that's not "core".
If your "core mantra" was freedom, there would be no problem in having a skill like the previous version of "path of shadow" in the game, that did damage and healing, both subpar, but both amazing for support or solo, instead of having something "unique" and mutually exclusive.
If your "core mantra" was freedom, we wouldn't have to specialise in either stamina or magicka to be efficient. We wouldn't be forced to pick a morph from the ressource it uses rather than the effect we want to use. We wouldn't have our damage tied to the size of a ressource pool (which, with the planned changes, means a damage nerf for those who had specialised alot, since flat values will return less than percentage for specialised characters, by the way).
If your "core mantra" was freedom, we wouldn't be having this discussion. We'd be picking whatever passive we like at creation, or purchasing a "respec passives" token from the crown store when the update goes live.
If your "core mantra" was freedom, we'd be free to play the character we love the way we like them, and not be forced to endure ludicrous changes such as fire damage boost removal from Dunmers or stealth removal from Bosmers, which have been some major defining traits for those races throughout the whole history of the Elder Scrolls.
You're not "expanding the horizon for choice", you're restricting it. And spiting on the lore as you do so.ZOS_Gilliam wrote: »Achieve the above goals while still obeying our rich and structured lore and storytelling. This was one of our more challenging but exciting tasks
Well then, the team should probably get back to work, because this goal was utterly failed.
silver1surfer69 wrote: »The thing with the race change is, that it completely changes the looks of ur char. On my first char i did e race changes and it completely took the personality away.
Its for a general balance?Wood Elf
• Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
• Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
• Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
• Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
Dark Elf
• Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
• Dynamic: 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
• Resist Flame: 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
• Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
Nord
• Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
• Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
• Resist Frost: 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
• Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
Orc
• Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
• Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
• Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 380 Health and Stamina. This effect can occur once every 4 seconds.
• Swift Warrior: 4% Melee attack, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
Moonsorrow wrote: »Funny thing is, more freedom would be if racials were taken off completely from all races, if not bother to make them actually properly be equal in opportunity.
What do you mean? i want to change my dunmers face so i was counting on this race change, so i need to design her from the start? Like i cant do small changes cuz it will show a different template?
Bilskirnir wrote: »Why are there differences when a base value is converted?
Its for a general balance?
Thank you for giving an explanation.
What I had suggested was to let someone pick any 3 passive from every available passives in the game.
For instance, pick +stealth passive that Khajiits and Bosmers currently posses, the +fire damage the dunmers currently posses, and + max magicka of the Altmers, and BAM, you get a super sneaky magDK. No idea how it would perform, but it would be possible.
Since they are already majorly breaking the lore by taking away the stealth from the Bosmers and the fire damage boost from the Dunmers, might as well go full on and let players build their character as they see fit. There could be a "easy mode" where people get recommended passives, an "advanced mode" where you handpick the passives, and even a business opportunity in the form of "passive respec token" sold in the crown store. THAT would be more freedom of choice.
Lightspeedflashb14_ESO wrote: »Bilskirnir wrote: »Why are there differences when a base value is converted?
Its for a general balance?
Thank you for giving an explanation.
https://forums.elderscrollsonline.com/en/discussion/comment/5750139/#Comment_5750139
“Why are some of the stat values different when comparing races?”
In the initial post we referenced how each race had been balanced around our set bonus efficiency system, which aims to break down all the bonuses into a mathematical value of comparison. Each race uses a number as their benchmark (~6.5 set bonuses), and the values of their individual passives all add up to reach it. That means that not every bonus is compared one to one; such as the Orc’s Brawny passive vs the Imperial’s Tough and Imperial Mettle passives, nor were they compared point for point to their current bonuses on Live.
rexagamemnon wrote: »Holy crap, the furries really will be the best and OP race.
TheTraveler wrote: »as things are now, you're going to find a heck of a lot of magica users in the Aldmeri Dominion...
TheTraveler wrote: »...but why? What happened to player tweaking and letting the players themselves have some responsibility in how they build their character? What is the rationale behind comparing racial bonuses to set bonuses? Most of the sets are not equal and balanced, some are meta and some are very niche, but since there is a large variety to choose from, that's ok. What is the goal and the philosophy behind it, and why can't races cater to different player's playstyles? Have you guys even considered the idea of letting the player choose some of the passives such as was possible in earlier Elder Scroll games?
Choosing racial passives would only produce more balancing problems. Something like that would give powerful build's more steroids.
Praise the Lord that we never got racial actives...