Lord_Dexter wrote: »ZOS_Gilliam wrote: »Greetings again everyone! Just wanted to give a quick update that we're planning on making some adjustments to the racial passives in the coming weeks on the PTS based on much of your feedback. We focused mainly on improving the identity of each race with the adjustments by either improving on key areas such as a boost to Resourceful for Argonians, or enhancing the accessibility some of the bonuses provide, such as a small redesign to Red Diamond for Imperials. Aside from numerical tweaks, new small bonuses, and slight redesigns, we have a change to the calculation for how Champion Points increase your Health, Magicka, and Stamina to make it easier to follow and impact more things that you'd expect.
Thank you again everyone for the feedback, we'll have more to share on the delivery of racial changes for Update 21 when we're ready, so keep an eye out on that Dev Tracker, and we can't wait for you all to get your hands on some of the changes!
@ZOS_Gilliam you left us confused, does this mean that Racial Stats will be affected by Champion System?
CP calculation changes? Interesting...ZOS_Gilliam wrote: »Greetings again everyone! Just wanted to give a quick update that we're planning on making some adjustments to the racial passives in the coming weeks on the PTS based on much of your feedback. We focused mainly on improving the identity of each race with the adjustments by either improving on key areas such as a boost to Resourceful for Argonians, or enhancing the accessibility some of the bonuses provide, such as a small redesign to Red Diamond for Imperials. Aside from numerical tweaks, new small bonuses, and slight redesigns, we have a change to the calculation for how Champion Points increase your Health, Magicka, and Stamina to make it easier to follow and impact more things that you'd expect.
Thank you again everyone for the feedback, we'll have more to share on the delivery of racial changes for Update 21 when we're ready, so keep an eye out on that Dev Tracker, and we can't wait for you all to get your hands on some of the changes!
Why the change to dunmer? It makes no sense to ruin their small fire bonus.
There's absolutely no reason to play a dunmer with these racial tratis, if you want a glass for either magic or weapon damage.
All the builds that was based on that small fire damage perk are useless, too. Keep the fire damage perk, at least. Destroy the rest if you want!
1 Race Change Token
What a slap in the face to all of your customers. With a HUGE change to racial passives, and ultimately changing the way the game is played, you should definitely reconsider your measly single race change token to match the number of characters an account has.
Or...
Like someone else previously stated: Give us a time period of unlimited, free race changes.
Been a customer since '14 and this is the first time I've been disappointed with ESO.
Or roll with the change and challenge yourself in making an off-meta build with the races you have been given that replaces the meta?
3rd option is easier, you explore the content without looking like a tool-bag or spending $400 dollars for no reason lol.
Seraphayel wrote: »Carbonised wrote: »ZOS_Gilliam wrote: »We focused mainly on improving the identity of each race with the adjustments
How about the forced "identity" of Dunmer as apparently a "hybrid" race, in a game where "hybrid" gameplay is completely unviable due to the game design? Or the "identity" of being a clear cut magic oriented race for five(!) years in ESO, suddenly to get turned into a "hybrid" overnight?
You gonna adress that too?
Dunmer is still a top pick for Magicka. So I don't see any problem here. And instead of "hybrid" which indicates you can do both but are not excelling at either I'd use "versatile" but that's exactly what Dunmer and Khajiit will be after the update - the two races that are viable and competitive in both Magicka and Stamina.
Carbonised wrote: »Seraphayel wrote: »Carbonised wrote: »ZOS_Gilliam wrote: »We focused mainly on improving the identity of each race with the adjustments
How about the forced "identity" of Dunmer as apparently a "hybrid" race, in a game where "hybrid" gameplay is completely unviable due to the game design? Or the "identity" of being a clear cut magic oriented race for five(!) years in ESO, suddenly to get turned into a "hybrid" overnight?
You gonna adress that too?
Dunmer is still a top pick for Magicka. So I don't see any problem here. And instead of "hybrid" which indicates you can do both but are not excelling at either I'd use "versatile" but that's exactly what Dunmer and Khajiit will be after the update - the two races that are viable and competitive in both Magicka and Stamina.
Being number 4, behind Altmer, Breton and Khajiit, as all the data shows, is certainly not a "top pick". So maybe if you don't see the problem, you should do the math.
Carbonised wrote: »Seraphayel wrote: »Carbonised wrote: »ZOS_Gilliam wrote: »We focused mainly on improving the identity of each race with the adjustments
How about the forced "identity" of Dunmer as apparently a "hybrid" race, in a game where "hybrid" gameplay is completely unviable due to the game design? Or the "identity" of being a clear cut magic oriented race for five(!) years in ESO, suddenly to get turned into a "hybrid" overnight?
You gonna adress that too?
Dunmer is still a top pick for Magicka. So I don't see any problem here. And instead of "hybrid" which indicates you can do both but are not excelling at either I'd use "versatile" but that's exactly what Dunmer and Khajiit will be after the update - the two races that are viable and competitive in both Magicka and Stamina.
Being number 4, behind Altmer, Breton and Khajiit, as all the data shows, is certainly not a "top pick". So maybe if you don't see the problem, you should do the math.
Tell that to all those dunmers that were melted alive by Red Mountain during Red Year.The asteroid is not falling on Vivec. All is not doomed!Why the change to dunmer? It makes no sense to ruin their small fire bonus.
There's absolutely no reason to play a dunmer with these racial tratis, if you want a glass for either magic or weapon damage.
All the builds that was based on that small fire damage perk are useless, too. Keep the fire damage perk, at least. Destroy the rest if you want!
I can’t wait to see what u got planned thank you for the update I have faith and ignore the stupid hate 😊ZOS_Gilliam wrote: »Greetings again everyone! Just wanted to give a quick update that we're planning on making some adjustments to the racial passives in the coming weeks on the PTS based on much of your feedback. We focused mainly on improving the identity of each race with the adjustments by either improving on key areas such as a boost to Resourceful for Argonians, or enhancing the accessibility some of the bonuses provide, such as a small redesign to Red Diamond for Imperials. Aside from numerical tweaks, new small bonuses, and slight redesigns, we have a change to the calculation for how Champion Points increase your Health, Magicka, and Stamina to make it easier to follow and impact more things that you'd expect.
Thank you again everyone for the feedback, we'll have more to share on the delivery of racial changes for Update 21 when we're ready, so keep an eye out on that Dev Tracker, and we can't wait for you all to get your hands on some of the changes!
Why the change to dunmer? It makes no sense to ruin their small fire bonus.
There's absolutely no reason to play a dunmer with these racial tratis, if you want a glass for either magic or weapon damage.
All the builds that was based on that small fire damage perk are useless, too. Keep the fire damage perk, at least. Destroy the rest if you want!
Kalle_Demos wrote: »Why the change to dunmer? It makes no sense to ruin their small fire bonus.
There's absolutely no reason to play a dunmer with these racial tratis, if you want a glass for either magic or weapon damage.
All the builds that was based on that small fire damage perk are useless, too. Keep the fire damage perk, at least. Destroy the rest if you want!
I agree. Dunmer proclivity towards Destruction Magic (I.E. Fire Damage) has been a defining trait throughout the ES series. As with the issue surrounding Bosmer Stealth, this change seems opposed to the stated goals of the Racial Update with regards to Lore, diversity, racial identity and playing as one will. Players have been building Dunmer characters with the Fire Damage Passive in mind for years, why the sudden and abrupt change?
As I understand, Dunmer were always competitive with Altmer as a Magic based race and this has been reflected in lore. With the changes it seems this will no longer be the case. Updating the Dunmer capacity for a more Stamina rich experience is fine and in line with their duality as the Spellsword archetype as opposed to the Alter Mage but their Magical capacity in game shouldn't suffer in exchange.
ZOS_Gilliam wrote: »Greetings again everyone! Just wanted to give a quick update that we're planning on making some adjustments to the racial passives in the coming weeks on the PTS based on much of your feedback. We focused mainly on improving the identity of each race with the adjustments by either improving on key areas such as a boost to Resourceful for Argonians, or enhancing the accessibility some of the bonuses provide, such as a small redesign to Red Diamond for Imperials. Aside from numerical tweaks, new small bonuses, and slight redesigns, we have a change to the calculation for how Champion Points increase your Health, Magicka, and Stamina to make it easier to follow and impact more things that you'd expect.
Thank you again everyone for the feedback, we'll have more to share on the delivery of racial changes for Update 21 when we're ready, so keep an eye out on that Dev Tracker, and we can't wait for you all to get your hands on some of the changes!
Maybe I am reading too far into this, but that Bosmer and the stealth issue was not mentioned just makes me nervous.
Makes me hopeful they wont touch that. Funny how that works
ZOS_Gilliam wrote: »Greetings again everyone! Just wanted to give a quick update that we're planning on making some adjustments to the racial passives in the coming weeks on the PTS based on much of your feedback. We focused mainly on improving the identity of each race with the adjustments by either improving on key areas such as a boost to Resourceful for Argonians, or enhancing the accessibility some of the bonuses provide, such as a small redesign to Red Diamond for Imperials. Aside from numerical tweaks, new small bonuses, and slight redesigns, we have a change to the calculation for how Champion Points increase your Health, Magicka, and Stamina to make it easier to follow and impact more things that you'd expect.
Thank you again everyone for the feedback, we'll have more to share on the delivery of racial changes for Update 21 when we're ready, so keep an eye out on that Dev Tracker, and we can't wait for you all to get your hands on some of the changes!
Carbonised wrote: »ZOS_Gilliam wrote: »We focused mainly on improving the identity of each race with the adjustments
How about the forced "identity" of Dunmer as apparently a "hybrid" race, in a game where "hybrid" gameplay is completely unviable due to the game design? Or the "identity" of being a clear cut magic oriented race for five(!) years in ESO, suddenly to get turned into a "hybrid" overnight?
You gonna adress that too?
ZOS_Gilliam wrote: »Greetings again everyone! Just wanted to give a quick update that we're planning on making some adjustments to the racial passives in the coming weeks on the PTS based on much of your feedback. We focused mainly on improving the identity of each race with the adjustments by either improving on key areas such as a boost to Resourceful for Argonians, or enhancing the accessibility some of the bonuses provide, such as a small redesign to Red Diamond for Imperials. Aside from numerical tweaks, new small bonuses, and slight redesigns, we have a change to the calculation for how Champion Points increase your Health, Magicka, and Stamina to make it easier to follow and impact more things that you'd expect.
Thank you again everyone for the feedback, we'll have more to share on the delivery of racial changes for Update 21 when we're ready, so keep an eye out on that Dev Tracker, and we can't wait for you all to get your hands on some of the changes!
Maybe I am reading too far into this, but that Bosmer and the stealth issue was not mentioned just makes me nervous.
Makes me hopeful they wont touch that. Funny how that works
When do you use 3 meters of stealth detection?
Carbonised wrote: »Seraphayel wrote: »Carbonised wrote: »ZOS_Gilliam wrote: »We focused mainly on improving the identity of each race with the adjustments
How about the forced "identity" of Dunmer as apparently a "hybrid" race, in a game where "hybrid" gameplay is completely unviable due to the game design? Or the "identity" of being a clear cut magic oriented race for five(!) years in ESO, suddenly to get turned into a "hybrid" overnight?
You gonna adress that too?
Dunmer is still a top pick for Magicka. So I don't see any problem here. And instead of "hybrid" which indicates you can do both but are not excelling at either I'd use "versatile" but that's exactly what Dunmer and Khajiit will be after the update - the two races that are viable and competitive in both Magicka and Stamina.
Being number 4, behind Altmer, Breton and Khajiit, as all the data shows, is certainly not a "top pick". So maybe if you don't see the problem, you should do the math.
ZOS_Gilliam wrote: »KhajiitDeveloper Comment
- Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket → No changes
- Nimble: 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
- Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
- Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
The Khajiiti race is one of intrigue and versatility, with a natural ability to adapt to any walk of life. Under the guidance of the moons they can fulfil any role, with a well-rounded bonus to all resources. We also wanted to better demonstrate their keenness for subterfuge and trickery, so they now have more access to critical strike chance and sneaking potential, regardless of what proficiency they build into.
Actually you're wrong, Dunmer used to be a stamina oriented race. There were a lot of Stamina Dunmers around.Carbonised wrote: »ZOS_Gilliam wrote: »We focused mainly on improving the identity of each race with the adjustments
How about the forced "identity" of Dunmer as apparently a "hybrid" race, in a game where "hybrid" gameplay is completely unviable due to the game design? Or the "identity" of being a clear cut magic oriented race for five(!) years in ESO, suddenly to get turned into a "hybrid" overnight?
You gonna adress that too?
ZOS_Gilliam wrote: »Greetings again everyone! Just wanted to give a quick update that we're planning on making some adjustments to the racial passives in the coming weeks on the PTS based on much of your feedback. We focused mainly on improving the identity of each race with the adjustments by either improving on key areas such as a boost to Resourceful for Argonians, or enhancing the accessibility some of the bonuses provide, such as a small redesign to Red Diamond for Imperials. Aside from numerical tweaks, new small bonuses, and slight redesigns, we have a change to the calculation for how Champion Points increase your Health, Magicka, and Stamina to make it easier to follow and impact more things that you'd expect.
Thank you again everyone for the feedback, we'll have more to share on the delivery of racial changes for Update 21 when we're ready, so keep an eye out on that Dev Tracker, and we can't wait for you all to get your hands on some of the changes!
1 Race Change Token
What a slap in the face to all of your customers. With a HUGE change to racial passives, and ultimately changing the way the game is played, you should definitely reconsider your measly single race change token to match the number of characters an account has.
Or...
Like someone else previously stated: Give us a time period of unlimited, free race changes.
Been a customer since '14 and this is the first time I've been disappointed with ESO.
Or roll with the change and challenge yourself in making an off-meta build with the races you have been given that replaces the meta?
3rd option is easier, you explore the content without looking like a tool-bag or spending $400 dollars for no reason lol.
Ehem...did I ask for your opinion? My comment was obviously not for you, yet you felt compelled to give me your two cents anyway. Such a bag of tools YOU are.
"Roll with the change"...I take it you're a "Yes Man" and are either oblivious to--or accept--when you're being taken advantage of and don't fight back.
Anyway...when I created new characters, I created them based on their racial passives. Many hours, years even, were spent leveling and grinding to get where I'm at today. Now that the devs are doing an overhaul on racial passives, maybe...just maybe myself and 96% of other ESO players want to respec or race change due to the overhaul, which was out of our control. It only makes sense to offer a race change token for each of your characters to maintain/bolster customer trust and respect. It's not just about meta/off-meta or whatever.
ZOS: Haaayyy friend! 😏
Me: Sup
ZOS: Listen, I've got something to tell you and I'm not sure how you're gonna feel about it...😅
Me: Uh oh, go on...🤨🤔
ZOS: I know you've invested ~$600 in sub fees on and off over the past few years and spent 60+ days in-game time across all of your characters, but we're gonna go ahead and change all of your character's passives. So now, what used to work, won't anymore 😉. BAAAALLAAAANCE
Me: Ok, cool. I have no problem with that, but...you're going to let me race change for free since you're changing all of the passives, right?🤔
ZOS: Oh, no! Only gonna give you one race change token and you're going to have to pay for the rest of your characters if you want them changed 🤪
Me: Uhhh, excuse me? That's not a good look ZOSsy-poo. If all my characters that I've spent hundreds of hours on, which I still enjoy currently, won't yield the results I'm looking for due to your change, I'm going to have to race change them all!🤯
ZOS: Duh. 🤑
Me: You're seriously only giving us one free token?! You're expecting us to pay $30/toon because YOU decided to change everything. But that's out of my control and unwarranted.😠🤢
ZOS: Deal with it sucker. I know plenty of players that will pay!🤫🤑🤑
Me: I hate you right now.😑 (a love-hate feeling more or less)
Heck, I'd be ok with four tokens, but one?! Serious slap in the face.
Kalle_Demos wrote: »Why the change to dunmer? It makes no sense to ruin their small fire bonus.
There's absolutely no reason to play a dunmer with these racial tratis, if you want a glass for either magic or weapon damage.
All the builds that was based on that small fire damage perk are useless, too. Keep the fire damage perk, at least. Destroy the rest if you want!
I agree. Dunmer proclivity towards Destruction Magic (I.E. Fire Damage) has been a defining trait throughout the ES series. As with the issue surrounding Bosmer Stealth, this change seems opposed to the stated goals of the Racial Update with regards to Lore, diversity, racial identity and playing as one will. Players have been building Dunmer characters with the Fire Damage Passive in mind for years, why the sudden and abrupt change?
As I understand, Dunmer were always competitive with Altmer as a Magic based race and this has been reflected in lore. With the changes it seems this will no longer be the case. Updating the Dunmer capacity for a more Stamina rich experience is fine and in line with their duality as the Spellsword archetype as opposed to the Alter Mage but their Magical capacity in game shouldn't suffer in exchange.
Not at all, never. Not in Morrowind, not in Oblivion, not in Skyrim. Dunmer never was even compareable to Altmer and Breton. (I actually revisited all racials of those games to be certain)
In fact, Dunmer in Morrowind and Oblivion had stats more fitting for a physical based character and only a bit for magic. While Altmer always was pure magic, Breton as well. If there is a race that could be considered closely related to those, it would be Argonian.
The new ESO racials are more lore friendly than they had ever been. On the contrary, thus far, they were far from lore friendly.
Kalle_Demos wrote: »Kalle_Demos wrote: »Why the change to dunmer? It makes no sense to ruin their small fire bonus.
There's absolutely no reason to play a dunmer with these racial tratis, if you want a glass for either magic or weapon damage.
All the builds that was based on that small fire damage perk are useless, too. Keep the fire damage perk, at least. Destroy the rest if you want!
I agree. Dunmer proclivity towards Destruction Magic (I.E. Fire Damage) has been a defining trait throughout the ES series. As with the issue surrounding Bosmer Stealth, this change seems opposed to the stated goals of the Racial Update with regards to Lore, diversity, racial identity and playing as one will. Players have been building Dunmer characters with the Fire Damage Passive in mind for years, why the sudden and abrupt change?
As I understand, Dunmer were always competitive with Altmer as a Magic based race and this has been reflected in lore. With the changes it seems this will no longer be the case. Updating the Dunmer capacity for a more Stamina rich experience is fine and in line with their duality as the Spellsword archetype as opposed to the Alter Mage but their Magical capacity in game shouldn't suffer in exchange.
Not at all, never. Not in Morrowind, not in Oblivion, not in Skyrim. Dunmer never was even compareable to Altmer and Breton. (I actually revisited all racials of those games to be certain)
In fact, Dunmer in Morrowind and Oblivion had stats more fitting for a physical based character and only a bit for magic. While Altmer always was pure magic, Breton as well. If there is a race that could be considered closely related to those, it would be Argonian.
The new ESO racials are more lore friendly than they had ever been. On the contrary, thus far, they were far from lore friendly.
As you well know, gameplay and lore do not always intertwine perfectly and mechanics change from game to game. Even still the Dunmer attunement to Magic cannot be dismissed. For example the Bosmer have a natural Chameleon like ability that has yet to be represented in gameplay. That doesn't mean that it can't or shouldn't be considered. Dunmeri lore is awash with references to their strong affinity for Magic. They are, aside from the remaining Ayleids, the closest living relatives to the Altmer. They have a similarly extremely long lifespan, a sign of the more Magically inclined. They host a collection of some of the most powerful and long lived Mages in Tamriel. No other races but the Altmer can boast an equivalent. The Dunmer are the Altmer only real rival in terms of Magic in Tamriel. That they are also skilled in martial arts does not discount this.