I am happy to see the skill points are being refunded, but 1 free race change per account is really a fair offer. You are making changes to all the characters on an account, so why not grant 1 race change per character?
I think that reduced effectiveness of Snares more fit to Argonians, they were more athletic in previous TES games and their homeland is swamp, that promotes progress of this skill.Redguard
Martial Training: Added a bonus that reduces the effectiveness of Snares applied to you by up to 15%.
Developer Comment:
While we're relatively happy with the performance and identity of the Redguard race, we noticed they lacked that unique flavor or story piece in their passives that helped add a little something different. Due to their training in battle and ability to flow in combat, we decided to help them retain some of their fluidity by granting a small reduction to snare potency
This addition to the passive feels strange. It adds more strange element then unique. Hard to describe, its seems some kind of illogical or inconsistent.Breton
Spell Attunement: The Spell Resistance granted by this effect will now be doubled if you are afflicted with Burning, Chilled, or Concussed.
Developer Comment:
While Bretons had been brought up to speed with our other races with our first round of changes, we still felt the story or unique element to be missing. We added a small contextual flavor bonus on their Spell Attunement passive to help highlight their ability to shrug off magical attacks.
Speed maybe fits Wood elves, but roll dodges and bonus damage after fits Khajiits more, they were know as good acrobats.Wood Elf
Hunter's Eye: Reduced the Movement Speed Bonus granted to 10% from 20%, but added a bonus to Physical and Spell Penetration of 1500 for the duration.
Developer Comment:
We heard your concerns of adding in a highly powerful movement speed bonus tied to Roll Dodging, as well as the performance of this passive in PvE versus PvP environments. We wanted players who are focused on damage to get a small boost out of this in situations where they dodge attacks, without adding more passive power to the race.
marius_buys wrote: »High Elf Changes in PTS 4.3.2
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.
marius_buys wrote: »High Elf Changes in PTS 4.3.2
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.
Allright, so if I get that right, an Altmer who specialises in magicka will restore stamina. And if for some reason someone specialised their Altmer in stamina, they would restore magicka ?
That's absolutely silly. It's like they're forcing Altmers to become hybrids, without anything else in the game working in favor of hybrids. Personnally, I'll play a hybrid when ALL class and weapon skills will offer both a stamina and a magicka morph... As of today it's pretty inefficient.
marius_buys wrote: »High Elf Changes in PTS 4.3.2
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.
Allright, so if I get that right, an Altmer who specialises in magicka will restore stamina. And if for some reason someone specialised their Altmer in stamina, they would restore magicka ?
That's absolutely silly. It's like they're forcing Altmers to become hybrids, without anything else in the game working in favor of hybrids. Personnally, I'll play a hybrid when ALL class and weapon skills will offer both a stamina and a magicka morph... As of today it's pretty inefficient.
This passive is just weird. What utility does this bring? Allowing mages to regain stamina after a block?
MotokoHutt wrote: »Your developing a game that already has an established lore, your not making some brand new game where you can just make the lore as you go along because THIS is an elder scrolls game. So please stop pushing this Orc supposed berserker identity, just because someone can go into a berserker rage does not make them a berserker. Nord's are known for going into drunken stoopers but does that mean there racial identity should be that there all alchoholic's ? Should we now force all Nord players to use the drunken personality ? What your doing ZOS is literally taking the stereotype propagated by other races and making it the "racial identity". Does that mean we shoud now make Argonians racials completely based around being slaves? Or should we make Khajiit racials completely based around being drugged out merchants? You see where I am going with this?
Deathlord92 wrote: »I tried magblade I suck at it also really hard to survive on
Thx m8 I like add in from a pvp point view I like pvp as much as pve my damage awesome my sustain absolutely 100% no problem it’s when I get group players on me or I’m against a really good stamplar on a stamblade I shred esy look at my yt on a magblade I’m just dead very fastMotokoHutt wrote: »Your developing a game that already has an established lore, your not making some brand new game where you can just make the lore as you go along because THIS is an elder scrolls game. So please stop pushing this Orc supposed berserker identity, just because someone can go into a berserker rage does not make them a berserker. Nord's are known for going into drunken stoopers but does that mean there racial identity should be that there all alchoholic's ? Should we now force all Nord players to use the drunken personality ? What your doing ZOS is literally taking the stereotype propagated by other races and making it the "racial identity". Does that mean we shoud now make Argonians racials completely based around being slaves? Or should we make Khajiit racials completely based around being drugged out merchants? You see where I am going with this?
I'd say, we're going to the point where Bosmers are hunters so they should detect hidden stuff even though said hidden stuff doesn't even exist in the game, and make them as stealthy as Orcs or Nords, because obviously the race that has been the stealthiest both in lore and previous game is suddenly not supposed to be stealthy at all. Also, the hunter stereotype is all wrong, as the hunter is hidden and the prey isn't.
We're in the same boat, bro.Deathlord92 wrote: »I tried magblade I suck at it also really hard to survive on
Not the best place to discuss it, but if you find it hard to survive as a Breton magblade, there is something you're doing wrong. Magblade has TONS of survival tools, and Bretons have the highest magicka sustain of the game, so you're never going to run out of magicka to use those tools that keep you alive. Also, IIRC, you're also a vampire, which means you litterally have skills to suck the life out of enemies to replenish your own. Top that with a set that enhances sustain and survival, like the Withered hand set, and you're pretty much going to run laughing into a pack of mobs, and then into the next, and then into the next.
That's what my Dunmer Mablade vampire does, anyway. And just for the added weirdness, she uses a Nirnhoned restoration staff as her main offensive weapon. Her DPS is really sub-par, but she's unstopable, since even charging her attacks to refill magicka will also heal her slightly.
If that is of interest to you, send me a private message, so I don't derail this thread any further, and I'll tell you what skills and gear shes uses
We have a lot of exposition already, there are 5 other games worth of exposition.The problem with pulling this kind of thing the wrong way in a speculative-fiction story is that science fiction, fantasy, and horror don’t necessarily share mainstream fiction’s baseline expectations for how reality works, and it’s far too easy to leave audiences feeling cheated, annoyed, or just plain confused when the rules change abruptly, or were ill-defined in the first place.
So: Establish rules and then don’t break them. Seems obvious enough, right? Not really, given how few science-fiction/fantasy/horror films manage to do it right. As mentioned earlier, it’s harder for films to establish strange new worlds without a lot of clumsy exposition.
After a certain point, they become like any other rules for how the world works: They establish a basic framework for understanding and shaping a meaningful story.
Essentially, in the real world, people have to deal with the basic truths about how the world functions, whether they’re dealing with the law of gravity or common human motivations. The act of contending with limitations and figuring out how to work around and within them is inherently dramatic, and imminently relatable—everyone in the world has at some point been up against some force that prevented them from getting exactly what they wanted at all times. The hard part for storytellers in speculative fiction is figuring out what the rules should be, then getting them across to the audience clearly and convincingly. And then not breaking those rules for the sake of a moment, even if it would really, really startle people if they did. Speculative fiction makes up its own rules, and relies on its audience’s goodwill and suspension of disbelief to make an inherently unreal world feel real enough to be convincing. Breaking internal rules—or worse, lazily never bothering to set them up in the first place—is the easiest possible way to cut the cords and send that disbelief crashing to the ground.
ZOS_Gilliam wrote: »
Redguard
[*]Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
Ummm....weapon abilities??? Really?? I'm not a bow user, so now I just lost 9 percent stamina recovery and have a useless passive. Thanks a lot. Please revert this, I'd rather have some overall sustain.
SidewalkChalk5 wrote: »@ZOS_Gilliam, any comment on Spell Recharge?
SidewalkChalk5 wrote: »This all seems quite obvious, so from our perspective this really hurt our confidence in the new team.
ZOS_Gilliam wrote: »
Redguard
[*]Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
Ummm....weapon abilities??? Really?? I'm not a bow user, so now I just lost 9 percent stamina recovery and have a useless passive. Thanks a lot. Please revert this, I'd rather have some overall sustain.
marius_buys wrote: »High Elf Changes in PTS 4.3.2
Spell Recharge: The return for this passive will now restore your lowest maximum resource, rather than your highest. We also increased the value to 645 from 525.
Allright, so if I get that right, an Altmer who specialises in magicka will restore stamina. And if for some reason someone specialised their Altmer in stamina, they would restore magicka ?
That's absolutely silly. It's like they're forcing Altmers to become hybrids, without anything else in the game working in favor of hybrids. Personnally, I'll play a hybrid when ALL class and weapon skills will offer both a stamina and a magicka morph... As of today it's pretty inefficient.
This passive is just weird. What utility does this bring? Allowing mages to regain stamina after a block?
Savos_Saren wrote: »
Pretty damn good changes, bud. People haven't realized yet how Dunmer is, perhaps, the most versatile race out there. Argonians will still be great as healers or tanks. Khajiit will now cater to PVP, PVE, and (ironically) casual RPers. This, all the while, allows people to still min/max their characters to be higher DPS/Tank/Healer builds with Altmer, Breton, Redguard, Orc, Imperial, Bosmer, and Nord.
ZoS we’ve gone so far past the time where you can reasonable make changes to the races like you have. I’ve personally leveled 14 characters with the intention of playing a specific race on that character to sever specific needs. Setting aside the clear in balance and lack of freedom you’re giving people you’re also costing us hundreds of dollars to re adjust ourselves to something we’ve made decisions on that costed us hundreds of hours in leveling alone.
You are directly costing your player base money and time.
The only solution I see is making races a cosmetic choice with no combat influence. Perhaps add a system where you choose the passives because frankly you’re just forcing people who genuinely care about performance to buy tokens and race change. This is unacceptable.
ZOS_Gilliam wrote: »
Right now there are a lack of effective options in picking your race/class combination.
...ZOS_Gilliam wrote: »
Right now there are a lack of effective options in picking your race/class combination.
Most of us like what we've chosen, use our characters for specific reasons, and are just in a situation where we don't want others in a different race/class to be able to significantly outperform us in our chosen role solely due to his or her racial passives, especially when said passives were buffed by other game changes which occurred after we chose our particular class/role.
...
I would so love to have stam racial passives for my Breton stamblade this would make me very happy something I have wanted for long time please consider it zos I know it’s hard to please everyoneThis is a scenario where I think both the positive and negative feedback all contain correct perspectives that need to be considered before moving forward.
Just two examples:Savos_Saren wrote: »
Pretty damn good changes, bud. People haven't realized yet how Dunmer is, perhaps, the most versatile race out there. Argonians will still be great as healers or tanks. Khajiit will now cater to PVP, PVE, and (ironically) casual RPers. This, all the while, allows people to still min/max their characters to be higher DPS/Tank/Healer builds with Altmer, Breton, Redguard, Orc, Imperial, Bosmer, and Nord.ZoS we’ve gone so far past the time where you can reasonable make changes to the races like you have. I’ve personally leveled 14 characters with the intention of playing a specific race on that character to sever specific needs. Setting aside the clear in balance and lack of freedom you’re giving people you’re also costing us hundreds of dollars to re adjust ourselves to something we’ve made decisions on that costed us hundreds of hours in leveling alone.
You are directly costing your player base money and time.
The only solution I see is making races a cosmetic choice with no combat influence. Perhaps add a system where you choose the passives because frankly you’re just forcing people who genuinely care about performance to buy tokens and race change. This is unacceptable.
Let's break this down logically for a minute. Most people chose their race (or changed their race) for one of four reasons, or a combination of these:NONE of these reasons are an "incorrect" reason to play a race, but in order for race changes to result in a happy player base, they need to be done in such a way that the initial reason we chose a race isn't significantly impacted. Changing passives to support, say, #4, when we've had years of being able to design characters for #3, is problematic. If we were allowed to do #3, this is giving us less freedom than before, not more.
- Lore
- Looks
- To support a *specific* build or play style [priority: more niche]
- To support playing *multiple* build or play styles [priority: less niche]
Why? Because gear, CP points, builds, etc. can all be changed relatively easily in game, and all of those choices are or can be essentially invisible to the identity of your character given the costumes, dye, and outfit system. However race can't be changed without spending crowns and it can drastically effect the way you look. Feeling like you HAVE to pay for a race change, or feeling like you HAVE to change the look of your character, is going to result in a lot of people feeling like the game is less fun than before these changes went into effect. Myself included. This is much different than having a set be nerfed equally for everyone, or even a class ability changed. With this, some people chose to be Khajiit or Bosmer or High Elf (or whatever) for a reason that will no longer exist, and a tough decision ahead, while others will completely benefit and have their specific play style enhanced. This will not feel fair or balanced; this will feel frustrating.
Most people asking for race balances, I think, are asking for them because they are unhappy with certain races being BiS for certain things. I also think a lot of people are saying the race changes are good or bad because they have a belief that racial passives should support one of the four reasons above, but aren't thinking of the other scenarios.
I personally have 10 characters that were chosen either to prioritize #3 first and #2 second or, sometimes I'd prioritize #2 first and #3 second.
Conclusion: Given the fact that ESO has been around for a long time, a solution that's good for both longtime players and new players needs to be implemented. Right now it's all over the map with feedback because these balance changes do not really work for some of the reasons a race was originally chosen, and one token isn't going to fix that.
What I'd like to see is a Racial Passives skill area where ALL of the passives are available, but you can only choose three or four regardless of how many skill points you have. Some restrictions could still apply. Maybe, for example, only Khajiit or Bosmer can pick sneak passives, or maybe certain passives conflict with each other and can't both be chosen. Leave some kind of lore special-ness while avoiding a sledgehammer for people who chose the old passives carefully. If I chose my Khajiit for the extra damage in stealth, I can still pick that. If I chose Argonian for the self-healing, I can still pick that.
Basically, add some of these new passives that people like, allow the selection of the old ones that are unique, phase out old ones that are truly replaced with new ones (such as Increase Weapon Critical Chance by 8% becomes Increases your Weapon and Spell Critical Chance by 8%) so people don't accidentally nerf themselves, and allow more of the passives to be applied to more of the races so "BiS Redguard for Stam" is a thing of the past.
Also, while you're at it, get rid of the "Increases the experience gain with XXX" passives which only give value when you are first leveling, if that, and keep a few lore-friendly passives that do stay with each race which generally don't impact combat. Fall damage, swim speed, extra time on food or drink buffs... that stuff isn't game breaking but could feel like a nice little "bonus" supporting why a race is still special.
This could be Phase 1. Then some of the choices could be reduced or streamlined as certain passives are never used and the community slowly gets used to separating combat benefits from the old style baked in racial passives.