Well shards (the damage one is used more than the resourceful one these days) and orbs restore the highest resource. So if you needed your lowest resource and you weren’t getting it through synergies then Altmer will get it through their racial passive. The only time this comes up for me is when I’m tanking and I keep getting filled on my highest resource (usually stamina) but I need some help on my lowest so I can apply buffs or ranged taunt (magicka only).
Deathlord92 wrote: »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.
High Elf culture is heavily ingrained with the belief of destiny and birthright, so we wanted a passive that highlighted their ability to harness their innate powers, or class. Granting them a unique resource when accessing a class ability really gets that feeling off and makes it much more engaging than the previous flat recovery bonus.
On top of that, High Elves are well known for being powerful spell casters, and we wanted to make this race feel more powerful when they were charging up a powerful ability.
Fierce and resilient, the Redguard race are well respected for their physical combat prowess. We wanted to emphasize their cultural background of being well versed in the ways of combat by granting them a cost reduction bonus for weapon abilities, while pulling back from some of their passive recovery. Instead we’ve moved it more into their offensive staying power with Adrenaline Rush to highlight their natural advantage to attrition.
Fact is no one likes change especially a character change, most the time they nerf a character to allow other characters to be on the same level. Never once thinking that rather than nerfing a class they could gradually increase the other classes to be on par, and the NPCs.
Either way, once everyone gets used to it, then it will be the new normal and this change will be behind us like all the rest. Good conversation though, although it won't change anything, change is coming.
Kalle_Demos wrote: »Fact is no one likes change especially a character change, most the time they nerf a character to allow other characters to be on the same level. Never once thinking that rather than nerfing a class they could gradually increase the other classes to be on par, and the NPCs.
Either way, once everyone gets used to it, then it will be the new normal and this change will be behind us like all the rest. Good conversation though, although it won't change anything, change is coming.
No one hear has expressed that they are against change just because it's change. The criticisms here have been laid out in detail and many have made it very clear why they are displeased. As for the goals laid out: Racial identity, diversity, lore, avoiding nerfs, race/class combination, universal applicability, etc. I would bet that a vast majority of the community would be for all of that. The problem is that there is an extremely large disconnect from those goals that were laid out and what has been proposed and the results of said proposals.
Kalle_Demos wrote: »Fact is no one likes change especially a character change, most the time they nerf a character to allow other characters to be on the same level. Never once thinking that rather than nerfing a class they could gradually increase the other classes to be on par, and the NPCs.
Either way, once everyone gets used to it, then it will be the new normal and this change will be behind us like all the rest. Good conversation though, although it won't change anything, change is coming.
No one hear has expressed that they are against change just because it's change. The criticisms here have been laid out in detail and many have made it very clear why they are displeased. As for the goals laid out: Racial identity, diversity, lore, avoiding nerfs, race/class combination, universal applicability, etc. I would bet that a vast majority of the community would be for all of that. The problem is that there is an extremely large disconnect from those goals that were laid out and what has been proposed and the results of said proposals.
Seraphayel wrote: »Kalle_Demos wrote: »Fact is no one likes change especially a character change, most the time they nerf a character to allow other characters to be on the same level. Never once thinking that rather than nerfing a class they could gradually increase the other classes to be on par, and the NPCs.
Either way, once everyone gets used to it, then it will be the new normal and this change will be behind us like all the rest. Good conversation though, although it won't change anything, change is coming.
No one hear has expressed that they are against change just because it's change. The criticisms here have been laid out in detail and many have made it very clear why they are displeased. As for the goals laid out: Racial identity, diversity, lore, avoiding nerfs, race/class combination, universal applicability, etc. I would bet that a vast majority of the community would be for all of that. The problem is that there is an extremely large disconnect from those goals that were laid out and what has been proposed and the results of said proposals.
1. Races got more lore oriented racials (some got removed, some were newly established): check
2. Races are now much closer together when it comes to Magicka/Stamina DPS: check
3. Diversity exists due to newly established "versatile races" (Khajiit, Dunmer, Redguard) and some races got improved utility: check
4. Universal applicability: yes/no (how should this be achieved without making everything obsolete?)
So why exactly are players displeased? Most goals were achieved by ZOS proposed changes.
Seraphayel wrote: »Kalle_Demos wrote: »Fact is no one likes change especially a character change, most the time they nerf a character to allow other characters to be on the same level. Never once thinking that rather than nerfing a class they could gradually increase the other classes to be on par, and the NPCs.
Either way, once everyone gets used to it, then it will be the new normal and this change will be behind us like all the rest. Good conversation though, although it won't change anything, change is coming.
No one hear has expressed that they are against change just because it's change. The criticisms here have been laid out in detail and many have made it very clear why they are displeased. As for the goals laid out: Racial identity, diversity, lore, avoiding nerfs, race/class combination, universal applicability, etc. I would bet that a vast majority of the community would be for all of that. The problem is that there is an extremely large disconnect from those goals that were laid out and what has been proposed and the results of said proposals.
1. Races got more lore oriented racials (some got removed, some were newly established): check
2. Races are now much closer together when it comes to Magicka/Stamina DPS: check
3. Diversity exists due to newly established "versatile races" (Khajiit, Dunmer, Redguard) and some races got improved utility: check
4. Universal applicability: yes/no (how should this be achieved without making everything obsolete?)
So why exactly are players displeased? Most goals were achieved by ZOS proposed changes.
TheRealPotoroo wrote: »Seraphayel wrote: »Kalle_Demos wrote: »Fact is no one likes change especially a character change, most the time they nerf a character to allow other characters to be on the same level. Never once thinking that rather than nerfing a class they could gradually increase the other classes to be on par, and the NPCs.
Either way, once everyone gets used to it, then it will be the new normal and this change will be behind us like all the rest. Good conversation though, although it won't change anything, change is coming.
No one hear has expressed that they are against change just because it's change. The criticisms here have been laid out in detail and many have made it very clear why they are displeased. As for the goals laid out: Racial identity, diversity, lore, avoiding nerfs, race/class combination, universal applicability, etc. I would bet that a vast majority of the community would be for all of that. The problem is that there is an extremely large disconnect from those goals that were laid out and what has been proposed and the results of said proposals.
1. Races got more lore oriented racials (some got removed, some were newly established): check
2. Races are now much closer together when it comes to Magicka/Stamina DPS: check
3. Diversity exists due to newly established "versatile races" (Khajiit, Dunmer, Redguard) and some races got improved utility: check
4. Universal applicability: yes/no (how should this be achieved without making everything obsolete?)
So why exactly are players displeased? Most goals were achieved by ZOS proposed changes.
Well, Bosmers got royally screwed. They lost a useful, distinctive and lore friendly trait (stealth) that lots of people built their characters on for a useless one (stealth detection).
Given PTS Patch Notes v4.3.3's big improvement, I think that could/should be reasonably updated to:Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain.
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon Damage by 258.
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
*Two-Handed, Dual-Wield, and One Hand and Shield
If for some reason ZOS wanted to give in to the complaints that Magicka need be included (I don't think it's necessary, given the in-game lore history and minority of actual lore users to the size of the Cyrodiliic population but...), it could actually be changed following a suggestion I previously made:Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line by 15%, extra 1% Gold gain.
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon Damage by 258.
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your abilities by 3%.
Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain.
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown. Reduces the cost of your abilities by 3%.
Seraphayel wrote: »Kalle_Demos wrote: »Fact is no one likes change especially a character change, most the time they nerf a character to allow other characters to be on the same level. Never once thinking that rather than nerfing a class they could gradually increase the other classes to be on par, and the NPCs.
Either way, once everyone gets used to it, then it will be the new normal and this change will be behind us like all the rest. Good conversation though, although it won't change anything, change is coming.
No one hear has expressed that they are against change just because it's change. The criticisms here have been laid out in detail and many have made it very clear why they are displeased. As for the goals laid out: Racial identity, diversity, lore, avoiding nerfs, race/class combination, universal applicability, etc. I would bet that a vast majority of the community would be for all of that. The problem is that there is an extremely large disconnect from those goals that were laid out and what has been proposed and the results of said proposals.
1. Races got more lore oriented racials (some got removed, some were newly established): check
2. Races are now much closer together when it comes to Magicka/Stamina DPS: check
3. Diversity exists due to newly established "versatile races" (Khajiit, Dunmer, Redguard) and some races got improved utility: check
4. Universal applicability: yes/no (how should this be achieved without making everything obsolete?)
So why exactly are players displeased? Most goals were achieved by ZOS proposed changes.
Kalle_Demos wrote: »Seraphayel wrote: »Kalle_Demos wrote: »Fact is no one likes change especially a character change, most the time they nerf a character to allow other characters to be on the same level. Never once thinking that rather than nerfing a class they could gradually increase the other classes to be on par, and the NPCs.
Either way, once everyone gets used to it, then it will be the new normal and this change will be behind us like all the rest. Good conversation though, although it won't change anything, change is coming.
No one hear has expressed that they are against change just because it's change. The criticisms here have been laid out in detail and many have made it very clear why they are displeased. As for the goals laid out: Racial identity, diversity, lore, avoiding nerfs, race/class combination, universal applicability, etc. I would bet that a vast majority of the community would be for all of that. The problem is that there is an extremely large disconnect from those goals that were laid out and what has been proposed and the results of said proposals.
1. Races got more lore oriented racials (some got removed, some were newly established): check
2. Races are now much closer together when it comes to Magicka/Stamina DPS: check
3. Diversity exists due to newly established "versatile races" (Khajiit, Dunmer, Redguard) and some races got improved utility: check
4. Universal applicability: yes/no (how should this be achieved without making everything obsolete?)
So why exactly are players displeased? Most goals were achieved by ZOS proposed changes.
None of this is true. Altmer stam restore is not lore oriented. Races clearly outperform others, no balance only a shift in meta. Bosmer losing their stealth play sharply decreases diversity. Some proposals are only useful for certain modes of play unlike their previous iterations. The displeasure on these and other issues has been well vocalized on the forums and elsewhere.
Kalle_Demos wrote: »None of this is true. Altmer stam restore is not lore oriented. Races clearly outperform others, no balance only a shift in meta. Bosmer losing their stealth play sharply decreases diversity. Some proposals are only useful for certain modes of play unlike their previous iterations. The displeasure on these and other issues has been well vocalized on the forums and elsewhere.
Soldier224 wrote: »Kalle_Demos wrote: »None of this is true. Altmer stam restore is not lore oriented. Races clearly outperform others, no balance only a shift in meta. Bosmer losing their stealth play sharply decreases diversity. Some proposals are only useful for certain modes of play unlike their previous iterations. The displeasure on these and other issues has been well vocalized on the forums and elsewhere.
I know. Altmer dont can run or lift a Sword in the lore...
It´s interesting, that many players use the lore as an argument although they know nothing about the Lore.
Probably the best comment I read on any of the update 21 changes well said and I completely agree with you I love this idea 👍grizzly375 wrote: »For the millionth time, I BEG the devs to go back to what the INTENT of this "balance" is - to whit, to make all races "decent" in all roles, and give each race something "unique."
What the current changes do is simply CHANGE the meta from one race to another, while COMPLETELY missing the intent of making all races capable of running any role.
Again, I respectfully suggest that racial "passives" should ONLY provide that "flavor" (Redguard snare resistance is a great example, as is Dunmer fire resistance, etc). ALL the other aspects of the current and future "passives" should come from a pool, where the player can pick and choose their role. There could be a "warrior," "mage," "guardian," "thief," and "healer" path, each selectable at a given level. Want to be all melee DPS - stick with the "warrior" path, which would give increased physical damage, increased stam, increased stam regen, etc. "Mage" path would mirror with magicka and magicka damage. "Thief" would give stealth improvements and crit increases along with stam or stam return, etc...
As it stands right now, all you're accomplishing is making current "meta" builds junk, driving UNWANTED racial change. You're not broadening our choices, your limiting them, unless a player was previously playing a non-"meta" race/roll that's getting buffed. This is the wrong direction...
SaintSubwayy wrote: »well someone has to say it....PVE (endgame raids) racial diversity for DD's is gutted with those Patches.
Those are estimated BIS setups, some things are already proven (orc > khajit for sNB for example)
Now on Live we see mostly:
stam DD -> Redguard
Mag DD -> Dunmer, altmer
Healers -> Altmer, Bretons, Argonians
Tanks -> Argonians, Imperials
With PTS 4.3.3 I would reduce those down to:
stam DD -> Orc
Mag DD -> Breton
Healers -> Breton, (maybe Argonians)
Tanks -> Nords, Imperial and Argonian
overall we went from 6 Different Races down to 5
3 of those 5 Races are likely to end up as Tanks.
the Main diversity loss is towards Mag DD and healers, while Tanks got a new viable race with Nords now.
For stam DD's in BIS setups, they just gona roll an Orc and use Lavafood, to make up the sustainloss from moving aways from Redguard.
Here's my Idea, which Passives were good / as balanced as possible by Patches:
4.3.0 Orc, Redguard, Altmer, Nord
4.3.2 Khajit, Breton, Argonian
4.3.3 Imperial, Bosmer
Dunmer got pushed into Hybrid, which IMO is a bad decision, buit jeah why not, let it be a Hybrid for PVP...PVE its prob useless, unless you switch between stam and mag alot, letting you save money for Tokens.