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Upcoming Racial Balance Changes for Update 21

  • xAk_MoRRoWiNdx
    xAk_MoRRoWiNdx
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    First off, I think the conversion from % to flat value might need to be checked again on some races as some people have mentioned.

    Ok here we go:

    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.

    I like that Dark Elf is especially more viable as a hybrid race. These are nice HOWEVER I'm not sure how I feel about the change with the removal of bonus flame damage and change to buffed spell damage. Is this a nerf to MagDK or buff? Oh also, the removal of max magicka? I suppose that goes with the hybrid aspect but meh... :(

    Khajiit
    • 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.

    Rest in piece. I like the addition of magicka recovery for Stamblades, that's cool. The addition of Max Stat is A M A Z I N G but I don't like the removal of stealth damage. RIP. If you're change the difference between Wood Elves and Khajiit, you made the divide even more with this change! Thought the increased bonus to stealth radius is cool I guess.
    I would have thought that the Elsweyr patch would habe buffed Khajiit, not borderline nerf them :(

    Redguard
    • Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs → No changes
    • Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
    • Conditioning: 10% Max Stamina → Increases your Max Stamina by 2000.
    • Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.

    The Redguard changes make no sense and here's why:
    With these changes they want to remove things like "Increased damage with melee weapons, increased stealth damage, etc". But here, they're removing stam recovery and swapping it with something that is WHAT THEY WANT TO CHANGE- weapon ability cost reduction. Maybe this isn't as bad as I think but this is definitely a nerf.
    Change from melee attack (so light/heavy?) to direct damage - which is basically everything - seems like a nerf but idk. L/H are universal but DD isn't. But the increased stam restored is pretty nice, but it's probably to compensate for it costing stam now to proc AR, so you don't achieve anything here??

    Redguard changes are conflicting at best and Idk how I feel about this. I don't have any Redguard characters but was planning on making my Stamancer one soooo... hmmmmm.


    Most of the changes look pretty good but these were the three that I really had to remark about.


    Edited by xAk_MoRRoWiNdx on January 17, 2019 5:52AM
    New to forums and stuff so I 99.9 percent probably won't see your response and such, so use the at symbol at me I guess? IDK :/. This BBCode stuff is really cool!! :D.
    Gamer from Alaska (907 Gamers, Alaskan Gamers Unite!).
    My little rant I guess?:
      One day Nightblades will get the buffs we desperately need and deserve, but so far, those buffs are not today.. The Elder Scrolls Online: Nightblade Nerfs Unlimited.
      Don't nerf you, don't nerf me, nerf the sorc behind the tree!.


      If you need help or advice, hit me up on Xbox: H4rry Poggers :D .
      Also open to talking on Discord!

      Ich kann Deutsch Sprechen bei der mittleren/zwischen Kenntnissen Ebene. Hallo! :D.

      CP level 1000+! Playing since 2015.

      My wishlist I suppose:
      • PLEASE PLEASE PLEEEEAAASSSEEE EITHER BUFF SIPHONING STRIKES OR REVERT IT BACK TO PRE MORROWIND!!.
      • Bring back purge cloak. But I guess the new heal cloak is more beneficial. Hmmm....
      • MAKE IMPERIAL CITY GREAT AGAIN, BRING BACK THOSE INCREDIBLE DAYS. My best experiences in ESO where in there!
      • Return Stam builds to the power we held in One Tamriel. Long Live Stamina builds!
      • Put Magplar and MagDK into their place. Magpsorc is a hopeless case.
      • Is there any chance that we could get an Ebonheart Pact nerf? #CullingTheHerds .

      My 10 characters:
      • AD - xak-Morrowindx - Khajiit Stamina Nightblade. Hours: 107 days, 19 hours (2,568 hours).
      • EP - Ich bin Groot - Orc Stamina Dragonknight. Hours: 2 days, 16 hours (64 hours).
      • DC - Who Took My Bleach - Orc Stamina Sorcerer. Hours: 3 days, 18 hours. (90 hours).
      • EP - Niada Zaennon - High Elf Magicka Nightblade. Hours: 15 days, 18 hours (378 hours).
      • AD - Healsyournoobazzwithmemes - Argonian Magicka Templar. Hours: 1 day, 9 hours (33 hours)
      • DC - Engulfing Traps - Dark Elf Magicka Dragonknight. Hours: 7 days, 17 hours (129 hours).
      • AD - Verführung - High Elf Magicka Sorcerer. Hours: 5 days, 9 hours (129 hours)
      • DC - Deadazz catch these birds - Nord Stamina Warden. Hours: 6 days, 21 hours (165 hours)
      • EP - So Bendy - Wood Elf Stamina Templar. Hours: 1 day, 15 hours (39 hours)
      • EP - Smash that mf Like button - Breton Magicka Warden. Hours: 20 hours, 20 minutes.

      Aldmeri Dominion Master-Faction!
    • colossalvoids
      colossalvoids
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      Sorry for my english at first!
      For the most part changes looking good, but there are some problems as i see it.

      First one Nord being more exposed to bleeds and oblivion damage.

      Second one about two viable magicka pve dps options, one being sustained damage as Altmer and another damage oriented one with an extra bit of stamina - a Dunmer.

      What is the main magicka dps problem and getting worse each patch? Right, sustain issues.
      (for sake of making us invest into sustain and not all to damage anymore i guess)

      What we can see clearly now, that there is no other viable pve dps option other than Altmer.
      They got sustain buffed, even for stamina character option - which is good.
      Reduced damage taken while channeling / casting, which every magicka character do.
      Max magicka bonus of 2000.
      258 spell damage is probably a buff, as it's not a percent on top of percent and so on as it was before.

      But what about Dunmer?
      There was 1% max magicka difference, which now 1250 compared to 2000 Altmer will have.
      Then we got 600 health (???) and buffed fire resistance by a bit. (from 2079 to 2310)
      And a 258 spell and weapon damage, which is good for hybrids that don't work in pve.

      So Dunmer got less magicka, no sustain at all and no compensation in a damage dealing ability as a magicka dps.

      It could be nice to acknowledge this to make some changes and not just leaving a hybrid lackluster race when there far more good dps options for a stamina and magicka both.

      There could be lots of solutions to this.
      Two main ones are to give some form of sustain (both magicka and stamina) be it even less than Altmer will have (like orc compared to redguard as example, maybe even only while doing flame damage as magicka and disease/poison as stamina to made their life even harder) or some form of damage dealing bonus, be it more weapon/spell power or something more tricky and correct from lore standpoint as bonus in form of spell damage to fire damage abilities and as a hybrid weapon damage to physical (disease/poison? morag tong anyone?) damage too. Magicka damage providing ultimate generation? Anything useful at all?
      Edited by colossalvoids on January 17, 2019 5:58AM
    • sneakymitchell
      sneakymitchell
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      Minno wrote: »
      Didn't think it would happen but Nord got a Nerf against bleed builds lol

      Well at least resistance. Guess if oblivion hits me I get hurt with that normal damage.
      Some complain about the resistance.
      The ult will help me get in werewolf little quicker be a beserking nord stam DK. Suits the nord heck probably tanks as well will use nord!
      NA-Xbox one- Ebonheart Pact- Nord Dk Stam
    • ArchMikem
      ArchMikem
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      Lets look at my two Races i play.

      You just outright nerfed Argonians.

      And you buffed Khajiit, but not nearly in line with other Races. High Elf gets 2000 more Magic but my Stamblade only gets 750 Stamina?
      CP1,700+ Master Explorer - AvA Legate - Console Peasant
    • kirgeo
      kirgeo
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      Forget it..
      Edited by kirgeo on January 17, 2019 6:38AM
    • MartiniDaniels
      MartiniDaniels
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      JobooAGS wrote: »
      grannas211 wrote: »
      Aliyavana wrote: »
      The only racial that matters for bosmer is being bis for cuteness

      The passives look very good as well

      What's good in there? :D redguards got exactly the same stamina and recovery, but on top of that 8% stamina cost decrease.
      Bosmers will be bow-rolling rofling jokers now, nothing more.

      With these regen modifiers for pve stambalde (7 med (.28) .15 nb passive .15 cp .1 relentless .2 potion) a bosmer's 258 regen becomes 485 regen. Redguard gets only 380 from adrenline rush while still having the same stam modifiers, having poison resists, and movement speed bonuses

      In a pvp perspective, we will assume nb with vampire, 5 medium, and 13% from cp. This will give you the same numbers. You can also add stealth detection too and movement speed is more prominent

      Seems like passive regen is better than active regen.

      Wow, minus 4% to stamina and health for extra 8% to stamrecovery. And you forgot about new 8% cost reduce on redguard. Well, overall bosmer was slightly improved, but redguard was directly buffed. Ok redguard will lose some maxstamina but with such cost reduction and sustain they can spam spammables even more to compensate.
      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.

      Read devs comment, in their opinion argonians were clearly overperforming so they quite severely nerfed them while buffing others
      Aliyavana wrote: »
      Aliyavana wrote: »
      Edaphon wrote: »
      Wood Elf

      [*]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.

        Can we please get something useful instead?
        Reduced cost for roll dodge for example. Even just +10 health would be better than this.

        no, 20 percent speed buff is amazing

        You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.

        it will be useful if you do not run bow for mobility and its likely going to stack with other speed buffs since it seems to be a unique one, so ya it is useful

        It won't help much if you are snared.. if this bonus also (or) removed all snares this will nice buff to overall survivability and unique one. Now it's just useful for niche pvp builds for 0.1% of players.
      • MLGProPlayer
        MLGProPlayer
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        joshfong wrote: »
        Interesting. For the most part, I like what I see. Still seems like Altmer might have the upper hand for magicka DPS over Dunmer though, but I'll wait for testing for a proper conclusion.

        They will have the upper hand.

        Altmer:

        - 2000 max magicka
        - 192 magicka recovery
        - 258 spell damage

        Dunmer:

        - 1250 max magicka
        - 258 spell damage

        Dunmer will have other buffs that improve their survivability and possibly make them the better choice in PvP, but for PvE magicka DPS, it's altmer or bust.

        I don't mind since I prefer the aesthetic of altmer anyway (and all my magicka DPS are already altmer), but it sucks for all the dunmer out there who will need to race change now.
        Edited by MLGProPlayer on January 17, 2019 5:54AM
      • JobooAGS
        JobooAGS
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        JobooAGS wrote: »
        grannas211 wrote: »
        Aliyavana wrote: »
        The only racial that matters for bosmer is being bis for cuteness

        The passives look very good as well

        What's good in there? :D redguards got exactly the same stamina and recovery, but on top of that 8% stamina cost decrease.
        Bosmers will be bow-rolling rofling jokers now, nothing more.

        With these regen modifiers for pve stambalde (7 med (.28) .15 nb passive .15 cp .1 relentless .2 potion) a bosmer's 258 regen becomes 485 regen. Redguard gets only 380 from adrenline rush while still having the same stam modifiers, having poison resists, and movement speed bonuses

        In a pvp perspective, we will assume nb with vampire, 5 medium, and 13% from cp. This will give you the same numbers. You can also add stealth detection too and movement speed is more prominent

        Seems like passive regen is better than active regen.

        Wow, minus 4% to stamina and health for extra 8% to stamrecovery. And you forgot about new 8% cost reduce on redguard. Well, overall bosmer was slightly improved, but redguard was directly buffed. Ok redguard will lose some maxstamina but with such cost reduction and sustain they can spam spammables even more to compensate.
        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.

        Read devs comment, in their opinion argonians were clearly overperforming so they quite severely nerfed them while buffing others
        Aliyavana wrote: »
        Aliyavana wrote: »
        Edaphon wrote: »
        Wood Elf

        [*]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.

          Can we please get something useful instead?
          Reduced cost for roll dodge for example. Even just +10 health would be better than this.

          no, 20 percent speed buff is amazing

          You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.

          it will be useful if you do not run bow for mobility and its likely going to stack with other speed buffs since it seems to be a unique one, so ya it is useful

          It won't help much if you are snared.. if this bonus also (or) removed all snares this will nice buff to overall survivability and unique one. Now it's just useful for niche pvp builds for 0.1% of players.

          The 8% cost reduction is only for weapon skills.
          What hp bonus?
          Also bosmer and redguard in this situation have the same stam bonuses 2k stam.
        • Tonturri
          Tonturri
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          zyk wrote: »
          Tonturri wrote: »
          zyk wrote: »
          Basically, ZOS has made it less bad for casual pug raiders with sub-optimal builds.

          Competitive PVE raids will still require optimal race selection.

          PVP racial balance will worse or the same -- except different races will be OP.

          ZOS should fine tune the current system. This new system is too disruptive.

          Raiders will require what is most optimal meta as long as there are numbers to number crunch to figure out what is most optimal. Nothing has changed there.

          Same for PvP - this or that race, as long as there are numbers to crunch...*shrug*
          Uhm, that's the point. The system doesn't actually fix anything. It just waters things down a bit.
          Tonturri wrote: »
          Obviously there should - and likely will - be some fine tuning. But c'mon. People whine 'n complain that ZOS nerfs/buffs with a sledgehammer. Now they get this - nerfing/buffing not with a sledge hammer - and...just, goodness.[/qipt

          I'm curious as to further elaboration on your 'too disruptive' comment. To what? How?

          ZOS has taken a sledgehammer to the current system and that is disruptive. Just ask a Khajiit Stamblade or Dunmer MagDK.

          Disruptive...to what? And how is it a bad thing? Meta shake-ups happen all the time, relatively speaking. How is it both 'just watering down a bit' and a sledgehammer at the same time?
          Edited by Tonturri on January 17, 2019 6:03AM
        • LiquidPony
          LiquidPony
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          So khajiits are left jack of all trades, masters of none. Thank you, ZOS. Thank you a lot; that's the most lousy balancing job so far.

          As for redguards, then they got a buff:

          At base 750 regen, they lost 9%, so loss of 67.5 regen.
          Rending slashes present in any rotation, 2160 stamina. With 12-second rotation, gain of 28.8 regen.
          New Adrenaline Rush - gain of 63.2 regen.

          So, they got a small, but still a buff in sustain.

          Redguards also lost ~1,000 max stamina.

          And as far as Khajiit go ... the interesting possibility is that the new +750 health/stamina bonus means you can run something like Artaeum Takeaway Broth and have close to the same max stats (roughly +4500 health and +4200 stamina) as you would on a Khajiit in the current patch using bi-stat food (+4936/+4936).
        • MartiniDaniels
          MartiniDaniels
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          JobooAGS wrote: »
          JobooAGS wrote: »
          grannas211 wrote: »
          Aliyavana wrote: »
          The only racial that matters for bosmer is being bis for cuteness

          The passives look very good as well

          What's good in there? :D redguards got exactly the same stamina and recovery, but on top of that 8% stamina cost decrease.
          Bosmers will be bow-rolling rofling jokers now, nothing more.

          With these regen modifiers for pve stambalde (7 med (.28) .15 nb passive .15 cp .1 relentless .2 potion) a bosmer's 258 regen becomes 485 regen. Redguard gets only 380 from adrenline rush while still having the same stam modifiers, having poison resists, and movement speed bonuses

          In a pvp perspective, we will assume nb with vampire, 5 medium, and 13% from cp. This will give you the same numbers. You can also add stealth detection too and movement speed is more prominent

          Seems like passive regen is better than active regen.

          Wow, minus 4% to stamina and health for extra 8% to stamrecovery. And you forgot about new 8% cost reduce on redguard. Well, overall bosmer was slightly improved, but redguard was directly buffed. Ok redguard will lose some maxstamina but with such cost reduction and sustain they can spam spammables even more to compensate.
          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.

          Read devs comment, in their opinion argonians were clearly overperforming so they quite severely nerfed them while buffing others
          Aliyavana wrote: »
          Aliyavana wrote: »
          Edaphon wrote: »
          Wood Elf

          [*]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.

            Can we please get something useful instead?
            Reduced cost for roll dodge for example. Even just +10 health would be better than this.

            no, 20 percent speed buff is amazing

            You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.

            it will be useful if you do not run bow for mobility and its likely going to stack with other speed buffs since it seems to be a unique one, so ya it is useful

            It won't help much if you are snared.. if this bonus also (or) removed all snares this will nice buff to overall survivability and unique one. Now it's just useful for niche pvp builds for 0.1% of players.

            The 8% cost reduction is only for weapon skills.
            What hp bonus?
            Also bosmer and redguard in this situation have the same stam bonuses 2k stam.

            % bonus to HP, stamina and magicka from undaunted passive, don't tell me you run 7 medium pieces.. and what means weapon skills? Reduced cost of hail, poison arrow, twin slashes, spin-to-win etc is nothing?
          • Matrix117
            Matrix117
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            What's worse about the Race change token besides only getting 1 rip me and my 8 max level toons.(ik some people have even more than that)

            Race change tokens only change your race within your alliance unless you have the any race any alliance. which means even if ZOS is giving us 1 toon change, you might not be able to change to the BiS race
          • John_Falstaff
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            @LiquidPony , that's only one side of the coin. The other side is - if you run bi-stat food, then there's no way you can trade extra health you got for stamina, even if you're already comfortable at 16k. It just won't get any lower, so there's no option of exchanging those extra magicka and health for max stamina - khajiit loses in flexibility.
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