The intentions were correct. But in the end you did not achieved your goals. I would even dare to say that the racial rebalance is a total opposite of your goals. Almost all races are actually more limited now and further shoehorned into one role, often without even being bis or even close to bis at that role.ZOS_Gilliam wrote: »To summarize, 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. We wanted to expand the horizon for choice and present players with a self-reflecting question of “What is my playstyle or ideal build?”, providing options to help reach that individual answer. Now, instead of having a single race that focuses almost exclusively on a specific playstyle, you can pick based on a personal level.Goals & Process
- Allow more effective options when picking a race for each role in tanking, healing, or damage dealing.
- Equalize the overall power that each race provides by using our set bonus efficiency system, which compares the total amount of power that a bonus provides under equal terms.
- Retain and enhance the unique feeling and gameplay patterns that each race allows.
- Improve the sense of progression that the racial passives provide when leveling up.
- Achieve the above goals while still obeying our rich and structured lore and storytelling.
SahrotChurasu wrote: »Put simply, I don't think these changes have changed all that much. When it was announced that the racial passives were going to be reworked sometime this year, with the goal being to allow for greater build diversity, I had hoped that meant the issue of having racial bonuses set to either all Stamina or all Magicka would be addressed. Bretons, for example, have racial passives that are only of use to Magicka builds; there are no bonuses to anything Stamina-related, and you'd be put at a significant disadvantage if you wanted to make your Stamina-focused character a Breton. It's the same way with Redguards and Stamina builds - if you want to create a Magicka-focused character, Redguard passives will not help you much at all.
It seems to me like this may be the biggest barrier to overcome in working toward this idea of giving every race a fair chance at every role. An issue, for example, is that healing is primarily Magicka-based; if you want to heal, you're best off picking a race with Magicka-related bonuses, which, naturally, leaves the races with only Stamina-related bonuses off the list. Tanking, on the other hand, remains (for the most part) Stamina-based, because blocking with a shield costs Stamina, and most tanking-relevant skills cost Stamina, so the races to pick for tanking have Health and Stamina-related bonuses, plus a little resource return. The Argonians and Bretons are the "sturdiest" of the Magicka-focused races, but their passives are not structured toward tanking to quite the extent Nord or Imperial passives are - they would better serve the group as healers.
It was my hope that we would get something like morph options for racial passives, or something to that effect, that would give players the option to make a Redguard Magicka Sorcerer, for example, or a Breton Stamina Nightblade, without being at a significant disadvantage in terms of (at least) attribute bonuses. Ideally, it seems like racial passives ought to strictly be the "flavor" parts of what we have already. A Breton, for example, ought to have its current spell resistance bonus that doubles when affected by a debuff - that's a great "flavor" bonus. But then, it might have a choice of either Magicka or Stamina Recovery first, a reduction to either Magicka or Stamina cost second, and perhaps a choice of either 2000 Magicka or 1000 Stamina third. To keep in line with the backgrounds of each race, traditionally magically-inclined races could be given a chance at a higher-than-average base Magicka, as always, but they wouldn't be at a disadvantage in a Stamina role, either.
The idea may be unpopular, and there are good reasons to be against it, but I'm not the biggest fan of the old-fashioned way of setting races apart in RPGs stat-wise by relying on stereotypes. In this series, it's easy to see that there are warriors, wizards, and all kinds of people in every race. The average Breton may be more inclined to learn magic than the average Nord, to get back to my earlier example, but that Breton is just as likely to join the Lion Guard, or any of the other military orders that are just as large a part of their culture as any school of magic. Why is that part of their culture not reflected in their stats? It would almost be easier, or it might make more sense, to not include bonuses to attributes at all, in my opinion, because the people of Nirn are like the people of Earth, mostly. Culture is more important than race in shaping the average citizen.
Anyway, I decided to weigh in on this because in a perfect world, all of my characters would be Orcs. They're my favorite race, and there's a strong tradition in Orcish culture of wise-women, shamans, and alchemists practicing what might rightly be called hedge magic. This part of their culture can't be seen in their stats from Morrowind or Oblivion, though, and neither can it be seen in ESO - or at least, not yet, despite the fact that there are more Orc NPCs than ever practicing magic.
Magic Redguard does benefit from the weapon ability cost reduction and Dunmer/Khajiit just got fully opened to both specs. Original Spell Recharge passive would have opened up Stamina Altmer...
RIP Dunmer.
Unless you intend to play a hybrid, there's absolutely no reason to pick Dunmer over Altmer for a mag class.
In the current patch, Dunmer-vs-Altmer was a question of damage-vs-sustain. With the high amount of fire damage at play, Dunmer did slightly higher DPS than Altmer, but Altmer had better sustain. Dunmer had 9% max mag (6%+3%) vs. Altmer's 10%, so that was not a substantial difference.
Now with these proposed changes...
- The magicka deficit between Dunmer and Altmer is larger.
- Replacing Dunmer's higher flame damage with weapon damage (useful only for a hybrid) means that Dunmer now does less DPS than Altmer (as they have the same spell damage bonus).
- Dunmer doesn't have Altmer's sustain.
So whereas in the past Dunmer lost sustain in exchange for slightly more damage versus Altmer, now they've lost sustain and lost damage. So... why would anyone pick Dunmer?
Suggestion: Give Dunmer fire abilities an additional X spell damage. It would make them once again a meaningful alternative to Altmer and is consistent with their lore background.
ZOS_Gilliam wrote: »
Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
I'm so frustrated my wood elf thief character I worked so hard to make a sneaky thief can no longer sneak to save her life. Stealth was my thing and it's extremely frustrating that the game play style I worked very hard to build up has been made so much less effective due to this change.
I'm so frustrated my wood elf thief character I worked so hard to make a sneaky thief can no longer sneak to save her life. Stealth was my thing and it's extremely frustrating that the game play style I worked very hard to build up has been made so much less effective due to this change.
ZOS_Gilliam wrote: »As always, we’ll be closely monitoring this thread, and are very excited to hear your feedback on the matter!
I don't have any Bosmer characters, but I feel for you.I'm so frustrated my wood elf thief character I worked so hard to make a sneaky thief can no longer sneak to save her life. Stealth was my thing and it's extremely frustrating that the game play style I worked very hard to build up has been made so much less effective due to this change.
GrumpyDuckling wrote: »ZOS_Gilliam wrote: »As always, we’ll be closely monitoring this thread, and are very excited to hear your feedback on the matter!
Did that monitoring include Wood Elf feedback? I ask because it doesn't seem like it.
The only feedback they listen to, are the top 1% Streamers/Class reps. They don't care about race or lore just padding those numbers to attract new subscribers. ZoS, destroying lore and peoples enjoyment of pve, pvp, and rp for the top 1%.
Tommy_The_Gun wrote: »The intentions were correct. But in the end you did not achieved your goals. I would even dare to say that the racial rebalance is a total opposite of your goals..ZOS_Gilliam wrote: »To summarize, 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. We wanted to expand the horizon for choice and present players with a self-reflecting question of “What is my playstyle or ideal build?”, providing options to help reach that individual answer. Now, instead of having a single race that focuses almost exclusively on a specific playstyle, you can pick based on a personal level.Goals & Process
- Allow more effective options when picking a race for each role in tanking, healing, or damage dealing.
- Equalize the overall power that each race provides by using our set bonus efficiency system, which compares the total amount of power that a bonus provides under equal terms.
- Retain and enhance the unique feeling and gameplay patterns that each race allows.
- Improve the sense of progression that the racial passives provide when leveling up.
- Achieve the above goals while still obeying our rich and structured lore and storytelling.
Elijah_Crow wrote: »@ZOS_Gilliam We appreciate your work here and though I’m generally pleased with the changes, the loss of Bosmer Stealth in exchange for detection pains me.
When I have played any Elder Scrolls game in the past, the first thing I do at race selection is to pick a stealthy race and then and the first thing I do in game is try to find out how to join the Theives Guild and when done I move on to the Assassin / Dark Brotherhood / Morag Tong, etc.
The immersion of the world along with the ability to open containers and pick up most every item (particularly if it wasn’t mine) was something key in the gameplay for me.
Being able to choose if I wanted to fight or if I wanted to sneak past an encounter is why I choose the Bosmer race at launch when I created my character.
The addition of the Justice System (which was quite a wait) and the Theives Guild and Dark Brotherhood really brought this gameplay loved from the single player games to ESO and it’s been great.
What concerns me now beyond how it impacts the gameplay I have come to enjoy, is how it will impact new players coming to the game.
I know I’m not alone in the love of this play style and for new players coming to the game, the only option the character creation screen is going to really suggest if this change happens is Khajiit.
Leaving one race with an affinity for stealth gameplay isn’t expanding choice, it’s limiting it for those looking for a similar play style
My preference would be for the Bosmer to retain their stealth bonus. As has been suggested, the detection isn’t helpful when many inhabitants of the world “cannot be bothered to sneak” and would result in the only racial passive with no PvE purpose.
If that doesn’t happen I feel a better choice than what is presented, is to remove the Stealth affinity from all races and move it into the Legerdemain skill line. At least this way you are not funneling every new player who is looking for this play style into a single race.
Thank you for your time.
Tommy_The_Gun wrote: »The intentions were correct. But in the end you did not achieved your goals. I would even dare to say that the racial rebalance is a total opposite of your goals..ZOS_Gilliam wrote: »To summarize, 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. We wanted to expand the horizon for choice and present players with a self-reflecting question of “What is my playstyle or ideal build?”, providing options to help reach that individual answer. Now, instead of having a single race that focuses almost exclusively on a specific playstyle, you can pick based on a personal level.Goals & Process
- Allow more effective options when picking a race for each role in tanking, healing, or damage dealing.
- Equalize the overall power that each race provides by using our set bonus efficiency system, which compares the total amount of power that a bonus provides under equal terms.
- Retain and enhance the unique feeling and gameplay patterns that each race allows.
- Improve the sense of progression that the racial passives provide when leveling up.
- Achieve the above goals while still obeying our rich and structured lore and storytelling.
Nords and Imperials and now more viable than ever for Tanking.
Stam DPS is no longer shoehorned to being nearly only Redguards. Orc, Khajit, and Dark Elf are all separated by an incredibly small fraction of absolute DPS.
MagDPS is won't be exclusively High Elfs anymore.
Healers on the other hand, yea, I can see your point.
One final note I consider is that each race is supposed to have its' flavor. Redguards are naturally attuned to be martial artists'. High Elfs are naturally attuned to being a caster. And so on. It's like the real world... you can be 5'9 and be great at basketball, hell, you could be in the NBA, but the dude that is 6'6 already has a built-in natural advantage. I also don't expect a woman to squat 315 lbs. to depth., but she can absolutely make it happen via hard, tough work... but a male will always have an easier time doing it reaching that number.
@max_only
Right on, I see your point.
That said, better balance has been achieved. I don't really see how it can be objectively argued that balance was better before this update.
A quote I am fond of is the following: "All perfection in this life has some imperfection bound up with it."
I for one applaud and am proud of @ZOS_Gilliam and ZOS for making these changes that have vastly improved diversity in ESO.