Greetings,
I spent a significant part of the last few days testing 650+ PvE DPS parses across races and class with guild mates, collecting data samples and then analyzing the raw data into comparable formats and finally presented the data into an easy to read format here ->
https://forums.elderscrollsonline.com/en/discussion/455092/raid-buffed-dps-comparison-of-each-race-by-class-tests-graphs-interpretation-and-final-score/p1
During this testing, I learn certain things about the races, which is more subjective in nature, rather than objective. I will give some details of this subjective data below.
For PvP, it is not that straight forward, as it is not finitely possible to test data objectively, without having access to wide-spread balance information. However, given certain constraints and known tendencies, we can closely approximate the efficiency of particular races in particular builds and overall PvP performance.
I present my feedback on a par race basis down below.
Altmer
PvE - They are very effective as Magicka DPS. Sustain is similar to Live and feels okayish. Needs some sustain support for best performance.
PvP - Max stat builds got nerfed, more spell damage means that magic damage using builds got buffed. Max recovery builds got nerfed.
Suggested Changes - None, even though I initially thought, they are OP, after testing, I would say they are very balanced.
Bosmer
PvE - That sustain boost feels real good. Of all stamina races, they feel most natural to execute rotations with. This shows on how high consistent parses are. They might just eclipse Redguard on any build that does not use Weapon spammables by a neglible difference.
PvP - They are buffed significantly in PvP too, sustain wise. Though Stealthy passive loss is regrettable, the new roll bonus speed is times more powerful, for every playstyle, even stealthy ones. It is so good that it even might require adjustment. Bosmer, dodging with bow in Stealth, sneaks faster than running. Looks like, finally AD has an answer for a true Brawler race.
Suggested Changes - None.
Khajiit
PvE - They are rather good damage dealers across most roles with two major flaws, which can even be considered deal breakers for a good number of players. These are poor sustain and extremely bad consistentency/very high variance for every role. This can be understood easily by studying the line graphs in the data sample above. These two issues compound each other. I will explain further below.
The characteristics of this race is the lowest static damage increase stats(Max Stamina/Magicka, Weapon/Spell Damage) even lesser than non-DD races. They are literally carried by their critical chance of 8%, which is huge but entirely luck based. Base sustain is rather poor, compared to every other race. Adding more sustain will come at the cost of further drop of raw damage, which is not really preferable for a race, lacking static damage multipliers.
This can cause major shifts in raid DPS, depending on crit rate of hard hitting abilities in burn phases. This can seen very prominently in the tests. Tn some cases, the initial two Major Force burn phases, resonated perfectly with the crits, DPS stayed high, and I went with low resource strain to the final burn and execute phases. Some cases, the opposite happened causing the initial phases to last stages, forcing a heavy attack in the worst possible time of Major Force execution phase, which is a huge DPS loss. There is where a negative spiral can start, where the worse your sustain, the lesser your DPS gets, further straining sustain and the cycle continues. This is why, Khajiit is going to be a generally very unforgiving race to play with.
For e.g, getting a 50k Bow Proc and 5 back to back 55k+ Killer's Blade during the final Major Force buffed execution phases is an incredible boost to DPS. There is also the chance of opposite with a heavy attack, non crit Bow proc and non-crit executes, wrecking the DPS results. Unlike Dunmer, Orc, Bosmer, Redguard or even Imperial, the only static damage increase passive for Khajiit Stamblade is 750 Stamina, which is significantly lesser than 2000 stamina or 250 weapon damage or both. This alone cannot make up for RNGesus failing me.
This instability will skew more towards the lower side of the spectrum for most players, that realistically can not execute perfect rotations for whatever the reason. For higher end players, classes like Dunmer and Orc may be more appealing, as they tends to get similar high parses as the Khajiit, without the low parses due to their static damage increase. Only real solution to somewhat stabilize their DPS, while keeping their overall critical nature intact is to slightly fix their sustain. Essentially, PvE wise, Khajiit are unstable Dunmer with more unforgivable rotations and that is not a really good thing for the race's viability.
PvP - In PvP, they are literally inferior versions of Dunmer. The primary reason is that, their strongest passive(8% crit) is nullified by the rampant amount of crit resist, most players use. The average PvPer runs anything between 2500 to 4000 crit resist, virtually making that passive useless while Dunmer's Weapon/Spell damage shines here as well. Their resources are lesser than that of Dunmer. Their 5m sneak reduction passive is inferior to Flame Resist and Burning Immunity. Their new tri-stat recovery is a shadow of its previous self for PvP builds. This causes Khajiit to be one of the weakest PvP races, lacking an identity.
Also, from
@Left4Daud 's tests,
https://forums.elderscrollsonline.com/en/discussion/455172/a-visual-of-khajiits-new-stealth-capability-stacking-is-quite-extreme/p1, it is shown that the new Stealth passive allows Khajiits to buff Sneak to true Invisibility levels, which means Sneak does not break at all, even when face to face with an enemy. This is massively abusable if left in the game in this state. Changing this passive to the Previous 3m sneak reduction with some additional stealth features might be great.
Suggested Changes
Robustness -
150 Stamina/150 Magicka Recovery. The Health recovery of 100 is virtually useless in every single build in the game.
Feline Ambush -
8% Weapon/Spell Critical Hit Chance. Decreases your sneak radius by 3m and increases your speed when hidden by 12%. This would give Khajiit a proper identity(Stealth mobility unit)
Breton
PvE - They are the smoothest magicka DPS. Sustain is the greatest of any race in the game. Can go fully glass cannon in PvE, with minimal group support.
PvP - Max stat builds got nerfed, however their sustain might allow going fully glass cannon. Their natural defense should be handy as well.
Suggested Changes - None.
Redguard
PvE - They have the highest sustain of all stamina races, higher than Bosmer. However, their sustain is primarily conditional and will drop considerably in real fights, while Bosmer's sustain is unconditional. They synergize with builds using weapon spammables the best. Their weapon cost reduction passive affects ultimates as well. They are great tanks as well for the conditional sustain.
The redguard passive still gives really higher Stamina return alone than the Bosmer regen, without even considering the reduction passive. Yes, this will fall in values in fights with breaks, but essentially the difference between Bosmer and Redguard is hard to feel in PvE. The sustain for both, is good enough to hold out for PvE basically. The ultimate reduction for Ballista will even it in real fights.
PvP - Essentially they are Bosmer without the Speed buff and with Weapon skill sustain instead. Should do good for Stamsorcs and StamDKs.
PvP wise, however, the conditional sustain will be great for builds which use Blocking as primary defense, far better than Bosmer in regards. From what I feel, ZOS balanced Bosmer vs Redguard from a PvP standpoint, where Bosmer is better for Hit and Run builds, while Redguard is better for hold your ground builds.
Suggested Changes - None.
Orc
PvE - Great for most stamina DPS tests. Tends to come out to top of other races for most classes. Their sustain, when weapon skills are prioritized is good and decreases need for any group sustain.
PvP - Used to the one of the best PvP stamina races. If anything, they are just going to get better. Possibly the best PvP stamina race.
Suggested Changes - None.
Nord
PvE - Performly fairly well for most stamina races, synergizing further with StamDK with their Ult generation passive. Same passive made them indisputablely winners in the PvE tank category. Possibly great race for healers as well now.
PvP - That ultimate generation can be built around for a great number of builds. Easily, one of the best Stamina PvP races, this time.
Suggested Changes - None.
Argonian
PvE - Performly fairly well for most magicka races, as well certain stamina races. High tri-stat recovery makes them still the best sustain tank in the game. They make great healers too.
PvP - Still, should one of the best PvP races with bursty tri-stat sustain.
Suggested Changes - None.
Dunmer
PvE - They perform incredibly well in raids, having the highest buffed stamina DPS numbers almost across the board, while maintaining great magicka DPS numbers as well. This is weird, considering they are a hybrid race. Their natural sustain is low but they have the highest static DPS increase in the stamina side, which allows group sustain help reach high parses, without losing out much on consistency. Essentially, a less random version of Khajiit.
PvP - They should be very good for all PvP builds, with their massive resource stack and raw damage bonus.
Suggested Changes
Dynamic -
2000 Magicka. This should allow them to be at least, not inferior to Altmer for every aspect of magicka DPS, theoritically at the cost of stamina.
Resist Flame -
650 stamina, 2310 Flame Resist and Burning Immunity. This would keep them as a great contender for stamina DPS, while also not making them superior to pure stamina DPS races.
They would have the theoretical highest raw numbers for both sides without the sustain, showing their lore wise destructive nature.
Further info below.
Realistically, it would not change anything. What it would do however, is mathematically balance the race better. I mean, Dunmer was topping pretty much every stamina DPS charts by a hair, being a hybrid race on PTS and magicka race on live. 500 lesser stamina is unnoticeable. However, it would do justice to majority of the dunmer players in the game, who use magicka characters. It matches the raw magicka damage of Altmer, which fits the lore of dunmeri folk as basically Altmer who lost their magicka restoring nature for physical prowess, still retaining their destructive nature.
If you want proof of this, it can be seen in the magicka DPS charts, where Dunmer average parses in the 60k zone are less than 200 less than that of Altmer, in spite of having 750 lesser magicka and 200 regen equivalent sustain.
Imperial
PvE - Performly fairly well for most stamina races and their health is useful for magicka characters too. They make good tanks as well. However, in the grand scheme of things, they are essentially replaceable, as somebody better exists for all roles. Nords make better PvE tanks, Argonians make better PvP tanks, Most classes beat it in Stam DPS or Mag DPS, Khajiit and Dunmer are better hybrids, Orcs and Nords make better PvP brawlers.
PvP - Their high resources are great for PvP builds in general. They should make great PvP tanks.
Suggested Changes
Red Diamond -
When you deal Direct Damage you have a 15% chance to heal for 1750. When you block Direct Damage you have a 15% chance to gain 1750 Stamina. 2 sec CD. This would make them very good pure tanks for PvE and brawlers for PvP, while also displaying their lore wise weapon discipline. The CD will be there to stop it from being OP.
This is my honest feedback for the racial changes. Thanks for reading.
@ZOS_Gilliam @ZOS_BrianWheeler @ZOS_RobGarrett @ZOS_GinaBruno @ZOS_RichLambert @ZOS_Finn