Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Wood Elves drink fermented meat for alcohol and in at least two ES games have disease resistance listed as a racial passive. And they give disease resistance to Argonians? Why?
.....
And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood).
Cundu_Ertur wrote: »Pretty sure I recall Zos stating earlier this year they would not revisit racial passives during the current process of reworking combat. It would not make sense to constantly revisit it during the process.
Second, based on both the comments Zos made leading into U21 and the end effect it is clear Zos intended to provide us more worthy choices for builds, including hybrids, but they were not interested in homogenizing.
It is clear from Zos' statements and actions with U21 they wanted multiple race choices for mag build, stam builds, and hybrid builds. But were not interested in making all race choices good for all areas in the manner OP is suggesting. I think the approach Zos made works well for the game.
I don't think many people are asking for a whole-sale revamp, just some tweaks.
Cundu_Ertur wrote: »Pretty sure I recall Zos stating earlier this year they would not revisit racial passives during the current process of reworking combat. It would not make sense to constantly revisit it during the process.
Second, based on both the comments Zos made leading into U21 and the end effect it is clear Zos intended to provide us more worthy choices for builds, including hybrids, but they were not interested in homogenizing.
It is clear from Zos' statements and actions with U21 they wanted multiple race choices for mag build, stam builds, and hybrid builds. But were not interested in making all race choices good for all areas in the manner OP is suggesting. I think the approach Zos made works well for the game.
I don't think many people are asking for a whole-sale revamp, just some tweaks.
Obviously. You missed the point where Zos has commented they are not interested in making any tweaks while the current process is going on.
And at that it goes against the grain of their stated approach to the racial passives. You seemed to miss both points.
Cundu_Ertur wrote: »Pretty sure I recall Zos stating earlier this year they would not revisit racial passives during the current process of reworking combat. It would not make sense to constantly revisit it during the process.
Second, based on both the comments Zos made leading into U21 and the end effect it is clear Zos intended to provide us more worthy choices for builds, including hybrids, but they were not interested in homogenizing.
It is clear from Zos' statements and actions with U21 they wanted multiple race choices for mag build, stam builds, and hybrid builds. But were not interested in making all race choices good for all areas in the manner OP is suggesting. I think the approach Zos made works well for the game.
I don't think many people are asking for a whole-sale revamp, just some tweaks.
Obviously. You missed the point where Zos has commented they are not interested in making any tweaks while the current process is going on.
And at that it goes against the grain of their stated approach to the racial passives. You seemed to miss both points.
They've backpedaled on many hastily implemented changes, so it's not unreasonable to think they could make small tweaks to racials as well, if they wanted. And even if they weren't interested in changing anything, it still doesn't make it right, still doesn't fix broken in-game lore, and still doesn't mean we as players have to "move on" and forget about it.
Why should all races give equal bonuses? What's the purpose of af race if they all had the same bonuses?
And most importantly, you can play anything with any race, it's not like 250 spell damage will break your game play, especially if you care about being an orc shaman
JamuThatsWho wrote: »No, racials are grounded in each races' respective lore.
High Elves and Bretons are adept at Magicka, Redguards and Orcs are brawny and athletic warriors.
Dark Elves have always been balanced fighters, integrating Destruction, swordplay and bows.
With 10 races to choose from, and the flexibility of each class, there's no need whatsoever to homogenise everything.
Orc, Altmer, Nord, Bosmer, and Argonian racials are NOT lore friendly.
Where is your support for that statement? Saying something isn't a way doesn't make it not that way.
I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work.
I have went into many long posts about the problems with the racials and lore but here is a small sample.
•••
Here are the wood elf descriptions from most of the games.
(Hopefully I got the order correct.)
Elder Scrolls 1 Arena
Thieves...hmmm.
Elder Scrolls 2 Daggerfall
Thieves again...
Elder Scrolls 3 Morrowind
Skill Bonuses
Marksman +15
Sneak +10
Light Armor +10
Alchemy +5
Acrobatics +5
Elder scrolls 4 Oblivion
Skill Bonuses
Acrobatics +5
Alchemy +10
Alteration +5
Light Armor +5
Marksman +10
Sneak +10
Elder Scrolls 5 Skyrim
Skill Bonuses (Base level is 15)
Archery 25 (+10 effectively)
Light Armor 20 (+5 effectively)
Sneak 20 (+5 effectively)
Lockpicking 20 (+5 effectively)
Pickpocket 20 (+5 effectively)
Alchemy 20 (+5 effectively)
And I should just as well mention;
Elder Scrolls Online (original description)
Full manuals can be found here;
https://manuals.bethsoft.com
Notice the recurring theme of thievery and stealth. Now they are bad at stealing and have become guards.
Morrowind;
Orc - +10 Armorer, +5 Axe, +10 Block, +10 Heavy Armor, +10 Medium Armor
High Elf - +10 Alchemy, +5 Alteration, +5 Conjuration, +10 Destruction, +10 Enchant, +5 Illusion
Oblivion;
Orc - +10 Armorer, +10 Block, +10 Blunt, +5 Hand-to-hand, +10 Heavy Armor
High Elf - +5 Alchemy, +10 Alteration, +5 Conjuration, +10 Destruction, +5 Illusion, Mysticism +10
Skyrim;
Orc +5 Smithing, +10 Heavy Armor, +5 Block, +5 Two-Handed, +5 One-Handed, +5 Enchanting (I will admit that's an odd one for them to have. But I guess it's meant to reinforce their crafting mastery.)
High Elf - +10 Illusion, +5 Conjuration, +5 Destruction, + 5 Restoration, +5 Alteration, +5 Enchanting
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Wood Elves drink fermented meat for alcohol and in at least two ES games have disease resistance listed as a racial passive. And they give disease resistance to Argonians? Why?
Why are Nords tanks instead of viking bezerkers?
And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood).
Disagree? Show your work.
"I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work."
That's because it is generally accepted knowledge and extraordinary claims require extraordinary evidence, which I'm not seeing here.
It seems that most of your contention is that the racial passives are not entirely consistent between the single player games and the MMO. Racial passives can be consistent with the lore and different from the single player games at the same time - they aren't mutually exclusive.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Skyrim has the Bosmer with poison resistance based on your own screenshot. It's not included because two races have the same resistances, so they gave one to one and one to the other. Again, limit 4 racial passives and a completely different game format.
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
There is nothing to indicate that 'Orcs don't like shields' simply because a shield buff isn't included in their racial passives. Orcs are still brawny warriors and Altmer are still masters of magic. Nothing you're saying here refutes that, neither is Orc ever pigeonholed in any game as a tank simply because they have a predilection to heavy armor in the previous single player games. Tanking roles do not exist in those games in the same way they exist in this game. Again, a contention with the format of the game - not the lore.
"Why are Nords tanks instead of viking bezerkers?"
Um, a lot of reasons? Viking berserkers do not exist in ESO. Nords are not a 'Viking' stereotype, but more based off of Scandinavian culture and not every Norse individual is a raging barbarian. You keep repeating the word 'tank' like it's supposed to be relevant to a discussion on racial bonuses, but this is the first ES game where there is an actual tanking role. Just because Nord passives are ideal for a tanking role does not automatically make Nords a tank.
"And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood)."
Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game. If we're being consistent with the lore, Khajiit are more inclined to be thieves. So you're just defeating your own argument here. Additionally, 'Thief', 'Scout' as well as 'Archer' were class archetypes that you could select in the single player games when creating a new character and has nothing to do with being a thief as a profession or having a predilection to actual thievery. Seeing as there is no Thief class in ESO, I feel like the explanation for that is pretty obvious.
Just because these racials are not what YOU feel like they should be does not mean they are not lore consistent. The racials not being identical from the single player ES games has an obvious explanation. Posting a bunch of screenshots is not 'showing work' and that is not what I said. I said, support your statement, which could have been done without all of the ancient stats you dredged up from a game created 25 years ago. Expecting the racial bonuses to be the same from Arena or Morrowind or expecting them not to be adjusted for the MMO game format is unrealistic and a little bit silly.
So you decided to not show any proof of your claims, just generalities of your feelings and with zero proof of your own. Great.
I am on the road so I am keeping this relatively short.
I show orcs having a block (ie sword and shield) and heavy armor bonus where is that reflected in eso?
Nords have bonuses to light (ie medium in eso, or rather dps) armor where is that reflected in eso?
Show me where altmer have odd off spec regen in any of the stand alone es games.
https://i.imgur.com/XvodYhE.png
Why is this not reflected in argonian racials?
And I love this bit;
“Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game.“
Beyond that they were never mentioned at being guards and the multiple mentions of stealth and thievery, your general argument that wood elves can be what ever they want is exactly the argument that the people who want the racials relooked at are making.
The problem with the racials in eso is that they are hardwired abilities or advantages that can never be overcome.
In the other es games all abilities were just headstarts down a particular path. By the time the player was deep into the game, race became irrelevant. That is the design philosophy they should have adopted on eso.
Cundu_Ertur wrote: »Pretty sure I recall Zos stating earlier this year they would not revisit racial passives during the current process of reworking combat. It would not make sense to constantly revisit it during the process.
Second, based on both the comments Zos made leading into U21 and the end effect it is clear Zos intended to provide us more worthy choices for builds, including hybrids, but they were not interested in homogenizing.
It is clear from Zos' statements and actions with U21 they wanted multiple race choices for mag build, stam builds, and hybrid builds. But were not interested in making all race choices good for all areas in the manner OP is suggesting. I think the approach Zos made works well for the game.
I don't think many people are asking for a whole-sale revamp, just some tweaks.
Obviously. You missed the point where Zos has commented they are not interested in making any tweaks while the current process is going on.
And at that it goes against the grain of their stated approach to the racial passives. You seemed to miss both points.
They've backpedaled on many hastily implemented changes, so it's not unreasonable to think they could make small tweaks to racials as well, if they wanted. And even if they weren't interested in changing anything, it still doesn't make it right, still doesn't fix broken in-game lore, and still doesn't mean we as players have to "move on" and forget about it.
Racial abilities like the ones in ES don't work in ESO all they do is punish people and force them to play meta races or they can't play the ones they like. Ever since playing ESO I've been a big proponent of removing them or making all of them completely equal for all races this way the people who want to play a specific race with a specific role can finally do so and not be sub-par. Does it make lore sense? No but honestly a lot in this game doesn't and its just here for the MMO. I think this is one of those times it has to be done.
Why should all races give equal bonuses? What's the purpose of af race if they all had the same bonuses?
And most importantly, you can play anything with any race, it's not like 250 spell damage will break your game play, especially if you care about being an orc shaman
if u play pve stamina u need to be orc or just dont play as stamina. So...
Cundu_Ertur wrote: »Pretty sure I recall Zos stating earlier this year they would not revisit racial passives during the current process of reworking combat. It would not make sense to constantly revisit it during the process.
Second, based on both the comments Zos made leading into U21 and the end effect it is clear Zos intended to provide us more worthy choices for builds, including hybrids, but they were not interested in homogenizing.
It is clear from Zos' statements and actions with U21 they wanted multiple race choices for mag build, stam builds, and hybrid builds. But were not interested in making all race choices good for all areas in the manner OP is suggesting. I think the approach Zos made works well for the game.
I don't think many people are asking for a whole-sale revamp, just some tweaks.
Obviously. You missed the point where Zos has commented they are not interested in making any tweaks while the current process is going on.
And at that it goes against the grain of their stated approach to the racial passives. You seemed to miss both points.
They've backpedaled on many hastily implemented changes, so it's not unreasonable to think they could make small tweaks to racials as well, if they wanted. And even if they weren't interested in changing anything, it still doesn't make it right, still doesn't fix broken in-game lore, and still doesn't mean we as players have to "move on" and forget about it.
Racial abilities like the ones in ES don't work in ESO all they do is punish people and force them to play meta races or they can't play the ones they like. Ever since playing ESO I've been a big proponent of removing them or making all of them completely equal for all races this way the people who want to play a specific race with a specific role can finally do so and not be sub-par. Does it make lore sense? No but honestly a lot in this game doesn't and its just here for the MMO. I think this is one of those times it has to be done.
However, it worked just fine for four years, and how many people complained about them? A new team decided they wanted to change things around for the sake of change. None of this discussion would be taking place (for the last 10 months) if they had left well enough alone. Yet, here we are. And the curious changes just keep on coming, the boards are getting filled with protests about all the changes, and who knows what other surprises are still in store for those who stick around.
Araneae6537 wrote: »I care more about the racial bonuses fitting with the majority of TES lore than being completely balanced. That is why it bothers me that Bosmer no longer receive any bonus to stealth when obviously they should.
JamuThatsWho wrote: »No, racials are grounded in each races' respective lore.
High Elves and Bretons are adept at Magicka, Redguards and Orcs are brawny and athletic warriors.
Dark Elves have always been balanced fighters, integrating Destruction, swordplay and bows.
With 10 races to choose from, and the flexibility of each class, there's no need whatsoever to homogenise everything.
JamuThatsWho wrote: »No, racials are grounded in each races' respective lore.
High Elves and Bretons are adept at Magicka, Redguards and Orcs are brawny and athletic warriors.
Dark Elves have always been balanced fighters, integrating Destruction, swordplay and bows.
With 10 races to choose from, and the flexibility of each class, there's no need whatsoever to homogenise everything.
Orc, Altmer, Nord, Bosmer, and Argonian racials are NOT lore friendly.
Where is your support for that statement? Saying something isn't a way doesn't make it not that way.
I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work.
I have went into many long posts about the problems with the racials and lore but here is a small sample.
•••
Here are the wood elf descriptions from most of the games.
(Hopefully I got the order correct.)
Elder Scrolls 1 Arena
Thieves...hmmm.
Elder Scrolls 2 Daggerfall
Thieves again...
Elder Scrolls 3 Morrowind
Skill Bonuses
Marksman +15
Sneak +10
Light Armor +10
Alchemy +5
Acrobatics +5
Elder scrolls 4 Oblivion
Skill Bonuses
Acrobatics +5
Alchemy +10
Alteration +5
Light Armor +5
Marksman +10
Sneak +10
Elder Scrolls 5 Skyrim
Skill Bonuses (Base level is 15)
Archery 25 (+10 effectively)
Light Armor 20 (+5 effectively)
Sneak 20 (+5 effectively)
Lockpicking 20 (+5 effectively)
Pickpocket 20 (+5 effectively)
Alchemy 20 (+5 effectively)
And I should just as well mention;
Elder Scrolls Online (original description)
Full manuals can be found here;
https://manuals.bethsoft.com
Notice the recurring theme of thievery and stealth. Now they are bad at stealing and have become guards.
Morrowind;
Orc - +10 Armorer, +5 Axe, +10 Block, +10 Heavy Armor, +10 Medium Armor
High Elf - +10 Alchemy, +5 Alteration, +5 Conjuration, +10 Destruction, +10 Enchant, +5 Illusion
Oblivion;
Orc - +10 Armorer, +10 Block, +10 Blunt, +5 Hand-to-hand, +10 Heavy Armor
High Elf - +5 Alchemy, +10 Alteration, +5 Conjuration, +10 Destruction, +5 Illusion, Mysticism +10
Skyrim;
Orc +5 Smithing, +10 Heavy Armor, +5 Block, +5 Two-Handed, +5 One-Handed, +5 Enchanting (I will admit that's an odd one for them to have. But I guess it's meant to reinforce their crafting mastery.)
High Elf - +10 Illusion, +5 Conjuration, +5 Destruction, + 5 Restoration, +5 Alteration, +5 Enchanting
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Wood Elves drink fermented meat for alcohol and in at least two ES games have disease resistance listed as a racial passive. And they give disease resistance to Argonians? Why?
Why are Nords tanks instead of viking bezerkers?
And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood).
Disagree? Show your work.
"I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work."
That's because it is generally accepted knowledge and extraordinary claims require extraordinary evidence, which I'm not seeing here.
It seems that most of your contention is that the racial passives are not entirely consistent between the single player games and the MMO. Racial passives can be consistent with the lore and different from the single player games at the same time - they aren't mutually exclusive.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Skyrim has the Bosmer with poison resistance based on your own screenshot. It's not included because two races have the same resistances, so they gave one to one and one to the other. Again, limit 4 racial passives and a completely different game format.
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
There is nothing to indicate that 'Orcs don't like shields' simply because a shield buff isn't included in their racial passives. Orcs are still brawny warriors and Altmer are still masters of magic. Nothing you're saying here refutes that, neither is Orc ever pigeonholed in any game as a tank simply because they have a predilection to heavy armor in the previous single player games. Tanking roles do not exist in those games in the same way they exist in this game. Again, a contention with the format of the game - not the lore.
"Why are Nords tanks instead of viking bezerkers?"
Um, a lot of reasons? Viking berserkers do not exist in ESO. Nords are not a 'Viking' stereotype, but more based off of Scandinavian culture and not every Norse individual is a raging barbarian. You keep repeating the word 'tank' like it's supposed to be relevant to a discussion on racial bonuses, but this is the first ES game where there is an actual tanking role. Just because Nord passives are ideal for a tanking role does not automatically make Nords a tank.
"And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood)."
Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game. If we're being consistent with the lore, Khajiit are more inclined to be thieves. So you're just defeating your own argument here. Additionally, 'Thief', 'Scout' as well as 'Archer' were class archetypes that you could select in the single player games when creating a new character and has nothing to do with being a thief as a profession or having a predilection to actual thievery. Seeing as there is no Thief class in ESO, I feel like the explanation for that is pretty obvious.
Just because these racials are not what YOU feel like they should be does not mean they are not lore consistent. The racials not being identical from the single player ES games has an obvious explanation. Posting a bunch of screenshots is not 'showing work' and that is not what I said. I said, support your statement, which could have been done without all of the ancient stats you dredged up from a game created 25 years ago. Expecting the racial bonuses to be the same from Arena or Morrowind or expecting them not to be adjusted for the MMO game format is unrealistic and a little bit silly.
So you decided to not show any proof of your claims, just generalities of your feelings and with zero proof of your own. Great.
I am on the road so I am keeping this relatively short.
I show orcs having a block (ie sword and shield) and heavy armor bonus where is that reflected in eso?
Nords have bonuses to light (ie medium in eso, or rather dps) armor where is that reflected in eso?
Show me where altmer have odd off spec regen in any of the stand alone es games.
https://i.imgur.com/XvodYhE.png
Why is this not reflected in argonian racials?
And I love this bit;
“Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game.“
Beyond that they were never mentioned at being guards and the multiple mentions of stealth and thievery, your general argument that wood elves can be what ever they want is exactly the argument that the people who want the racials relooked at are making.
The problem with the racials in eso is that they are hardwired abilities or advantages that can never be overcome.
In the other es games all abilities were just headstarts down a particular path. By the time the player was deep into the game, race became irrelevant. That is the design philosophy they should have adopted on eso.
"So you decided to not show any proof of your claims, just generalities of your feelings and with zero proof of your own. Great."
Oh, wow, here we go. Because posting stats from Arena is somehow proof that you're not wrong. Ok, sure.
"I show orcs having a block (ie sword and shield) and heavy armor bonus where is that reflected in eso?
Nords have bonuses to light (ie medium in eso, or rather dps) armor where is that reflected in eso?"
Because in ESO they would be next to useless. You haven't provided any reason why they SHOULD be reflected in ESO other than the fact that you're complaining that they aren't like the single player games.
"Show me where altmer have odd off spec regen in any of the stand alone es games"
Again, why do the Altmer passives have to reflect passives from a single player game? What is not lore-friendly about a passive named 'Spell Recharge' for a spellcasting race?
"The problem with the racials in eso is that they are hardwired abilities or advantages that can never be overcome."
Yes, exactly. Just like in every other MMO, races have bonuses that distinguish them from other races. There is nothing strange or out of the ordinary here.
"Why is this not reflected in argonian racials?"
Again, why does every racial passive from every TES game have to be reflected in this MMO for the races to be lore friendly?
"Beyond that they were never mentioned at being guards and the multiple mentions of stealth and thievery, your general argument that wood elves can be what ever they want is exactly the argument that the people who want the racials relooked at are making."
Yeah, but that's not the argument YOU are making, my dude. You've sat there complaining that Bosmer are not specifically thieves and they are now guards (whatever that is supposed to mean). They are meant to be good at certain aspects of the game, as previously mentioned, and there is nothing that would indicate that Wood Elves are now 'bad at sneaking'. High Stamina and Stam regen means that they will be able to sneak longer than other races. High Stamina increases Bow damage and High Stam regen is conducive to Bow use over a longer period of time. Stealth detection is in line with the races amenity to Hunting and/or Tracking. And I've already conceded that the dodge roll penetration passive is whack, but that's the best one you've got.
"In the other es games all abilities were just headstarts down a particular path. By the time the player was deep into the game, race became irrelevant. That is the design philosophy they should have adopted on eso."
The other games are not MMO's and they are not multiplayer games. That design philosophy was not adopted because it's not compatible with the MMO game format.
You're obviously just a Bosmer fanboy who doesn't like the MMO format who has chosen to nitpick other races to make it seem like he's not only upset about Bosmer. Is it really + 5 stealth and poison resistance that's breaking this game for you?
JamuThatsWho wrote: »No, racials are grounded in each races' respective lore.
High Elves and Bretons are adept at Magicka, Redguards and Orcs are brawny and athletic warriors.
Dark Elves have always been balanced fighters, integrating Destruction, swordplay and bows.
With 10 races to choose from, and the flexibility of each class, there's no need whatsoever to homogenise everything.
Orc, Altmer, Nord, Bosmer, and Argonian racials are NOT lore friendly.
JamuThatsWho wrote: »No, racials are grounded in each races' respective lore.
High Elves and Bretons are adept at Magicka, Redguards and Orcs are brawny and athletic warriors.
Dark Elves have always been balanced fighters, integrating Destruction, swordplay and bows.
With 10 races to choose from, and the flexibility of each class, there's no need whatsoever to homogenise everything.
Orc, Altmer, Nord, Bosmer, and Argonian racials are NOT lore friendly.
Where is your support for that statement? Saying something isn't a way doesn't make it not that way.
JamuThatsWho wrote: »No, racials are grounded in each races' respective lore.
High Elves and Bretons are adept at Magicka, Redguards and Orcs are brawny and athletic warriors.
Dark Elves have always been balanced fighters, integrating Destruction, swordplay and bows.
With 10 races to choose from, and the flexibility of each class, there's no need whatsoever to homogenise everything.
Orc, Altmer, Nord, Bosmer, and Argonian racials are NOT lore friendly.
Where is your support for that statement? Saying something isn't a way doesn't make it not that way.
I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work.
I have went into many long posts about the problems with the racials and lore but here is a small sample.
•••
Here are the wood elf descriptions from most of the games.
(Hopefully I got the order correct.)
Elder Scrolls 1 Arena
Thieves...hmmm.
Elder Scrolls 2 Daggerfall
Thieves again...
Elder Scrolls 3 Morrowind
Skill Bonuses
Marksman +15
Sneak +10
Light Armor +10
Alchemy +5
Acrobatics +5
Elder scrolls 4 Oblivion
Skill Bonuses
Acrobatics +5
Alchemy +10
Alteration +5
Light Armor +5
Marksman +10
Sneak +10
Elder Scrolls 5 Skyrim
Skill Bonuses (Base level is 15)
Archery 25 (+10 effectively)
Light Armor 20 (+5 effectively)
Sneak 20 (+5 effectively)
Lockpicking 20 (+5 effectively)
Pickpocket 20 (+5 effectively)
Alchemy 20 (+5 effectively)
And I should just as well mention;
Elder Scrolls Online (original description)
Full manuals can be found here;
https://manuals.bethsoft.com
Notice the recurring theme of thievery and stealth. Now they are bad at stealing and have become guards.
Morrowind;
Orc - +10 Armorer, +5 Axe, +10 Block, +10 Heavy Armor, +10 Medium Armor
High Elf - +10 Alchemy, +5 Alteration, +5 Conjuration, +10 Destruction, +10 Enchant, +5 Illusion
Oblivion;
Orc - +10 Armorer, +10 Block, +10 Blunt, +5 Hand-to-hand, +10 Heavy Armor
High Elf - +5 Alchemy, +10 Alteration, +5 Conjuration, +10 Destruction, +5 Illusion, Mysticism +10
Skyrim;
Orc +5 Smithing, +10 Heavy Armor, +5 Block, +5 Two-Handed, +5 One-Handed, +5 Enchanting (I will admit that's an odd one for them to have. But I guess it's meant to reinforce their crafting mastery.)
High Elf - +10 Illusion, +5 Conjuration, +5 Destruction, + 5 Restoration, +5 Alteration, +5 Enchanting
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Wood Elves drink fermented meat for alcohol and in at least two ES games have disease resistance listed as a racial passive. And they give disease resistance to Argonians? Why?
Why are Nords tanks instead of viking bezerkers?
And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood).
Disagree? Show your work.
"I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work."
That's because it is generally accepted knowledge and extraordinary claims require extraordinary evidence, which I'm not seeing here.
It seems that most of your contention is that the racial passives are not entirely consistent between the single player games and the MMO. Racial passives can be consistent with the lore and different from the single player games at the same time - they aren't mutually exclusive.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Skyrim has the Bosmer with poison resistance based on your own screenshot. It's not included because two races have the same resistances, so they gave one to one and one to the other. Again, limit 4 racial passives and a completely different game format.
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
There is nothing to indicate that 'Orcs don't like shields' simply because a shield buff isn't included in their racial passives. Orcs are still brawny warriors and Altmer are still masters of magic. Nothing you're saying here refutes that, neither is Orc ever pigeonholed in any game as a tank simply because they have a predilection to heavy armor in the previous single player games. Tanking roles do not exist in those games in the same way they exist in this game. Again, a contention with the format of the game - not the lore.
"Why are Nords tanks instead of viking bezerkers?"
Um, a lot of reasons? Viking berserkers do not exist in ESO. Nords are not a 'Viking' stereotype, but more based off of Scandinavian culture and not every Norse individual is a raging barbarian. You keep repeating the word 'tank' like it's supposed to be relevant to a discussion on racial bonuses, but this is the first ES game where there is an actual tanking role. Just because Nord passives are ideal for a tanking role does not automatically make Nords a tank.
"And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood)."
Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game. If we're being consistent with the lore, Khajiit are more inclined to be thieves. So you're just defeating your own argument here. Additionally, 'Thief', 'Scout' as well as 'Archer' were class archetypes that you could select in the single player games when creating a new character and has nothing to do with being a thief as a profession or having a predilection to actual thievery. Seeing as there is no Thief class in ESO, I feel like the explanation for that is pretty obvious.
Just because these racials are not what YOU feel like they should be does not mean they are not lore consistent. The racials not being identical from the single player ES games has an obvious explanation. Posting a bunch of screenshots is not 'showing work' and that is not what I said. I said, support your statement, which could have been done without all of the ancient stats you dredged up from a game created 25 years ago. Expecting the racial bonuses to be the same from Arena or Morrowind or expecting them not to be adjusted for the MMO game format is unrealistic and a little bit silly.
So you decided to not show any proof of your claims, just generalities of your feelings and with zero proof of your own. Great.
I am on the road so I am keeping this relatively short.
I show orcs having a block (ie sword and shield) and heavy armor bonus where is that reflected in eso?
Nords have bonuses to light (ie medium in eso, or rather dps) armor where is that reflected in eso?
Show me where altmer have odd off spec regen in any of the stand alone es games.
https://i.imgur.com/XvodYhE.png
Why is this not reflected in argonian racials?
And I love this bit;
“Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game.“
Beyond that they were never mentioned at being guards and the multiple mentions of stealth and thievery, your general argument that wood elves can be what ever they want is exactly the argument that the people who want the racials relooked at are making.
The problem with the racials in eso is that they are hardwired abilities or advantages that can never be overcome.
In the other es games all abilities were just headstarts down a particular path. By the time the player was deep into the game, race became irrelevant. That is the design philosophy they should have adopted on eso.
The other games are not MMO's and they are not multiplayer games. That design philosophy was not adopted because it's not compatible with the MMO game format.
You're obviously just a Bosmer fanboy who doesn't like the MMO format who has chosen to nitpick other races to make it seem like he's not only upset about Bosmer. Is it really + 5 stealth and poison resistance that's breaking this game for you?
Cundu_Ertur wrote: »Pretty sure I recall Zos stating earlier this year they would not revisit racial passives during the current process of reworking combat. It would not make sense to constantly revisit it during the process.
Second, based on both the comments Zos made leading into U21 and the end effect it is clear Zos intended to provide us more worthy choices for builds, including hybrids, but they were not interested in homogenizing.
It is clear from Zos' statements and actions with U21 they wanted multiple race choices for mag build, stam builds, and hybrid builds. But were not interested in making all race choices good for all areas in the manner OP is suggesting. I think the approach Zos made works well for the game.
I don't think many people are asking for a whole-sale revamp, just some tweaks.
Obviously. You missed the point where Zos has commented they are not interested in making any tweaks while the current process is going on.
And at that it goes against the grain of their stated approach to the racial passives. You seemed to miss both points.
They've backpedaled on many hastily implemented changes, so it's not unreasonable to think they could make small tweaks to racials as well, if they wanted. And even if they weren't interested in changing anything, it still doesn't make it right, still doesn't fix broken in-game lore, and still doesn't mean we as players have to "move on" and forget about it.
MartiniDaniels wrote: »JamuThatsWho wrote: »No, racials are grounded in each races' respective lore.
High Elves and Bretons are adept at Magicka, Redguards and Orcs are brawny and athletic warriors.
Dark Elves have always been balanced fighters, integrating Destruction, swordplay and bows.
With 10 races to choose from, and the flexibility of each class, there's no need whatsoever to homogenise everything.
Orc, Altmer, Nord, Bosmer, and Argonian racials are NOT lore friendly.
Where is your support for that statement? Saying something isn't a way doesn't make it not that way.
I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work.
I have went into many long posts about the problems with the racials and lore but here is a small sample.
•••
Here are the wood elf descriptions from most of the games.
(Hopefully I got the order correct.)
Elder Scrolls 1 Arena
Thieves...hmmm.
Elder Scrolls 2 Daggerfall
Thieves again...
Elder Scrolls 3 Morrowind
Skill Bonuses
Marksman +15
Sneak +10
Light Armor +10
Alchemy +5
Acrobatics +5
Elder scrolls 4 Oblivion
Skill Bonuses
Acrobatics +5
Alchemy +10
Alteration +5
Light Armor +5
Marksman +10
Sneak +10
Elder Scrolls 5 Skyrim
Skill Bonuses (Base level is 15)
Archery 25 (+10 effectively)
Light Armor 20 (+5 effectively)
Sneak 20 (+5 effectively)
Lockpicking 20 (+5 effectively)
Pickpocket 20 (+5 effectively)
Alchemy 20 (+5 effectively)
And I should just as well mention;
Elder Scrolls Online (original description)
Full manuals can be found here;
https://manuals.bethsoft.com
Notice the recurring theme of thievery and stealth. Now they are bad at stealing and have become guards.
Morrowind;
Orc - +10 Armorer, +5 Axe, +10 Block, +10 Heavy Armor, +10 Medium Armor
High Elf - +10 Alchemy, +5 Alteration, +5 Conjuration, +10 Destruction, +10 Enchant, +5 Illusion
Oblivion;
Orc - +10 Armorer, +10 Block, +10 Blunt, +5 Hand-to-hand, +10 Heavy Armor
High Elf - +5 Alchemy, +10 Alteration, +5 Conjuration, +10 Destruction, +5 Illusion, Mysticism +10
Skyrim;
Orc +5 Smithing, +10 Heavy Armor, +5 Block, +5 Two-Handed, +5 One-Handed, +5 Enchanting (I will admit that's an odd one for them to have. But I guess it's meant to reinforce their crafting mastery.)
High Elf - +10 Illusion, +5 Conjuration, +5 Destruction, + 5 Restoration, +5 Alteration, +5 Enchanting
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Wood Elves drink fermented meat for alcohol and in at least two ES games have disease resistance listed as a racial passive. And they give disease resistance to Argonians? Why?
Why are Nords tanks instead of viking bezerkers?
And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood).
Disagree? Show your work.
"I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work."
That's because it is generally accepted knowledge and extraordinary claims require extraordinary evidence, which I'm not seeing here.
It seems that most of your contention is that the racial passives are not entirely consistent between the single player games and the MMO. Racial passives can be consistent with the lore and different from the single player games at the same time - they aren't mutually exclusive.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Skyrim has the Bosmer with poison resistance based on your own screenshot. It's not included because two races have the same resistances, so they gave one to one and one to the other. Again, limit 4 racial passives and a completely different game format.
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
There is nothing to indicate that 'Orcs don't like shields' simply because a shield buff isn't included in their racial passives. Orcs are still brawny warriors and Altmer are still masters of magic. Nothing you're saying here refutes that, neither is Orc ever pigeonholed in any game as a tank simply because they have a predilection to heavy armor in the previous single player games. Tanking roles do not exist in those games in the same way they exist in this game. Again, a contention with the format of the game - not the lore.
"Why are Nords tanks instead of viking bezerkers?"
Um, a lot of reasons? Viking berserkers do not exist in ESO. Nords are not a 'Viking' stereotype, but more based off of Scandinavian culture and not every Norse individual is a raging barbarian. You keep repeating the word 'tank' like it's supposed to be relevant to a discussion on racial bonuses, but this is the first ES game where there is an actual tanking role. Just because Nord passives are ideal for a tanking role does not automatically make Nords a tank.
"And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood)."
Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game. If we're being consistent with the lore, Khajiit are more inclined to be thieves. So you're just defeating your own argument here. Additionally, 'Thief', 'Scout' as well as 'Archer' were class archetypes that you could select in the single player games when creating a new character and has nothing to do with being a thief as a profession or having a predilection to actual thievery. Seeing as there is no Thief class in ESO, I feel like the explanation for that is pretty obvious.
Just because these racials are not what YOU feel like they should be does not mean they are not lore consistent. The racials not being identical from the single player ES games has an obvious explanation. Posting a bunch of screenshots is not 'showing work' and that is not what I said. I said, support your statement, which could have been done without all of the ancient stats you dredged up from a game created 25 years ago. Expecting the racial bonuses to be the same from Arena or Morrowind or expecting them not to be adjusted for the MMO game format is unrealistic and a little bit silly.
So you decided to not show any proof of your claims, just generalities of your feelings and with zero proof of your own. Great.
I am on the road so I am keeping this relatively short.
I show orcs having a block (ie sword and shield) and heavy armor bonus where is that reflected in eso?
Nords have bonuses to light (ie medium in eso, or rather dps) armor where is that reflected in eso?
Show me where altmer have odd off spec regen in any of the stand alone es games.
https://i.imgur.com/XvodYhE.png
Why is this not reflected in argonian racials?
And I love this bit;
“Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game.“
Beyond that they were never mentioned at being guards and the multiple mentions of stealth and thievery, your general argument that wood elves can be what ever they want is exactly the argument that the people who want the racials relooked at are making.
The problem with the racials in eso is that they are hardwired abilities or advantages that can never be overcome.
In the other es games all abilities were just headstarts down a particular path. By the time the player was deep into the game, race became irrelevant. That is the design philosophy they should have adopted on eso.
The other games are not MMO's and they are not multiplayer games. That design philosophy was not adopted because it's not compatible with the MMO game format.
You're obviously just a Bosmer fanboy who doesn't like the MMO format who has chosen to nitpick other races to make it seem like he's not only upset about Bosmer. Is it really + 5 stealth and poison resistance that's breaking this game for you?
A lot of words about something you don't know about. What you are saying is that ZOS should ignore lore of previous games if they see fit. Veterans of TES who come to play ESO instead of other MMORPGs did it exclusively because of wonderful lore single player games had and we don't like when that lore is twisted for marketing reasons. But of course it's your right to disagree, but don't put your opinion as an axiom. Unlike Blue Raven you provided zero facts about your point, you just saying you are right because you are saying it, lol. And you ignore facts that argonians are poison resistant and bosmers are talented thieves even in ESO lore.
And here look at this thread and amount of support gathered until that thread was locked because of trolls (89 pages! this is easily one of the most popular threads of this year):
https://forums.elderscrollsonline.com/en/discussion/459007/wood-elf-bosmer-losing-stealth-passive-an-open-letter/p1
So if you are ok when lore is sacrificed for gameplay reasons to encourage race change tokens sales, there is ton of people here who disagree, and disagree with bullet-proof facts. Just a year ago game was much more active and now it is on decline... of course there are multiple reasons of this, but ignoring player feedback on racial passives was just a beginning, after ZOS started butchering classes with massive nerfs to DKs, NBs and even sorcs which led to half-empty rosters of guild which were flourishing just half-year ago.
i just want my argonian's healing done to be doubled as well. It's not fair that all other races have their power based on set bonuses power, and while the set bonus of healing done went from 2% to 4%, argonian remained at 6% instead of 12%, or split it 6% done 6% received idc just give the deserved buff
MartiniDaniels wrote: »JamuThatsWho wrote: »No, racials are grounded in each races' respective lore.
High Elves and Bretons are adept at Magicka, Redguards and Orcs are brawny and athletic warriors.
Dark Elves have always been balanced fighters, integrating Destruction, swordplay and bows.
With 10 races to choose from, and the flexibility of each class, there's no need whatsoever to homogenise everything.
Orc, Altmer, Nord, Bosmer, and Argonian racials are NOT lore friendly.
Where is your support for that statement? Saying something isn't a way doesn't make it not that way.
I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work.
I have went into many long posts about the problems with the racials and lore but here is a small sample.
•••
Here are the wood elf descriptions from most of the games.
(Hopefully I got the order correct.)
Elder Scrolls 1 Arena
Thieves...hmmm.
Elder Scrolls 2 Daggerfall
Thieves again...
Elder Scrolls 3 Morrowind
Skill Bonuses
Marksman +15
Sneak +10
Light Armor +10
Alchemy +5
Acrobatics +5
Elder scrolls 4 Oblivion
Skill Bonuses
Acrobatics +5
Alchemy +10
Alteration +5
Light Armor +5
Marksman +10
Sneak +10
Elder Scrolls 5 Skyrim
Skill Bonuses (Base level is 15)
Archery 25 (+10 effectively)
Light Armor 20 (+5 effectively)
Sneak 20 (+5 effectively)
Lockpicking 20 (+5 effectively)
Pickpocket 20 (+5 effectively)
Alchemy 20 (+5 effectively)
And I should just as well mention;
Elder Scrolls Online (original description)
Full manuals can be found here;
https://manuals.bethsoft.com
Notice the recurring theme of thievery and stealth. Now they are bad at stealing and have become guards.
Morrowind;
Orc - +10 Armorer, +5 Axe, +10 Block, +10 Heavy Armor, +10 Medium Armor
High Elf - +10 Alchemy, +5 Alteration, +5 Conjuration, +10 Destruction, +10 Enchant, +5 Illusion
Oblivion;
Orc - +10 Armorer, +10 Block, +10 Blunt, +5 Hand-to-hand, +10 Heavy Armor
High Elf - +5 Alchemy, +10 Alteration, +5 Conjuration, +10 Destruction, +5 Illusion, Mysticism +10
Skyrim;
Orc +5 Smithing, +10 Heavy Armor, +5 Block, +5 Two-Handed, +5 One-Handed, +5 Enchanting (I will admit that's an odd one for them to have. But I guess it's meant to reinforce their crafting mastery.)
High Elf - +10 Illusion, +5 Conjuration, +5 Destruction, + 5 Restoration, +5 Alteration, +5 Enchanting
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Wood Elves drink fermented meat for alcohol and in at least two ES games have disease resistance listed as a racial passive. And they give disease resistance to Argonians? Why?
Why are Nords tanks instead of viking bezerkers?
And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood).
Disagree? Show your work.
"I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work."
That's because it is generally accepted knowledge and extraordinary claims require extraordinary evidence, which I'm not seeing here.
It seems that most of your contention is that the racial passives are not entirely consistent between the single player games and the MMO. Racial passives can be consistent with the lore and different from the single player games at the same time - they aren't mutually exclusive.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Skyrim has the Bosmer with poison resistance based on your own screenshot. It's not included because two races have the same resistances, so they gave one to one and one to the other. Again, limit 4 racial passives and a completely different game format.
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
There is nothing to indicate that 'Orcs don't like shields' simply because a shield buff isn't included in their racial passives. Orcs are still brawny warriors and Altmer are still masters of magic. Nothing you're saying here refutes that, neither is Orc ever pigeonholed in any game as a tank simply because they have a predilection to heavy armor in the previous single player games. Tanking roles do not exist in those games in the same way they exist in this game. Again, a contention with the format of the game - not the lore.
"Why are Nords tanks instead of viking bezerkers?"
Um, a lot of reasons? Viking berserkers do not exist in ESO. Nords are not a 'Viking' stereotype, but more based off of Scandinavian culture and not every Norse individual is a raging barbarian. You keep repeating the word 'tank' like it's supposed to be relevant to a discussion on racial bonuses, but this is the first ES game where there is an actual tanking role. Just because Nord passives are ideal for a tanking role does not automatically make Nords a tank.
"And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood)."
Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game. If we're being consistent with the lore, Khajiit are more inclined to be thieves. So you're just defeating your own argument here. Additionally, 'Thief', 'Scout' as well as 'Archer' were class archetypes that you could select in the single player games when creating a new character and has nothing to do with being a thief as a profession or having a predilection to actual thievery. Seeing as there is no Thief class in ESO, I feel like the explanation for that is pretty obvious.
Just because these racials are not what YOU feel like they should be does not mean they are not lore consistent. The racials not being identical from the single player ES games has an obvious explanation. Posting a bunch of screenshots is not 'showing work' and that is not what I said. I said, support your statement, which could have been done without all of the ancient stats you dredged up from a game created 25 years ago. Expecting the racial bonuses to be the same from Arena or Morrowind or expecting them not to be adjusted for the MMO game format is unrealistic and a little bit silly.
So you decided to not show any proof of your claims, just generalities of your feelings and with zero proof of your own. Great.
I am on the road so I am keeping this relatively short.
I show orcs having a block (ie sword and shield) and heavy armor bonus where is that reflected in eso?
Nords have bonuses to light (ie medium in eso, or rather dps) armor where is that reflected in eso?
Show me where altmer have odd off spec regen in any of the stand alone es games.
https://i.imgur.com/XvodYhE.png
Why is this not reflected in argonian racials?
And I love this bit;
“Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game.“
Beyond that they were never mentioned at being guards and the multiple mentions of stealth and thievery, your general argument that wood elves can be what ever they want is exactly the argument that the people who want the racials relooked at are making.
The problem with the racials in eso is that they are hardwired abilities or advantages that can never be overcome.
In the other es games all abilities were just headstarts down a particular path. By the time the player was deep into the game, race became irrelevant. That is the design philosophy they should have adopted on eso.
The other games are not MMO's and they are not multiplayer games. That design philosophy was not adopted because it's not compatible with the MMO game format.
You're obviously just a Bosmer fanboy who doesn't like the MMO format who has chosen to nitpick other races to make it seem like he's not only upset about Bosmer. Is it really + 5 stealth and poison resistance that's breaking this game for you?
Just a year ago game was much more active and now it is on decline... of course there are multiple reasons of this, but ignoring player feedback on racial passives was just a beginning, after ZOS started butchering classes with massive nerfs to DKs, NBs and even sorcs which led to half-empty rosters of guild which were flourishing just half-year ago.
Tommy_The_Gun wrote: »Tbh. The only race they should change (update / buff, whatever) are Wood elves & Argonians.
In Wrathstone they were balancing racials according to gear set peace bonuses. Argonians ended up with 6% more healing (live mender passive) in the end, but later on they updated gear set bonus:
Adds 2% Healing -> Adds 4% Healing
If Zenimax is all about standardization and balancing, then it means that Argonians should also get more healing done, since gear set bonus that they were using as a measurement in balancing got doubled in effectiveness (just because it was uselessly weak).
So Argonians should either get twice of that 6% -> 12% (since gear set bonus got doubled) or at least 10%.
I agree with argonians. It should be 10% and in line with the ritual mundas.
This would make argonians OP. Only change I think that should be made is either change Khajit to 1200 in all 3 stats or change the bonus back to crit.
I've trimmed out a bunch here, obviously.If we're being consistent with the lore, Khajiit are more inclined to be thieves. So you're just defeating your own argument here.
MartiniDaniels wrote: »JamuThatsWho wrote: »No, racials are grounded in each races' respective lore.
High Elves and Bretons are adept at Magicka, Redguards and Orcs are brawny and athletic warriors.
Dark Elves have always been balanced fighters, integrating Destruction, swordplay and bows.
With 10 races to choose from, and the flexibility of each class, there's no need whatsoever to homogenise everything.
Orc, Altmer, Nord, Bosmer, and Argonian racials are NOT lore friendly.
Where is your support for that statement? Saying something isn't a way doesn't make it not that way.
I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work.
I have went into many long posts about the problems with the racials and lore but here is a small sample.
•••
Here are the wood elf descriptions from most of the games.
(Hopefully I got the order correct.)
Elder Scrolls 1 Arena
Thieves...hmmm.
Elder Scrolls 2 Daggerfall
Thieves again...
Elder Scrolls 3 Morrowind
Skill Bonuses
Marksman +15
Sneak +10
Light Armor +10
Alchemy +5
Acrobatics +5
Elder scrolls 4 Oblivion
Skill Bonuses
Acrobatics +5
Alchemy +10
Alteration +5
Light Armor +5
Marksman +10
Sneak +10
Elder Scrolls 5 Skyrim
Skill Bonuses (Base level is 15)
Archery 25 (+10 effectively)
Light Armor 20 (+5 effectively)
Sneak 20 (+5 effectively)
Lockpicking 20 (+5 effectively)
Pickpocket 20 (+5 effectively)
Alchemy 20 (+5 effectively)
And I should just as well mention;
Elder Scrolls Online (original description)
Full manuals can be found here;
https://manuals.bethsoft.com
Notice the recurring theme of thievery and stealth. Now they are bad at stealing and have become guards.
Morrowind;
Orc - +10 Armorer, +5 Axe, +10 Block, +10 Heavy Armor, +10 Medium Armor
High Elf - +10 Alchemy, +5 Alteration, +5 Conjuration, +10 Destruction, +10 Enchant, +5 Illusion
Oblivion;
Orc - +10 Armorer, +10 Block, +10 Blunt, +5 Hand-to-hand, +10 Heavy Armor
High Elf - +5 Alchemy, +10 Alteration, +5 Conjuration, +10 Destruction, +5 Illusion, Mysticism +10
Skyrim;
Orc +5 Smithing, +10 Heavy Armor, +5 Block, +5 Two-Handed, +5 One-Handed, +5 Enchanting (I will admit that's an odd one for them to have. But I guess it's meant to reinforce their crafting mastery.)
High Elf - +10 Illusion, +5 Conjuration, +5 Destruction, + 5 Restoration, +5 Alteration, +5 Enchanting
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Wood Elves drink fermented meat for alcohol and in at least two ES games have disease resistance listed as a racial passive. And they give disease resistance to Argonians? Why?
Why are Nords tanks instead of viking bezerkers?
And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood).
Disagree? Show your work.
"I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work."
That's because it is generally accepted knowledge and extraordinary claims require extraordinary evidence, which I'm not seeing here.
It seems that most of your contention is that the racial passives are not entirely consistent between the single player games and the MMO. Racial passives can be consistent with the lore and different from the single player games at the same time - they aren't mutually exclusive.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Skyrim has the Bosmer with poison resistance based on your own screenshot. It's not included because two races have the same resistances, so they gave one to one and one to the other. Again, limit 4 racial passives and a completely different game format.
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
There is nothing to indicate that 'Orcs don't like shields' simply because a shield buff isn't included in their racial passives. Orcs are still brawny warriors and Altmer are still masters of magic. Nothing you're saying here refutes that, neither is Orc ever pigeonholed in any game as a tank simply because they have a predilection to heavy armor in the previous single player games. Tanking roles do not exist in those games in the same way they exist in this game. Again, a contention with the format of the game - not the lore.
"Why are Nords tanks instead of viking bezerkers?"
Um, a lot of reasons? Viking berserkers do not exist in ESO. Nords are not a 'Viking' stereotype, but more based off of Scandinavian culture and not every Norse individual is a raging barbarian. You keep repeating the word 'tank' like it's supposed to be relevant to a discussion on racial bonuses, but this is the first ES game where there is an actual tanking role. Just because Nord passives are ideal for a tanking role does not automatically make Nords a tank.
"And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood)."
Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game. If we're being consistent with the lore, Khajiit are more inclined to be thieves. So you're just defeating your own argument here. Additionally, 'Thief', 'Scout' as well as 'Archer' were class archetypes that you could select in the single player games when creating a new character and has nothing to do with being a thief as a profession or having a predilection to actual thievery. Seeing as there is no Thief class in ESO, I feel like the explanation for that is pretty obvious.
Just because these racials are not what YOU feel like they should be does not mean they are not lore consistent. The racials not being identical from the single player ES games has an obvious explanation. Posting a bunch of screenshots is not 'showing work' and that is not what I said. I said, support your statement, which could have been done without all of the ancient stats you dredged up from a game created 25 years ago. Expecting the racial bonuses to be the same from Arena or Morrowind or expecting them not to be adjusted for the MMO game format is unrealistic and a little bit silly.
So you decided to not show any proof of your claims, just generalities of your feelings and with zero proof of your own. Great.
I am on the road so I am keeping this relatively short.
I show orcs having a block (ie sword and shield) and heavy armor bonus where is that reflected in eso?
Nords have bonuses to light (ie medium in eso, or rather dps) armor where is that reflected in eso?
Show me where altmer have odd off spec regen in any of the stand alone es games.
https://i.imgur.com/XvodYhE.png
Why is this not reflected in argonian racials?
And I love this bit;
“Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game.“
Beyond that they were never mentioned at being guards and the multiple mentions of stealth and thievery, your general argument that wood elves can be what ever they want is exactly the argument that the people who want the racials relooked at are making.
The problem with the racials in eso is that they are hardwired abilities or advantages that can never be overcome.
In the other es games all abilities were just headstarts down a particular path. By the time the player was deep into the game, race became irrelevant. That is the design philosophy they should have adopted on eso.
The other games are not MMO's and they are not multiplayer games. That design philosophy was not adopted because it's not compatible with the MMO game format.
You're obviously just a Bosmer fanboy who doesn't like the MMO format who has chosen to nitpick other races to make it seem like he's not only upset about Bosmer. Is it really + 5 stealth and poison resistance that's breaking this game for you?
Just a year ago game was much more active and now it is on decline... of course there are multiple reasons of this, but ignoring player feedback on racial passives was just a beginning, after ZOS started butchering classes with massive nerfs to DKs, NBs and even sorcs which led to half-empty rosters of guild which were flourishing just half-year ago.
It is easy to toss out such statements but difficult find anything that backs it up.
Considering the several months of decline base on the only metric (Steam Charts) we can see happened well after the racial passives were changes it seems to be a huge stretch to make the claim I quoted above. With the decline in server performance and what seems to be a clear sign from the forums players are experiencing change fatigue it seems other factors are lining up better with those months of decline than the racial passives.
In other words, changes to the skills we use and server performance are more likely factors to population changes in the game than race passives.
Cundu_Ertur wrote: »Pretty sure I recall Zos stating earlier this year they would not revisit racial passives during the current process of reworking combat. It would not make sense to constantly revisit it during the process.
Second, based on both the comments Zos made leading into U21 and the end effect it is clear Zos intended to provide us more worthy choices for builds, including hybrids, but they were not interested in homogenizing.
It is clear from Zos' statements and actions with U21 they wanted multiple race choices for mag build, stam builds, and hybrid builds. But were not interested in making all race choices good for all areas in the manner OP is suggesting. I think the approach Zos made works well for the game.
I don't think many people are asking for a whole-sale revamp, just some tweaks.
Obviously. You missed the point where Zos has commented they are not interested in making any tweaks while the current process is going on.
And at that it goes against the grain of their stated approach to the racial passives. You seemed to miss both points.
They've backpedaled on many hastily implemented changes, so it's not unreasonable to think they could make small tweaks to racials as well, if they wanted. And even if they weren't interested in changing anything, it still doesn't make it right, still doesn't fix broken in-game lore, and still doesn't mean we as players have to "move on" and forget about it.
MartiniDaniels wrote: »MartiniDaniels wrote: »JamuThatsWho wrote: »No, racials are grounded in each races' respective lore.
High Elves and Bretons are adept at Magicka, Redguards and Orcs are brawny and athletic warriors.
Dark Elves have always been balanced fighters, integrating Destruction, swordplay and bows.
With 10 races to choose from, and the flexibility of each class, there's no need whatsoever to homogenise everything.
Orc, Altmer, Nord, Bosmer, and Argonian racials are NOT lore friendly.
Where is your support for that statement? Saying something isn't a way doesn't make it not that way.
I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work.
I have went into many long posts about the problems with the racials and lore but here is a small sample.
•••
Here are the wood elf descriptions from most of the games.
(Hopefully I got the order correct.)
Elder Scrolls 1 Arena
Thieves...hmmm.
Elder Scrolls 2 Daggerfall
Thieves again...
Elder Scrolls 3 Morrowind
Skill Bonuses
Marksman +15
Sneak +10
Light Armor +10
Alchemy +5
Acrobatics +5
Elder scrolls 4 Oblivion
Skill Bonuses
Acrobatics +5
Alchemy +10
Alteration +5
Light Armor +5
Marksman +10
Sneak +10
Elder Scrolls 5 Skyrim
Skill Bonuses (Base level is 15)
Archery 25 (+10 effectively)
Light Armor 20 (+5 effectively)
Sneak 20 (+5 effectively)
Lockpicking 20 (+5 effectively)
Pickpocket 20 (+5 effectively)
Alchemy 20 (+5 effectively)
And I should just as well mention;
Elder Scrolls Online (original description)
Full manuals can be found here;
https://manuals.bethsoft.com
Notice the recurring theme of thievery and stealth. Now they are bad at stealing and have become guards.
Morrowind;
Orc - +10 Armorer, +5 Axe, +10 Block, +10 Heavy Armor, +10 Medium Armor
High Elf - +10 Alchemy, +5 Alteration, +5 Conjuration, +10 Destruction, +10 Enchant, +5 Illusion
Oblivion;
Orc - +10 Armorer, +10 Block, +10 Blunt, +5 Hand-to-hand, +10 Heavy Armor
High Elf - +5 Alchemy, +10 Alteration, +5 Conjuration, +10 Destruction, +5 Illusion, Mysticism +10
Skyrim;
Orc +5 Smithing, +10 Heavy Armor, +5 Block, +5 Two-Handed, +5 One-Handed, +5 Enchanting (I will admit that's an odd one for them to have. But I guess it's meant to reinforce their crafting mastery.)
High Elf - +10 Illusion, +5 Conjuration, +5 Destruction, + 5 Restoration, +5 Alteration, +5 Enchanting
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Wood Elves drink fermented meat for alcohol and in at least two ES games have disease resistance listed as a racial passive. And they give disease resistance to Argonians? Why?
Why are Nords tanks instead of viking bezerkers?
And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood).
Disagree? Show your work.
"I like how when other people say "The Racial are lore friendly", they get a pass. But someone who disagrees has to show work."
That's because it is generally accepted knowledge and extraordinary claims require extraordinary evidence, which I'm not seeing here.
It seems that most of your contention is that the racial passives are not entirely consistent between the single player games and the MMO. Racial passives can be consistent with the lore and different from the single player games at the same time - they aren't mutually exclusive.
Wood Elves have a quest chain about being poisoned. And argonians have a quest chain that promotes being immune to poison. So they give poison resistance to Bosmers? Based on what?
Skyrim has the Bosmer with poison resistance based on your own screenshot. It's not included because two races have the same resistances, so they gave one to one and one to the other. Again, limit 4 racial passives and a completely different game format.
Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.
Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere.
There is nothing to indicate that 'Orcs don't like shields' simply because a shield buff isn't included in their racial passives. Orcs are still brawny warriors and Altmer are still masters of magic. Nothing you're saying here refutes that, neither is Orc ever pigeonholed in any game as a tank simply because they have a predilection to heavy armor in the previous single player games. Tanking roles do not exist in those games in the same way they exist in this game. Again, a contention with the format of the game - not the lore.
"Why are Nords tanks instead of viking bezerkers?"
Um, a lot of reasons? Viking berserkers do not exist in ESO. Nords are not a 'Viking' stereotype, but more based off of Scandinavian culture and not every Norse individual is a raging barbarian. You keep repeating the word 'tank' like it's supposed to be relevant to a discussion on racial bonuses, but this is the first ES game where there is an actual tanking role. Just because Nord passives are ideal for a tanking role does not automatically make Nords a tank.
"And again Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood)."
Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game. If we're being consistent with the lore, Khajiit are more inclined to be thieves. So you're just defeating your own argument here. Additionally, 'Thief', 'Scout' as well as 'Archer' were class archetypes that you could select in the single player games when creating a new character and has nothing to do with being a thief as a profession or having a predilection to actual thievery. Seeing as there is no Thief class in ESO, I feel like the explanation for that is pretty obvious.
Just because these racials are not what YOU feel like they should be does not mean they are not lore consistent. The racials not being identical from the single player ES games has an obvious explanation. Posting a bunch of screenshots is not 'showing work' and that is not what I said. I said, support your statement, which could have been done without all of the ancient stats you dredged up from a game created 25 years ago. Expecting the racial bonuses to be the same from Arena or Morrowind or expecting them not to be adjusted for the MMO game format is unrealistic and a little bit silly.
So you decided to not show any proof of your claims, just generalities of your feelings and with zero proof of your own. Great.
I am on the road so I am keeping this relatively short.
I show orcs having a block (ie sword and shield) and heavy armor bonus where is that reflected in eso?
Nords have bonuses to light (ie medium in eso, or rather dps) armor where is that reflected in eso?
Show me where altmer have odd off spec regen in any of the stand alone es games.
https://i.imgur.com/XvodYhE.png
Why is this not reflected in argonian racials?
And I love this bit;
“Wood elves are not specifically guards or thieves in the lore, just like in every other game, they have a general description and excel at certain aspects of the game.“
Beyond that they were never mentioned at being guards and the multiple mentions of stealth and thievery, your general argument that wood elves can be what ever they want is exactly the argument that the people who want the racials relooked at are making.
The problem with the racials in eso is that they are hardwired abilities or advantages that can never be overcome.
In the other es games all abilities were just headstarts down a particular path. By the time the player was deep into the game, race became irrelevant. That is the design philosophy they should have adopted on eso.
The other games are not MMO's and they are not multiplayer games. That design philosophy was not adopted because it's not compatible with the MMO game format.
You're obviously just a Bosmer fanboy who doesn't like the MMO format who has chosen to nitpick other races to make it seem like he's not only upset about Bosmer. Is it really + 5 stealth and poison resistance that's breaking this game for you?
Just a year ago game was much more active and now it is on decline... of course there are multiple reasons of this, but ignoring player feedback on racial passives was just a beginning, after ZOS started butchering classes with massive nerfs to DKs, NBs and even sorcs which led to half-empty rosters of guild which were flourishing just half-year ago.
It is easy to toss out such statements but difficult find anything that backs it up.
Considering the several months of decline base on the only metric (Steam Charts) we can see happened well after the racial passives were changes it seems to be a huge stretch to make the claim I quoted above. With the decline in server performance and what seems to be a clear sign from the forums players are experiencing change fatigue it seems other factors are lining up better with those months of decline than the racial passives.
In other words, changes to the skills we use and server performance are more likely factors to population changes in the game than race passives.
I just know that there was abundance of raids in the spring, even before Elsweyr and after July leaked patch notes that abruptly ended with ton of people quitting.