BXR_Lonestar wrote: »Put me down as a "no" to normalized races. Like it or not, the Elder Scrolls is an extended universe and they've always come with their own set of racial passive and active skills. We can debate on what those skills should be in the context of ESO, but to throw them to the side entirely wouldn't make sense in the Elder Scrolls Universe.
Drammanoth wrote: »Equality is BS. If one wants ALL races to have THE SAME racial traits, sooo... where's the variety? We choose a given race more on the basis of the traits they have (gameplay), and we know why they have them (lore).
Also, I do realise there are some average Joes who just play ESO to waste away their life. No RP, no fun - just wasting time "getting achievements" (because they haven't acheived much in real life).
My TOTALLY BLIND guess is that people got accustomed to being able to be just about any race and class by WoW. Yes, there were some limitations - mind you, *some* is the keyword here - but in general a Human, just like an Orc could have been a proficient rogue, mage, warlock, warrior etc. In latter expansions it got even more convoluted, as some races were allowed to be what they were not originally. In ESO you can be whichever race and class you want and succeed (or fail) on the basis of your choices.
I dont think they should ever do away with racial bonuses. There is no point in letting you choose them, that's what gear and mundus stones are for.
If anything, they could reduce their overall effectiveness, like instead of 2k stamina 258 weapon damage for an orc, it could be 1080 stamina and 129 weapon damage, or even 700 stam/ 80 damage.
The different races have always been born with natural traits... this game does NOT need homogenization.
If you want to play an orc wizard, or a high elf warrior, you can do that, and be VERY effective... just not quite AS effective as a high elf mage or an orc warrior, because evolution has shaped those races that way.
Honestly, the bottom line is, if you care about min/maxing then pick your race for the stats. If you care about your characters race for RP reasons, then forget about min/maxing and just have fun.
the only difference was that you could eventually level everything to 100 and cap everything... which you cant do in this game.
the only difference was that you could eventually level everything to 100 and cap everything... which you cant do in this game.
My entire point. Racial stuff in the SP games were more flavor and preference, if you wanted to be a master mage it was just easier to get there as certain races, but all could get the same "important" stuff in the end. There is no grinding you can do to get missing magicka as an orc or redguard or imperial or nord etc.. Simply revamping racials (those that cost skill points) to be available to everyone matches the SP games and the MMO's inherent design and systems far better than arbitrary "Magicka users should only be X races" for both RP and min-max both.
the only difference was that you could eventually level everything to 100 and cap everything... which you cant do in this game.
My entire point. Racial stuff in the SP games were more flavor and preference, if you wanted to be a master mage it was just easier to get there as certain races, but all could get the same "important" stuff in the end. There is no grinding you can do to get missing magicka as an orc or redguard or imperial or nord etc.. Simply revamping racials (those that cost skill points) to be available to everyone matches the SP games and the MMO's inherent design and systems far better than arbitrary "Magicka users should only be X races" for both RP and min-max both.
And I'm saying your point is flawed, because racial passives impacted the traditional elder scrolls games in a huge way...
That's what Mundus Stones are for. The current racial passives are pretty decently balanced in the sense that they still give people going against the type something they can use that is relevant.
Deioth said:
I still remember Morrowind, Oblivion, and Skyrim. For better or worse, over time, races have had less and less dramatic gameplay affecting racial differences, but for the moment to moment gameplay, the core gameplay loop, every race could do every thing (unless you were Argonian/Khajiit and found the Boots of Levitation and promptly cursed every Divine and Daedra equally and furiously). In the end, I'd be just as good a warrior at 100 blade and heavy armor as an Imperial as I would a Breton. I'd be just as good a mage at 100 destruction conjuration as a Dunmer as I would a Redguard. The only difference is how long it would take me to hit 100 stat points.
TankHealz2015
Each race has 5 - 6 racial passive options that are all in sync with the lore.
From those options you would choose 3 - 4.
This would allow players to make their characters more personalized
Enhance the role play/ identity aspects of the character creation process.
Deioth said:
The problem with the current iteration of racials in ESO is that this same model is not being followed whatsoever. In ESO, I fundamentally am not as good a warrior as a Breton because that is how Breton's racials work. I am fundamentally not as good a mage as a Redguard for the same reason. Full stop.
Deioth said:
Had ESO been designed from the ground up to make picking a race a meaningful choice
Deioth said:
I mean, look at Crowfall as an excellent example of where race is a deeply important choice to building your character
There does not necessarily need to be any single thing that makes them different other than lore and aesthetics. TES as a series has always given you the room to create any character you wanted and master any skill. This is the fundamental problem with ESO's current approach to racial skills. Morrowind is rather a benchmark it seems to me and that game's most fundamental differences between races was mostly starting stats, but all could hit 100 in a skill (beast races' not withstanding with gear restrictions). There were a couple passive things, but that didn't prevent you from playing what you wanted to, even if it was against the natural or typical affinity of that race. You cannot achieve the equivalent of 100 in a skill in ESO because of the way the stat system works in akin to the racials. With things intentionally normalized for sake of an MMO setting with competitive PvP we were in a reasonably acceptable spot in vanilla because racials were minute in what they'd provide. Compare that to now where they can on their own represent pieces of gear and buffs. They should just let us pick and choose.Drammanoth wrote: »Yes, racials were becoming negligible in the endgame in TES IV and V – but this was in single-players; the primary difference for me – and thus the thing that made me buy ESO - was that ESO is multi-player, not single. Here, there has to be something that makes other races different - but making them different on the basis of ONE trait is silly. However, what TankHealz2015 said would be great:
With all due respect, this is not an argument, and is one I've already countered repeatedly. Homogeniety has been inherent in every TES game, except now ESO is an exception because they made racials that much more impactful.This is not a „problem” but a solution to the homogeniety that was present in IV and V. Nobody is born equal, no terrain in all Nirn is equal everywhere.
Especially in an MMO that was built from the ground up as homogenized only for racials to be significantly altered post launch, we can no longer choose the race we want if we care about having passives that work with the build I want, let alone match up to how I imagine my character. The stat differences in races today are an inherent deterrent to roleplaying the character you really want to.Don’t we choose race because of the lore and/or the passives that they have?
Crowfall is in alpha right now. It features by design choice class restrictions so only certain races can be certain classes and each race is fundamentally different in far more than mere starting stats, nevermind that starting stats in CF are a significant part of choosing how to build your character compared to the likes of TES series. In ESO, prior to the racials pass that brought us to the current iteration, the most fundamental difference in actual racial powers was the free Tier 0 power that served to represent something of the race's traditional inherent bonuses and benefits. ESO's most significant problem with racials right now as that there are some that are actually useless if you don't build in a way that race wants you to, and that was never a thing in previous TES games. THAT is why they should become universal "Adventurer Skills".Do you mean identifying yourself with the character? I haven’t played the game, and Crowfall wikia doesn’t offer much info – contary to UESP.
*snip*
Everyone has their aesthetic choices, but PvP (and to a lesser extent PvE) requires smart builds and with the way this game's design works out you're gimping yourself playing a magicka orc, for example, or a stamina argonian. The free racial seems to be the thematic racial while the rest push you towards certain builds for certain races. I like playing Argonian, but I'm gimped with a stamina build compared to Orc or Khajiit for example. Basically, I think that the three other racials should be freely chosen from among all race's racials of that "tier", so to explain Orc's "Brawny" and Breton's "Gift of Magnus" would share the same racial pool since that's the first racial tier. They would be renamed Adventurer Skills to fit with the change and improve clarity that you're picking these bonuses as a character. Resetting your skills would allow you to pick different Adventurer Skills.
This would not only allow players to choose races entirely aesthetically, a powerful tool for such a roleplay friendly game, but would make for a compelling new layer of depth in creating builds. Since every race can play every class and learn every skill line, and given the impact of the racial pass making racials that much more useful, a normalization pass so we can pick the racials we want would be a wonderful QOL feature.
universal_wrath wrote: »I would rather normalize the classes skill lines more than the races.
You can use any race, on any class, for any role, in any content, as it is now.
Sure if you want to make life easier or min-max you want certain races for their passives. But it won't completely gimp your character.
The only reason I would agree is so I didn't have to play an ugly Orc to min-max. But once in-game you can't tell from the back of his head.
Everyone has their aesthetic choices, but PvP (and to a lesser extent PvE) requires smart builds and with the way this game's design works out you're gimping yourself playing a magicka orc, for example, or a stamina argonian. The free racial seems to be the thematic racial while the rest push you towards certain builds for certain races. I like playing Argonian, but I'm gimped with a stamina build compared to Orc or Khajiit for example. Basically, I think that the three other racials should be freely chosen from among all race's racials of that "tier", so to explain Orc's "Brawny" and Breton's "Gift of Magnus" would share the same racial pool since that's the first racial tier. They would be renamed Adventurer Skills to fit with the change and improve clarity that you're picking these bonuses as a character. Resetting your skills would allow you to pick different Adventurer Skills.
This would not only allow players to choose races entirely aesthetically, a powerful tool for such a roleplay friendly game, but would make for a compelling new layer of depth in creating builds. Since every race can play every class and learn every skill line, and given the impact of the racial pass making racials that much more useful, a normalization pass so we can pick the racials we want would be a wonderful QOL feature.
Idk why they wouldn't make racials just focus on game variables that don't provide immediate combat benefits. Then racials wouldn't impact things like trials or PvP.
Among the many why I proposed this idea in the first place. The current iteration just plain doesn't make sense from a balance or lore or player choice perspective.All this really does is make it so end game, veteran players can't enjoy the role and the look of their characters as much as they'd like.
stevenyaub16_ESO wrote: »For most people the bonuses actually add flavor to the races, and unless you are doing high end vet trials or making PvP montages (which many are not) then it's not going to make a significant difference in how the game plays out.
This is very accurate. A players skill plays the biggest factor for how well a character does vs gear, set bonus, set bonus and race passives.
I dont think they should ever do away with racial bonuses. There is no point in letting you choose them, that's what gear and mundus stones are for.
If anything, they could reduce their overall effectiveness, like instead of 2k stamina 258 weapon damage for an orc, it could be 1080 stamina and 129 weapon damage, or even 700 stam/ 80 damage.
The different races have always been born with natural traits... this game does NOT need homogenization.
If you want to play an orc wizard, or a high elf warrior, you can do that, and be VERY effective... just not quite AS effective as a high elf mage or an orc warrior, because evolution has shaped those races that way.
Honestly, the bottom line is, if you care about min/maxing then pick your race for the stats. If you care about your characters race for RP reasons, then forget about min/maxing and just have fun.