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Decouple pls race 3d model/appearance from passives

ZeroDPS
ZeroDPS
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What you think guys about this: better will be to decouple racial passives from visual 3d models, lets assume we create orc(so the appearance will be ork) but the skill line of racials, we will get through the blessing altars from every race. At the end we will have for instance imperial with the blessing of altmers altar, or something similar. This will give us free choice of race regardless of passives which already being CONSTANTLY changed/nerfed..... leave your comments below guys
@Gina_Bruno
  • Merllow
    Merllow
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    It's a great idea to do the same mechanic as with vampires or werewolves. And really a great name "blessing ...". Moreover, there are quite a few races in the game, they are found in other alliances, since they made a choice and do not support the orders of their blood alliance. Players may also disagree with the alliance's policy and choose which side to be on. Maybe it's an orc who loves elven flowers))
    Edited by Merllow on February 3, 2021 1:27PM
  • Synthwavius
    Synthwavius
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    It should be this way. What if an Altmer was a child of a High Elf and a Nord? Interracial relationships exist in Tamriel and having stiff passives doesn't make much sense
    Edited by Synthwavius on February 3, 2021 1:33PM
  • Marchastre
    Marchastre
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    Could have been way much better to integrate the passives as a sort of progression, linked to the champion system instead of the current iteration of the passives / champions points.

    Have 10 tree of abilities, each representing one archetype of the races, each giving differents bonus you can pick from:
    • Orc - Pariah : Give differents bonus for the offtanking (increased regeneration after a parry, increased resistance after taking a large hit)
    • Argonian - Rootmender : Healer (Increase the heals and the magicka/stamina regen from a healer)
    • Altmer - Arcanist : Pve Magicka DPS (Give more crits, spell damage and bonus on hitting the same target)
    • Breton - Battlemage : PvP magicka dps ( Increase the magicka stats but also the ability to resist damages)
    • Dunmer - Hortator : Hybrid DPS (Bonus to magicka and stamina, bonus on the offstats of the characte, more penetration)
    • Bosmer - Hunter : PvP Stamina DPS (increased stamina damages against heavy armored target, increased detection range, decreased time period to enter in stealth)
    • Nord - Conqueror : Main tanking (Reduced damage taken, % of regeneration available when blocking, increased regeneration after taking a large hit)
    • Redguard - Blade Master : PvE Stamina dps (Increased crits, % of cleave damage, poison/bleed/disease dots improved)
    • Khajiit - Trickster : Utility (Increased movement speed, bonus given during combats when encountering certains thresholds/conditions, increased potions effect)
    • Imperial - Emperor : Synergy, groups and ultimates (Increased effects of synergy, increased ultimate generation, damage reduced depending of the positions of the allies)
    At beginning, the character is only stuck with the archetype of his own race but once you're gaining CP, you can unlock the passives of the others archetypes and equip them.

    But instead, we have the current system. Sigh.
    Edited by Marchastre on February 3, 2021 3:20PM
  • ZeroDPS
    ZeroDPS
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    @ZOS_GinaBruno please take a look to this discussion
  • Firstmep
    Firstmep
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    And pass up on all those fat $$-s from race change tokens?
    Let's be real here folks..
  • ZeroDPS
    ZeroDPS
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    they can earn in the same way, blessing altar change token. You create first char Altmer getting Altmers blessing altar passives after -> change token. I will definitely buy to change my blessing racial passives WITHOUT changing my loved character(mine is khajiit). Its easy guys, they just need to work a lil bit.
  • JohnOfMarkarth
    JohnOfMarkarth
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    Firstmep wrote: »
    And pass up on all those fat $$-s from race change tokens?
    Let's be real here folks..

    "racial" ... lets call them Talent... Talent Passive Change tokens
    I can't do this anymore. Every small ... petit change that went against any semblance of sense has snowballed into an avalanche of (Penn & Teller:) Bulls...!

    Gods, bless me with patience.
  • ZeroDPS
    ZeroDPS
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    Firstmep wrote: »
    And pass up on all those fat $$-s from race change tokens?
    Let's be real here folks..

    "racial" ... lets call them Talent... Talent Passive Change tokens

    this!
  • nukk3r
    nukk3r
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    It should be this way. What if an Altmer was a child of a High Elf and a Nord? Interracial relationships exist in Tamriel and having stiff passives doesn't make much sense

    After much analysis of living specimens, the Council long ago determined that all "races" of elves and humans may mate with each other and bear fertile offspring. Generally the offspring bear the racial traits of the mother, though some traces of the father's race may also be present.
    Notes on Racial Phylogeny
  • SaucyMcSauceface
    SaucyMcSauceface
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    No. The racial passives are racial by nature. It is a key part of TES lore.
  • LadyNalcarya
    LadyNalcarya
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    No. The racial passives are racial by nature. It is a key part of TES lore.

    They could just make "flavour" passives like swimming speed racial passives and call the rest "talents" or something...
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • Ekzorka
    Ekzorka
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    Leave your indeterminacy for the real life, please. We have got enough lore mockery in the last year.
  • ZeroDPS
    ZeroDPS
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    No. The racial passives are racial by nature. It is a key part of TES lore.

    you are wrong my dude in current realm, if they create some racial passives and never change(because in real life nobody can change inherited illness for example) so you may be right. But ZOS constantly changing everything(more nerfing) so it more looks like some buffs neither racial passives!
  • Narvuntien
    Narvuntien
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    ZeroDPS wrote: »
    What you think guys about this: better will be to decouple racial passives from visual 3d models, lets assume we create orc(so the appearance will be ork) but the skill line of racials, we will get through the blessing altars from every race. At the end we will have for instance imperial with the blessing of altmers altar, or something similar. This will give us free choice of race regardless of passives which already being CONSTANTLY changed/nerfed..... leave your comments below guys
    @Gina_Bruno

    Are you role-playing or are you trying to min-max?

    The racial passives barely matter just used the race you want to use. If you want to min-max why does the race of your character mater?
  • ZeroDPS
    ZeroDPS
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    Narvuntien wrote: »
    ZeroDPS wrote: »
    What you think guys about this: better will be to decouple racial passives from visual 3d models, lets assume we create orc(so the appearance will be ork) but the skill line of racials, we will get through the blessing altars from every race. At the end we will have for instance imperial with the blessing of altmers altar, or something similar. This will give us free choice of race regardless of passives which already being CONSTANTLY changed/nerfed..... leave your comments below guys
    @Gina_Bruno

    Are you role-playing or are you trying to min-max?

    The racial passives barely matter just used the race you want to use. If you want to min-max why does the race of your character mater?

    because it is aesthetics, and in my case I like cats! But also Im min maxer. So It would be very good if we dont have passives coupled into race. ESPECIALLY if as a new player you are not given any info that your chosen race has passives. Even more if for instance ZOS creates racial passives and NOT change it at all, I will understan that this is kinda racial identity. But what we have now is identity of ***! They constantly changing/nerfing all around, every single aspect of game. And this, my friend is not giving me good vibes. Hope you understand my point of view!
  • nukk3r
    nukk3r
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    ZeroDPS wrote: »
    Narvuntien wrote: »
    ZeroDPS wrote: »
    What you think guys about this: better will be to decouple racial passives from visual 3d models, lets assume we create orc(so the appearance will be ork) but the skill line of racials, we will get through the blessing altars from every race. At the end we will have for instance imperial with the blessing of altmers altar, or something similar. This will give us free choice of race regardless of passives which already being CONSTANTLY changed/nerfed..... leave your comments below guys
    @Gina_Bruno

    Are you role-playing or are you trying to min-max?

    The racial passives barely matter just used the race you want to use. If you want to min-max why does the race of your character mater?

    because it is aesthetics, and in my case I like cats! But also Im min maxer. So It would be very good if we dont have passives coupled into race. ESPECIALLY if as a new player you are not given any info that your chosen race has passives. Even more if for instance ZOS creates racial passives and NOT change it at all, I will understan that this is kinda racial identity. But what we have now is identity of ***! They constantly changing/nerfing all around, every single aspect of game. And this, my friend is not giving me good vibes. Hope you understand my point of view!

    If you like cats, then make a cat. Or do you already parse for 100k to feel the ~3% difference in DPS between orc and khajiit?
  • ZeroDPS
    ZeroDPS
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    nukk3r wrote: »
    ZeroDPS wrote: »
    Narvuntien wrote: »
    ZeroDPS wrote: »
    What you think guys about this: better will be to decouple racial passives from visual 3d models, lets assume we create orc(so the appearance will be ork) but the skill line of racials, we will get through the blessing altars from every race. At the end we will have for instance imperial with the blessing of altmers altar, or something similar. This will give us free choice of race regardless of passives which already being CONSTANTLY changed/nerfed..... leave your comments below guys
    @Gina_Bruno

    Are you role-playing or are you trying to min-max?

    The racial passives barely matter just used the race you want to use. If you want to min-max why does the race of your character mater?

    because it is aesthetics, and in my case I like cats! But also Im min maxer. So It would be very good if we dont have passives coupled into race. ESPECIALLY if as a new player you are not given any info that your chosen race has passives. Even more if for instance ZOS creates racial passives and NOT change it at all, I will understan that this is kinda racial identity. But what we have now is identity of ***! They constantly changing/nerfing all around, every single aspect of game. And this, my friend is not giving me good vibes. Hope you understand my point of view!

    If you like cats, then make a cat. Or do you already parse for 100k to feel the ~3% difference in DPS between orc and khajiit?

    I parse higher than that mate, and everything matters. If racial passives doesnt matter for you, why u are here?
  • QuebraRegra
    QuebraRegra
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    It should be this way. What if an Altmer was a child of a High Elf and a Nord? Interracial relationships exist in Tamriel and having stiff passives doesn't make much sense

    they made an ESO lore declaration that the child is always the race of the mother.... Yet Bretons?
  • Ratzkifal
    Ratzkifal
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    It should be this way. What if an Altmer was a child of a High Elf and a Nord? Interracial relationships exist in Tamriel and having stiff passives doesn't make much sense

    they made an ESO lore declaration that the child is always the race of the mother.... Yet Bretons?

    Bretons came to be in the Merethic Era through eugenics. The Merethic Era is fundamentally different from the eras that followed. Back then the Elves of High Rock interbred with their human slaves with the purpose of elevating them. This was only possible through the use of eugenics and strictly regulating who is allowed to have children with whom. But after many generations of this practise it resulted in a new caste of halfbreeds forming in High Rock which are now the Bretons.

    It should be noted again that the Merethic Era was a lot stranger than the eras that followed. The gods were still walking freely on Tamriel back then. The Orcs for example were created from Aldmer followers of Trinimac when he was shamed and devoured by Boethia. You wouldn't think that this would change their genetics in any way, but it did. It looks like hybrid races like Bretons could only have formed during the Merethic Era but are now an impossibility because of the post-merethic eras having more rigid laws of nature.
    This Bosmer was tortured to death. There is nothing left to be done.
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
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    No. The racial passives are racial by nature. It is a key part of TES lore.

    They could just make "flavour" passives like swimming speed racial passives and call the rest "talents" or something...

    And that would be useless
  • Xerge
    Xerge
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    No.
  • JohnOfMarkarth
    JohnOfMarkarth
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    No. The racial passives are racial by nature. It is a key part of TES lore.

    Cant use argument of "lore" ... if lore doesnt apply to the passives themselves.

    Thats like saying "Sweets are bad for you. Thats why I eat candy instead"


    The passives do not adhere to lore by longshot after the last few patches. So theres 0. And I mean ZERO argument to be made about its mere presence being required to fill any kind of lore.
    I can't do this anymore. Every small ... petit change that went against any semblance of sense has snowballed into an avalanche of (Penn & Teller:) Bulls...!

    Gods, bless me with patience.
  • ZeroDPS
    ZeroDPS
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    Xerge wrote: »
    No.

    are you working at ZOS? xDDDD bhahaha
  • seecodenotgames
    seecodenotgames
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    Although from the initial idea doesn't sound good, it would actually be quite beneficial to my Redguard vampire, which has wasted stamina passives.
    Houses on PC EU (newest first)
    70. Shadow Queen's Library (Shadow Queen's Labyrinth) - A forgotten library in the Evergloam
    69. Bank of Necrom (Emissary's Enclave) - A second bank in Necrom has opened for customers to store their treasures
    68. Aldmeri Mansion (Seabloom Villa) - The luxury home as an Altmer family
    67. Dawnwood Village (Gladesong Arboretum) - A village built into a new forest
    66. Undaunted Fortress (Mournoth Keep) - The undaunted have moved into these Orcish Towers
    65. Wedding at Sea (The Fair Winds) - Have a lovely wedding ceremony at sea and relax in the bridal suite in the Captain's Quarters
    64. Alikr Oasis Paradise (Sword-singer's Redoubt) - This grand home was built above a deep well to commemorate their ancestors
    63. Azandar's Tea House (Kelesan Ruhn) - A tea shop/cafe in the shape of a life-sized teapot
    62. Sand Castles (Fogbreak Lighthouse) - A literal life size sand castle
    61. Riften Meadery (Old Mistveil Manor) - A new meadery has opened outside Riften
    60. Helene's Writing Room (Golden Gryphon Garret) - A small room for Helene to get some quiet writing time
    59. Picnic at Pelin (Black Vine Villa) - Based on the lore book Picnic at Pelin (A Horror Story)
    58. Almalexias Temple (Forsaken Stronghold) - A Dunmer Tower with a shrine to the three
    57. Pirate New Life For Me (Highhallow Hold) - A pirate tavern where they gift you loot
    56. Woodvine Cathedral (Agony's Ascent) - A living cathedral thriving in the Deadlands
    55. Dark Elf Town House (Quondam Indorilia) - A small and cosy town house on the edge of Mournhold
    54. The Secret Tower (Exorcised Coven Cottage) - A hidden mage tower in the swamps on the Hag Fen
    53. Knight Club (Frostvault Chasm) - A disco in a dwarven mineshaft
    52. Dwemer Cave City (The Erstwhile Sanctuary) - A lost dwarven city has been found deep underground
    51. Alinor Gryphon Aerie (Colossal Aldmeri Grotto) - A place where gryphons are trained
    50. The Charred Towers (Doomchar Plateau) - Deadlands themed fortress with two towers and custom furniture
    49. Argonian Sea Town (Tel Galen) - An Argonian sea port
    48. Daedric Princess Tower (Seaveil Spire) - An underwater tower dedicated to the Daedric Prince Meridia
    47. Fargrave Observatory (Ossa Accentium) - An observatory in the portal realm of Fargrave
    46. Hundings Beach House (Hundings Palatial Hall) - Beach house and hottub
    45. Crystal Gardens (Snugpod) - Enchanted Gardens with crystalline trees
    44. Dawnlight Health Spa (Princely Dawnlight Palace) - Our spa waters are revitalising and ready to heal your aching body
    43. Mountainside Retreat (Pariah's Pinnacle) - An orc mountainside hall with an amazing view
    42. Volcanic Vile Villa (Kushalit Sanctuary) - A private hollowed out volcano for all your mad alchemist needs
    41. Arenthian Water Temple (Strident Springs Demesne) - A relaxing water temple outside Arenthia
    40. Woodland Cottage (Ald Velothi Harbor House) - A house in a tree, but not a treehouse
    39. Winter Snow Meadhall (Enchanted Snow Globe Home) - A winter meadhall has opened to get everyone in the festive mood
    38. Fire and Ice Hotel (Elinhir Private Arena) - An new hotel has opened with an ice bar and a lava room
    37. City of Princes (Pantherfang Chapel) - Citadese is under attack from a dragon invasion. Prince Tarvia is leading the escape through the sewers.
    36. Dark Brotherhood Home (Stay-Moist Mansion) - A Dark Brotherhood Sanctuary found beneath an Argonian village
    35. Volkihar Courtyard (Velothi Reverie) - A castle courtyard modelled on the famous Volkihar Castle in Skyrim
    34. Rada's Summer Getaway (Potentate's Retreat) - A Redguard mansion with a dark vampiric secret in the basement
    33. Cascadia Wine N Dine (Sweetwater Cascades) - Vineyard and meadery with two restaurants and a chapel
    32. Walled Kitchen Garden (Amaya Lake Lodge) - Fresh produce and cut flowers for sale. Hot food served in a family restaurant.
    31. Luckycat Summerhouse (Lucky Cat Landing) - A khajiiti villa with spa and dining
    30. Helene's Boutique (Water's Edge) - The famous dressmaker has opened a new dress shop in town
    29. Alinor Garden Party (Mathiisen Manor) - A party in the flower gardens of a Altmer noble's manor
    28. Markarth Bath House (Stone Eagle Aerie) - A relaxing spa and bath house with an arts and craft centre
    27. Treeboat house (The Gorinir Estate) - No one know how an imperial ship ended up in the treetops
    26. Varlaisvea College (Varlaisvea Ayleid Ruins) - An ancient library has been discovered deep inside an Ayleid ruin
    25. City on the Moon (The Orbservatory Prior) - Moonbase with housing and an inn under the stars
    24. Lakemire Water Gardens (Lakemire Xanmeer Manor) - Relaxing hanging gardens and a fish restaurant beneath the Xanmeer
    23. Hircine's Hunt Club (Hunters Glade) - A relaxing villa for werewolves to feast in the ever refilling hunting grounds
    22. Lost Dwarven Kingdom (Shalidor’s Shrouded Realm) - A lost Dwemer king's palace has been found in a mage's pocket realm
    21. Replaced with 54. The Secret Tower
    20. Topal Fishing Resort (Grand Topal Hideaway) - A resort in the middle of a fishing lake on a private island
    19. Castleton Manor (Alinor Crest Townhouse) - The home of Lord Castleton and his daughter Sonja
    18. Cave of BBQ N Ribs (Earthtear Cavern) - A secret rocky dome, hosts a BBQ and ribs restaurant
    17. Who Lived in a Shoe (The Ample Domicile) - There was an old reach witch who lived in a shoe
    16. Dwemer Party Tower (Hall of the Lunar Champion - Lion's Cradle) - A dwarven flying tower repurposed for parties
    15. A Taste of Alinor (Sleek Creek House) - A small piece of Alinor beside a creek
    14. Lava Submarine Base (Bastion Sanguinaris) - An evil vampire alchemy lab, accessible only via a lava submarine
    13. Spirit-tree Library (Wraithhome) - A library built atop an ancient forest within an ancient Daedric ruin
    12. Golden Beach Palace (Thieves' Oasis) - A dwarven inspired Redguard beach resort
    11. Mad Scientists House (Cyrodilic Jungle House) - Workshop and garage with an experimental De-lore-ean
    10. Big Toy House (Antiquarian's Alpine Gallery) - Two life sized doll's houses and a inn beneath the stairs
    9. Icy Falls Inn (Forgemaster Falls) - Two Nord lodges on a lake, serving mead and fresh fish
    8. Blue-ice Palace (Stillwaters Retreat) - Solitude, but on a frozen lake
    7. Mushroom Manor (Coldharbour Surreal Estate) - Dunmer house built from giant mushrooms
    6. Vampire Academy with wine bar (Daggerfall Overlook) - Come for the nibbles; stay for eternity
    5. Three Pillows War (Grymharth's Woe) - Re-enact the three banners war with pillow forts and floof balls
    4. Treefern House (Moon-sugar meadow) - Giant treefern treehouse
    3. Artaeum Theatre (Grand Psijic Manor) - Tiered Balcony
    2. Imperial Bridal Suite (Linchal Grand Manor) - Wedding venue with bridal suite extension
    1. Dragonguard Penthouse (Jode's Embrace) - 3 Extra floors, with indoor conservatory and top floor gym
  • Benzux
    Benzux
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    If you really cared about the appearance of your character that much, then you wouldn't care about the passives. Most of my characters are Argonians because they're my favourite race, and most of them DPS characters. Any race can do any role adequately, and if you really want to min-max for that extra ~1k DPS then choose a race that allows you to do so. Or, then make use of what you gain from your race in an interesting way. Like I tend to say, following the meta like it's a religion does not make you a good player, but making use of everything you have available to you in creative ways does.

    The Races in Elder Scrolls have always been different from one another and have excelled at different things, and this will always be the case. Making races purely cosmetic would be a big slap in the face of established lore. Now, whether or not the current racial passives (poor Bosmer) and the changes coming to them (cough cough Orc spell damage cough cough) are lore-accurate is another topic entirely, but the main point is that the races being different from one another is a core part of the Elder Scrolls.

    Adding something like "adventurer skills" (or whichever of the half a dozen or so names that get recycled every time this topic comes up you want to use) alongside distinct Racial Passives is something I could get behind, and would allow for more diversity. Of course, those would very quickly get analyzed by all the number-crunchers and then the "best build" for each playstyle would be born, but it might at the very least shut up all the people complaining about races.
    BenzuxGamer - Xbox One since day 1 - CP 1800+
    Guildmaster of the Sacrificial Warriors, one of the oldest and most member-orientated Guilds on the Xbox One EU Megaserver
    "Casual" player from Finland who enjoys questing and dumb builds even after well over 1000 CP levels and 4000+ hours. A fan of Argonians, Goats and Elk. Also a massive Otaku (MAL Profile).
    "Following the meta makes you a sheep. That's why I'm a goat: I go in the opposite direction and make use of the things the sheep cannot." - Me, 2019
    Characters:
    Ben-Zu - Argonian MagDK DPS - EP (Main)
    Benzuth Telvanni - Dunmer MagSorc DPS - EP
    Haknir Head-Crusher - Nord DK Tank/Stam DPS - EP
    Delves-Deepest-Depths - Argonian StamBlade DPS - EP
    Raises-The-Dead - Argonian Mag Necromancer DPS/Healer - EP (Previously a Sorc healer, RIP)
    Bthuzdir Ynzavretz - Dwemer StamSorc DPS - AD (Dunmer in-game)
    Fafnir the Dragon - Nord Stam DK DPS - EP
    Bloodmage Thalnos - Breton MagBlade DPS - DC
    Finnis Wolfheart - Bosmer Stam Warden DPS - EP
    Gwyneth - Nord Warden Tank - EP
    Kud-Wazei Xeroicas - Argonian Mag Templar DPS/Tank - EP
    Barkskin Ben-Zhu - Argonian Warden Healer - EP (Alternate version of main)
    Xal-Vakka Xeroicas - Argonian DK Healer - EP
    Jaree-Shei the Wamasu - Argonian Sorcerer Tank - EP
    Gwennen Ereloth - Snow Elf Mag Warden DPS - EP (Dunmer in-game)
    Friedrich der Grosse - Imperial Nightblade Tank - EP
    Warfarin - Altmer Nightblade Healer - EP
    Lavinia Telvanni - Dunmer Arcanist MagDPS - EP
    Studies-Dark-Secrets - Argonian Arcanist StamDPS - EP
  • Mettaricana
    Mettaricana
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    I love this idea honestly i love wood elves and high elves my original stam sorc was a high elf way before race rebalance and race changes i changed her to a bosmer to be more stamina oriented with passives but i miss how my high elf looks and the redo of altmer racials just didnt fill the void. So i wholly support this idea
    Good examples of play how you want

    Tera online any race is fine for any role
    Ff14 any race can be whatever
  • Thannazzar
    Thannazzar
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    nukk3r wrote: »
    It should be this way. What if an Altmer was a child of a High Elf and a Nord? Interracial relationships exist in Tamriel and having stiff passives doesn't make much sense

    After much analysis of living specimens, the Council long ago determined that all "races" of elves and humans may mate with each other and bear fertile offspring. Generally the offspring bear the racial traits of the mother, though some traces of the father's race may also be present.
    Notes on Racial Phylogeny

    Though its still impolite to say that all elves are easy (even though you dont see any half orcsdo you!)
  • VaranisArano
    VaranisArano
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    No. The racial passives are racial by nature. It is a key part of TES lore.

    Cant use argument of "lore" ... if lore doesnt apply to the passives themselves.

    Thats like saying "Sweets are bad for you. Thats why I eat candy instead"


    The passives do not adhere to lore by longshot after the last few patches. So theres 0. And I mean ZERO argument to be made about its mere presence being required to fill any kind of lore.

    The answer to "the lore was ignored to make certain passives" is not "throw out the lore entirely regarding passives."

    That's silly.

    The answer, for players who care about the lore, is to fix the current passives to better align with the lore and past TES games.
  • ZeroDPS
    ZeroDPS
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    No. The racial passives are racial by nature. It is a key part of TES lore.

    Cant use argument of "lore" ... if lore doesnt apply to the passives themselves.

    Thats like saying "Sweets are bad for you. Thats why I eat candy instead"


    The passives do not adhere to lore by longshot after the last few patches. So theres 0. And I mean ZERO argument to be made about its mere presence being required to fill any kind of lore.

    The answer to "the lore was ignored to make certain passives" is not "throw out the lore entirely regarding passives."

    That's silly.

    The answer, for players who care about the lore, is to fix the current passives to better align with the lore and past TES games.

    bro we have seen enough... its obvious that ZOS literally unable to fix racial passives. Thats why it will be better to be decoupled from race/3d model of character and be like additional blessing.

    Again, ZOS unable to adjust/fix/make players not go crazy
  • Icy_Waffles
    Icy_Waffles
    ✭✭✭✭✭
    I’ve always been for the idea of being able to choose your race purely on lore and aesthetics and THEN being able to choose a blessing/ passives/ class DURING character creation. Creating a orc mag necro (and having good passives for it) would be awesome. I know orc got a spell dmg buff for some reason. I also know any race*can* work for every class but being able to pick a race for looks and passives that are BIS for what you want to do makes sense.

    I’m always for more options and customization.
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