Khajiit just became pvp meta. Remember when evade was what 15% and everyone ran it.
Bosmers need stealth, but beyond that I am fine with this.
Feels overcomplicated even if it's just a morph or two per race. I don't think we should treat racial passives differently than other passives. Just keep it simple.
dinokstrunz wrote: »I like the idea. That khajiit suggestion lol, would be bonkers OP.
Ippokrates wrote: »Feels overcomplicated even if it's just a morph or two per race. I don't think we should treat racial passives differently than other passives. Just keep it simple.
Sorry, but this game is kinda complicated and showed proposals are probably clearer than character screen of our hero, especially for new players
Plus remember that sure, passives might be passive ^^ but many of them correlate with number of active skills that define their efficiency: NB, Sorc, Warden, Necro, FG or MG have this solution, so you already have certain dynamic in them.
Ippokrates wrote: »Feels overcomplicated even if it's just a morph or two per race. I don't think we should treat racial passives differently than other passives. Just keep it simple.
Sorry, but this game is kinda complicated and showed proposals are probably clearer than character screen of our hero, especially for new players
Plus remember that sure, passives might be passive ^^ but many of them correlate with number of active skills that define their efficiency: NB, Sorc, Warden, Necro, FG or MG have this solution, so you already have certain dynamic in them.
Yes, but what is the reason you are adding these morphs here? You want more hybridization and less one-trick ponies. So why not make those passives like that from the get go? Why the morphs? We are already talking about changing racials so ... might as well change them to be more hybrid/useful/unique from the get go. There is no lore accuracy left to be sacrificed here anyway and the whole "uniqueness" aspect is also gone because none of these passive actually still impact gameplay in any meaningful way while everyone is hybrid just like everyone else.
I don't mind interesting passives like the liquid efficiency for Argonians and your suggestions are fine balance-wise, but I don't see why this would be fixed through racial passive morphs. What sense does that make? Other than Argonians, what race morphs to gain new racial abilities within a lifespan? At this rate I would prefer to have no racial passives at all and us getting to choose the passives we want without tying them to race. And we all know Redguard and Bosmer sustain don't actually help you in PvE like the damage passives do, so why beat around the bush and add a morph that is objectively superior? Just replace it with the damage. Don't be afraid to trample over the old passives when trying to make something new - they have already been trampled.
If everyone is the same, nobody is OP. Do I want everyone to be the same? No, but ZOS seems to want it that way and there is no point trying to ask for something that ZOS wouldn't agree to, as they make the calls here.Ippokrates wrote: »Ippokrates wrote: »Feels overcomplicated even if it's just a morph or two per race. I don't think we should treat racial passives differently than other passives. Just keep it simple.
Sorry, but this game is kinda complicated and showed proposals are probably clearer than character screen of our hero, especially for new players
Plus remember that sure, passives might be passive ^^ but many of them correlate with number of active skills that define their efficiency: NB, Sorc, Warden, Necro, FG or MG have this solution, so you already have certain dynamic in them.
Yes, but what is the reason you are adding these morphs here? You want more hybridization and less one-trick ponies. So why not make those passives like that from the get go? Why the morphs? We are already talking about changing racials so ... might as well change them to be more hybrid/useful/unique from the get go. There is no lore accuracy left to be sacrificed here anyway and the whole "uniqueness" aspect is also gone because none of these passive actually still impact gameplay in any meaningful way while everyone is hybrid just like everyone else.
I don't mind interesting passives like the liquid efficiency for Argonians and your suggestions are fine balance-wise, but I don't see why this would be fixed through racial passive morphs. What sense does that make? Other than Argonians, what race morphs to gain new racial abilities within a lifespan? At this rate I would prefer to have no racial passives at all and us getting to choose the passives we want without tying them to race. And we all know Redguard and Bosmer sustain don't actually help you in PvE like the damage passives do, so why beat around the bush and add a morph that is objectively superior? Just replace it with the damage. Don't be afraid to trample over the old passives when trying to make something new - they have already been trampled.
The reason is simple - you cannot create all round passives, because then all races would look exactly the same and they will be op, because all of their statistics will be increased by racial passives.
In this solution there are only two races that fit for hybrids: Dunmer & Khajiit. Just as now.
All other must choose if they go magicka or stamina.
And what is keeping you from roleplay right now? Racial passives do not matter outside of scorepushing leaderboards or trying to get that extra bit of optimization for a very specific thing in PvP. But that doesn't mean you can't already play these things effectively.But people would finally have a choice if they wanna to play imperial battlemage, breton knight or bosmer spinner that would not cripple their mechanics and improve roleplay.
And TBH I do not think that sustain bonuses are useless. I have Redguard stamsorc, Redguard stamDK and Bosmer stamhealer - they do not have issues with resource management like my Orc stamplars or Dunmer magblade & magcro, so i can always push them a little harder.
Sure, uniqueness would probably be better but I don't think that zos can implement it without breaking the game. This is mmo after all.
Ippokrates wrote: »
Ippokrates wrote: »No, if you add all statistics bonuses to all races you will have power creep and that is op.
By hybrid i mean versatile races that could perform both subroles and efficiently mix all types of skills together. In these terms only Dunmer & Khajiit fit the description.
Altmer & Orc are close, and Argonian... well, sure you can say that that technically it is true, they are hybrid because they have bonuses to all stats, but because most of the skills related to healing are magic based (except Warden) they are de facto magically inclined race what do not reflect their partisan abilities and potential to raid Oblivion realms and kick some Daedric...
Once again: if you are playing a single hero stranded in one of provinces of Tamriel, sure, we can assume that AAALLLL Khajiits & Bosmers are thiefs, AAALLL Bretons & Altmers are mages and AAALLL Nords and Redguards are Warrior brutes so we can replay each race to have unique experience, but c'mon, in ESO? Where we can see whole Tamrielic societies, full of warriors and plenty of mages. You want to tell me that every Breton is great at magic but somehow they decided to create quasifeudal society build on knighthood? And that Bosmers are stamina masters without bonuses to magic but somehow their societies are revolving around magical connection with nature? No, that doesn't have sense.
Also, the division between magic & stamina abilities in ESO was symbolic from the beginning. Because what is the difference between conjuring magical and "stamina" spear? Or summoning magicka or stamina cliff races and bugs? Or two types of NB teleport attack. Not mentioning whole stamina necro stuff... They are all magic, so that doesn't have sense either. Bah, even some weapon-weapon skills like dual wield cloak shield or teleport attack are obviously magic.
So i really don't understand why you are sticking so desperately to this division, if this simply DOESN'T HAVE SENSE. Never had. Because there is no explanation why Breton Templar could be OP conjuring this type of spear, but useless conjuring that type. Or Bosmer that could spam summoning one type of Cliff Races but not another cause it will exhaust him ^^
And finally, remember that all TES statistics (not unique abilities) reflected the origin point of the character. There was nothing keeping your Altmer to became OP warrior or turning your Imperial into greatest mage alive or, in case of Morrowind, to create God-of-all-classes ^^ but ZOS turned this upside down and now statistics define endgame part of character creation, not beginning.
So no, regardless if i want to play a single character and develop it in the way i want to participate in whole type of endgame content to get titles or I would like to create whole "family" for RPG reasons, at this point i can do this with some races, but with others like Bretons utterly useless in "stamina" skills (even if your Breton is a knight) or Redguards and Bosmers with limited access to not even magicka BUT class abilities that have stamina/max stat morphs maybe for 1/3 of skills, i simply cannot do this.
And believe me, i tested it a lot. And the fact that some races cannot fully rely on class abilities to develop a reasonable build is ridiculous.
Ippokrates wrote: »No, if you add weapon/spell power, stamina/magicka pool and recovery, you will have power creep, because contrary to what you have claimed, stam/mag contribute to your skill dmg 1:10,5, so no, Altmer & Orc are not there yet, as Dunmer will have 180 dmg more in mag/stam skills, while Altmer will have 190 and Orc - 95 dmg to only one type of skills. Not mentioning importance of resource pool. And of course potential recovery, that would probably totally crippled pvp. So any race that would have dmg + resource + recovery will be power creep.
So sure, there could be "better" and "less powerful" races, but a good game imho should embrace improving diversity of choices instead of sticking to the same stuff just for the sale of sticking.
Also, yes, in Morrowind Altmer and Breton have multipliers to mana BUT you can easily compensate it with Sign and of course Enchantments that could boost your stats through the roof.
And, if we wanna stick so much to the lore, let me remind that Altmer have vulnerability to elemental magic - should we add this to ESO too for the sake of lore?
And what do you mean that the division between magic and stamina wasn't symbolic? Before previous patch, ESO had like 25 patches that were basically maintaining the status quo. The biggest difference between magicka & stamina was in healing and self-healing available only to magic, so stamina build had to rely on rolls to avoid dmg. But then i think imperial city added Vigor and later Markhart introduce RotPO.
But if you wanna go deeper - didn't Breton had swordmastery in Beta? ^^
So summarizing, if we would stick to TES lore, we should limit weapon usage only to LA&HA, with maybe some perks and all skills should be stricly magicka-based. Do we want that? I am pretty sure not.
So make change and give all races option for using all range of skills, like Breton stamplar, Bosmer magden and Redguard magic dude that create all this stuff we must fight in Craglorn -_-
A Khajiit racial passive ought to include reduced fall damage.
I went on to google a bit because I didn't remember the name, and was reminded by people citing sources (UESP, lorebooks and such) that in Oblivion,At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility. Argonians are reserved with strangers, yet fiercely loyal to those they accept as friends. Like the Khajiit, Argonians are limited to some headgear and no footwear.
The Mages Guild halls in Chorrol, Bravil, and Cheydinhal will all eventually be run by the Argonians Teekeeus, Kud-Ei, and Deetsan. Tar-Meena is a Master-Wizard of the Mages Guild and plays a large role in the Main Quest. There's also an interesting Master of Alteration named Tooth-in-the-Sea who spends most of his time underwater at the bottom of Niben Bay.
(another user below)
After you complete the initial run of “Recommendation” quests in Oblivion, 3 out of 7 Guilds are actually headed up by Argonians (Deetsan, Kud-Ei, Teekeeus).Tar-Meena apparently heads the library at Arcane University. Not bad for Argonians in Cyrodil.
As for Argonians, Skink-In-Trees-Shade runs one of Vvardenfell's Mage's Guild halls, and is the most powerful Argonian mage in Morrowind. Im-Kilaya helps to run Twin Lamps and is a prominent mage. Miun-Gei is an accomplished enchanter who runs a store in Vivec.
Part of Morrowind having few non-man/mer mages comes from the fact that the majority of them are slaves (I believe).
There aren’t many famous Argonians because you don’t see them much outside of Black Marsh, but that doesn’t mean there aren’t any powerful ones. In Eso in Murkmire you see more into it. Argonian use of magic isn’t similar to the other races. For one some are capable of Hist magic, which confuses even the Telvanni because it doesn’t follow the same rules. Then they have access to weather magic, which no one else on Tamriel has. Most of their magic is defined as ancient, mysterious and powerful. It’s very tribal. Then you also Vakka stones, which are similar to Ayleid welkynd stones but are powered by the sun, but even the Ayleids said it’s completely unseen before. So even though there aren’t famous mages doesn’t mean they don’t have powerful magic