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Which Racial Passives would you change and why?

  • QB1
    QB1
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    Styxius wrote: »
    Wood elf needs more pen I feel and redguard I'd like to see have some damage buff. I'd like khajjit to get their original crit chance over crit damage passive back

    ^^^ Wood Elf definitely needs a bit more penetration and Redguard needs changed as well. It's arguably the worst race in the game.
  • DrSlaughtr
    DrSlaughtr
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    Bosmer should get pen equivalent to lover mundus.
    I drink and I stream things.
  • QB1
    QB1
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    Bosmer should get pen equivalent to lover mundus.

    Please ZOS 🙏🙏🙏

  • Vanos444
    Vanos444
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    Dunmer
    4% fire damage increase from all resources.
    1% stealth deduction and stealth increase
    5% spell and weapon crit
    5% increase max Magicka and stamina
    5% increase weapon and spell damage
    80% fire resistance

    Bosmer
    2% stealth increase
    25% magic Regen and stamina regen
    4% posion damage increase from all resources
    2% increase walk/run speed
    4% increase penetration damage
    50% posion resistance

    Redguard
    2% stamina returned have damaging an enemy from all resources.
    8% stamina regen
    8% reduce stamina cost
    4% max stamina

    Imperial
    2% Regain all resources while being damaged from enemy
    5% reduce stamina, Magicka and health cost
    1% increase in experience gained from all resources.
    5% max stamina and health increase.
    1% increase gold gained.

    Argonian
    70% resistance to posion and disease.
    100% swim speed
    4% healing done and received
    1% max Magicka and stamina
    2% regain all resources while drinking a potion.
    1% Magicka and stamina Regen.

    Khajiit
    20% reduce sneak cost
    2% stealth increase
    2% Max Magicka and stamina
    1% stamina and Magicka Regen
    2% crit damage
    50% pickpocket increase chance.
    2% reduce cost of buying items from vendor.

    Altmer
    Can make any weapon to be Magicka or stamina based on the max resource.
    ( Note: a two- handed weapon will do Magicka damage, if the resources are maximum on Magicka side and vise versa)
    50% Magicka Regen
    5% max Magicka
    1% increase Magicka damage and crit.

    Nord
    8% physical and magical attack resistance.
    50% resistance to cold damage
    2% max Magicka, stamina and resistance
    8% increase stamina or Magicka resources regain after dealing a heavy damage, based on Max resources

    Orc-mer
    8% crit damage while using axes
    3% increase in max stamina, weapon damage and stamina Regen
    2% increase walk/run speed

    Breton
    5 sec additional increase in shield or bubble duration
    8% magical cost reduction
    8% max Magicka and Regen
    8% Magicka resistance
    1% alliance points increase gain

    Edited by Vanos444 on March 26, 2022 1:38PM
  • Mesite
    Mesite
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    Altmers don't need a buff, but High Born has a 1% experience increase. This would eventually become useless once they have reached a certain level or CP level. Maybe a different buff would be useful for the lifetime of the high elf.
  • Mesite
    Mesite
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    Also, dunmer get bonuses against fire. Argonians are lizards and should get some sort of water based resistance, and maybe damage. The only equivalent is ice damage though, so I'm not sure argonians should get increase ice damage.
  • DrSlaughtr
    DrSlaughtr
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    Mesite wrote: »
    Also, dunmer get bonuses against fire. Argonians are lizards and should get some sort of water based resistance, and maybe damage. The only equivalent is ice damage though, so I'm not sure argonians should get increase ice damage.

    I think giving argonians damage, or at least on the same level as dark or high elf for example, would be problematic when added to their higher ceiling of sustain. ZOS has cut back on sustain many times. If you gave a bunch of damage to argonians it would be imbalanced.
    I drink and I stream things.
  • twing1_
    twing1_
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    Guidelines:
    1. Each race will be allotted 3000 maximum resources distributed between magicka, stamina, and health, with health receiving a 10% increase consistent with all other sources of health in the game
    2. Each race will have a small defensive bonus of relatively equal value
    3. Each race will have access to a sustain tool for at least one of their resources
    4. Each race will be granted the equivalent of two 2-4 piece item set bonuses, copy pasted directly from pre-existing item sets in the game wherever applicable
    5. Each race will reflect traditional TES lore and be given non-combat flavor passives to support this.

    Altmer
    -Increases experience gain with destruction staff by 15%. Increases experience gain by 1%.
    -Increases maximum magicka by
    2000. Increases maximum stamina by 1000
    -Reduces damage when casting or channeling by 5%. Heavy attacks restore an additional 10% of the resources they normally would.
    -258 spell damage

    Argonian
    -Increases experience gain with restoration staff by 15%. Increases swim speed by 50%.
    -Increases max magicka and stamina by 1000. Increases maximum health by 1100.
    -Increases disease resistance by 4620. Drinking a potion restores 4000 magicka, health, and stamina.
    -4% healing done, 657 critical chance

    Bosmer
    -Increases experience gain with bow by 15%. Increases chance to pick pockets and force locks by 10%.
    -Increases maximum stamina by 2000. Increases maximum magicka by 1000.
    -4620 poison resistance. While the effects of one of your alchemical potions or weapon poisons are active, restore 412 magicka or stamina, whichever maximum is higher. 4 second cool down.
    -129 stamina recovery, 1487 offensive penetration

    Breton
    -Increases experience gain with light armor by 15%. Increases alliance point gain by 1%.
    -Increases maximum magicka by 2500. Increases maximum health by 550.
    -2310 spell resistance. When you use an ability, restore 309 magicka. If the ability used does not damage an enemy, the magicka restored is doubled. 6 second cool down.
    -Reduces the magicka cost of abilities by 8%

    Dunmer
    -Increases experience gain with dual wield by 15%. Reduces damage taken from lava by 50%.
    -Increases maximum magicka and stamina by 1500
    -4620 fire resistance. When you deal direct damage, restore 618 magicka or stamina, whichever maximum is lower. 6 second cool down.
    -258 spell/weapon damage

    Imperial
    -Increases experience gain with 1h and shield by 15%. Increases gold gain by 1%.
    -Increases maximum magicka and stamina by 750. Increases maximum health by 1650.
    -1155 physical and spell resistance. When you deal direct damage, restore 258 magicka, stamina, and 516 health. 5 second cool down.
    -Reduces the cost of abilities by 5%

    Khajit
    -Increases experience gain with medium armor by 15%. Reduces fall damage by 10%.
    -Increases maximum magicka and stamina by 1250. Increases maximum health by 550.
    -Reduces the radius you can be detected while sneaking by 3m. When you deal critical damage, health recovery is increased by 129 for 6 seconds.
    -Increases critical damage and healing by 6%, 657 critical chance

    Nord
    -Increases experience gain with 2h by 15%. Increases duration of drinks by 15 minutes.
    -Increases maximum stamina by 2000. Increases maximum health by 1100.
    -4620 cold resistance. When you take or deal damage, generate 5 ultimate. 10 second cool down.
    -2974 physical/spell resistance.

    Orc
    -Increases experience gain with heavy armor by 15%. Increases crafting inspiration by 10%.
    -Increases maximum stamina by 2000. Increases maximum health by 1100.
    -4620 shock resistance. When you deal damage, restore 824 health. 4 second cool down.
    -258 weapon damage.

    Redguard
    -Increases experience gain with 1h and shield by 15%. Increases duration of food by 15 minutes.
    -Increases maximum stamina by 2500. Increases maximum health by 550.
    -2310 physical resistance. When you deal damage, restore 516 stamina. 5 second cooldown.
    -Reduces the stamina cost of abilities by 8%
    Edited by twing1_ on March 29, 2022 6:09AM
  • Kinvesu
    Kinvesu
    Does it have to be racials? Because I would really, really, really love to play Bosmer because their racials are awesome, their looks, their history and areas but, I can't stand playing any kind of short race. I wish they would make them taller, at least mid ranged height. It's so lame being a male and being that small.

    [edited to remove inapproprate term]
    Edited by ZOS_Ragnar on March 30, 2022 3:59PM
  • DrSlaughtr
    DrSlaughtr
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    Yeesh let's not use m word, okay? Also they're supposed to be small.
    I drink and I stream things.
  • Danel_Vadan
    Danel_Vadan
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    From: Imperial Mettle increases your Maximum Stamina.

    To: Imperial Mettle increases your Maximum Stamina and Magicka.

    This would fit with the lore since Imperials are made up of the martial Colovians (stam) and the magically-inclined Nibenese (mag).
    Edited by Danel_Vadan on March 31, 2022 7:07PM
    Tam! RUGH!
  • RedFireDisco
    RedFireDisco
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    Wood Elf should do 10% more damage from stealth like they used to.

    Lol at their stealth detect passive.
  • Dracane
    Dracane
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    I would change the Altmer Spell Recharge talent to recover either stamina or magicka based on which current percentage is lower instead of which maximum ressource is lower. I think it makes sense like this and makes it more versatile.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Sword_Singer
    Sword_Singer
    Soul Shriven
    I made an image to explain what change I would make. It sits in the vein of the current passives in the game.
    From the metrics I have looked at Redguard's only make up 5% of the player-base, sitting at the lowest.
    I am not going to assume or make any claim to why this is, but instead I think a nice buff or addition might make them a more attractive option from a gameplay standpoint.
    (You may have to open the image in a new tab, preview is quite blurry on here.)

    8h9zsbkw597d.png

    Edited by Sword_Singer on April 29, 2022 9:05AM
  • Starlight_Knight
    Starlight_Knight
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    I would want to change Bosmer for sure, bring back its stealth passive.

    Also though i would like to change some of the dedicated stam and mag races a little more to make it so you're not forced to play one setup on one race. more like Dark elf who are good at eveything,
  • SkaraMinoc
    SkaraMinoc
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    Argonians need a healing buff. Their raw healing output is less than both Dark Elf and High Elf.

    I propose 6% gets buffed to 9%.
    PC NA
  • starlizard70ub17_ESO
    starlizard70ub17_ESO
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    I would do away with racial passives and instead allow players 3 to 5 passives skill points to set up the character's passives they want. It would be just like choosing traits for Fallout when creating your character there. At this point race choice should be a style option or for role-players with no other effect then cosmetic.
    "We have found a cave, but I don't think there are warm fires and friendly faces inside."
  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

    ​After removing some unnecessary back and forth from this thread, we would like everyone to keep posts on the subject at hand, civil, and constructive. If there may be any questions in regards to the rules, please feel free to review them here​.

    Thank you for your understanding.
    Staff Post
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