Some cool ideas.
Redguard especially is crying out for some changes because right now they're just awful for anything really. That reduced cost of weapon abilities passive is straight garbage as it is right now.
I fear ZOS doesn't want to touch these again because the first time they overhauled them they ended up giving away a lot of race change tokens to placate people who didn't like the changes. It really isn't neccesary to do that again.
Ooh yes please! Another one of those! I am actually serious.
Altmer
- Spell Recharge - love the intention, probably going to negatively affect performance if it has to keep recalculating which your lowest % resource is
Argonian
- Resourceful - I think you might want to check out what that passive does currently, because this is no change from live. Yes, they get a bonus to stamina too. Something I would like is giving them a bonus to alchemical poisons that puts the potion effect on cooldown, so you have a choice between more damage or more sustain.
- Argonians could also use a stealth bonus because I would want to have more options for stealth than just Khajiit. Also I do not consider stealth as a item set bonus for the item set bonus calculation because it does not make you more lethal to have it for free, but it does make you less lethal to have it over something else. It's a flavor passive and Argonians could use more flavor.
Bosmer
- Yffre's Endurance - love that Bosmer get their stealth back! Hunter's Eye is their first passive though, so I think I would put the stealth back on that still.
- Resist Affliction - I don't have strong feelings about this. There is actual lore precedent for Bosmer having neither lol. ESO has a quest where a lot of Bosmer are being poisoned after eating the poisoned corpses of the fallen who had taken poison before and the reason the Bosmer joined the Dominion is because so many of them died to the Knahaten Flu.
[*] Hunter's Eye - I like that Bosmer are getting a damage boost to bows, but the reason I personally never asked for it is because it sucks to push Bosmer only towards one weapon. We wanted to get away from that when the elemental damage boni were removed from Altmer and Dunmer. I propose that this gets changed to "ranged abilities" because that includes skills that aren't just from bows and satisfies the people who want to play unconventional/magicka.
Bretons
- Spell Attunement - Agreed but that is probably a pain to code for an MMO, so oh well. As a flavor thing I was thinking about giving them a boost to damage shields, because I feel that is thematic. I would also prefer if they got more spell resistance than Nords and not a conditional effect that only sometimes gives them more resistance.
- Magicka Mastery - only 1% increase, but every bit helps I guess.
Dunmer
- Dynamic - agreed, but also, why not give them Stealth as well? Dunmer are great at being assassins and if Orcs and Altmer are basically exactly the same as Dunmer in every way, let them be the stealth version of that, to give them something that is a unique combination again.
Khajiit
- You forgot to mention their stealth in the passives
- Feline Ambush - I get your reasoning behind it, but I prefer not nerfing a race that can currently be somewhat equal with the best when it comes to damage. Ideally we want all races to be dealing this kind of damage so that nobody ends up feeling bad about their choice.
Nord
- Stalward - sad you didn't buff the amount of stamina to 2000.
- Resist Frost - not sure about the health buff if the new resistance value is not mentioned.
- Rugged - I can get behind making Nord the toughest human race, but I really would have liked to see Nord evolve from a pure tanking choice. They had a bonus to twohanded and medium armor after all. Orcs were always those with the bonus to heavy armor. It would make more sense if Nords were the dps option and Orcs the tanks - now I would want to see them be equal at both with each offering something unique that other doesn't have.
Orsimer
- Swift Warrior - love it. Orc ironically used to be the slowest race and now they are somehow the fastest. Changing them to ignore the speed penalty of heavy armor is very thematic. Since this is a bit more niche now, I would be comfortable giving Orcs 2000 max health to make them at least as tough as Imperials so that is a bit more lore friendly. Orc tanks used to be popular so I think many people who still have their Orc tanks would appreciate this without it becoming too much of an issue in PvP. The extra speed was honestly a bit overpowered.
Redguard
- I think I get what you are going for, you want to double the weapon passive bonus for having a weapon of a certain type equipped. This is not going to work well because you will end up with higher bonuses than the other races. Take a twohanded sword for example, you'd instantly have more weapon and spell damage than Dunmer get in addition to the reduction to weapon skill cost. I would just add weapon and spell damage that only applies to your weapon abilities, since everyone needs to equipe a weapon this wouldn't be too much of a problem and mimic what Bosmer get for bows/ranged abilities.
- The snare resistance is just gone, right? It isn't all that useful in the first place so it won't be missed if we can give them more power I think
Imperial
- Tough - the reason I am against lowering their health (and why I think ZOS ultimately didn't either), is because Imperials are a separate purchase and people bought Imperials back then for what they were offering 10% more max health. They were being sold/marketed as having the highest bonus to max health. I can live with them not having the highest max health bonus anymore, but I would at least want them to be a good choice for builds that are trying to get as much health as possible. More than just a measily 1000 health please.
- Imperial Mettle - I like giving them extra max magicka since they are famous for their battlemages
- Red Diamond - giving them extra max stats based on which of their resources is higher is certainly unique and elegantly solves the issue of stat density. If a buff to health is out of the question for you, I would wish that we could incorporate health into this variable bonus so that you can choose to increase stamina, magicka or health. As for how? I have no idea. Perhaps simply giving it to the highest attribute, since damage dealers commonly have more stamina/magicka than health, but tanks often end up with more health than stamina/magicka.
Over all, I like where you are going with this and I think in most cases people would accept these changes without going on strike and demanding race change tokens. Khajiit and Nord in particular could use more attention and Redguard and Orsimer would probably need some testing to be done for us to figure out what works and what is too strong.
Ooh yes please! Another one of those! I am actually serious.
Thank you so much for the in-depth responses! I definitely should have put a bit more thought into some races, particularly the ones I haven't played with as much. I think it shows that I have never ever built an Argonian since I used an outdated page to look at the passives and did not notice they now had a stamina buff lol.Altmer
- Spell Recharge - love the intention, probably going to negatively affect performance if it has to keep recalculating which your lowest % resource is
Yeah that's fair. The idea here is that they should be incentivized to keep casting spells like they were with Highborn in Skyrim and that, in general, they should be the most magically offensively focused race. I'm not sure how else to implement this change without bringing down performance other than having your main stat be the one you recover but that could be too direct (I avoided giving any race weapon/spell damage + unconditional sustain). Then again I'm not sure how big of a hit this would be to performance as it would only require a calculation when the Spell Recharge passive fires. Surely that wouldn't be too costly?Argonian
- Resourceful - I think you might want to check out what that passive does currently, because this is no change from live. Yes, they get a bonus to stamina too. Something I would like is giving them a bonus to alchemical poisons that puts the potion effect on cooldown, so you have a choice between more damage or more sustain.
- Argonians could also use a stealth bonus because I would want to have more options for stealth than just Khajiit. Also I do not consider stealth as a item set bonus for the item set bonus calculation because it does not make you more lethal to have it for free, but it does make you less lethal to have it over something else. It's a flavor passive and Argonians could use more flavor.
Yeah oof sorry Argonians about the stam. At least I know I'm going in the right direction since they were handed the nice 1k bonus sometime ago. A bonus to poisons would be a cool way to keep with the theme of Resourceful. A stealth bonus would be nice too. I don't think it's a problem if more races have it since, like you said, it's just for flavor.Bosmer
- Yffre's Endurance - love that Bosmer get their stealth back! Hunter's Eye is their first passive though, so I think I would put the stealth back on that still.
- Resist Affliction - I don't have strong feelings about this. There is actual lore precedent for Bosmer having neither lol. ESO has a quest where a lot of Bosmer are being poisoned after eating the poisoned corpses of the fallen who had taken poison before and the reason the Bosmer joined the Dominion is because so many of them died to the Knahaten Flu.
Wood Elves resist disease in Oblivion and both Poison and Disease in Skyrim so I thought it would be okay to keep the passive here. I'm fine with them having either or neither tbh.[*] Hunter's Eye - I like that Bosmer are getting a damage boost to bows, but the reason I personally never asked for it is because it sucks to push Bosmer only towards one weapon. We wanted to get away from that when the elemental damage boni were removed from Altmer and Dunmer. I propose that this gets changed to "ranged abilities" because that includes skills that aren't just from bows and satisfies the people who want to play unconventional/magicka.
I LOVE that idea, it's so brilliant. I was wondering how to bring in the Spinner identity of Wood Elves without giving them a Magicka bonus or off-resource sustain but couldn't come up with anything. I ended up thinking the pen was good enough but this is such an elegant solution to the problem. I was always sad that peak ESO fantasy would be to play a Wood Elf Warden but they were just worse versions of Dark Elf, Orc, and Khajiit Wardens and this should give them a fantastic way to play the game that fits their lore. Imagine a Wood Elf Warden that uses a bow + staff and pelts you from afar and it's actually optimal. Ranged Wood Elf builds coming soon to a trial near you.Bretons
- Spell Attunement - Agreed but that is probably a pain to code for an MMO, so oh well. As a flavor thing I was thinking about giving them a boost to damage shields, because I feel that is thematic. I would also prefer if they got more spell resistance than Nords and not a conditional effect that only sometimes gives them more resistance.
The shield idea is interesting. Maybe it's too tricky to balance but something like +8% shield strength would be nice. It would also help differentiate them from Nords.
- Magicka Mastery - only 1% increase, but every bit helps I guess.
Dunmer
- Dynamic - agreed, but also, why not give them Stealth as well? Dunmer are great at being assassins and if Orcs and Altmer are basically exactly the same as Dunmer in every way, let them be the stealth version of that, to give them something that is a unique combination again.
Again, no problem with me here. This reminds me of the meme where every race is explained in relation to how good of a stealth archer they are. Stealth for everyone.Khajiit
- You forgot to mention their stealth in the passives
- Feline Ambush - I get your reasoning behind it, but I prefer not nerfing a race that can currently be somewhat equal with the best when it comes to damage. Ideally we want all races to be dealing this kind of damage so that nobody ends up feeling bad about their choice.
Hmm okay, I respect your opinion on this. I just see it from the PoV of: if Khajiits and Dark Elves deal the same damage, why would I ever pick a Dark Elf? They shouldn't just be better Dark Elves whenever their parsing matches up. Khajiits will be tankier barring some content maybe where there's more fire. I just want some sort of tradeoff in exchange for the sustain and tankiness they get. If it comes in the form of lower damage, that's fine with me but if you have some other idea for how to do that then I'll listen.Nord
- Stalward - sad you didn't buff the amount of stamina to 2000.
I took some pause over how to distribute stam and hp for Nords. 2000 stam would be okay with me but I was worried they would be overwhelmingly good tanks if that was the case. If 2000 stam isn't too much then that's fine with me. I also wanted them to be the beefiest race with the highest health pool so I wanted to keep stam low since they would still be getting resistances on top of that.
- Resist Frost - not sure about the health buff if the new resistance value is not mentioned.
This is from the "Nords are the hardiest human race" standpoint. I think their hp should reflect that so their hp should be higher than that of Imperials. Like, if I saw a Nord and an Imperial standing next to each other with the same build I'd be wondering why the big, strong warrior has less health.
- Rugged - I can get behind making Nord the toughest human race, but I really would have liked to see Nord evolve from a pure tanking choice. They had a bonus to twohanded and medium armor after all. Orcs were always those with the bonus to heavy armor. It would make more sense if Nords were the dps option and Orcs the tanks - now I would want to see them be equal at both with each offering something unique that other doesn't have.
I also had a lot of thoughts regarding that. What does it mean to be a warrior race? Does it mean that you deal more damage in combat or that you're so tough you get to live longer and fight continuously? It feels like Nords and Orcs are on both ends of that spectrum and since Nords are already setup to be the tanking race I wouldn't want to swing in and give them a buff to 2H and destroy their armor in exchange. I think it wouldn't be fair to players. Orcs with their Berserker's Rage do feel like they're more of a "thrive in the thick of it" kind of warrior so I respect their healing while in combat and Nords do the same but through just being beefy. If I were designing racial passives from the ground up I would consider giving Nords something to play with regarding 2H damage but here's how I rationalize this: since Nords gain extra resistances they can afford to go medium armor in encounters where other races might prefer a bit of heavy armor (think PvP, solo, and even some 4 man content). They indirectly get some damage that way.
The other route to take is to remove the resistances straight up so that it doesn't become a balancing issue. Give them 2k hp and 2k stam, frost resistance, and ult gen and have them be the beefy warriors they're meant to be. Imperials and Orcs can achieve the hardy warrior fantasy in different ways. But maybe players are really attached to the +resistance nature of their Nord characters and wouldn't like to see them replace Imperials in hp stacking. I think it makes sense but I'd like to hear what others have to say.Orsimer
- Swift Warrior - love it. Orc ironically used to be the slowest race and now they are somehow the fastest. Changing them to ignore the speed penalty of heavy armor is very thematic. Since this is a bit more niche now, I would be comfortable giving Orcs 2000 max health to make them at least as tough as Imperials so that is a bit more lore friendly. Orc tanks used to be popular so I think many people who still have their Orc tanks would appreciate this without it becoming too much of an issue in PvP. The extra speed was honestly a bit overpowered.
Yeah this was the change I was most proud of lol. Had to do some digging around in the wikis to see what would fit Orcs best. I think they nailed the flavor surrounding being beefy, having durability, being strong fighters that thrive in combat but went overboard with the sprint bonuses. Tbh I wouldn't mind Nords and Orcs matching up in terms of hp since I see them as two sides of the same coin in a way. Both are beefy but Orcs are allowed to remain in combat through health return on hit while Nords do so with added resistances.Redguard
- I think I get what you are going for, you want to double the weapon passive bonus for having a weapon of a certain type equipped. This is not going to work well because you will end up with higher bonuses than the other races. Take a twohanded sword for example, you'd instantly have more weapon and spell damage than Dunmer get in addition to the reduction to weapon skill cost. I would just add weapon and spell damage that only applies to your weapon abilities, since everyone needs to equipe a weapon this wouldn't be too much of a problem and mimic what Bosmer get for bows/ranged abilities.
- The snare resistance is just gone, right? It isn't all that useful in the first place so it won't be missed if we can give them more power I think
That's fair. My reasoning behind the change despite knowing the doubling would be stronger than what damage races have was that Redguards have zero additional tankiness from their passives. Something extra was warranted because of that but I acknowledged that the amount itself was up for debate. I also considered giving them weapon/spell damage on their weapon skills but that seemed a bit boring. How about combining our ideas and have them double the benefit of the weapon they hold but only for weapon skills? So Dizzy Swing with a maul would gain twice the amount of pen mauls give but only for 2H skills. And yeah I didn't even bring up the snare resistance because it's so inconsequential and hardly a defining characteristic of the race. I don't think anyone would care if they removed it tomorrow outside of being annoyed at Redguards receiving a nerf.Imperial
- Tough - the reason I am against lowering their health (and why I think ZOS ultimately didn't either), is because Imperials are a separate purchase and people bought Imperials back then for what they were offering 10% more max health. They were being sold/marketed as having the highest bonus to max health. I can live with them not having the highest max health bonus anymore, but I would at least want them to be a good choice for builds that are trying to get as much health as possible. More than just a measily 1000 health please.
Hmm... That seems like an unfortunate corner ZOS backed themselves into. So Imperials can never-ever have an hp stat lower than the other races? I think it makes more sense for Nords to have the highest hp for those health stacking builds. Even Orcs would make more sense for that thematically. I guess here is where some concessions have to be made for gameplay but I'm not happy with Imperials ending up with more health than those races. It just seems wrong from a lore standpoint.
- Imperial Mettle - I like giving them extra max magicka since they are famous for their battlemages
- Red Diamond - giving them extra max stats based on which of their resources is higher is certainly unique and elegantly solves the issue of stat density. If a buff to health is out of the question for you, I would wish that we could incorporate health into this variable bonus so that you can choose to increase stamina, magicka or health. As for how? I have no idea. Perhaps simply giving it to the highest attribute, since damage dealers commonly have more stamina/magicka than health, but tanks often end up with more health than stamina/magicka.
I think you could do it by giving the 1k bonus to whichever stat line has the highest allocation of attribute points. That would make sense. It would bring about some interesting constraints for PvP potentially where you want to lean into stamina/mag but have to put 33 points into health because you want the health bonus. But I guess that's just another choice you have to make for your build, it wouldn't make the race worse.Over all, I like where you are going with this and I think in most cases people would accept these changes without going on strike and demanding race change tokens. Khajiit and Nord in particular could use more attention and Redguard and Orsimer would probably need some testing to be done for us to figure out what works and what is too strong.
Thank you so much for the in-depth responses! I definitely should have put a bit more thought into some races, particularly the ones I haven't played with as much. I think it shows that I have never ever built an Argonian since I used an outdated page to look at the passives and did not notice they now had a stamina buff lol. Your suggestions were great and I appreciate you giving your feedback.
Weapon ability cost is still not that good and would still exclude redguards from a bunch of stam builds. They need either stam cost reduction(10% at LEAST to widen the gap between what imperials have), especially because there is no race with stam cost reduction. Or some kind of damage bonus like the bonuses one you said.[*] Martial Training - Reduces the cost of weapon abilities by 12% Doubles the bonuses obtained from weapons. Weapon cost reduction is far more specific than magicka or stamina reduction. The bonus should be much higher than what Bretons and Imperials have. If Redguards are martial masters and fearsome warriors then they should also have bonuses tied to how destructively they wield those weapons. Do sword swings just feel lighter to them or are they actually employing their expertise to deal more damage? Doubling weapon bonuses like mace pen, sword dmg, dagger crit, etc. I think is fair in light that Redguards have ZERO defensive bonuses (no resistance of any kind, no health passive) and that the bonus is lost upon switching to a different weapon. The number itself could be tweaked but the idea should remain.
[*] Conditioning - Same as live.
[*] Adrenaline Rush - Same as live.
[/list]
If you want argonians to compete against bretons and some other race as healers you need to about double the healing passive and then you got a broken race in pvp. If anything they must be moved away from healing and not pushed further into it, otherwise you just double down on an already exsiting problem. They either broken in pvp or completeley useless everywhere there is no middle ground. Their core problem is how zos artifically forcing them to be healers, thats why people avoid using them, thats why people who using them are unsatisfied. Forcing a race into a single support role will never be a good design. Besides "natural healers" where is this coming from? Main games definitely not but even eso's own lore not supporting it. It's the artifical creation of the combat devs. I would say replace healing done with crit chance. Nice bonus for healers, nice bonus for dd, nice for pvp, and tanks still have the drinking passive. Or reduce the healing done and give them a bit of spell and weapon damage. That would be alone a huge improvement. This forum is heavily fixated on redguards, but argonians are hardly in a better spot. They also deserve some atention, 3 years of struggling and being laughed at was enough.
If you want argonians to compete against bretons and some other race as healers you need to about double the healing passive and then you got a broken race in pvp. If anything they must be moved away from healing and not pushed further into it, otherwise you just double down on an already exsiting problem. They either broken in pvp or completeley useless everywhere there is no middle ground. Their core problem is how zos artifically forcing them to be healers, thats why people avoid using them, thats why people who using them are unsatisfied. Forcing a race into a single support role will never be a good design. Besides "natural healers" where is this coming from? Main games definitely not but even eso's own lore not supporting it. It's the artifical creation of the combat devs. I would say replace healing done with crit chance. Nice bonus for healers, nice bonus for dd, nice for pvp, and tanks still have the drinking passive. Or reduce the healing done and give them a bit of spell and weapon damage. That would be alone a huge improvement. This forum is heavily fixated on redguards, but argonians are hardly in a better spot. They also deserve some atention, 3 years of struggling and being laughed at was enough.
Nords should also moved away from tanking to allow other races to tank and nord players to play in other roles as well. Ulimate generation should work on damage done and maybe give them a small boost when they pop their ult.It's somewhat capture their ability to use thu'um. In exchange nerf rugged i agree. Maybe take away the magic resist completely since bretons already having that.
Bosmers shouldn't be forced into using bows. If bows are meta then everyone wil be forced to switch into bosmers (paying real money) and if bows are out of the meta you can throw your bosmer into the rubbish bin. The dodge roll stuff thematically cool but it was unfun to utilize. Reason they removed it. The cap on penetration is another problem of it's own i know no solution besides replacing the stat.
Khajiit shouldn't be nerfed. If you goes into an organized trial group they are almost as useless as the poor lizard sitting next to them because of the crit cap. The more crit damage introduced into the game the worse they will be. Maybe reduce it to 9% or something but let them gain the benefit even if they at the cap. That way they always crit a bit harder than others.
Rest are fine, i like you making imperials a "jack of all trades" race, but dunmer don't deserve any buffs at this point.
It it would be me i would eliminate all combat related passives which effects your raw performance. And replace them with flavor and niche utility stuffs like unflinching rage or resourceful. Players should pick race based on lore and their preference and not based on stats. That's how it was in the main games and that's how it should be here.
Ooh yes please! Another one of those! I am actually serious.
I think our main disagreement here is that you are looking at balance purely from a PvP perspective, where survivability matters. But in PvE it doesn't matter what defensive passives your race has when you are a damage dealer. It's not going to protect you from a one-shot, the healer will keep you alive and your food and red CP give you enough max health. Sustain in PvE is also very plenty which is why Bosmer and Redguard are so bad currently - their main strengths are just not needed in PvE.
In PvP the races are pretty much balanced right now already as even Redguard can make use of their sustain passive there and some of the most useful ultimates in PvP are weapon ultimates which Redguards get a 8% cost decrease towards.
As for the issue of who should be the tankiest, I always saw it as Nords and Orcs being the toughest to kill, while Imperials stay alive through their superior strategy, technique etc. That's why I love the universal cost reduction Imperials have, since that applies to block cost, dodge cost and so on. I think when it comes to health and resistances, maybe we need to view resistances as "effective health" and just close our eyes and pretend that the Nord tank has more health than the Imperial, since they do have more effective health. Orcs with their healing also have more effective health than Imperials, but the 2k definitely won't hurt if they can't run 12% faster anymore (just 12% cheaper).
Are you saying I'm making Imperials too weak? I don't think my prejudices are showing here, I love Imperials and my main is an Imperial Templar. They still end up with 4k total stats here and if they go all in on hp then they're only losing 1k stam and gaining 1k mag (sidegrade). I think the changes are fair considering they're supposed to be battlemages too.I_killed_Vivec wrote: »Doesn't seem too balanced to me. I think some of your unconscious prejudices might have found their way into your suggestions
As an example, Khajiit get health, stam and magica in one bonus, when Imperials get the same increase but at the cost of two of their bonuses. " their total health pool is going down so I think higher stat density is warranted", OK but nothing more than a cat...
There's a reason why Imperials are in charge, and it isn't because they are weak.
Are you saying I'm making Imperials too weak? I don't think my prejudices are showing here, I love Imperials and my main is an Imperial Templar. They still end up with 4k total stats here and if they go all in on hp then they're only losing 1k stam and gaining 1k mag (sidegrade). I think the changes are fair considering they're supposed to be battlemages too.I_killed_Vivec wrote: »Doesn't seem too balanced to me. I think some of your unconscious prejudices might have found their way into your suggestions
As an example, Khajiit get health, stam and magica in one bonus, when Imperials get the same increase but at the cost of two of their bonuses. " their total health pool is going down so I think higher stat density is warranted", OK but nothing more than a cat...
There's a reason why Imperials are in charge, and it isn't because they are weak.
I haven't played many races, but I agree with you about the feline ambush change. Khajiit is the most affected race after the introduction of critical damage cap. Critical damage source is now more and more abundant with every update, and feline ambush's disadvantage also increased. Perhaps it's time for zos to consider making changes to it.
Are you saying I'm making Imperials too weak? I don't think my prejudices are showing here, I love Imperials and my main is an Imperial Templar. They still end up with 4k total stats here and if they go all in on hp then they're only losing 1k stam and gaining 1k mag (sidegrade). I think the changes are fair considering they're supposed to be battlemages too.I_killed_Vivec wrote: »Doesn't seem too balanced to me. I think some of your unconscious prejudices might have found their way into your suggestions
As an example, Khajiit get health, stam and magica in one bonus, when Imperials get the same increase but at the cost of two of their bonuses. " their total health pool is going down so I think higher stat density is warranted", OK but nothing more than a cat...
There's a reason why Imperials are in charge, and it isn't because they are weak.
I think that is exactly the point they were making. 4k total stats, yes, but only 3k of these are now actively factoring into your damage (if we translate health into damage). The extra off-stat resource is nice, but it does nothing to push your damage further. So it all sums to a net loss of 1k stats as you will have to compensate for the loss of health.
Looking at it this way, the Imperial situation is a lot more tricky than it appears at first.
If we left the max health at 2k, then the change from live would boil down to +1k off-stat resource, which would make it a net positive change to them that isn't going overboard yet, especially since Imperials are in the same boat as Redguards and Bosmer when it comes to offense and could use some extra power. If we also consider that we are looking to buff the stats of Nords and Orcs too, we probably won't have to worry about messing up the tanking meta either.
Ballermfrau wrote: »I am gonna be honest. They are a really bad designe decision for a game with pvp. They go against there motto of play how you like. One should decide upon a race based on how each individual identifies themself within the world of Tamriel.
Not what is bis for each class.
That works great for single player but if you plan to PVP and do VET trials it is questionable how many would still follow there preference over what is bis.
I would prefer that all passives are non power related.
Argonians with crit chance would be cool. Would lean into their lockpicking/thieving proficiency while still differentiating them from Khajiits with crit chance. I just didn't want to stray too far from the current passives because I thought Argonian players liked their healer identity. I agree that it came out of nowhere and it's not reflecting how Argonians were presented in mainline games (outside of maybe the healing taken increase being a reference to resto bonuses and Hitskin).
What kind of bonus are you talking about with Nord ults? Something like a Balorgh's effect or a % damage increase? Either is fine with me as long as Rugged is rebalanced in exchange.
In the main games the races still affected your builds. In Skyrim the actives they received definitely affected your gameplay, a High Elf with Highborn was a much more effective wizard than a Wood Elf with Command Animal. I think it's okay to bring in some of that flavor here. Each race should have something unique they bring to the table while still feeling good to play. Re: passives affecting performance, maybe my High Elf suggestion should just be main stat return then? That way it can be calculated ahead of time.
Are you saying I'm making Imperials too weak? I don't think my prejudices are showing here, I love Imperials and my main is an Imperial Templar. They still end up with 4k total stats here and if they go all in on hp then they're only losing 1k stam and gaining 1k mag (sidegrade). I think the changes are fair considering they're supposed to be battlemages too.I_killed_Vivec wrote: »Doesn't seem too balanced to me. I think some of your unconscious prejudices might have found their way into your suggestions
As an example, Khajiit get health, stam and magica in one bonus, when Imperials get the same increase but at the cost of two of their bonuses. " their total health pool is going down so I think higher stat density is warranted", OK but nothing more than a cat...
There's a reason why Imperials are in charge, and it isn't because they are weak.
I think that is exactly the point they were making. 4k total stats, yes, but only 3k of these are now actively factoring into your damage (if we translate health into damage). The extra off-stat resource is nice, but it does nothing to push your damage further. So it all sums to a net loss of 1k stats as you will have to compensate for the loss of health.
Looking at it this way, the Imperial situation is a lot more tricky than it appears at first.
If we left the max health at 2k, then the change from live would boil down to +1k off-stat resource, which would make it a net positive change to them that isn't going overboard yet, especially since Imperials are in the same boat as Redguards and Bosmer when it comes to offense and could use some extra power. If we also consider that we are looking to buff the stats of Nords and Orcs too, we probably won't have to worry about messing up the tanking meta either.
I thought each point of stamina and magicka was worth more than a single point of health in terms of value. That's why a set's single line of health is 1206 whereas it's 1096 for offensive stats. In this way I thought Imperials were coming out even at worst since if they built for health then they're just transferring 1k stam to their mag pool. Yeah I get that it's worse for tanking but imo Imperials should've had some magicka in the first place or all of Niben should've been retconned. I also didn't want to go over 2k in any single stat since that seemed excessive.
2k main stat and 1k on each off stat should be fair for Imperials, no? If you build as stamina dps you end up a beefier Redguard (2k stam 1k health 1k mag), if you build as mag dps you end up a beefier Breton (1k stam 1k health 2k mag), if you build health then you sidegraded your 1k stam to 1k mag (1k stam 2k health 1k stam). I'm going to edit the main post with the new ideas so people can comment on those instead.
Edit: And it's not like off stats don't matter for damage anymore. An Imperial stamplar is sure to appreciate the mag that lets them cast more rituals or purifying lights or vice versa if they become a magplar.
They need to remove the weapon damage from Altmer and the spell damage from Orcs it makes no sense lore wise and neither of those races have ever had martial or magical bonuses in any TES game, also remove the max Magicka and Magicka recovery from Khajiits and give it to Imperials as like Orcs they have never had any magical skill bonuses in any TES game either.
They need to remove the weapon damage from Altmer and the spell damage from Orcs it makes no sense lore wise and neither of those races have ever had martial or magical bonuses in any TES game, also remove the max Magicka and Magicka recovery from Khajiits and give it to Imperials as like Orcs they have never had any magical skill bonuses in any TES game either.
Agreed, but hybridization is the hill ZOS chose to die on.
As for the Khajiit, the reason ESO gave Khajiit magicka buffs is because some Khajiiti furstock are more magically attuned than average, even though those Khajiit are not the ones our player characters are. But that is the reasoning behind that. Since that lore is older than ESO, I can agree with ESO changing up the status quo and giving us racial passives that the lore says (some) Khajiit should have that we never got in any previous game.
I don't foresee ZOS returning to Racial passives anytime soon. I believe they want passives to be as least impactful as possible, because far too many people seem to believe that you have to choose a specific race to be successful, when in fact, you don't. Do they 'help', sure... but are they necessary, absolutely not. The amount you gain from a racial passive is negligible, even though some streamers and online guides continue to push the false Racial passive narrative.
Gamers are funny... you can have one skill that gets nerfed by 3%... and everyone is like, "OMG, they're gutting the skill" and then there is another skill that they don't like that gets +5% and everyone is like, "Nah bro, not worth it, it's only 5%".