Tommy_The_Gun wrote: »Argonian, Wood Elf and Redguard need a tiny buff. The rest are fine.
Tommy_The_Gun wrote: »Argonian, Wood Elf and Redguard need a tiny buff. The rest are fine.
Twohothardware wrote: »I think with Breton they could just increase the max magicka to 3000 and with Redguard the max stamina to 3000 and it would make them more viable dps choices if you want to build for more sustain.
Right now Dark Elf gets 3820 total bonus resources, Khajiit gets 2745, and Imperial gets 4000.
FantasticFreddie wrote: »Twohothardware wrote: »I think with Breton they could just increase the max magicka to 3000 and with Redguard the max stamina to 3000 and it would make them more viable dps choices if you want to build for more sustain.
Right now Dark Elf gets 3820 total bonus resources, Khajiit gets 2745, and Imperial gets 4000.
Breton is in a fairly decent place as a pve healer and in defensive pvp roles-- 3 of my healers are breton and it's considered BIS.
It's not a good tank, but ranks I think 3rd place, below Nord and Imperial
the1andonlyskwex wrote: »I think it's needed, but I don't think it will actually happen because ZOS is afraid of being accused of monetizing game balance (because race changes cost real money).
FantasticFreddie wrote: »the1andonlyskwex wrote: »I think it's needed, but I don't think it will actually happen because ZOS is afraid of being accused of monetizing game balance (because race changes cost real money).
They have made changes numerous times in the past
the1andonlyskwex wrote: »FantasticFreddie wrote: »the1andonlyskwex wrote: »I think it's needed, but I don't think it will actually happen because ZOS is afraid of being accused of monetizing game balance (because race changes cost real money).
They have made changes numerous times in the past
They haven't made any significant changes in ages, and the last change they made that had any real impact resulted in an absolute uproar on the forums (including a very long thread of people demanding more free tokens over a very minor balance tweak). Based on the reaction they got last time, I doubt they'll make significant adjustments ever again.
Heck, even removing/equalizing racial bonuses would be controversial because of people that picked a specific race for min/max reasons and who would prefer a different race cosmetically.
I'm fine with the balance as it is. Recently I made a new character, went looking for a PvE DPS build, and found this.
It says "ANY race can be FINE for DPS on all modes"
Step 1: Remove the second three passives from races, and buff the initial flavorful passive of each race to make them more distinct. They can add a little power to your build, like Orcs getting movement speed, but nothing too impactful.
Step 2: Add Birthsigns, like from TES 4 Oblivion. You choose a birthsign at the same level intervals as you would gain your normal racial bonuses.
That would fix my problem with racial choices. Your race should be a flavorful choice with minor impact to your build, which only really impacts PVP (if you don't have imperial edition). Your birthsigns should effect combat.
WrathOfInnos wrote: »Races absolutely need another balance pass. The game has changed so much in the last few years.
For example, there was no cap on crit damage when Khajiit received this as a bonus, so it was a useful stat. Now it just means that Khajiit lose their main damage passive if they are in a coordinated group with warhorns and EC. IMO no race should become weaker as the group becomes stronger.
Bosmer suffers from a similar issue, with penetration becoming useless over the cap. Every race will reach the cap when planning group content, so you end up just losing a passive.
Sustain races have similar problems, where group sustain will be planned around Dunmer, so Redguard, Breton, Imperial, Argonian and Bosmer all just oversustain compared to better races. There is no way to turn sustain into damage in the current meta. Previously we had mechanics like Templar beam scaling higher if you had full Magicka (making Breton viable), or strong and expensive spammables like Crystal Weapon or Daedric Tombs.
I find Dunmer, Altmer and Nord to be in a good spot right now. All the others are lacking.
LesserCircle wrote: »WrathOfInnos wrote: »Races absolutely need another balance pass. The game has changed so much in the last few years.
For example, there was no cap on crit damage when Khajiit received this as a bonus, so it was a useful stat. Now it just means that Khajiit lose their main damage passive if they are in a coordinated group with warhorns and EC. IMO no race should become weaker as the group becomes stronger.
Bosmer suffers from a similar issue, with penetration becoming useless over the cap. Every race will reach the cap when planning group content, so you end up just losing a passive.
Sustain races have similar problems, where group sustain will be planned around Dunmer, so Redguard, Breton, Imperial, Argonian and Bosmer all just oversustain compared to better races. There is no way to turn sustain into damage in the current meta. Previously we had mechanics like Templar beam scaling higher if you had full Magicka (making Breton viable), or strong and expensive spammables like Crystal Weapon or Daedric Tombs.
I find Dunmer, Altmer and Nord to be in a good spot right now. All the others are lacking.
You are the kind of player ZOS needs to listen to, you know what you are talking about.
I remember the last time they changed. They didn't give out enough change tokens to recover.
However, I currently have no argonians, wood elves or redguard. Maybe you have a point.
I don't want to have to re-roll my toons to fit in with the new meta after the next lot of passive changes.
WrathOfInnos wrote: »Races absolutely need another balance pass. The game has changed so much in the last few years.
For example, there was no cap on crit damage when Khajiit received this as a bonus, so it was a useful stat. Now it just means that Khajiit lose their main damage passive if they are in a coordinated group with warhorns and EC. IMO no race should become weaker as the group becomes stronger.
Bosmer suffers from a similar issue, with penetration becoming useless over the cap. Every race will reach the cap when planning group content, so you end up just losing a passive.
Sustain races have similar problems, where group sustain will be planned around Dunmer, so Redguard, Breton, Imperial, Argonian and Bosmer all just oversustain compared to better races. There is no way to turn sustain into damage in the current meta. Previously we had mechanics like Templar beam scaling higher if you had full Magicka (making Breton viable), or strong and expensive spammables like Crystal Weapon or Daedric Tombs.
I find Dunmer, Altmer and Nord to be in a good spot right now. All the others are lacking.
Step 1: Remove the second three passives from races, and buff the initial flavorful passive of each race to make them more distinct. They can add a little power to your build, like Orcs getting movement speed, but nothing too impactful.
Step 2: Add Birthsigns, like from TES 4 Oblivion. You choose a birthsign at the same level intervals as you would gain your normal racial bonuses.
That would fix my problem with racial choices. Your race should be a flavorful choice with minor impact to your build, which only really impacts PVP (if you don't have imperial edition). Your birthsigns should effect combat.
the birthsigns are the constellations which we already choose with mundus stones.
they already affect combat. and we can choose and change them freely.
Zos adopted the standing stones from TES 5, which was a simplification of the Birthsigns in TES 4. Birthsigns were basically your racial passives in ESO, except not tied to your race... Imo, they should bring back birthsigns. Sure, the TES 4 birthsigns are the same as the standing stone options, similar to horoscopes as you will, but they don't have to be. They can be based on the moons, or based on the time of year, or just concepts. You were born on the "day of change," therefore you get this ability, as an example.
Add birthsigns. You get a single passive based on your race, which can be a bit more powerful than the initial ability is right now but doesn't really affect combat. Then, you get a birthsign choice at level 5, 10, and 25 as you do normally with racial choices. Just make it pop up when you go to level your character kinda like leveling in TES 5. These passive skills then rank up as you level up, and can have points put into them just like the normal racial skills system. Then make it so you can reset them at a shrine, like when you reset your skills (they might need to add a new shrine for this, probably Arkay as the god representing birth in this universe).