It will soon be the 7th year in a row of Redguard being the most useless, underpowered race in the game. This topic pops up on the forum every so often and yet practically nothing has been done to change their current state aside from offering a miniscule buff to Adrenaline Rush in a meta where building for sustain isn't needed at all.
I'm going to dissect how Redguard passives fail to bring anything truely useful when compared to the passives of other races in the roles of Tank, DPS, Healer, and general PvP builds.
Tank:
Adrenaline Rush allows Redguards to regain stamina through block which can be useful in permablocking fights, however this pretty much sums up the pros versus the several cons when picking Redguard over another race. Every other races has some sort of defensive passive whether it be resistance to a specific type of damage, a little bit of extra max health or health recovery, or straight up a bonus to resistance in general (Nord). Redguard gets snare resistance, which does NOTHING to improve their tankiness; in other words, they are THE SQUISHIEST race. Other races, specifically Nord and Imperial have ultigen/ult-cost reduction that contribute to group utility through better buff uptimes, and which indirectly contribute to sustain if playing a DK tank where ulting restores a portion of every resource. Argonian likewise offers sustain to all resource pools. Redguard passives pigeon-hole them into purely stam sustain specs in a role where magicka skills are abundant for self healing and buffing, and on top of that they offer no group utility.
Healer:
The healer role is one of the few areas in the game where investing in sustain is important. Redguard's 8% weapon skill cost reduction may help a little bit in this department by reducing the mag cost of the commonly used healer skills Illustrious Springs, Radiating Regen, Combat Prayer, and Wall of Elements, but this accounts for less than half of the skills in a healer's arsenal. In regards to sustain, both Imperial and especially Breton leave Redguard in the dust, not to mention that Redguard has no bonus for maximum magicka and nothing that might boost the strength of their heals. Suffice to say that Redguard passives contribute almost nothing to a healer.
DPS:
DPS do not need to invest in their own sustain because it is generally provided to them from an outside source (support roles in content and by the trial dummy when parsing). Building for damage is best because the shorter the fight, the less need for endurance there is. Redguards have absolutely zero damage passives, meanwhile Altmer, Dunmer, and Orc get the equivalent of an infused weapon/spell damage jewelry enchant that can be further buffed with major/minor brutality. With buffs, this ends up being being over 300 weap/spell damage, which isn't at all insignificant: it's basically a Hunding's Rage or Julianos' 5th piece bonus for free at all times. This bonus has become even more significant since the change to proc sets that cause their damage to scale with stats. Their absolute lack of both damage and survivability passives makes Redguard the best at being the worst pick for DPS.
PvP:
Sustain is an important element in survivability in PvP, but Redguard sustain suffers heavily in this environment because of the way their stamina recovery is obtained. For starters, Redguard will only ever really benefit a stamina setup, making them an inflexible pick from them get-go: the 8% weapon skill cost reduction is just too niche as most builds will at most slot only a handful of weapon skills. Looking at the stamina sustain side of things, Adrenaline Rush seems to offer a pretty nice amount of recovery, right? Perhaps, if PvP involved 2 people parsing away at each other until one dies
. Obviously, this is not the case. Half the battle in PvP involves running away, kiting around cover, dodging to avoid damage, etc. In these situations where your aren't hitting the enemy, arguably the time where you rely on sustain the most, Redguard gets nothing. For sustain in PvP, Imperial, Bosmer, and Breton are light-years ahead. If damage and tankiness are your preference in PvP, Redguard isn't even on the radar.
When ZOS added the Sea-Serpent's Coil, I thought Redguard might finally have a niche situation to be useful by reducing the strength of the 40% snare down to 25%. Turns out the snare is unaffected by such bonuses. Redguard just can't win.
Knowing the above, do you think Redguard should continue to remain in its current state for another year? Are they balanced when compared to other races?