LittlePinkDot wrote: »Imperial is just fine with their skill cost reduction and 2000 health. They're great for PvP.
master_vanargand wrote: »LittlePinkDot wrote: »Imperial is just fine with their skill cost reduction and 2000 health. They're great for PvP.
You may want to deny everything, but I should be more positive here.
What I want to say is that the Hybridization Update is not enough for Races.
The idea I mentioned is to expand the possibilities of Races, which are not popular.
PvE is more important than PvP, which is the least played content.
Huge is an overstatement. Not everyone uses meta races and that is almost never a problem. My main tanks are dunmer, breton, and altmer, and the only problem I’ve had is I had to take some points out of max mag on breton so synergies restore my stamina. My arcanist is an argonian and that’s like a 10k parse difference (my parse 110k instead of 120k, but could also be me and not the race). Just use what you want.
master_vanargand wrote: »Huge is an overstatement. Not everyone uses meta races and that is almost never a problem. My main tanks are dunmer, breton, and altmer, and the only problem I’ve had is I had to take some points out of max mag on breton so synergies restore my stamina. My arcanist is an argonian and that’s like a 10k parse difference (my parse 110k instead of 120k, but could also be me and not the race). Just use what you want.
If the DPS difference is 10k that's very very huge.
And races without "Increase Weapon and Spell Damage by 258" are pretty dire.
At the very least, the less popular races should be buffed.
master_vanargand wrote: »Huge is an overstatement. Not everyone uses meta races and that is almost never a problem. My main tanks are dunmer, breton, and altmer, and the only problem I’ve had is I had to take some points out of max mag on breton so synergies restore my stamina. My arcanist is an argonian and that’s like a 10k parse difference (my parse 110k instead of 120k, but could also be me and not the race). Just use what you want.
If the DPS difference is 10k that's very very huge.
And races without "Increase Weapon and Spell Damage by 258" are pretty dire.
At the very least, the less popular races should be buffed.
LittlePinkDot wrote: »master_vanargand wrote: »Huge is an overstatement. Not everyone uses meta races and that is almost never a problem. My main tanks are dunmer, breton, and altmer, and the only problem I’ve had is I had to take some points out of max mag on breton so synergies restore my stamina. My arcanist is an argonian and that’s like a 10k parse difference (my parse 110k instead of 120k, but could also be me and not the race). Just use what you want.
If the DPS difference is 10k that's very very huge.
And races without "Increase Weapon and Spell Damage by 258" are pretty dire.
At the very least, the less popular races should be buffed.
It only matters if you're trying to be the absolute best at vet hard mode and trying to set records.
But the same thing could be said for Tanks and Healers in vet hard mode. Tanks and healers don't need weapon/spell damage stat. They want other stats. I think Redguard could be altered. But Imperial is perfect for what it's good at. And unique. No other race has red diamond.
The races are different on purpose. There's some that are going to be better for certain roles than others. You just have to pick a race that's the best for the job you're doing.
If you feel you must have an imperial..make it a tank, not a DPS.
master_vanargand wrote: »LittlePinkDot wrote: »master_vanargand wrote: »Huge is an overstatement. Not everyone uses meta races and that is almost never a problem. My main tanks are dunmer, breton, and altmer, and the only problem I’ve had is I had to take some points out of max mag on breton so synergies restore my stamina. My arcanist is an argonian and that’s like a 10k parse difference (my parse 110k instead of 120k, but could also be me and not the race). Just use what you want.
If the DPS difference is 10k that's very very huge.
And races without "Increase Weapon and Spell Damage by 258" are pretty dire.
At the very least, the less popular races should be buffed.
It only matters if you're trying to be the absolute best at vet hard mode and trying to set records.
But the same thing could be said for Tanks and Healers in vet hard mode. Tanks and healers don't need weapon/spell damage stat. They want other stats. I think Redguard could be altered. But Imperial is perfect for what it's good at. And unique. No other race has red diamond.
The races are different on purpose. There's some that are going to be better for certain roles than others. You just have to pick a race that's the best for the job you're doing.
If you feel you must have an imperial..make it a tank, not a DPS.
But isn't that racism?
Asserting that certain Races should only be given one role is also occupational discrimination.
master_vanargand wrote: »ESO has a huge power disparity in Races.
Hybridization update is insufficient, and no one uses the unpopular Race.
Let's all come up with ideas on how to improve the balance of Races.
[My idea]
Adds "Increases your Max Magicka by 2000" to the unpopular "Imperial" and "Redguard" races.
This allows "Imperial" and "Redguard" to become excellent Healer and can also be used as Magicka DPS.
master_vanargand wrote: »Huge is an overstatement. Not everyone uses meta races and that is almost never a problem. My main tanks are dunmer, breton, and altmer, and the only problem I’ve had is I had to take some points out of max mag on breton so synergies restore my stamina. My arcanist is an argonian and that’s like a 10k parse difference (my parse 110k instead of 120k, but could also be me and not the race). Just use what you want.
If the DPS difference is 10k that's very very huge.
And races without "Increase Weapon and Spell Damage by 258" are pretty dire.
At the very least, the less popular races should be buffed.
master_vanargand wrote: »ESO has a huge power disparity in Races.
Hybridization update is insufficient, and no one uses the unpopular Race.
Let's all come up with ideas on how to improve the balance of Races.
[My idea]
Adds "Increases your Max Magicka by 2000" to the unpopular "Imperial" and "Redguard" races.
This allows "Imperial" and "Redguard" to become excellent Healer and can also be used as Magicka DPS.
the1andonlyskwex wrote: »Every time ZOS rebalances races they get accused of only doing it to sell race change tokens. The first time it happened, they tried to compensate by giving everyone 3 free race changes. That resulted in backlash because some people felt entitled to a free change for all of their (more than 3) characters. The second time it happened, ZOS just told people that the changes weren't large enough to justify free tokens, which just made people more angry. I'm pretty sure there hasn't been a third time, because ZOS knows that they'll make people mad no matter what.
In conclusion, I wouldn't hold my breath for a race rebalance.
I'd like it if Redguards had a 50% (or some other value) increased effectiveness of Weapon Traits, similar to the Heartland Conquerer set, instead of the reduced effectiveness of snares they currently have. Seeing as Redguards are supposed to be the most talented warriors in all of Tamriel, it would be fitting if they could utilize the weapons they wield better than the other races.
StarOfElyon wrote: »These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost)."The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard
PASSIVES:
Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.
*Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.
Conditioning - Increases your Max Stamina by 2000.
*Adrenaline Rush - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 Stamina. This effect can occur once every 3 seconds.A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."
I agree with the title of the OP, but for a different reason.
Khajiit is unrivaled in PvP. From Feline Ambush you get 12% critical damage. Twelve percent.
With everyone as tanky as they are, the only way kills are being secured, are with crits. Needless to say, 12% is an absurd value.
LittlePinkDot wrote: »Isn't 12% similar to channeled acceleration?