My personal opinion is that the choice of a race should not depend heavily on its passive abilities, but solely on the visual preferences of the player. This can be solved by weakening racial passives, or leaving only those that have virtually no effect on the game, such as swimming speed, pickpocketing, accelerating skill learning, etc.
For example since the Dunmer meta has now developed, they receive a large number of bonuses that affect the game. A big boost to mana and stamina, both resources are applicable and useful regardless of stamina or magic build, good protection from fire (which works great in pvp) and a good boost to wpd spd, which has an even greater impact on % buffs with major and minor effects.
My opinion is that direct damage buffs wpd spd, crits, as well as a reduction in the cost of all skills like the Imperials (cause it work on ulti to) and etc should be completely removed from racial passives, leaving only an increase in maximum magic, stamina, health and protection from a certain type of damage, as well as passives that do not affect the combat game.
The poll asks two very different questions.
1. The passives most certainly impact the game. They increase the character's performance in the aspects related to each passive. Some races will perform better in a given situation than a different race.
2. It can make a nice little difference for someone who truly min/maxes and is competitive with what they do. It is not as important for most players since we are just here to enjoy the game and are not interested in refining our rotations and performance to the degree it will matter. So they are fine as they are.
This is an Elder Scrolls game. Races are supposed to be impactful, it shouldn't turn cookie cutter like every other MMO where races are homogenized and give like single digit stat differences that don't matter. The race affecting you so much is part of what sets ESO apart, as well as the gear variety/spellcrafting now/etc. we need MORE variation, not less.
This is an Elder Scrolls game. Races are supposed to be impactful, it shouldn't turn cookie cutter like every other MMO where races are homogenized and give like single digit stat differences that don't matter. The race affecting you so much is part of what sets ESO apart, as well as the gear variety/spellcrafting now/etc. we need MORE variation, not less.
If you need more variations, you may can asking zos to add an active ability to each race in the racial branch
and it is advisable to allocate another slot for race abilities on the panel for this, and not as a replacement class or weapons abil
This is an Elder Scrolls game. Races are supposed to be impactful, it shouldn't turn cookie cutter like every other MMO where races are homogenized and give like single digit stat differences that don't matter. The race affecting you so much is part of what sets ESO apart, as well as the gear variety/spellcrafting now/etc. we need MORE variation, not less.
If you need more variations, you may can asking zos to add an active ability to each race in the racial branch
and it is advisable to allocate another slot for race abilities on the panel for this, and not as a replacement class or weapons abil
The passives are fine as is. we don't need "power" style stuff, each race is made different through their various passives with decently meaningful number changes.
This is an Elder Scrolls game. Races are supposed to be impactful, it shouldn't turn cookie cutter like every other MMO where races are homogenized and give like single digit stat differences that don't matter. The race affecting you so much is part of what sets ESO apart, as well as the gear variety/spellcrafting now/etc. we need MORE variation, not less.
If you need more variations, you may can asking zos to add an active ability to each race in the racial branch
and it is advisable to allocate another slot for race abilities on the panel for this, and not as a replacement class or weapons abil
The passives are fine as is. we don't need "power" style stuff, each race is made different through their various passives with decently meaningful number changes.
Evil_Rurouni wrote: »The weakest and worst designed passives should be reworked to make those races less severe of a self-nerf, but I'd avoid trying to redo everything and/or nerfing the more meta choices.
Having to race change half the toons on the servers would result in a LOT of players quitting.
Redguards need a full redo of pretty much everything.
Argonian healing done passive is both underpowered and role limits them excessively. Redo it.
Khajiit crit dam passive should have been redone the same time as the crit dam cap was introduced, its a dead passive in organised groups that stack buffs and debuffs.
Bosmer should get their awful stealth detection passive removed and replaced with something that has less of a feelbad element while we're altering stuff.
This is an Elder Scrolls game. Races are supposed to be impactful, it shouldn't turn cookie cutter like every other MMO where races are homogenized and give like single digit stat differences that don't matter. The race affecting you so much is part of what sets ESO apart, as well as the gear variety/spellcrafting now/etc. we need MORE variation, not less.
This is an Elder Scrolls game. Races are supposed to be impactful, it shouldn't turn cookie cutter like every other MMO where races are homogenized and give like single digit stat differences that don't matter. The race affecting you so much is part of what sets ESO apart, as well as the gear variety/spellcrafting now/etc. we need MORE variation, not less.
I don't see how you can cite homogenisation as an issue you oppose whilst advocating for a system that is already fundamentally homogenised. The fact that some races have objectively better passives for particular roles - coupled with the fact that since hybridisation certain racial passives have ended up falling further behind whilst others have been boosted by it (exacerbating a divide that already existed) - means that there is already a lot of homogenisation with regard to race choice when creating a character with a particular role in mind. If you want a less homogenised character experience, then race-specific passives shouldn't be a factor in character creation at all; race should be a roleplay & aesthetic choice, not a combat efficacy choice.
People being able to pick their passives during character creation ultimately means less homogenisation both aesthetically and in the combination of passives that they choose. Sure, there will still be a passive meta for specific roles & game modes, but people will be free to mix things up and go varying degrees of off-meta as they choose - even creating their own niche combinations that suit them and their gameplay goals best - whilst aesthetically we'll see far more race variation based on the personal preferences of players.
I want a Dunmer who can swim faster (currently limited to Argonians)
I want an Argonian who's resistant to lava (currently limited to Dunmer)
I want an Altmer with enhanced pickpocket skills (currently limited to Khajiit)
I want a Breton whose drink buffs last longer (currently limited to Nord)
I want a Khajiit who gets extra resources when quaffing potions (currently limited to Argonian)
I want a Bosmer who's mastered magic and gets cost reduction on magicka abilities (currently limited to Breton)
I want an Orsimer with enhanced physical and spell resistances (currently limited to Nord)
I want a Redguard with a cost reduction for all abilities (currently limited to Imperial)
...and the list goes on.
My personal opinion is that the choice of a race should not depend heavily on its passive abilities, but solely on the visual preferences of the player. This can be solved by weakening racial passives, or leaving only those that have virtually no effect on the game, such as swimming speed, pickpocketing, accelerating skill learning, etc.
For example since the Dunmer meta has now developed, they receive a large number of bonuses that affect the game. A big boost to mana and stamina, both resources are applicable and useful regardless of stamina or magic build, good protection from fire (which works great in pvp) and a good boost to wpd spd, which has an even greater impact on % buffs with major and minor effects.
My opinion is that direct damage buffs wpd spd, crits, as well as a reduction in the cost of all skills like the Imperials (cause it work on ulti to) and etc should be completely removed from racial passives, leaving only an increase in maximum magic, stamina, health and protection from a certain type of damage, as well as passives that do not affect the combat game.
StarOfElyon wrote: »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."
Just let players pick their character's passives from a set of logically categorised pools created using the racial passives we currently have (e.g. offensive pool, defensive pool, sustain pool, flavour pool).
If, for example, I want a stocky little Dunmer who happens to be a swimming champ that can keep up with the Argonians in the annual Vvardenfell swimathon, then I should be allowed to pick bonus swimspeed as one of his passives.
The poll asks two very different questions.
1. The passives most certainly impact the game. They increase the character's performance in the aspects related to each passive. Some races will perform better in a given situation than a different race.
2. It can make a nice little difference for someone who truly min/maxes and is competitive with what they do. It is not as important for most players since we are just here to enjoy the game and are not interested in refining our rotations and performance to the degree it will matter. So they are fine as they are.
in fact, damage and sustain passives actually have a much stronger impact than many people think, especially on sustain.I certainly don't mind if the Bretons have sustain and the High Elves have good damage, in any case this could be compensated for by either mundus or enchantment, but the values of some racial passives exceed the potential of others, even when trying to balance this out with food, mundus or enchantment . For example, the Bretons have a huge sustain, too much that you can get the same +- 258 spd from other sources, and your sustain will still be better than the High Elf, who balanced these values according to the same scheme, but ok, it's not that scary.
And there are races with virtually no damage at all and with extremely dubious sustain, for example Argonians, the bonus to sustain that they receive for drinking potions has a worse effect than reducing the cost of spells, or regenerating mana or stamina, since the latter has the potential for a % acceleration from major and minor buffs. And accordingly, it will not be possible to achieve the same balance of damage and sustain with them. I actually find it harder to kill an enemy or maintain sustain while playing Argonian than when I played High Elf. Yes, they have a bonus to healing, but wpd/spd gives it the same way as damage and can scale from % major and minor. In short, from my point of view, the only normal option to balance all races is to make their passives nominal. Or, if without radicalism, simply improve the passives of more lagging races. Or reduce bonuses from wpd spd and sustain for others