dodgehopper_ESO wrote: »
Overall though I think this is an interesting idea but it would need greater refinement. Just by looking at what was written, it seems all of the humans (Redgards, Nords, Imperials, Bretons) will be the weakest races if they were to actually put this into the game.
No, not everyone would pick the same, but most people will choose the passives according to the role they want to fulfill. This isn't min/maxing, this is common sense.Bodycounter wrote: »Everyone would pick the same, if it's about min/maxing. You could delete racials, if you make them a choice. The current racials could need a little overhaul, but that's it.
TheShadowScout wrote: »Terrible idea.
Oh, the min/maxer crowd will like it, more choices to effectify their builds... but allowing people to cherry pick their bonus of choice pretty much throws most of the racial diversity out of the window, since all the boni will be chosen per class/built, and race won't matter much anymore.
Personally I much prefer the current system, even with all its faults.
https://www.youtube.com/watch?v=aHW3BCod86E. Your post, though, fleshes out actual specifics. Great work!C0pp3rhead wrote: »dodgehopper_ESO wrote: »
Overall though I think this is an interesting idea but it would need greater refinement. Just by looking at what was written, it seems all of the humans (Redgards, Nords, Imperials, Bretons) will be the weakest races if they were to actually put this into the game.
Not at all. Redguards & Imperials have traditionally (in previous titles) been more suited for warrior or soldier roles. The returns on health & stam are actually pretty awesome. Because you have to light attack to build ultimate (& because most players light attack weave), the Redguard stamina return is very useful. The Imperial return on health makes them slight more survivable in all situations, but also makes them excellent tanks. Alot of bosses, mobs, and players (NB's, Sorcs, & Temps) rely on magicka & elemental damage, so the Breton spell resist is actually quite useful, especially with +10%. Nords with pure damage mitigation make for some of the best tanks in the game.
Honestly, because resistances to Fire, Frost, Poison, and Disease are so specific, they could be as high as 20% or 25% without affecting overall game balance
Again, I don't understand why some races we have honor previous games but others we make better. Why must Argonians retain such marginally useful passives like anything to do with potions while others get way more useful skills? In Skyrim Argonians had histskin which jacked up their health regen. What does that have to do with healing others? They also had tough skin and claws, maybe they should get damage reduction or increase? Why must we work within the confines of ESO's deeply flawed system?
stojekarcub18_ESO wrote: »Again, I don't understand why some races we have honor previous games but others we make better. Why must Argonians retain such marginally useful passives like anything to do with potions while others get way more useful skills? In Skyrim Argonians had histskin which jacked up their health regen. What does that have to do with healing others? They also had tough skin and claws, maybe they should get damage reduction or increase? Why must we work within the confines of ESO's deeply flawed system?
This post changed my stance on this issue. I didn't even consider this. Why should an ES game NOT be lore-friendly?
As the title states, my idea for a simple way to balance racial passives while still having each race unique:
1st 3 passives chosen at character select, with in-game shrine that allows spending gold to reset these 3 choices!
- 1st racial passive: Weapon/Armor Proficiency: gives 15% training bonus to your choice of a weapon or armor type
- 2nd Racial Passive: Regen Expert: gives 5/10/15% bonus to your choice of regen (magicka, health, or stamina)
- 3rd Racial Passive: Stat Proficiency: gives 3/7/10% bonus to your choice of stat (magicka, health, or stamina)
-4th Racial Passive: Race Specific Passive: a special passive unique to each race!
Breton: 4% spell cost reduction and 10% spell resistance
Orc: 15% speed increase and 10% charge dmg boost
Redguard: 15% chance to return stamina on melee attack
Altmer: 10% boost to elemental damage
Bosmer: 10% stealth damage and 10% reduced sneak cost
Khajiit: 6% weapon crit and 10% stealth damage
Nord: 6% damage reduction from all sources with additional 15% frost resist
Argonian: 6% healing (both outgoing and incoming) and 10% boost to potions
Dunmer: 10% fire damage and 10% fire resistance
Imperial: 15% chance to return health on melee attack
This would give you the ability to play any class the way you won't while still providing the individuality of races!
So, a little more balance:
Orc: 15% speed boost, 10% armor penetration
Dunmer: 15% fire dmg, 15% fire resist
Argonian: 10% healing(incoming, outgoing), 15% poison, disease resist
Nord: 10% damage reduction, and Frostbite(10% chance to slow targets when hit)
https://www.youtube.com/watch?v=Iy-SPKFGEnk&feature=youtu.be