As it stands now, 4 out of the 10 races cater towards magicka builds. Those races are the Dunmer, Altmer, Breton, and Argonian, each with passives that provide a certain purpose. Those purposes, I believe, appear to be somewhat balanced as far as gameplay goes, and can be summarized as the following:
Dunmer - high (elemental) damage, no sustain
Altmer - average (elemental) damage, average sustain
Breton - no damage, high sustain
Argonians - strong healing
At a glance, it would appear that your choice of race would be fair to fit whatever your class/playstyle is. However, if you notice the type of damage caused by Dunmer and Altmer, it is both elemental damage. There appears to be a significant lack of passives that increase magic damage in not only racial passives, but in class passives as well. Every class has some sort of damaging ability that deals magic damage, and classes like Nightblades and Templars revolve heavily around magic damage. Now, before people start accusations of this being a cry to buff Nightblades and Templars, please take a look at the all of the racial and class passives yourself. There are passives that increase every source of damage (elemental, poison/disease, physical) except for magic damage.
In order to provide more of a balance, and in attempt to remain within the scope of the lore (though I am no lore expert), the following are suggested revisions for the magicka race passives.
Dunmer - The Dunmer are known for their stealth and skill with destruction magic
- Dynamic - Increases max magicka and stamina by 6%
- Resist Flame - Increases flame resistance by 2179, and increases max magicka by 3%
- Destructive Ancestry - Increase damage with Cold, Fire, or Shock effects by 6% -or- Increase damage with Fire effects by 7%, and Cold and Shock effects by 5%
Reasoning: The
Destructive Ancestry passive should be what the Altmer's
Elemental Talent is as destruction magic does not only pertain to fire. Also, the damage increase could be higher at around 6% to all elements (vs. 7% fire, 2% cold/shock) as a trade-off for not having any sustain.
Altmer - The Altmer are snobby (but "cultured") and known to be gifted in the arcane arts
- Spellcharge - Increases magicka recovery by 9%
- Gift of Magus - Increases max magicka by 10%
- Arcane Power - Increases spell critical by 5% (or the equivalent of ~4% damage, without surpassing Dunmer) (or increase damage with magic effects)
Reasoning: Previously it was mentioned that there was a lack of magic damage passives and it would seem fitting for Altmers. However, according to lore, the Altmers' strengths are with ALL trades of magic (destruction, illusion, conjuration, etc.). It would make more sense to give Altmers an increase to spell critical, instead of limit them to purely magic damage alone. However, as a trade-off for their decent sustain, the critical value will have to be lower at around 3%. This doesn't directly address the lack of magic damage passives in general, but it provides classes that don't focus on elemental damage a viable race option.
Breton - The Breton are the peasant, soldiery, magic elite with innate resistance to magicka
- Gift of Magus - Increases max magicka by 10%
- Spell Resistance - Increases spell resistance by 3960
- Magicka Mastery - Reduces the cost of spells by 5%
Reasoning: Bretons are not known for their destructive magic, but rather magic mitigation. They tend use more of their magic abilities for support purposes, excelling with Alteration, Illusion, and even Conjuration. This is why I'm against breaking the lore and giving Bretons an increase to magic damage, even though it is a much needed passive. The
Magicka Mastery passive, along with
Spell Resistance, is the most fitting for the Breton race, but the cost reduction needs to be increased as it currently yields little-to-no benefit with diminishing returns.
Argonians - The slithery, scaly, "Lizard Folk" with mending and restorative talents
- Resourceful - Increases max magicka by 3% and whenever you drink a potion you are restored 12% of your max health, magicka, and stamina
- Argonian Resistance - Increases max health by 9& and increases poison and disease resistance by 1485
- Quick to Mend - Increases healing done by 9& and increases healing taken by 3%
Reasoning: Our only healing race! Not much to add to Argonians since they received an amazing passive change for healing done. I still think Argonians should retain some sort of healing taken though.
Again, this is an attempt to rework the racial passives for Magicka-based characters to not only provide balance between roles and playstyles, but to remain within the scope of the lore as well. The changes should
not be a nerf in any which way. Dunmers will still be the leading race for elemental damage, specifically fire. Altmers will still be a balance of damage and sustain, while providing a benefit for non-elemental spells. And Bretons will remain the best sustain. I hope most of you have enjoyed the suggestion and can see why these changes may be necessary. I would greatly appreciate any comments, criticism, or feedback and kindly ask that they remain constructive. Thanks!
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @Wrobel