Official Feedback Thread for Racial Passive Balance

  • GCypher87
    GCypher87
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    Vudokan wrote: »
    GCypher87 wrote: »
    AP gain and Gold gain should be switched between imperial and breton. Imperials are from Cyrodil, hosting the battle. King Emeric is a Breton and I'm pretty sure was some kind of merchant.

    I think gold gain is even less appealing than AP gain. I think both 'perks' are terrible. I would prefer something that, while not being overpowered, is actually genuinely useful. For example, the fall damage and cutpurse passives. Those are interesting, useful but not game-breaking. I don't know enough about the lore to make a better suggestion, maybe others can chime in.

    Those also need swtiched. Wood Elves are more thiefy in eso, and Khajiits are cats.

    I will agree that gold and ap gain are very interesting but i think they are still more useful than fall damage and maybe even the 5% pickpocket bonus. It at least continues it's usefulness unlike orcs passive or high elves'

    I'm not arguing whether they are good or not. Just that they're attached to the wrong races.
    PC: @Cyffr
  • Silver_Strider
    Silver_Strider
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    Altmer:
    Buff Elemental Talent to 3/4/5%
    Altmer get a slight buff to maintain their magic superiority.

    Argonian
    Quick To Mend: 2/4/6% Max magic, increase Healing Done by 2/4/6%
    Argonian Resist: 2/4/6% Max Health , Poison/Disease Resistance
    Child of the Hist: 2/4/6% Max Stamina, Increase Poison/Disease Damage by 2/4/6%
    Argonians become the hybrid race that fits their lore while not being overly powerful in any 1 role, except maybe as healers.

    Breton:
    Change Magicka Mastery to magic version of Adrenaline Rush
    Bretons become masters of magic sustain.

    Bosmer
    Y'ffre's Blessing: Increase Stamina Regen by 5/10/15%, Increase Damage with Bow and Poison abilities by 2/3/4%
    Resist Affliction: Resist Poison/Disease, Increase Max Stamina by 2/4/6%
    Bosmer get a slight nerf to their regen to get a buff to Bow+Poison as well as an increase to their max stamina to make them more useful as Stamina DPS.

    Dunmer:
    Leave as is

    Imperial:
    Leave as is

    Khajiit:
    Nimble: 2/4/6% Max Health, Increase Stamina Regen by 3/6/9%
    Khajiit get some extra health and still maintain their status as best PvE Stamina DPS without becoming the outright best at it as is currently the issue.

    Nord:
    Leave as is

    Orc:
    Brawny: Increase Max Health+Stamina by 3/5/7%
    Orcs get a relatively small buff to make them more comparable to Nords. Nords have more Health and Mitigation, Orcs have more Stamina and Damage.

    Redguard:
    Leave as is

    Dunmer, Imperial, Nords and Reguards are all fine now and I see little reason to change any of them.
    Just my thoughts.

    Everyone want to maintain Redguard as best PVP and tying to get rid of new khajit change.

    If Khajit changes are rollback than Redguard should lose some part of their too much recovery buff..they are very stamina sustain..

    Bosmer should lose extra stamina buff or resistance, argonians should lose potion buff or extra health..

    Imperial should lose some health buff, 12% increase a way too much tank..

    Bretons are a way back than altmers and they definitely need damage buff or further cost reduction buff. We do not care about spell resistance..replace it with more damage or better buff..

    I tried to buff everyone while maintaining some semblance of balance, which is something ESO lacks greatly.

    Khajiit getting an increase to their Max Stamina puts them at such a far and away place ahead of all other races in Stamina DPS that it becomes outright stupid to play ANY other race as a stamina DPS in PvE. A 4% difference is manageable, a 7-8% difference is just too much to make up. An increase to max health would give Khajiits something they currently lack, an increase to 1 of their stats, while not giving them an unnecessary buff to their already high damage numbers.

    As for your statement that if Khajiit can't have their buff that Redguards should be hit, it seems like favoritism. Khajiit are outperforming all other Stamina Races in PvE content, whereas Redguard outperforms in PvP. You want Khajiit to get a buff but if Khajiit do not receive a buff and remain the same, you want other races to receive a nerf so Khajiit would still come out on top either way. As it stands, competitive Stamina DPS is either Khajiit for PvE and Redguard for PvP, with no real room for any of the other races to stand out in any way. Wouldn't a better option be that you make the other stamina races somewhat more viable in ways that made them unique but not outright terrible either? Imperials already deal comparative damage to Redguards but also have the most health out of the 10 races so they are already in a pretty good stop. The buff to Nords makes them arguably better tanks than Imperial as the minor differences between a Nord and Imperials stats are also compounded by the Nord's damage mitigation passives and the Health Regen passive more or less cancels Red Diamond out as well. Orcs needed the slight buff I suggested as a Nord would deal similar damage as an Orc but have more Health as well as mitigation so giving Orcs the very slight buff that I did, make it so that Orcs still don't have as much health or mitigation as a Nord but Orcs should do more damage, maybe even to a comparable level to Imperials or Redguard when taking into account their extra damage from Swift Warrior, and with the get healing received, it makes them still desirable tanks but in a different sense than Nords or Imperials.

    Bosmer losing their max stamina, when they are the worst performing stamina race, makes absolutely no sense. How do you justify removing or nerfing it? Redguard has infinitely better sustain than Bosmer and Khajiit smoke everyone else in regards to damage. Then you also have to consider that Imperials, Nords and Orcs all have more stamina than a Bosmer, thus will outperform Bosmer as far as PvE content is concerned that you can't justify a nerf to them at all. My suggestions increase Bosmers as a good Stamina race by giving them a buff to their stamina, while also giving them an edge with Bows, something that is lore friendly as well as unique to Bosmer so they aren't completely outclassed by the other stamina races and could maybe even outclass the other races in some situations.

    My changes removed Potion buff from Argonians as well as reduced their max health from 9% to 6%. What more are you asking for exactly? Argonians have always been a hybrid race. They have talents for magic and stealth and while my suggestion may seem to favor Argonians, it just makes them somewhat viable at everyone while excelling at nothing in particular. They make mildly decent tanks with their abundance of stats but Imperials, Nords and Orcs will be somewhat better as their passives are more designed for the role. We'd make decent magic DPS or Healers but since Altmer, Bretons and Dunmer have passives that help with Damage and/or Sustain, those races would trump us in that department, and vice versa for Stamina DPS.

    Imperials are locked behind a paywall. To make that a paywall worth overcoming, Imperials need to be somewhat above the other races at least in some part. As it stands, Imperials have the most health out of all races, making them a naturally more tanky race by default but at the same time they can also do comparative damage to Redguards meaning it is a decent DPS on top of a good tank race. It isn't the hands down best but its good for what you have to pay to unlock the race in the 1st place and doesn't need a nerf in any regards.

    I buffed Breton to be the best magic sustain race in the game, which seems like a far trade for them dealing less damage than Dunmer or Altmer. Bretons have always had magic resistance and have always been the more magically gifted of the human races, but only because they have Elven Blood in their lineage, which is more or less diluted from any of the Elf races. Diluted Elf Blood will never have a much potency as pure blood, so it makes sense for them to deal less damage than the 2 magic elf races. However, I do feel by making Bretons the best at sustain out of the 3 would make them desirable as a race as either a PvP race, akin to Reguards, or as the ultimate healer race, never having to worry about their sustain. It's not like their DPS is outright terrible either.
    Argonian forever
  • Vythri
    Vythri
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    Vythri wrote: »
    Enodoc wrote: »
    Vythri wrote: »
    Seriously though, can we please get a racial passive that does something for ranged physical damage? Is that too much to ask for?
    So basically you want the Wood Elf Archery Expertise to be a bit more useful? Are there any other passives that affect damage, though?

    Orcs:
    • Swift Warrior - Increases your damage with melee weapon attacks by 2/3/4%

    Redguard:
    • Adrenaline Rush - Your melee attacks restore 1/2/3% of your Max Stamina

    Imperial:
    • Red Diamond - Your melee attacks have a 10% chance to restore 2/4/6% or your Max Health

    Dunmer:
    • Destructive Ancestry - Increases your Flame Damage by 3/5/7% (increasing Flame Staff damage)

    Altmer
    • Elemental Talent - Increases your Flame, Frost, and Shock Damage by 2/3/4% (increasing all Destruction Staff damage)

    5/10 races have buffs to either melee damage/utility, or staff damage.

    0/10 have buffs to bow damage/utility.

    Now would've been a perfect time to throw a bone to all of the bow users out there that feel neglected by ZOS. Instead Bosmer (the race that should be archery masters) got a fall damage passive. Yay....

    Why even use my Bosmer at all now? I'll just roll a Khajiit.

    @Wrobel @ZOS_GinaBruno @ZOS_JessicaFolsom

    Please, dear god, don't just gloss over this. Stop ignoring Bow users. Watching ESO Live, you just completely omitted this fact. There are plenty of melee combat buffs, and you explained why you aren't going to buff spell damage. WHAT ABOUT RANGED PHYSICAL DAMAGE? It would be nice if you stopped pretending like people using a Bow in your game don't exist.
    Edited by Vythri on July 9, 2016 3:27AM
  • RaddlemanNumber7
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    I am glad the changes to the Khajjit “nimble” passive are to be rolled back.

    IMO the search for numerical balance is futile. It is just making people unhappy. Tinkering with racial passives will not help to alleviate that unhappiness. Allowing people to change the race of their characters will help. This is because the “imbalance” is mostly just a matter of perception.

    The now-cancelled changes to Khajiit racial passives would have had no significant effect anyway. There is already more than enough overkill in the PVE game. If competitive players want the “best” stats they can now simply change race.

    Races are defined by a lot more things than their passives. Look and feel is also important.

    I’m pleased Khajiit are not being turned into the most OP stam race. I hope people will choose to roll a Khajiit character because of the extra fun that comes with playing a Khajiit character, not just because they want good racial passives.

    I guess what my inner Khajiit is trying to say is that the experience of playing a Khajiit could be further enhanced by building on the fun aspects of the race (rather than by buffing stats). Give Khajiits (and all the other races) more opportunity to express their nature through their choices and actions in the game.

    How about creating some racially specific emotes and personalities. For Khajiits perhaps some that involve licking themselves grooming, playing with food, or a whispering fang kata. Maybe that approach would encourage even more players to switch race, and so generate additional revenue for the game.
    PC EU
  • Ragnaroek93
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    Khajiit buffs rolled back and Adrenaline Rush gets nerfed (to be honest you can't even call this a nerf, because this passive is just outright broken). Sounds good in my opinion :)
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Maztiax
    Maztiax
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    Not... buffing the hands down most powerful DPS race was a good decision, but like any step forward ZOS takes they seem to always take two steps back to compensate. Redguards should not have their Adrenaline Rush nerfed. They were the only shining beacon of hope that Tamriel wouldn't become overrun by kittens and now that light is fading.

    Once again, nerfing the only other competitive DPS stamina race will seem like nothing but a cheap way of getting people to buy race change tokens to switch to Khajiit. This will not reflect well on the integrity of the company in the long run.

    You want people to stop unanimously picking Redguard in PvP? Then buff the weaker stamina races. Make Swift Warrior apply to DoTs and magicka abilities like concealed weapon. Make Red Diamond do a small amount of damage on hit chance along with healing. Give Nords a reason to exist. Even with their increased stamina there is no reason to pick a Nord in PvP when you can be Redguard and no reason to pick them in PvE because Imperials make better tanks and Khajiits make better DPS. Rugged needs to be useful after hitting resistance caps and they still need something to compete in damage. 6% just isn't enough.
  • ToRelax
    ToRelax
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    Maztiax wrote: »
    Not... buffing the hands down most powerful DPS race was a good decision, but like any step forward ZOS takes they seem to always take two steps back to compensate. Redguards should not have their Adrenaline Rush nerfed. They were the only shining beacon of hope that Tamriel wouldn't become overrun by kittens and now that light is fading.

    Once again, nerfing the only other competitive DPS stamina race will seem like nothing but a cheap way of getting people to buy race change tokens to switch to Khajiit. This will not reflect well on the integrity of the company in the long run.

    You want people to stop unanimously picking Redguard in PvP? Then buff the weaker stamina races. Make Swift Warrior apply to DoTs and magicka abilities like concealed weapon. Make Red Diamond do a small amount of damage on hit chance along with healing. Give Nords a reason to exist. Even with their increased stamina there is no reason to pick a Nord in PvP when you can be Redguard and no reason to pick them in PvE because Imperials make better tanks and Khajiits make better DPS. Rugged needs to be useful after hitting resistance caps and they still need something to compete in damage. 6% just isn't enough.

    Actually Adrenaline Rush is so powerful that race choice would be too important for my liking if every race had a passive like that. A Breton isn't very good with stamina, but the gap there is a lot smaller than that between a magicka and stamina Redguard.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Maztiax
    Maztiax
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    ToRelax wrote: »
    Actually Adrenaline Rush is so powerful that race choice would be too important for my liking if every race had a passive like that. A Breton isn't very good with stamina, but the gap there is a lot smaller than that between a magicka and stamina Redguard.

    That's more of an issue with the balance between Magicka and Stamina builds.

    The weaker races still deserve to be buffed. Nords are still pointless.
    Edited by Maztiax on July 9, 2016 6:09PM
  • Personofsecrets
    Personofsecrets
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    1. Orc Passives

    The PTS Orc passives just don't feel that good and that is mostly because they are inconsistent. It's racials are just setup in a way where there are too many effects and no individual effect is powerful enough on it's own to make the Orc interesting. Remember, like the Maelstrom Sword, the more effects that something has, because of balance reasons, the more lackluster and situational each effect must be. HP regen is a throw away passive and it's counterpart, healing received, isn't even useful in PVE. Additionally, the Orc increased damage passive only, out of all of the morphed weapon skills, will increase the damage of 5 of those skills and 3 of those are part of the Sword and Board tree.

    Compared to Imperial (The best tank race) Orc isn't that great because, as a tank, the extra health and stamina is a much better buffer for survivability than hp regen or healing received. That is just how the cookie crumbles because in the only content that is currently a good gauge for tank builds, the tank, when dying, is dying to a one shot or mechanic and that means that healing received literally can't be effective in that case.

    Compared to Khajiit (The best stam DPS race) Orc isn't that great because, as a DPS, the extra DPS from the Orc passive doesn't even effect skills that are used in end game PVE builds. Khajiit increases the damage of bow abilities, abilities greater than 5 meters, and each tick of every dot by, on average, increasing the chance of those effects to be critical hits and, on top of that, the critical hit meta is very important. The Orc passive, compared to the Khajiit passive, is like going from speed 1 to 80 in 6 seconds - it is jarring imbalance.

    What I would like to see is pretty simple. Increased ultimate received instead of healing would be a great boon for Orcs that are tanky and this would be an exciting passive for PVE and PVP. Increased % of weapon damage instead of increased damage done with very specific and limited attacks would be a great boon for DPS in PVE and PVP. Orcs would become a strong tank choice in between Nord and Imperial because they would lack the survivability of those other races, but offer more group utility. Orcs would become a good for the DPS role in between Redguard and Khajiit because the would lack the resources of the Redguard and the damage of the Khajiit, but would be able to use their coolest abilities more often.

    I see these above changes as creating a good opportunity for players to think about making a race change to Orc or to start a new Orc toon. Placing Orcs in the middle of already well known and established races, instead of in dead last place, will create many opportunities for players to explore new options. Additionally, I feel that the changes that I mention are in line with the Elder Scrolls world.

    ddmFEro.jpg

    Ultimate received has, in the past, been part of this game.

    K3gQkAl.jpg

    Doesn't that passive just shout out "berserker" class. It would be so cool if the berserker archetype was part of this game via the ultimate regen system.

    Come on, this would be too cool to not implement.
  • Shadesofkin
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    Dunmer flame damage still seems to be offline. Can we get a fix on this please?

    I was against the Khajit rollback. I still am, but since it's happening anyways c'est la vie.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Tdroid
    Tdroid
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    Having considered it a bit more, I have some thoughts for possible Nord and Orc changes.

    Nord

    Since they have decided to keep the player bonuses for the races in line with the typical image of the races, Nords are warriors. What I suggest is to turn them from the tanky warrior we see now to the barbarian image they also have.

    - Switch +9% health for +9% stamina and +6% stamina for +6% health.
    - Remove the Rugged passive and give them a % cost reduction for stamina abilities. 2/3/4% or 1/3/5% I think, though if people have math to suggest better numbers, by all means. Bretons magicka cost reduction increased to match, of course.

    Retain some defense, while bringing damage numbers up and giving a slight boost to sustain. Prox same damage as Redguards, but less sustain and more defense.

    Orc

    Orcs are, like the Nords, warriors. So let's go for berserker.

    - Switch their +4% melee damage to +4% physical, disease and poison damage, making them the stamina counterpart to Altmer.
    - Remove their health buff in favor of increasing their stamina buff to +10%
    - Maybe change their health regen, thought not sure it is needed with these changes.

    Damage numbers up, retain a little bit of defense and sacrifice stamina sustain.

    Overall

    Why do I suggest these changes? The simple matter of the fact is that the niches the Nords and Orcs are currently in, that is to say the "tanky warrior", is already filled. The Imperials have great defensive traits, as well as a very useful +10% stamina bonus, helping maintaining the damage numbers. As long as the Imperials are sporting a +12% health bonus, +10% stamina bonus and Red Diamond, the Nords and Orcs simply cannot work without similar numbers, because they are all in the same niche and neither the Nords nor Orcs have sufficiently powerful secondary effects to make them desirable. And unless you want Nords, Orcs and Imperials to have the same numbers, we need 2 of them to change quite drastically.

    Of course, I'd say another good reason is that, with the soft caps removed, the value of the % bonus to stamina and magicka has skyrocketed compared to health.
  • Chufu
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    Dear @ZOS_GinaBruno, @ZOS_JessicaFolsom and @ZOS_EricWrobel,

    you talked a lot about the racial changes in the last ESO-Live Show, thank you very much.

    I wanna let you know, that I am VERY unhappy about your ORC decisions.

    I love it to play my Orcs, especially Chufu gro-Khash (atm Magicka-Range-Templar) and Chnum gro-Khash (atm Stamina-Melee-Dragonknight).

    All of the other races gain cool new features like "less damage of lava", "1% more XP", "1% more AP", "some more minutes for eating buffood", a.s.o.

    But what about Orcs? 10% more Inspiration? It's nice for new characters and nice for alts (twinks), but what about MAIN CHARACTER Orcs? All of the other boni of other races helps low-level-chars and high-level-chars, but that 10% Inspiration don't help me in any way.

    Could you please get into that, discuss that and give that another change? I don't want that 10% more Inspiration, because all of my professions are at 50, I don't have anything of it.

    Can't we get something like "less damage of poison", "1% higher chance to get resin" or any other thing?

    Orcs are not the FoTM-race, most of the people play other races, but why shouldn't you do something lovely to high-level-orcs?

    orcs.png

    Please, ZOS, think about it, or I have to send all of the orcish tribes to Baltimore just to let you now, that WE ARE NOT ALONE AND DON'T WANT INSPIRATION <.>
    Edited by Chufu on July 11, 2016 4:18PM
  • jcasini222ub17_ESO
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    I am filled with joy (que war drums) seeing the orsimer population give excellent ideas. I love the ult gain idea. It would benefit both orc warriors and shamans. It would be unique and also fill that at 'feels' role of a beserker.

    It would return to a more 'play the way you want' and also, with respect to ult gain, give a feeling for older players of the glory days of dynamic ult gen- by far one of the coolest combat systems this game had developed. I'll admit in pvp dynamic ult gain caused problems, however I never thought changing to static was the right move but to use battle spirit to increase the cost of ults in general. Alternatively, for both end game pve and general pvp a cap on the lower threshold could have been impleneted, as in an ult cant cost less than 50, or 75, or 120 depending on what the orignal cost of ult. Fully admit being able to drop some ults to 21 (I think wast that the lowest of complete ult reduce build in the days of yore) was too extreme.

    But once again there have been terrific ideas for orcs that I believe would interest current orc players and disillusioned orc players (me :)) that have left.
  • slumber_sandb16_ESO
    slumber_sandb16_ESO
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    Ultimate gain when hit for orcs would be awesome.
    Increase the health and stamina bonuses to 10%.
  • Arato
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    None of the other races have COMBAT bonuses with that FLAVOR racial skill. You want to give Orcs a COMBAT bonus where other races get like 1% more xp or gold or swim 50% faster.
  • glitchmaster999
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    I just don't see how the current racial passives (PTS passives) are considered balanced. For starters, wood elfs vs redguards, woodelfs are meant to be the best stam regen (based on passives) except they arent... Redguards are considered the best race for stamina management.

    Bretons are in the same boat, they should be the best magicka management race, except high elfs are more highly regarded as the best magicka class (even for healers). This will hopefully change to argonians being the best healers in the next update but still breton is just always worse than something else, wood elf has no niche, it is just a worse version of something else.

    Just give every race something that it excels at, maybe make wood elf the best at poison based dps? Makes them the best archers which they are supposed to be, make khajits the best melee dps (as they are) but give them no boosts to survivability. Make redguards the endurance race (as they are), bretons the efficient magicka race, high elf the arcane dps, nords the flat out mitigation tanks, orcs the best at ult generation tanks, dunmer the best at dot based dps and then imperial the best at sustained dps (self healing and increased health.

    It just doesn't make sense having two races aim for the same goal as they do now. Change wood elf and change breton and for the love of god get rid of the boost to AP. Make builds diverse and get rid of the min maxing, there should be a different build not a best build, a wood elf nightblade with a bow may pull slightly less dps than a duel wield khajit but it does it from range, an orc tank might take more damage but they can ult more often, make it so you can build around your passives not just be sub par if you dont have the best passives.
    Edited by glitchmaster999 on July 11, 2016 1:08AM
  • PrinceFabious
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    1. Orc Passives

    The PTS Orc passives just don't feel that good and that is mostly because they are inconsistent. It's racials are just setup in a way where there are too many effects and no individual effect is powerful enough on it's own to make the Orc interesting. Remember, like the Maelstrom Sword, the more effects that something has, because of balance reasons, the more lackluster and situational each effect must be. HP regen is a throw away passive and it's counterpart, healing received, isn't even useful in PVE. Additionally, the Orc increased damage passive only, out of all of the morphed weapon skills, will increase the damage of 5 of those skills and 3 of those are part of the Sword and Board tree.

    Compared to Imperial (The best tank race) Orc isn't that great because, as a tank, the extra health and stamina is a much better buffer for survivability than hp regen or healing received. That is just how the cookie crumbles because in the only content that is currently a good gauge for tank builds, the tank, when dying, is dying to a one shot or mechanic and that means that healing received literally can't be effective in that case.

    Compared to Khajiit (The best stam DPS race) Orc isn't that great because, as a DPS, the extra DPS from the Orc passive doesn't even effect skills that are used in end game PVE builds. Khajiit increases the damage of bow abilities, abilities greater than 5 meters, and each tick of every dot by, on average, increasing the chance of those effects to be critical hits and, on top of that, the critical hit meta is very important. The Orc passive, compared to the Khajiit passive, is like going from speed 1 to 80 in 6 seconds - it is jarring imbalance.

    What I would like to see is pretty simple. Increased ultimate received instead of healing would be a great boon for Orcs that are tanky and this would be an exciting passive for PVE and PVP. Increased % of weapon damage instead of increased damage done with very specific and limited attacks would be a great boon for DPS in PVE and PVP. Orcs would become a strong tank choice in between Nord and Imperial because they would lack the survivability of those other races, but offer more group utility. Orcs would become a good for the DPS role in between Redguard and Khajiit because the would lack the resources of the Redguard and the damage of the Khajiit, but would be able to use their coolest abilities more often.

    I see these above changes as creating a good opportunity for players to think about making a race change to Orc or to start a new Orc toon. Placing Orcs in the middle of already well known and established races, instead of in dead last place, will create many opportunities for players to explore new options. Additionally, I feel that the changes that I mention are in line with the Elder Scrolls world.

    ddmFEro.jpg

    Ultimate received has, in the past, been part of this game.

    K3gQkAl.jpg

    Doesn't that passive just shout out "berserker" class. It would be so cool if the berserker archetype was part of this game via the ultimate regen system.

    Come on, this would be too cool to not implement.

    These passives make Orcs even better for PvP. Stop whining, not all classes should be the best at PvE.
  • Mettaricana
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    Jesh wrote: »
    There needs to be a much greater benefit to choosing Imperial - not too pay to win, but a clear advantage to choosing that race.
    The Bosmers need a significant boost to make them more attractive as a stamina race. (Deal more damage with poisons/disease at the same time as resist? Deal more damage with bows or from stealth?)

    Bosmer I'd just be happy with the max stam buff and just give us disease or poison I'm not greedy ill take a 5-7% buff to dmg
  • Lord_Eomer
    Lord_Eomer
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    Jesh wrote: »
    There needs to be a much greater benefit to choosing Imperial - not too pay to win, but a clear advantage to choosing that race.
    The Bosmers need a significant boost to make them more attractive as a stamina race. (Deal more damage with poisons/disease at the same time as resist? Deal more damage with bows or from stealth?)

    Bosmer I'd just be happy with the max stam buff and just give us disease or poison I'm not greedy ill take a 5-7% buff to dmg

    Bosmer is getting stamina buff to total 6% today in PTS from previously 3%
    Edited by Lord_Eomer on July 11, 2016 9:03AM
  • Ragnaroek93
    Ragnaroek93
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    Maztiax wrote: »
    ToRelax wrote: »
    Actually Adrenaline Rush is so powerful that race choice would be too important for my liking if every race had a passive like that. A Breton isn't very good with stamina, but the gap there is a lot smaller than that between a magicka and stamina Redguard.

    That's more of an issue with the balance between Magicka and Stamina builds.

    The weaker races still deserve to be buffed. Nords are still pointless.

    Or the strong races deserve to be nerfed. Better make the gap between races closer than bigger. And if you really say that Adrenaline Rush is balanced than I'm done here.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Hashtag_
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    Khajiit buffs rolled back and Adrenaline Rush gets nerfed (to be honest you can't even call this a nerf, because this passive is just outright broken). Sounds good in my opinion :)



    How is it broken exactly? If you do the math 3% is actually the number shown on adrenaline rush tooltip right now.
  • whiteshadow711jppreub18_ESO
    whiteshadow711jppreub18_ESO
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    @Wrobel

    The Khajiit Still need a Attribute bonus, they are the only race without one in the game...

    Could the race get a health Attribute bonus please, I mean seriously, even Argonian's get a health and magicka attribute bonus now.
    Edited by whiteshadow711jppreub18_ESO on July 11, 2016 9:43AM
    Signed, Kotaro Atani.PS5 NA
    VR16/ CP 160 Khajiit Nightblade of the Aldmeri Dominion, Guildmaster and Assassin of the Queen's Hand guild on NA PC. PvP Officer in the WOLF guild on NA PS5, and of course Master Thief. Currently 3409 CP out of 3600 CP on NA PS5. Currently 810 CP on NA PC (used for PTS testing purposes only). On PS5 I am also a Master Crafter, all traits done and learned, Jewelry crafting done. all Motifs learned on PS5 except for maybe two-three Motifs. All Companions are Max level as are their Skills.Warrior, Lover, Thief.... Nightblade. Aldmeri Dominion For Life! For the Queen!! Go Dominion or go home ! "I have no hatred for the races of Man, but they are young. Like all children, they are driven by emotion. They lack the wisdom that comes with age. I would sooner place an Altmer infant on the Ruby Throne than surrender Tamriel to their capricious whims. The Altmer, the Bosmer and the Khajiit share the common traits of intelligence, patience and reason. We do not seek riches or plunder. Domination is not our goal, nor is the acclamation of power for its own sake. Today we make our stand. Today we take back the Ruby Throne, which is ours by ancient right and the blessings of the Divines. Stand with us." ―Your Queen Commands, Ayrenn Arana Aldmeri.(All 18 characters are AD only! This one is a AD Loyalist)Member of ESO Since January 29, 2014, started early Access 3/30/14 on PC, currently subbed on NA PS5 and on NA PC. Note- I only use PC for PTS testing purposes, the PS5 is my dedicated Game Platform.Note- for those that don't know how to say Kotaro Atani it's "Ko tar row Ah ta ni" (Ko with a Oh sound, tar which sounds like the sticky black tar stuff, row like rowing a boat, Ah with a AHHHH sound, Ta with a Tahhh sound, Neeee which sounds like knee)"The blowing sands of time wipe clean the footprints of the past...""Moonsugar may be the key to paradise, but it is through a false door...""A perfect society is always elsewhere..."- Unknown book of Khajiiti proverbs.
  • Valencer
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    Hashtag_ wrote: »
    Khajiit buffs rolled back and Adrenaline Rush gets nerfed (to be honest you can't even call this a nerf, because this passive is just outright broken). Sounds good in my opinion :)



    How is it broken exactly? If you do the math 3% is actually the number shown on adrenaline rush tooltip right now.

    It's broken in the sense that it's ridiculously powerful compared to any other racial passive in the game right now. It's getting nerfed now, it's probably still too strong in a typical 1v1 scenario, but at least it's something.
  • Hashtag_
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    Valencer wrote: »
    Hashtag_ wrote: »
    Khajiit buffs rolled back and Adrenaline Rush gets nerfed (to be honest you can't even call this a nerf, because this passive is just outright broken). Sounds good in my opinion :)



    How is it broken exactly? If you do the math 3% is actually the number shown on adrenaline rush tooltip right now.

    It's broken in the sense that it's ridiculously powerful compared to any other racial passive in the game right now. It's getting nerfed now, it's probably still too strong in a typical 1v1 scenario, but at least it's something.
    It's really not getting nerfed, do the math. It's not OP. The only thing that truly makes that passive OP is constitution passive with black rose or NBs running siphoning attacks.
  • Lord_Eomer
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    Hashtag_ wrote: »
    Valencer wrote: »
    Hashtag_ wrote: »
    Khajiit buffs rolled back and Adrenaline Rush gets nerfed (to be honest you can't even call this a nerf, because this passive is just outright broken). Sounds good in my opinion :)



    How is it broken exactly? If you do the math 3% is actually the number shown on adrenaline rush tooltip right now.

    It's broken in the sense that it's ridiculously powerful compared to any other racial passive in the game right now. It's getting nerfed now, it's probably still too strong in a typical 1v1 scenario, but at least it's something.
    It's really not getting nerfed, do the math. It's not OP. The only thing that truly makes that passive OP is constitution passive with black rose or NBs running siphoning attacks.

    Even without siphoning, redguards are very stamina sustained and higher DPS, they are directly comparable to Altemrs for Magicka..
  • Ragnaroek93
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    Hashtag_ wrote: »
    Khajiit buffs rolled back and Adrenaline Rush gets nerfed (to be honest you can't even call this a nerf, because this passive is just outright broken). Sounds good in my opinion :)



    How is it broken exactly? If you do the math 3% is actually the number shown on adrenaline rush tooltip right now.

    You already answered your own question ;)
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Van_0S
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    Could someone, please post the racial passive changes currently on PTS.
  • Kattemynte
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    The Khajjit rollback today, even though it was known still upsets me. It not that they no longer get stamina its that we are going back to the hardly used health regen passive (yes, some people do use health regen builds but out of the viable ones Khajjit are the worst). Give us something different:
    • 9-Lives (not lore but whatever): Max health 2/4/6% (and maybe health regen 10%)
    • Quick-reflexes: Max Stamina 1/2/3% and stam regen 10%
    • Lunar Light: Max Stam, Health and Magicka 1/2/3%

    None of these are groundbreaking and could make for some wider range of builds.
  • Personofsecrets
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    1. Orc Passives

    The PTS Orc passives just don't feel that good and that is mostly because they are inconsistent. It's racials are just setup in a way where there are too many effects and no individual effect is powerful enough on it's own to make the Orc interesting. Remember, like the Maelstrom Sword, the more effects that something has, because of balance reasons, the more lackluster and situational each effect must be. HP regen is a throw away passive and it's counterpart, healing received, isn't even useful in PVE. Additionally, the Orc increased damage passive only, out of all of the morphed weapon skills, will increase the damage of 5 of those skills and 3 of those are part of the Sword and Board tree.

    Compared to Imperial (The best tank race) Orc isn't that great because, as a tank, the extra health and stamina is a much better buffer for survivability than hp regen or healing received. That is just how the cookie crumbles because in the only content that is currently a good gauge for tank builds, the tank, when dying, is dying to a one shot or mechanic and that means that healing received literally can't be effective in that case.

    Compared to Khajiit (The best stam DPS race) Orc isn't that great because, as a DPS, the extra DPS from the Orc passive doesn't even effect skills that are used in end game PVE builds. Khajiit increases the damage of bow abilities, abilities greater than 5 meters, and each tick of every dot by, on average, increasing the chance of those effects to be critical hits and, on top of that, the critical hit meta is very important. The Orc passive, compared to the Khajiit passive, is like going from speed 1 to 80 in 6 seconds - it is jarring imbalance.

    What I would like to see is pretty simple. Increased ultimate received instead of healing would be a great boon for Orcs that are tanky and this would be an exciting passive for PVE and PVP. Increased % of weapon damage instead of increased damage done with very specific and limited attacks would be a great boon for DPS in PVE and PVP. Orcs would become a strong tank choice in between Nord and Imperial because they would lack the survivability of those other races, but offer more group utility. Orcs would become a good for the DPS role in between Redguard and Khajiit because the would lack the resources of the Redguard and the damage of the Khajiit, but would be able to use their coolest abilities more often.

    I see these above changes as creating a good opportunity for players to think about making a race change to Orc or to start a new Orc toon. Placing Orcs in the middle of already well known and established races, instead of in dead last place, will create many opportunities for players to explore new options. Additionally, I feel that the changes that I mention are in line with the Elder Scrolls world.

    ddmFEro.jpg

    Ultimate received has, in the past, been part of this game.

    K3gQkAl.jpg

    Doesn't that passive just shout out "berserker" class. It would be so cool if the berserker archetype was part of this game via the ultimate regen system.

    Come on, this would be too cool to not implement.

    These passives make Orcs even better for PvP. Stop whining, not all classes should be the best at PvE.

    Orc isn't the best in PVP, is very far from the best in PVE, and the changes I suggest would still leave Orc as not the best in PVP or the best in PVE. I did my best to leave Orcs in between the other races, from multiple gameplay perspectives.

    Saying that a race should have passives that consistently work, just like most other races have, is not tantamount to whining. It is a suggestion that balance be struck.
  • Vythri
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    Bosmer is getting stamina buff to total 6% today in PTS from previously 3%

    While that's all well and good, I think they really missed the boat to make Bosmer something more unique.
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