I'm doing just fine with 4 Khajiit mages... a Breton or Altmer would be a bit more efficient but my Khajiit do not feel underpowered. Race does not determine my play style at all.
The changes you suggest would be welcome, sure, but not very lore-friendly.
I'm doing just fine with 4 Khajiit mages... a Breton or Altmer would be a bit more efficient but my Khajiit do not feel underpowered. Race does not determine my play style at all.
The changes you suggest would be welcome, sure, but not very lore-friendly.
Good for you then you are one of the few who actually can ignore the fact you have lower damage, less sustain and 1 useless racial passive (Have you put a skill points into it?). Many players however want to get the most of their character which now kind of exclude certain play styles.
I tried to be lore friendly Would you like to point what went wrong? (Well the 33% Nord magicka recovery might be a bit too much.)
In the latest eso live you stated that you dont want to force people pick certain race to play certain way. (01:05:00 - 01:05:40)
However, Redguard mages, Khajiit mages and Altmer tanks are much weaker than their "optimal race" counterparts. Lorewise it is natural that Altmer are stronger magicians than Nords, but that shouldn't mean that the Altmer were useless warriors or that Nord Sorcerers were really just a mad man trying to act wiser than he was. Why does Breton Lion Guard even exist when they are clearly not warriors? They should be group of wizards instead.
When thinking lore however, it is clear that there are mighty Redguard necromancers and Altmer warriors although they are less common.
In order to make these viable builds I'd suggest you to add 1 more racial passive that would have high effect on stamina builds for the current "magicka races" and magicka builds for the "stamina races".
Here is a few examples of what kind of skills you could add to different races:
Altmer: Arcane Warriors - Increases weapon damage based on your max magicka and health recovery based on your current magicka. (100% magicka gives 9/18/27% hp recovery, drops lineary as magicka is spent [so at 50% magicka you have +13,5% health recovery]. As for the weapon damage, I am not sure which numbers would be fitting so I leave it for you to come up with nice numbers )
Bosmer: Spinner's gift - increases magicka recovery by 2/4/6% and spell critical chance by 2/5/8%
Khajiit: Blessings of the Two Moons - Increases magicka recovery by 2/4/8%. Every time you cast a spell you will gain Minor Sorcery, Minor Intellect, Minor Berserk or Minor Prophecy at random. The effect will last 3/6/9 seconds and will trigger once every 10 second. (no carnage so give something nice for khajiit casters)
Breton: Dragonskin - Increases max health by 1/2/3% When you take spell damage, you will restore 1/2/3% of your stamina. This can happen once every 3 seconds.
Redguard: Tu'Whacca's Blessing - Increases spell damage by 20% against enemies with less than 25% hp. (good boost for mages who won't benefit from Adrenaline Rush)
Orc: Shamanistic Insight - increases max magicka by 1/3/5%. Spells have 5/7/10% change to return their mana cost.
Nord: Nordic Guts - Increases magicka & stamina recovery by 0,5/1/1,5% for each precent of missing HP. Once every 30sec recovers 11/22/33% of your max magicka if your HP drops below 25%.
Dunmer: Ebonheart - Increases max hp by 1/2/3% and reduce cost of break free and blocking by 15%
Argonian: Hardened Scales - Increases max stamina by 2/4/6% and Armor value by 1320/2640/3960 (This would also keep the old Argonian tanks in game as you just turned them from stamina tanks into magicka healers. A thing you didn't want to do according to live 01:04:45 - 01:05:20)
Imperial: Imperial Battlemage - Increases Magicka recovery by 3/6/9% and Spell Critical damage by 2/5/8% (good boost for mages who won't benefit from Red Diamond)
In addition I'd like to say that as someone suggested during the live show, you should give AP boost to imperials instead of bretons and gold boost to bretons instead of imperials. It would be more lore friendly and giving the AP boost to race that is availiable to only 1 alliance doesn't feel right. Instead you could give it to the "special" race that is availiable to every alliance providing you have the imperial edition. Even the passive names "Diplomat" and "Opportunist" would sound like they should be reversed.
I'm doing just fine with 4 Khajiit mages... a Breton or Altmer would be a bit more efficient but my Khajiit do not feel underpowered. Race does not determine my play style at all.
The changes you suggest would be welcome, sure, but not very lore-friendly.
Good for you then you are one of the few who actually can ignore the fact you have lower damage, less sustain and 1 useless racial passive (Have you put skill points into it?). Many players however want to get the most of their character which now kind of exclude certain play styles.
I tried to be lore friendly Would you like to point what went wrong? (Well the 33% Nord magicka recovery might be a bit too much.)
In the latest eso live you stated that you dont want to force people pick certain race to play certain way. (01:05:00 - 01:05:40)
However, Redguard mages, Khajiit mages and Altmer tanks are much weaker than their "optimal race" counterparts. Lorewise it is natural that Altmer are stronger magicians than Nords, but that shouldn't mean that the Altmer were useless warriors or that Nord Sorcerers were really just a mad man trying to act wiser than he was. Why does Breton Lion Guard even exist when they are clearly not warriors? They should be group of wizards instead.
When thinking lore however, it is clear that there are mighty Redguard necromancers and Altmer warriors although they are less common.
In order to make these viable builds I'd suggest you to add 1 more racial passive that would have high effect on stamina builds for the current "magicka races" and magicka builds for the "stamina races".
Here is a few examples of what kind of skills you could add to different races:
Altmer: Arcane Warriors - Increases weapon damage based on your max magicka and health recovery based on your current magicka. (100% magicka gives 9/18/27% hp recovery, drops lineary as magicka is spent [so at 50% magicka you have +13,5% health recovery]. As for the weapon damage, I am not sure which numbers would be fitting so I leave it for you to come up with nice numbers )
Bosmer: Spinner's gift - increases magicka recovery by 2/4/6% and spell critical chance by 2/5/8%
Khajiit: Blessings of the Two Moons - Increases magicka recovery by 2/4/8%. Every time you cast a spell you will gain Minor Sorcery, Minor Intellect, Minor Berserk or Minor Prophecy at random. The effect will last 3/6/9 seconds and will trigger once every 10 second. (no carnage so give something nice for khajiit casters)
Breton: Dragonskin - Increases max health by 1/2/3% When you take spell damage, you will restore 1/2/3% of your stamina. This can happen once every 3 seconds.
Redguard: Tu'Whacca's Blessing - Increases spell damage by 20% against enemies with less than 25% hp. (good boost for mages who won't benefit from Adrenaline Rush)
Orc: Shamanistic Insight - increases max magicka by 1/3/5%. Spells have 5/7/10% change to return their mana cost.
Nord: Nordic Guts - Increases magicka & stamina recovery by 0,5/1/1,5% for each precent of missing HP. Once every 30sec recovers 11/22/33% of your max magicka if your HP drops below 25%.
Dunmer: Ebonheart - Increases max hp by 1/2/3% and reduce cost of break free and blocking by 15%
Argonian: Hardened Scales - Increases max stamina by 2/4/6% and Armor value by 1320/2640/3960 (This would also keep the old Argonian tanks in game as you just turned them from stamina tanks into magicka healers. A thing you didn't want to do according to live 01:04:45 - 01:05:20)
Imperial: Imperial Battlemage - Increases Magicka recovery by 3/6/9% and Spell Critical damage by 2/5/8% (good boost for mages who won't benefit from Red Diamond)
In addition I'd like to say that as someone suggested during the live show, you should give AP boost to imperials instead of bretons and gold boost to bretons instead of imperials. It would be more lore friendly and giving the AP boost to race that is availiable to only 1 alliance doesn't feel right. Instead you could give it to the "special" race that is availiable to every alliance providing you have the imperial edition. Even the passive names "Diplomat" and "Opportunist" would sound like they should be reversed.
I'm doing just fine with 4 Khajiit mages... a Breton or Altmer would be a bit more efficient but my Khajiit do not feel underpowered. Race does not determine my play style at all.
The changes you suggest would be welcome, sure, but not very lore-friendly.
Good for you then you are one of the few who actually can ignore the fact you have lower damage, less sustain and 1 useless racial passive (Have you put a skill points into it?). Many players however want to get the most of their character which now kind of exclude certain play styles.
I tried to be lore friendly Would you like to point what went wrong? (Well the 33% Nord magicka recovery might be a bit too much.)
My mages do not use any of their racial passives for combat. With enough CP (which anyone can gain) characters can get powerful enough; the right equipment is also very important.
As for lore... I'm not the most knowledgeable around, but for example: Orcs, Nords, Redguard and Khajiit (except some forms not present in game) are not supposed to be great mages, and Altmer and Bretons are supposed to rely on magic rather than other attributes. Also, Imperials had a passive in precious ES games giving them an affinity for gold, if I remember right.
Don't get me wrong, I'd love for my mage characters to be stronger because I only play Khajiits, I just do not think it makes a lot of sense for it to happen... I actually like the way ZOS set up the passives for each race.
Your idea is good, but I don't think it will be implemented.
I'm doing just fine with 4 Khajiit mages... a Breton or Altmer would be a bit more efficient but my Khajiit do not feel underpowered. Race does not determine my play style at all.
The changes you suggest would be welcome, sure, but not very lore-friendly.
Good for you then you are one of the few who actually can ignore the fact you have lower damage, less sustain and 1 useless racial passive (Have you put a skill points into it?). Many players however want to get the most of their character which now kind of exclude certain play styles.
I tried to be lore friendly Would you like to point what went wrong? (Well the 33% Nord magicka recovery might be a bit too much.)
My mages do not use any of their racial passives for combat. With enough CP (which anyone can gain) characters can get powerful enough; the right equipment is also very important.
As for lore... I'm not the most knowledgeable around, but for example: Orcs, Nords, Redguard and Khajiit (except some forms not present in game) are not supposed to be great mages, and Altmer and Bretons are supposed to rely on magic rather than other attributes. Also, Imperials had a passive in precious ES games giving them an affinity for gold, if I remember right.
Don't get me wrong, I'd love for my mage characters to be stronger because I only play Khajiits, I just do not think it makes a lot of sense for it to happen... I actually like the way ZOS set up the passives for each race.
Your idea is good, but I don't think it will be implemented.
In Oblivion Imperials had a better chance to find more gold in chests and they could charm people once per day with "Voice of the Emperor" or something like this it was called.
I'm doing just fine with 4 Khajiit mages... a Breton or Altmer would be a bit more efficient but my Khajiit do not feel underpowered. Race does not determine my play style at all.
The changes you suggest would be welcome, sure, but not very lore-friendly.
Good for you then you are one of the few who actually can ignore the fact you have lower damage, less sustain and 1 useless racial passive (Have you put a skill points into it?). Many players however want to get the most of their character which now kind of exclude certain play styles.
I tried to be lore friendly Would you like to point what went wrong? (Well the 33% Nord magicka recovery might be a bit too much.)
My mages do not use any of their racial passives for combat. With enough CP (which anyone can gain) characters can get powerful enough; the right equipment is also very important.
As for lore... I'm not the most knowledgeable around, but for example: Orcs, Nords, Redguard and Khajiit (except some forms not present in game) are not supposed to be great mages, and Altmer and Bretons are supposed to rely on magic rather than other attributes. Also, Imperials had a passive in precious ES games giving them an affinity for gold, if I remember right.
Don't get me wrong, I'd love for my mage characters to be stronger because I only play Khajiits, I just do not think it makes a lot of sense for it to happen... I actually like the way ZOS set up the passives for each race.
Your idea is good, but I don't think it will be implemented.
In Oblivion Imperials had a better chance to find more gold in chests and they could charm people once per day with "Voice of the Emperor" or something like this it was called.
phaneub17_ESO wrote: »I have a Magicka Khajiit Nightblade Tank!
Every racial bonus should be no more than 3%.
Khajit - 3% crit, 2% stam regen, 1% stamina
Redguard - 3% stamina, 2% stamina regen, 1% stam recovery on hit w/ 5sec cd
Breton - 3% spell cost reduction, 2% magicka, 1% spell resist
Etc.