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Official Feedback Thread for Racial Passive Balance

  • Shadesofkin
    Shadesofkin
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    I had to use a template today, can I get an EU confirmation that Dunmer flame damage is still off?
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Junkogen
    Junkogen
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    They keep playing with the crappy Argonian passives like they matter. Healing done/received is marginally useful. The poison/disease resistance is laughable. The potion passive sucks. There are no ways to improve it currently working in game. The cooldown reduction glyphs don't work and the CP star was removed. You can augment any other passive except that one. Why can't people see how bad it really is? 45 second cooldown? That's not passive material.

    Argonians really do need a max magicka buff or a magicka damage buff similar to the Orcs damage buff to compensate for the lack of usable stats. I say "usable" meaning health is not usable. It's a dead resource unless you're a Sorc with dark deal. Max Stam and magicka are so much more useful.

    Around and around we go with these passives. The one thing that remains the same is that Argonians are no better off than when they started this tinkering. It's really sad. They're actually being made more useless. I wish I could understand the reasoning behind the constant nerfing of their passives.
  • Arato
    Arato
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    Junkogen wrote: »
    They keep playing with the crappy Argonian passives like they matter. Healing done/received is marginally useful. The poison/disease resistance is laughable. The potion passive sucks. There are no ways to improve it currently working in game. The cooldown reduction glyphs don't work and the CP star was removed. You can augment any other passive except that one. Why can't people see how bad it really is? 45 second cooldown? That's not passive material.

    Argonians really do need a max magicka buff or a magicka damage buff similar to the Orcs damage buff to compensate for the lack of usable stats. I say "usable" meaning health is not usable. It's a dead resource unless you're a Sorc with dark deal. Max Stam and magicka are so much more useful.

    Around and around we go with these passives. The one thing that remains the same is that Argonians are no better off than when they started this tinkering. It's really sad. They're actually being made more useless. I wish I could understand the reasoning behind the constant nerfing of their passives.

    all their old passives are useful if you're a tank, but the change from incoming healing to outgoing healing makes it not useful for tanks.

    Okay they changed again.. so.. still more incoming healing but it's a slight nerf over what they had before. I think it'd be better if the bonus was 1/2/3% outgoing healing and 3/6/9% incoming healing. Then it'd be an option to be a Breton Healer or an Argonian healer, not clearly better to be an Argonian healer, and argonian tanks don't get nerfed. They're already an understated option for tank.
    Edited by Arato on July 11, 2016 10:55PM
  • IcyDeadPeople
    IcyDeadPeople
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    This is the official feedback thread for the Racial Passive balance changes coming with Update 11. Specific feedback that the team is looking for includes the following:
    • What do you think about the changes?
    • Are there any that you feel are too strong compared to the others? Too weak?
    • Did you encounter any issues with the new Racial Passive changes?
    • Are the changes going to make you change your character's race? If so, why?
    • Are the changes going to encourage you to adjust your current build? If so, how?
      What do you think about the changes?
      In general the changes seem to be a small step in the right direction. However, we need a rather large step in the right direction if you hope to have a passable degree of balance among the races prior to launching the race change tokens in Crown Store.

      I fear these changes do not go far enough to address the lack of balance. Unfortunately, if you wait until future updates to balance the racial passives, there will be a lot of complaining that it either causes people to spend crowns on race change token, or angry rants from those who already spent the crowns to buy the race change token.

      As a result, it becomes important to improve the balance prior to Update 11 launch; otherwise, my suggestion would be to postpone race change tokens to a future update.

      Are there any that you feel are too strong compared to the others? Too weak?
      Since removal of soft caps, Altmer have been too strong compared to other races for most magicka builds, and Redguard have been too strong for stamina builds. The theorycrafting process in ESO is more fun than other games because any class can play magicka or stamina, use any weapon, and there are so many different armor sets and options for playing styles. To some extent, this process becomes boring when two super races are that much better than all the others.

      I was concerned when a comment was made during the recent ESO Live, that Bosmer, Khajiit and Redguard are the "stamina races." Please consider the perspective of players without access to the "any race, any alliance" upgrade.

      If those players without the upgrade roll AD or DC, they have access to Altmer, Breton, Redguard, Bosmer and Khajiit, which are the strongest and runner up races for magicka and stamina builds. If they roll EP; however, they have access to Dunmer, which is a solid choice for magicka builds and hybrids, or Argonian or Nord, neither of which is close to optimal for stamina or magicka build.

      There won't be balance among the race options until Argonian, Nord, Orc and Imperial receive significantly stronger offensive racial passives. No one wants races to be identical clones, but further buffing some of the passives these races already have could retain the unique identity while allowing them to be competitive with the Redguards and High Elves of the world.

      Even after the latest PTS patch, Dunmer and Breton still need a bit stronger buffs to reach the level of Altmer, perhaps slightly more damage for Dunmer and slightly more cost reduction for Breton. Orc, Imperial and Nord also need buffs to be competitive with Redguard (for offensive PVP builds), perhaps a bit higher (functional) damage resistance for Nord, more melee damage for the Orc. Imperial Red Diamond passive would benefit from either working similar to Adrenaline Rush, or perhaps proc chance on all attacks, even magicka.

      A comment was made about players running health regen builds on ESO Live; however, very few people run this kind of build, at least in PVP. You need to fully commit to spec into health regen in order for this passive to become beneficial.

      The improvement to Argonian racial passive was an excellent start, but needs to go further. No need to make them identical to Breton or Altmer, but if you were to do something like further buff their existing potion passive, they would be extremely interesting for all kinds of builds. And please consider extending the Khajiit weapon crit passive to spell crit, which would make them an excellent choice for magicka nightblades and more interesting for other magicka builds.

      What I'm hoping for is that some day when I roll a new character I have to research all the options and consider very carefully which race to choose. I'm not the only one tired of hearing "Oh, magicka build? just roll a High Elf" or "Stam build? Roll a redguard".

      We are still not close to the level of balance needed prior to launch of race tokens. Only through further buffing these other races can we get to where all the varied and interesting racial passives are close to the raw power of the Altmer and Redguard passives.

      Did you encounter any issues with the new Racial Passive changes?
      Apart from Dunmer flame dmg passive not working, the main issue is that the character creation process is so much more fun when the choice of race is hard. It's fun when you have to think carefully and weigh all the options to decide upon the race.

      When one or two races stand out so prominently above all the others, it makes this choice too easy. The character creation and theorycrafting becomes less interesting as a result.

      Are the changes going to make you change your character's race? If so, why?
      Yes, unless the racial balance is improved, I'm going to end up changing a few characters to Altmer and Redguard. Disappointed in the lack of balance because the changes do not go far enough. I find it boring to use the same old OP races, but as it stands their passives are simply too strong compared to the other options.

      Even our Imperial race characters (which we paid extra for) are weak in Stamina compared to Redguard and not good at all for Magicka. They seem to be best suited for troll-ish 60k health blazing shield templar builds, etc.

      Edited by IcyDeadPeople on July 12, 2016 6:23PM
    • MythicEmperor
      MythicEmperor
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      With cold regards,
      Mythic

      Favorite Characters:
      Kilith Telvayn, Dunmer Telvanni Sorcerer (main)
      Kilith, Dunmer Magblade (old main)
      Vadusa Venim, Dunmer crafter (older main)
      Hir Hlaalu, Dunmer Warden
      Søren Icehelm, N'wah Warden
      Fargoth of Morrowind, Bosmer commoner
    • Lord_Eomer
      Lord_Eomer
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      ✭✭
      This is the official feedback thread for the Racial Passive balance changes coming with Update 11. Specific feedback that the team is looking for includes the following:
      • What do you think about the changes?
      • Are there any that you feel are too strong compared to the others? Too weak?
      • Did you encounter any issues with the new Racial Passive changes?
      • Are the changes going to make you change your character's race? If so, why?
      • Are the changes going to encourage you to adjust your current build? If so, how?

      [*] What do you think about the changes?

      Not happy, seems like very small scale changea and even some race are untouched which really need change i.e. Bretons need damage buff, as they have lower DPS comparing Altemrs or Dunmer.

      Altemrs and Dunmers are still best magicka DPS choice. Though Altemrs are very sustained as well.

      Dunmer shock and frost damage buff are useless, still fire damage will be preferred instead bretons should get some damage buff.

      Developers can reduce spell resistance and add 2-3-4% damage buff

      Breton Spell cost reduction to 3% is a big jolk comparing Light Armor offers 2% per piece. Even champion system offers descent reduction to 12%..

      [*] Are there any that you feel are too strong compared to the others? Too weak?

      Bretons are too weak comparing Altemrs or dunmer

      [*] Are the changes going to make you change your character's race? If so, why?

      There are no significant change to change race except change my wrongly chooses race Khajit Templar which will be changed to Imperial and my breton to Altmer

      Big fans of bretons but they are soo underpowered
      Edited by Lord_Eomer on July 12, 2016 2:14AM
    • Valencer
      Valencer
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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.

      It is getting nerfed. Cooldown is increased from 3 to 5 seconds which basically almost halves the stamina you'll get back from it over the course of a fight.

      And yes, it's pretty damn OP on live right now. With 40k max stamina (very reachable with a sword and shield setup, which just so also happens to be a preferred setup for many stamina builds) it's effectively 800 additional stamina regen under ideal circumstances, no matter what the stamina regen on your character sheet is. Even with a more common amount of max stamina and slightly less ideal circumstances (not being able to hit your opponent every 3 seconds, which isnt going to happen much in a 1v1) that'll still give you like 400-500 effective extra stamina regen. You can basically run a damage-stacking build and still sustain simply because you dont need to stack much regen at all. What other racial passive has THAT big of an impact on a build's success?

      I mean, what even compares to those kinds of numbers? Bosmer (21% bonus stamina regen) need like 2500 stamina regen to even start being competitive to adrenaline rush, and redguards still have a 9% stamina regen passive besides that passive.
      Edited by Valencer on July 12, 2016 5:21AM
    • juhasman
      juhasman
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      In orc passives it says on live server he have ,,increased melee weapon attacks by 4%" on PTS it says ,,increased melee attacks by 4%". So that means now he'll have increased all melee attacks instead of light/heavy attacks from melee weapons?
      Edited by juhasman on July 12, 2016 5:37AM
    • Cloudless
      Cloudless
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      About the khajiit "Nimble" passive...
      The most accepted opinion about the health regen bonus seems to be that it's pretty useless both in PvP and PvE, but at the same time adding stamina doesn't seem to sit well either with most players.
      Therefore, what about a bonus like the Orcs' Swift Warrior one? Sprint cost reduction/Sprint speed increase seems pretty fitting for our desert walkers, and not as dangerously OP (?) as a stamina bonus - but still more useful than the current health regen. :p
    • Jar_Ek
      Jar_Ek
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      Much as I dislike the changes to Argonians to make them healers, I loathe the 1/2 house kludge that they have now been saddled with. There is no point in having a set of passives that tries to support healers and tanks specifically and directly (ie healind done and received, and max health, and max magicka). It just doesn't work or make any logical sense... unless you're a self healing Templar tank-healer hybrid. And no race should be designed around a single niche build.

      Argonians (and all other races) need to have an actual focus and not a multiple role disorder.
      If you want to make Argonians healers - make them healers but do it properly with passives that fly for the role (and btw increased resistances don't); alternatively if you want them to be tanky - then make them tanky but don't also make them healers.

      As it stands Argonians will still be at the bottom of the heap labelled ineffective hybrids.
    • ToRelax
      ToRelax
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      .
      Jar_Ek wrote: »
      Much as I dislike the changes to Argonians to make them healers, I loathe the 1/2 house kludge that they have now been saddled with. There is no point in having a set of passives that tries to support healers and tanks specifically and directly (ie healind done and received, and max health, and max magicka). It just doesn't work or make any logical sense... unless you're a self healing Templar tank-healer hybrid. And no race should be designed around a single niche build.

      Argonians (and all other races) need to have an actual focus and not a multiple role disorder.
      If you want to make Argonians healers - make them healers but do it properly with passives that fly for the role (and btw increased resistances don't); alternatively if you want them to be tanky - then make them tanky but don't also make them healers.

      As it stands Argonians will still be at the bottom of the heap labelled ineffective hybrids.

      That passive is awesome for PvP, especially for NBs and DKs.
      DAGON - ALTADOON - CHIM - GHARTOK
      The Covenant is broken. The Enemy has won...

      Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
    • Pallio
      Pallio
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      Kajiit was good, now it's back to boring.

      Argonian was almost good, now they are back to terrible.
    • Destruent
      Destruent
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      Pallio wrote: »
      Kajiit was good, now it's back to boring.

      Argonian was almost good, now they are back to terrible.

      Khajiits are best PvE-Stam-DPS...nothing wrong there :)
      Edited by Destruent on July 12, 2016 4:15PM
      Noobplar
    • Arato
      Arato
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      Jar_Ek wrote: »
      Much as I dislike the changes to Argonians to make them healers, I loathe the 1/2 house kludge that they have now been saddled with. There is no point in having a set of passives that tries to support healers and tanks specifically and directly (ie healind done and received, and max health, and max magicka). It just doesn't work or make any logical sense... unless you're a self healing Templar tank-healer hybrid. And no race should be designed around a single niche build.

      Argonians (and all other races) need to have an actual focus and not a multiple role disorder.
      If you want to make Argonians healers - make them healers but do it properly with passives that fly for the role (and btw increased resistances don't); alternatively if you want them to be tanky - then make them tanky but don't also make them healers.

      As it stands Argonians will still be at the bottom of the heap labelled ineffective hybrids.

      The problem is they did make them effective tanks originally, but too many people were confused about the language of the passives and thought they'd be good healers, then complained that they were not particularly good at being healers. Too many people just read "oh, restoration staff bonus, they're healers" without reading the rest and realizing that once all your weapon skills are at 50, that first racial bonus is useless. That first racial bonus isn't even worth taking into consideration.

      But there's a lot of people who don't read, so there's a lot of Argonian healers apparently.

      But if you change from an incoming healing bonus to an outgoing healing bonus, you'll have changed what the race is good at pretty dramatically, so those people who DID read all the racial bonuses and made their choice based on them get punished with changes that now make their choice seem stupid.

      Only 2 ways to fix this:

      1. Put it back at 9% incoming healing but throw in 3% outgoing healing to throw those who can't read a bone, they're also getting 3% magicka.
      2. Change it to 9% outgoing healing but give everyone who currently has an Argonian a free race and name change as compensation for such a dramatic change in roles.
    • Kronuxx
      Kronuxx
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      Junkogen wrote: »
      They keep playing with the crappy Argonian passives like they matter. Healing done/received is marginally useful. The poison/disease resistance is laughable. The potion passive sucks. There are no ways to improve it currently working in game. The cooldown reduction glyphs don't work and the CP star was removed. You can augment any other passive except that one. Why can't people see how bad it really is? 45 second cooldown? That's not passive material.

      Argonians really do need a max magicka buff or a magicka damage buff similar to the Orcs damage buff to compensate for the lack of usable stats. I say "usable" meaning health is not usable. It's a dead resource unless you're a Sorc with dark deal. Max Stam and magicka are so much more useful.

      Around and around we go with these passives. The one thing that remains the same is that Argonians are no better off than when they started this tinkering. It's really sad. They're actually being made more useless. I wish I could understand the reasoning behind the constant nerfing of their passives.

      I agree that Argonians need a buff but to be fair I wouldn't compare it to the Orcs Swift Warrior passive since it really isn't that good. Gotta remember that in PvP battle spirit reduces damage by 50% so that Orc passive basically is much smaller than 4% (which is somewhat small to begin with). If anything, increased stamina bonus % is a much better passive since the number of skills you can execute increases, and the more dodges you can perform. So I'd say, don't give Argonians a damage boost, but give them a stamina boost instead, if ZOS was to go that route.
      Edited by Kronuxx on July 12, 2016 6:20PM
    • Lord_Eomer
      Lord_Eomer
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      Destruent wrote: »
      Pallio wrote: »
      Kajiit was good, now it's back to boring.

      Argonian was almost good, now they are back to terrible.

      Khajiits are best PvE-Stam-DPS...nothing wrong there :)

      Lol, khajit critical chance is over rated. It's cursed for PVP builds.

      Any race can get high ceirical like 75%..
    • Destruent
      Destruent
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      Destruent wrote: »
      Pallio wrote: »
      Kajiit was good, now it's back to boring.

      Argonian was almost good, now they are back to terrible.

      Khajiits are best PvE-Stam-DPS...nothing wrong there :)

      Lol, khajit critical chance is over rated. It's cursed for PVP builds.

      Any race can get high ceirical like 75%..

      wtf? 8% more is 8% more and it's stronger than 10% max stamina for pve ^^
      Noobplar
    • Voryn_Dagoth
      Voryn_Dagoth
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      Looking at the changes for Dunmer, I think they are okay, for using Force Pulse that is. But I would have expected changes to a more balanced resource basis, than the sole disposition to Magicka builds.

      Removing the +3% Max Magicka from Resist Flame, so we only have the +6% for Max Magicka and Stamina from Dynamic. And in analogy to that, instead of adding the other elemental damage types with Destructive Ancestry, having Poison Damage at a lower value, like around +5% for Flame and Poison Damage (or maybe Alchemical Poison). This would also be "compatible" with the culture and history of the Dunmer.

      All in all, changes around that would make the Dunmer viable for both Magicka and Stamina builds and also other classes than DKs. While at the same time not surpassing other races for either builds.
      Edited by Voryn_Dagoth on July 12, 2016 10:21PM
    • Shadesofkin
      Shadesofkin
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      Looking at the changes for Dunmer, I think they are okay, for using Force Pulse that is. But I would have expected changes to a more balanced resource basis, than the sole disposition to Magicka builds.

      Removing the +3% Max Magicka from Resist Flame, so we only have the +6% for Max Magicka and Stamina from Dynamic. And in analogy to that, instead of adding the other elemental damage types with Destructive Ancestry, having Poison Damage at a lower value, like around +5% for Flame and Poison Damage (or maybe Alchemical Poison). This would also be "compatible" with the culture and history of the Dunmer.

      All in all, changes around that would make the Dunmer viable for both Magicka and Stamina builds and also other classes than DKs. While at the same time not surpassing other races for either builds.

      None of that is *as* lore friendly as their current incarnation.
      @shadesofkin -NA Server.
      Tier 2 Player.
      MagDK Main forever (even in the bad times)
    • Voryn_Dagoth
      Voryn_Dagoth
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      Looking at the changes for Dunmer, I think they are okay, for using Force Pulse that is. But I would have expected changes to a more balanced resource basis, than the sole disposition to Magicka builds.

      Removing the +3% Max Magicka from Resist Flame, so we only have the +6% for Max Magicka and Stamina from Dynamic. And in analogy to that, instead of adding the other elemental damage types with Destructive Ancestry, having Poison Damage at a lower value, like around +5% for Flame and Poison Damage (or maybe Alchemical Poison). This would also be "compatible" with the culture and history of the Dunmer.

      All in all, changes around that would make the Dunmer viable for both Magicka and Stamina builds and also other classes than DKs. While at the same time not surpassing other races for either builds.

      None of that is *as* lore friendly as their current incarnation.

      How comes? Intrigues, treachery, betrayal and assassination are common trademarks in their cultur and history and poison is commonly associated with this. Not 100% sure, but I think to remember that Indoril Nerevar himself was poisened by the Three, as one example. But I don't see Frost or Shock Damage come into play, apart from it being "magic".

      Directly buffing Poison Damage is maybe a tad too much - and maybe more appropriate for the Argonians - but I don't see any problems with the usage of Alchemical Poisons.
      Edited by Voryn_Dagoth on July 12, 2016 11:46PM
    • Shadesofkin
      Shadesofkin
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      Looking at the changes for Dunmer, I think they are okay, for using Force Pulse that is. But I would have expected changes to a more balanced resource basis, than the sole disposition to Magicka builds.

      Removing the +3% Max Magicka from Resist Flame, so we only have the +6% for Max Magicka and Stamina from Dynamic. And in analogy to that, instead of adding the other elemental damage types with Destructive Ancestry, having Poison Damage at a lower value, like around +5% for Flame and Poison Damage (or maybe Alchemical Poison). This would also be "compatible" with the culture and history of the Dunmer.

      All in all, changes around that would make the Dunmer viable for both Magicka and Stamina builds and also other classes than DKs. While at the same time not surpassing other races for either builds.

      None of that is *as* lore friendly as their current incarnation.

      How comes? Intrigues, treachery, betrayal and assassination are common trademarks in their cultur and history and poison is commonly associated with this. Not 100% sure, but I think to remember that Indoril Nerevar himself was poisened by the Three, as one example. But I don't see Frost or Shock Damage come into play, apart from it being "magic".

      Directly buffing Poison Damage is maybe a tad too much - and maybe more appropriate for the Argonians - but I don't see any problems with the usage of Alchemical Poisons.

      Typically sword play (the dual wield passive) and destructive magicka are the associated staples of the Dunmer racial line.

      These two are complimented by the Increased Magicka and Stamina. Now, that being said, I would have accepted Destructive Ancestry instead giving a bonus to Flame and Phys instead of Flame/Frost/Lightning
      @shadesofkin -NA Server.
      Tier 2 Player.
      MagDK Main forever (even in the bad times)
    • Voryn_Dagoth
      Voryn_Dagoth
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      Looking at the changes for Dunmer, I think they are okay, for using Force Pulse that is. But I would have expected changes to a more balanced resource basis, than the sole disposition to Magicka builds.

      Removing the +3% Max Magicka from Resist Flame, so we only have the +6% for Max Magicka and Stamina from Dynamic. And in analogy to that, instead of adding the other elemental damage types with Destructive Ancestry, having Poison Damage at a lower value, like around +5% for Flame and Poison Damage (or maybe Alchemical Poison). This would also be "compatible" with the culture and history of the Dunmer.

      All in all, changes around that would make the Dunmer viable for both Magicka and Stamina builds and also other classes than DKs. While at the same time not surpassing other races for either builds.

      None of that is *as* lore friendly as their current incarnation.

      How comes? Intrigues, treachery, betrayal and assassination are common trademarks in their cultur and history and poison is commonly associated with this. Not 100% sure, but I think to remember that Indoril Nerevar himself was poisened by the Three, as one example. But I don't see Frost or Shock Damage come into play, apart from it being "magic".

      Directly buffing Poison Damage is maybe a tad too much - and maybe more appropriate for the Argonians - but I don't see any problems with the usage of Alchemical Poisons.

      Typically sword play (the dual wield passive) and destructive magicka are the associated staples of the Dunmer racial line.

      These two are complimented by the Increased Magicka and Stamina. Now, that being said, I would have accepted Destructive Ancestry instead giving a bonus to Flame and Phys instead of Flame/Frost/Lightning

      The problem with these "lore details" is, that they are changing based on the mechanic changes: Dual Wield is not specifically associated with swords and is ESO specific. But you are right with Destruction magic, so all elemental damage types actually make sense.

      In Morrowind their major boost was to Destruction and Short Blades, which was generalized to just Blades in Oblivion. Currently with Skyrim the Blades were removed with just the Destruction magic left, thats were also the Magicka focus for ESO is probably coming from.

      So, I think there has to be a balance between lore faithfulness and game mechanics, but still, the other elemental damage types are usless IMHO. I would also agree with your input on Physical Damage, though.
      Edited by Voryn_Dagoth on July 13, 2016 10:19AM
    • Anti_Virus
      Anti_Virus
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      Xsorus wrote: »
      Give Bosmer 4% Ranged Damage Bonus similar to Orcs 4% melee Bonus
      Bump their stam to 6%/3% Health

      Drop Khajitt to 3% stamina Bonus + 20% health Recovery

      Bump Argonian to 6% magicka and stamina bonus + 10% Stealth Attacks
      Change heal bonus to 6% received and 6% done.

      Change Nord to 9%health/6% Stamina/6% Magicka Bonus; This gives it a similar bonus to Imperial, but actually unique in that its 3 stats..it also makes them not just a shittier Imperial.

      Change Breton Cost Reduction to 12%; This makes them basically the Best Heavy Armor wearer for Magicka users


      Fixed that for ya.
      Power Wealth And Influence.
    • Anti_Virus
      Anti_Virus
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      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?

      Nope Zos hates Bows man, any buff to ranged physical dmg is a no no lol.
      Power Wealth And Influence.
    • Lord_Eomer
      Lord_Eomer
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      Destruent wrote: »
      Destruent wrote: »
      Pallio wrote: »
      Kajiit was good, now it's back to boring.

      Argonian was almost good, now they are back to terrible.

      Khajiits are best PvE-Stam-DPS...nothing wrong there :)

      Lol, khajit critical chance is over rated. It's cursed for PVP builds.

      Any race can get high ceirical like 75%..

      wtf? 8% more is 8% more and it's stronger than 10% max stamina for pve ^^

      Why not to a swap b/w Redguard stamina to critical strike buff..we will see everyone complaining because very less people choose Khajit's due to their passives..

      Thus buff is only for weapon builds, no good mage builds are possible wih Khajit's..
      Edited by Lord_Eomer on July 13, 2016 8:20AM
    • Destruent
      Destruent
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      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?

      Nope Zos hates Bows man, any buff to ranged physical dmg is a no no lol.

      Seems like bow can do good DPS: http://tamrielfoundry.com/topic/noss-bo-bo-stamblade-pve-guide/
      This is about the same meelee-stamblades get there without groupbuffs. Not bad imo :)
      Noobplar
    • Anti_Virus
      Anti_Virus
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      Destruent 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?

      Nope Zos hates Bows man, any buff to ranged physical dmg is a no no lol.

      Seems like bow can do good DPS: http://tamrielfoundry.com/topic/noss-bo-bo-stamblade-pve-guide/
      This is about the same meelee-stamblades get there without groupbuffs. Not bad imo :)

      Interesting build here. Im going to have to grind out Maelstrom now to get the bow, very unorthodox but I'll try it out hopefully its good for PVP aswell.
      Power Wealth And Influence.
    • Vythri
      Vythri
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      Destruent 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?

      Nope Zos hates Bows man, any buff to ranged physical dmg is a no no lol.

      Seems like bow can do good DPS: http://tamrielfoundry.com/topic/noss-bo-bo-stamblade-pve-guide/
      This is about the same meelee-stamblades get there without groupbuffs. Not bad imo :)

      I've never really been too concerned with PvE, where I think Bow could be alright. It's the PvP part that it's not competitive outside of purely ganking or supporting a melee build.
      Edited by Vythri on July 13, 2016 12:28PM
    • Lord_Eomer
      Lord_Eomer
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      Vythri wrote: »
      Destruent 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?

      Nope Zos hates Bows man, any buff to ranged physical dmg is a no no lol.

      Seems like bow can do good DPS: http://tamrielfoundry.com/topic/noss-bo-bo-stamblade-pve-guide/
      This is about the same meelee-stamblades get there without groupbuffs. Not bad imo :)

      I've never really been too concerned with PvE, where I think Bow could be alright. It's the PvP part that it's not competitive outside of purely ganking or supporting a melee build.

      Bosmer may get 3% bow damage and max stamina should reduce to 3%, this fits very much with lore and will makes bow users happy.

      Stamina increased to 6% is also very good, bosmer are in very good position instead other races need now more attention.
      Edited by Lord_Eomer on July 13, 2016 2:33PM
    • Vythri
      Vythri
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      Vythri wrote: »
      Destruent 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?

      Nope Zos hates Bows man, any buff to ranged physical dmg is a no no lol.

      Seems like bow can do good DPS: http://tamrielfoundry.com/topic/noss-bo-bo-stamblade-pve-guide/
      This is about the same meelee-stamblades get there without groupbuffs. Not bad imo :)

      I've never really been too concerned with PvE, where I think Bow could be alright. It's the PvP part that it's not competitive outside of purely ganking or supporting a melee build.

      Bosmer may get 3% bow damage and max stamina should reduce to 3%, this fits very much with lore and will makes bow users happy.

      Stamina increased to 6% is also very good, bosmer are in very good position instead other classes need now more attention.

      The 6% stamina is nice, but it's also too generic. That's the problem ZOS has with a lot of things though.
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