Hello ZOS + ESO Community,
for a while now there has been some discussion going on about race balance and to be competitive you must play this and that race to get high in the leaderboards in PVE, in PVP to be competitive and be able to run certain builds, without putting endless glyphs in for sustain or other things to lose dmg etc.
I saw with my own eyes mobbing in pve and pvp environment. There was a Bosmer magSorc queued in the dungeon finder for a DLC dungeon and my group mates wanted to kick him by saying he won't pull off enough dps for beeing the wrong race. Yesterday in Cyrodiil I met an Khajiit Magplar that people were trolling and laughing for beeing a Khajiit magplar with comments like: does your wpn crit and health regen help you in any way to do dps or heal people more? And constantly I see Bosmer complain how they can't pull as much DPS as Redguards through racials in VMA, how Nords make terrible magSorc DDs because they won't sustain or do enough dmg. How a friend of mine wants to be a magSorc Khajiit but gets no benefit at all and is behind an Altmer and Breton in multiple ways.
From my and other peoples gaming experience in previous Elder Scrolls it was possible to literally pick any race for any magicka or stamina based playstyle without differences and roleplay freely and be whatever you wanted to be, like becoming a Nord or Imperial Archmage without having any noticeable disadvantages. Elder Scrolls games had always very few racial passives to begin with usually 1-2 and only skills higher in certain areas that can be outleveled and still maxxed at the end game content and you saw no real difference between the races since all could be maxxed. Talking from an competitive MMORPG perspective where people want to have the best stats, get into trials(PVE) and elite pvp guilds and have all sorts of benefits from a race to be at the top and in the best guilds it is kind of an thorn in they eye to be stuck on certain races to be max stats and best performing. Races should be more a matter of roleplaying and cosmetic because you love the asthetics of a race.
There has also been an known racial balance issues for a while, however I found a solution that fixxes the problems that are out there. The removal of all middle racial passives and adding of birthsigns that can be picked just once but changed by a birthsign change token from the crown store that could be offered for 3000 crowns just like the race change token (basically does nearly the same stat wise) the birthsigns have 3 passives that require skillpoints just like the previous racial passives to be unlocked.
Now to the point of Birthsigns how could those look like and be implemented? To do that we must look at all major playstyles that are out there. We have the stamina DDs, we have the stamina tanks, we have the magicka DDs, we have the magicka tanks, we have the magicka healers, we have the thiefs/assassins (mostly NB but other classes have been used too for a sneak playstyle). According to those playstyles we could look at the currently most performing races (BIS race) and let birthsigns look like this for example:
Warrior(stam DD): 1. exhilaration: increases stamina recovery by 9%
2. conditioning: increases max stamina by 10%
3. unique birthsign passive berserker: 10% chance to gain 4% wpn dmg from melee attacks for 6 seconds, has a 5 seconds cooldown after its duration.
Tower(tank) : 1. enduring: increases health regeneration by 30% while in combat
2. stalwart: increases max health by 12%
3. unique birthsign passive Bullwark: 6% chance to restore 4% max health and 4% max stam whenever you take dmg
Mage(mag DD): 1. spellcharge: increases magicka recovery by 9%
2. magicka mastery: increases max magicka by 10%
3. unique birthsign passive mages wrath: 10% chance to gain 4% spell dmg from staff or melee attacks(for dual wield and 2h magicka DD builds) for 6 seconds, has a 5 seconds cooldown after its duration.
Atronach(mag tank): 1. alchemist: whenever you drink a potion you gain 12% of your max health/stam/mag
2. sturdy: increases max health by 10%
3. unique birthsign passive spell absorption: 6% chance to absorb 100% of a spells(magic based) dmg and to restore 4% max magicka and 4% max health
The Ritual(mag healer) : 1. reduces the magicka cost of spells by 3%
2. increases max magicka by 10%
3. unique birthsign passive healer: increases healing done and received by 5%
The shadow(thief/assassin): 1. presistent, increases stamina recovery by 10% and health recovery by 20%
2. precise weapons: increases wpn critical by 8%
2. unique birthsign passive sneaky: increases stealth radius by 3m and increases dmg done while stealthed by 10% (I know many people wished for that passive to be available to other races as well apart from bosmer/khajiit to become a master thief/assassin on any race)
Racial passives would look like this now:
Altmer: 1. Destruction Staff mastery: Increases your experience gain with the Destruction Staff Skill line by 15%. Increases your experience gain by 1%.
2. Blessing of longevity: whenever you cast a magicka or stamina ability you have a 6% chance to negate the abilities cost (Altmers live longer and therefor can master skills over many years).
Bosmer: 1. Acrobat: Increases experience gain with Bow Skill Line by 15%. Decreases your fall damage taken by 10%.
2. Y'ffres blessing: whenever you kill a target you gain 6% max health, max magicka and max stamina this effect has a 8 seconds cooldown (nothing game breaking since this has a 8 seconds cooldown. In Khajiit vs Bosmer in PVE Trials you will have a insignifcan't difference in sustain that nobody that plays well notices).
Khajiit: 1. Cutpurse: Increases experience gain with Medium Armor by 15%. Increases your chance to successfully pickpocket by 5%.
2. Feline swiftness: reduces the cost of sprint by 12% and increases the speed while sprinting by 12% (that makes absolutely sense since cats by biology are very agile and fast and should be faster than any humanoid by anatomy).
Imperial: 1. Diplomat: Increases experience gain with One-Hand and Shield Skill Line by 15%. Increases your gold gained by 1%.
2. red Diamond: melee and range (staves included + bows) attacks have a 10%. chance to restore 6% max health.
Breton: 1. Opportunist: Increases experience gain with the Light Armor skill line by 15% Increases your Alliance Points gained by 1%.
2. Spell resistance: Increases your Spell Resistance by 3960. (it is not high, nothing balance breaking and useful for stam and mag)
Redguard: 1. Wayfarer : Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.
2. Fearless: When you deal damage with a melee or staff attack, you restore 792 Stamina and 792 magicka. This effect can occur once every 5 seconds. (Adrenaline rush was way too stamina focused it maybe won't matter since even mag needs some stamina to CC break + dodgeroll and it is a minor sustain passive but still)
Orsimer: 1. Craftsman : Increases experience gain with the Heavy Armor skill line by 15%. Increases your crafting inspiration gained by 10%.
2. Berserking Warrior: Increases your dmg done with melee and staff attacks by 4%.
Argonian: 1. Amphibian: Increases your experience gain with the Restoration Staff skill line by 15%. Increases your swimming speed by 50%.
2. Hist Skin: Increases your Poison and Disease Resistance by 1485. and increases your healing received by 4%. (excluded "done this to others" to make other races a top choice for healers too with no race beeing superior in that aspect otherwise it could stack with the Ritual birthsign)
Dunmer: 1. Ashlander: Increases your experience gain with the Dual Wield skill line by 15%. Reduces your damage taken from environmental lava by 50%.
2. Destruction mastery: Increases your Flame Resistance by 2079 and increases your flame and poison dmg by 3%
Nord: 1. Reveler: Increases your experience gain with the Two Handed skill line by 15%. Increases the duration of any consumed drink by 15 minutes.
2. Rugged: Increases your Cold Resistance by 2079 and reduces the dmg you take by 4% (rank1: 2%)
This new changes if they were going to be considered would make races more of a makeup and tiny preferance.
I give 4 examples with 2 pve and 2 pvp each:
PVE:
1. Nord vs Dunmer stamDK DD for PVE with the Warrior birthsign: The dunmer would do 3% more dmg on poison dots and take a bit less dmg from fire attacks from NPCs while the other stamDK (nord) would take 4% less dmg and be more resistant to frost dmg of NPCs since both values are so low it is rather a preference and barely noticeable. The game breaking things are more the birthsigns now than racials.
2. Altmer vs Orsimer(Orc) magSorc in PVE with mage birthsign: the Altmer would sometimes get magicka refunded from abilities and have tiny bit better mag sustain, the Orsimer would do a tiny bit more dmg on light attacks. At the end it would be preference as well.
PVP:
Khajiit vs Bosmer stamNB for PVP in medium armor 2h and bow with Shadow birthsign: the Bosmer gets a bit of more ressources back from killing enemy players (Tri-stat) however the Khajiit will be the more mobile option that can sprint faster. Otherwise their stats and dmg is the same and we won't have people ever complain again that Bosmer are better in PVP than Khajiit and that Khajiit are better in PVE than Bosmer since now you can literally have almost the same passives as Khajiit as an Bosmer. This puts them as equals.
MagDK Argonian vs Dunmer for PVP with Mage birthsign: Now this gets interesting Argonian seems now to be the minor better counter to stamina players (disease + poison dmg, NBs, stamDKs, other classes with poison+ disease glyphs) and dunmer against magicka players (fire resistance, many magicka players run fire dmg abilities, staves, flame reach, magdks, etc.). The Tradeoff is just those resistances and 3% more fire dmg or 4% more healing received. If both were to duel each other with same gear the better one would win not the one with the best stats in this case. Would really make other races apart from Dunmer viable for magDK without any huge disadvantages, Altmer could also get now interesting.
Overall this idea would make races more cosmetic and I am sure many players would welcome such a change. It would not effect the crown store in a negative way since now you could purchase birth sign change tokens in addition to race change tokens for the same price (currently 3000 crowns). Maybe there could be a offer for 4000 Crowns with a pack including a race + birthsign change for those that want to play now their favorite race without having a huge disadvantage stat wise.
As a last question to you guys, did anyone experience race discrimination as well in ESO? Like beeing joked about or getting kicked from a group for beeing not the ideal race for DD or tanking or maybe saw it beeing done to someone? Please share your stories. I really hope 1 day race won't matter and be asthetics mostly.
If you not liking any of my suggestions and find some passives too weak or strong, feel free to give me some feedback as well. Afterall we as an community should also try to improve the game and give the developers some postive constructive feedback.
Greetings,
Marcel