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Some races need to be improved

  • Sinolai
    Sinolai
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    Vaneur wrote: »
    Thanks your all for your opinions. As you say the nord changes are not best, at the beginning I was thinking about change cold resist to elemental resist and increases it to... 1320/2640/3960 (like bretton current spell resistance) and grants reduced duration to chilled status effect, something like...

    Resist Frost 1/2/3: Increases Max Health by 3%/6%/9% and Cold Resistance by 693/1386/2079
    to
    Resist Elements 1/2/3: Increases Max Health by 3%/6%/9% and Elemental Resistance by 1320/2640/3960. Reduced the duration of Chilled status effects by 30%/40%/50% (or something like that)

    I think it's still lore friendly and now it grants some useful resistances.

    About Rugged... yep, maybe it's not one of the best changes but it need to be improve. The changes that Silver_ Strider about stamina return on damage seems pretty solid:

    Nord: Its pasives has been redesigned.
    OLD:
    - Stalwart 1/2/3: Increases Max Stamina by 2%/4%/6% and Health Recovery by 6%/13%/20%
    - Resist Frost 1/2/3: Increases Max Health by 3%/6%/9% and Cold Resistance by 693/1386/2079
    - Rugged 1/2/3: Reduces incoming damage by 2%/4%/6% (I know there are ppl who like this passive, but it's applied at the end, after all damage reductions are applied, make it not enough good to be conseder even a passive)

    NEW:
    - Stalwart 1/2/3: Increases Max Stamina by 2%/4%/6% and Health Recovery by 6%/13%/20%
    - Resist Elements 1/2/3: Increases Max Health by 3%/6%/9% and Elemental Resistance by 1320/2640/3960. Reduced the duration of Chilled status effects by 30%/40%/50%
    - Rugged 1/2/3: When you take damage you restore 261/522/792 Stamina. This effect can occur once every 5 seconds.

    About breton and imperial changes... I think they aren't bad proposals after all

    Nords are 100% immune to chilled at the moment. (just like dunmers are immune to burning, making them good vampire race) Do you think it would be too much to keep it that way or why the nerf?
    Edited by Sinolai on July 20, 2018 4:10PM
  • ADarklore
    ADarklore
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    Perhaps they should just get rid of all racial passives altogether which would end this argument once and for all and allow players to play whatever they wanted without some feeling like they are 'inferior' because they aren't BiS.

    But as others have stated every time this topic comes up, you can be successful with ANY race on ANY build, and while some may help increase stats- they can also be offset with different gear options, food buffs, etc. Also interesting how so many players complain about certain content being 'too easy' yet they choose their races based on passives... players who make decisions based upon BiS have no reason to complain about content difficulty IMO. The game's mechanics aren't designed around BiS players, they're designed for average or below average players... so slotting for BiS is automatically going to make you overpowered for most content.
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • John_Falstaff
    John_Falstaff
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    > ...some may help increase stats- they can also be offset with different gear options, food buffs, etc.
    > ...slotting for BiS is automatically going to make you overpowered for most content.

    I feel a contradiction here. ^^ If choosing BiS race makes one overpowered, then it's hard to offset with food buff and gear (plus that implies BiS gear too, you can only improve so much until you hit the fact that not being a redguard will force you to swap a weapon damage glyph for regen). I do support that racial passives should be either removed, or separated from race (something like... background packages? upbringing? anything else?). I find myself starting to quietly dislike some races because game seems to be trying to push them down my throat, simply by reminding again and again that I have to compensate with skill and fine tuning for what they have by birthright.
  • kookster
    kookster
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    Those changes to nord would be a nerf. Atleast replacing 6% dmg reduction for resistances. Though you might argue the added recovery. Still. I think nord is fine as is. Its whats on my stamdk
    Potato Pact - PC NA
  • NobleX35
    NobleX35
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    Im kind of surprised they dont tweak racial passives more frequently as it would likely result in more race change tokens being sold in the crown store.
    "Only the dead have seen the end of war."
  • Minaithelan
    Minaithelan
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    5% cost reduction is qay too strong, the reason is set at 3 is because of reduction works and is applied on every cast, which comes on par with 10% extra regen
  • Vaneur
    Vaneur
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    Sinolai wrote: »
    Vaneur wrote: »
    Thanks your all for your opinions. As you say the nord changes are not best, at the beginning I was thinking about change cold resist to elemental resist and increases it to... 1320/2640/3960 (like bretton current spell resistance) and grants reduced duration to chilled status effect, something like...

    Resist Frost 1/2/3: Increases Max Health by 3%/6%/9% and Cold Resistance by 693/1386/2079
    to
    Resist Elements 1/2/3: Increases Max Health by 3%/6%/9% and Elemental Resistance by 1320/2640/3960. Reduced the duration of Chilled status effects by 30%/40%/50% (or something like that)

    I think it's still lore friendly and now it grants some useful resistances.

    About Rugged... yep, maybe it's not one of the best changes but it need to be improve. The changes that Silver_ Strider about stamina return on damage seems pretty solid:

    Nord: Its pasives has been redesigned.
    OLD:
    - Stalwart 1/2/3: Increases Max Stamina by 2%/4%/6% and Health Recovery by 6%/13%/20%
    - Resist Frost 1/2/3: Increases Max Health by 3%/6%/9% and Cold Resistance by 693/1386/2079
    - Rugged 1/2/3: Reduces incoming damage by 2%/4%/6% (I know there are ppl who like this passive, but it's applied at the end, after all damage reductions are applied, make it not enough good to be conseder even a passive)

    NEW:
    - Stalwart 1/2/3: Increases Max Stamina by 2%/4%/6% and Health Recovery by 6%/13%/20%
    - Resist Elements 1/2/3: Increases Max Health by 3%/6%/9% and Elemental Resistance by 1320/2640/3960. Reduced the duration of Chilled status effects by 30%/40%/50%
    - Rugged 1/2/3: When you take damage you restore 261/522/792 Stamina. This effect can occur once every 5 seconds.

    About breton and imperial changes... I think they aren't bad proposals after all

    Nords are 100% immune to chilled at the moment. (just like dunmers are immune to burning, making them good vampire race) Do you think it would be too much to keep it that way or why the nerf?

    Just a mistake, my apologies, what I wanted to say "Reduced the duration of Chilled, Burning and Concussion status effects by 30%/40%/50%" cuz it's elemental ressistance.
  • brandonv516
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    Nords need to have immunity to snares. Give people a reason to play them in PvP like Argonian.
  • Sporvan
    Sporvan
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    These are fantastic suggestions!!! I really think they would be great changes to these races. Nicely thought out!
  • Twohothardware
    Twohothardware
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    Buff Nord. Buff Nord. Buff Nord.
  • burglar
    burglar
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    Take away the disease passive from wood elves and give them the ability to charm simple beasts (even if only to serve as non-combat pets while remaining in the zone); I was really disappointed that this wasn't possible, and it's such a large part of their lore. I would also like it if wood elves could regenerate health from eating their enemies...
    Bosmer Melee Magicka Nightblade
  • templesus
    templesus
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    You’re joking right? Like those changes are even semi-balanced lmaoo
  • JPcrazysquirrel3
    JPcrazysquirrel3
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    Looks like someone's a Breton fanboy
    "Wood Elves aren't made of wood. Sea Elves aren't made of water. M'aiq still wonders about High Elves."
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    "If you want to lose 10lbs of ugly fat, I'd be happy to chop your head off!"
    "Degenerates!" --- Todd Howard
    "If it's not broke, don't fix it,....unless you're ZO$ and are just doing it for the money!" --- Me
    Mayrael wrote: »
    Class reps are just like our politicians. They promise mountains made of gold for us, but in the end, whenever they can they try to push their own agenda.

    ¯\_(ツ)_/¯

    Bio:
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    PS4 (main platform)
    --- JP_Dovahkriid

    PC (just for PTS since Dragon Bones)
    --- JP_Dovahkriid

    Playing since console release in 2015

    17 characters; mainly play PvE tanks and healer, as well as PvP stamDK, magplar, and stamblade; I also have a handful of DPS toons to have variety. All AD, with one, now PvE, DC toon.

    I was on the forums before, but something happened with my account info and I had to create a new account.
  • TheNightflame
    TheNightflame
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    bretons used to be good solely for healing at launch, but now they're outclassed in that regard too.
  • SydneyGrey
    SydneyGrey
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    And please give some max stamina to Khajiits so their sustain isn't so bad.
  • IZZEFlameLash
    IZZEFlameLash
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    Buff Nord. Buff Nord. Buff Nord.

    More like make Nords submit to the Dunmer Superiority.
    Imperials, the one and true masters of all mortal races of Tamriel
  • CurvedSwords123
    CurvedSwords123
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    Give Redguards health or something defensive.
  • DoobZ69
    DoobZ69
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    Give Redguards health or something defensive.

    Agreed. I really don't understand why the RedGuards only have 3 Racial passives as well. This is inconsistent with the lore as they are the best race but don't have more than the other races. Someone take this to ZOS
  • ADarklore
    ADarklore
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    If anything, Bosmer's deserve a big buff!! I mean, they are never mentioned in any Stamina builds... and there is a reason. Poison and Disease resistance, really? How about give 10% Max Stamina and keep the resistance.
    CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • idk
    idk
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    Many imperials would not be happy with the change suggested. Especially any using it for damage since the suggestion reduces the damage output.

    The Bretton suggestion is way to OP on sustain. Increasing the cost reduction to 5% on top of adding a magicka regen type trait that would be up to near 200 magicka per second possible is a little over the top.

    Both of those classes are really fine as they are. They do not have to be BiS and both classes perform well. Ok. Bretton can use some tweaking on the cost reduction.
    Edited by idk on August 3, 2018 3:52AM
  • IZZEFlameLash
    IZZEFlameLash
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    Give Redguards health or something defensive.
    DoobZ69 wrote: »
    Give Redguards health or something defensive.

    Agreed. I really don't understand why the RedGuards only have 3 Racial passives as well. This is inconsistent with the lore as they are the best race but don't have more than the other races. Someone take this to ZOS

    Redguards are still BiS stam race. They do not need a buff. They are already good enough.
    Imperials, the one and true masters of all mortal races of Tamriel
  • DoobZ69
    DoobZ69
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    Give Redguards health or something defensive.
    DoobZ69 wrote: »
    Give Redguards health or something defensive.

    Agreed. I really don't understand why the RedGuards only have 3 Racial passives as well. This is inconsistent with the lore as they are the best race but don't have more than the other races. Someone take this to ZOS

    Redguards are still BiS stam race. They do not need a buff. They are already good enough.

    Good enough to you perhaps, because you don't play one, but RedGuards are being left behind without the health or something defensive. That is at the very least immersion breaking. ZOS fix please. Passives aren't balanced.
  • TheHsN
    TheHsN
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    very very very reasnable sıggests LIKE THEM ALL
    Plays:
    Magicka SORC - PvE/PvP
    Stamina NB - PvE/PvP
    Magicka NB - PvE/PvP
    Magicka Templar - PvE
    Stamina Templar - PvP
    Magicka DK - PvE
    Stamina DK - PvE
  • Silver_Strider
    Silver_Strider
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    Here are my suggestions for each race that I feel need some adjustments, whether they be slight adjustments or an overhaul. There will not be any adjustments to Redguard. Altmer or Dunmer because they are all fine, IMO.

    Argonian
    Increase Max Magic by 2/4/6%. Drinking a potion restores 5/10/15% of your max resources
    Poison/Disease resistance. Increase Max Health by 3/6/9%
    Increase Healing Received and Done by 2/3/4%
    Increased Max Magic in exchange for nerfs to overall sustain and survivability. Not the biggest nerf overall but I feel it's fair as this does potentially nerf their tanking performance but increases their DPS and Healing potential a slight bit.

    Breton
    Increase Max Magic by 4/7/10%
    Spell Resistance. Increase Max Health by 1/2/3%
    Reduce Spell Cost by 1/2/3%. Increase Magic Regen by 1/3/5%
    Small increase to sustain and health. Should put it in a better spot over Argonian and Altmer as far as sustain goes without being OP

    Bosmer
    Increase Stamina Regen by 7/14/21%
    Poison/Disease Resist. Increase Max Stamina by 2/4/6%
    Increase Sneak Damage by 2/4/6%. Increase Max Stamina by 1/2/3%
    Stealthy got nerfed to make room for more Max stats and by extension a minor buff to PvE performance while a slight nerf to their PvP performance without immediately dethroning their status there.

    Khajiit
    Increase Max Health by 2/4/6%. Increase Stamina Regen by 4/8/12%
    Increase Sneak Damage by 2/4/6%. Increase Max Stamina by 1/2/3%
    Increase Weapon+Spell Crit by 3/6/9%
    Same nerf to Stealthy as Bosmer but with several other adjustments. Max Health to buff up their overall survivability outside of Troll King Builds as well as an increase to sustain. Spell Crit inclusion to Carnage passive as well as a 1% extra crit buff overall should make them fairly versatile in either PvP or PvE.

    Nord
    Increase Max Stamina by 3/6/9%. Increase Health Regen by 5/10/15%
    Frost Resistance. Increase Max Health by 3/6/9%
    Reduce damage taken by 2/4/6%. Taking Damage restores Stamina by 261/522/792. 5 second CD
    Small buff to their Max Stamina to buff their damage while also giving them some much needed sustain for Tanking via the addition to the Rugged passive. Might make them a little too good in PvP, especially with Troll King so I had to nerf the health regen a little to counteract potential abuse.

    Imperial
    Increase Max Health by 4/7/10% or 4/8/12
    Increase Max Stamina/Magic by 3/5/7% or 2/4/6
    Dealing or taking damage restores 1/2/3% of your Max resources. 8 second CD
    The 4/7/10% Health Nerf would go with the 3/5/7% max resources to make it so that Imperial's Overall Stat bonuses did not exceed 24% while also being a slighter nerf to their Max Stamina Pool than the other suggestion in which they keep their full Max Health but gained less Max Resources. The reworking of Red Diamond to be a 3% TriStat restore would make it in line with other recovery stats on a much more consistent basis than the current form and should compensate for the general nerfs in exchange for more versatility.

    Orc
    Increase Max Health/Stamina by 4/6/8%
    Increase Healing Received by 2/4/6%. Increase Health Regen by 5/10/15%
    Increase Sprint Speed and Reduce Sprint cost. Increase all Melee Weapon attack damage by 1/2/3%
    Increased Max Resources and Healing received a small bit. Slight nerfs again to prevent over-performance but overall, limited impact if any at all.

    No, it's not perfect and I expect a lot of flak from people for one reason or another but I feel the changes would be fairly balanced when everything is taken into consideration.
    Edited by Silver_Strider on August 3, 2018 6:40PM
    Argonian forever
  • TheYKcid
    TheYKcid
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    I really like the "flavour" of the new Breton passive you've described.

    However, 3/4/5% on the CR passive is a little high-tuned tbh. 2/3/4 would be more realistic and balanced with respect to the other magicka races.
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • IZZEFlameLash
    IZZEFlameLash
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    DoobZ69 wrote: »
    Give Redguards health or something defensive.
    DoobZ69 wrote: »
    Give Redguards health or something defensive.

    Agreed. I really don't understand why the RedGuards only have 3 Racial passives as well. This is inconsistent with the lore as they are the best race but don't have more than the other races. Someone take this to ZOS

    Redguards are still BiS stam race. They do not need a buff. They are already good enough.

    Good enough to you perhaps, because you don't play one, but RedGuards are being left behind without the health or something defensive. That is at the very least immersion breaking. ZOS fix please. Passives aren't balanced.

    Except I do play Redguard on my only Stamden. They are not in need of health buff or any sort of buffs. They already offer very much for stam DPS role. Khajiits were once competitive but they lost that to Redguards due to sustain changes. 10% more stam, 9% recov bonus and 792 stam return every 5 seconds are hard to pass up especially in this game where you have 0 recovery for holding block, sprint and dodgeroll. No wonder almost every single stam builds are built on top of Redguard minus tank and dedicated sprint builds.

    Khajiits need a change to offer small amount of max stam boost or stam and magicka boost because of their connections to the moons which are magical also.
    Edited by IZZEFlameLash on August 4, 2018 7:36AM
    Imperials, the one and true masters of all mortal races of Tamriel
  • whsprwind
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    How about removing all combat related racial passives, and give all players a flat increase to stats to keep the content difficulty in balance?

    Or let us choose our racial passives? (Like choosing star signs or something)

    I don’t want to be gimped if i want to play a nord mag class.
    NA(PC) - EP
    - Dragon Knight Amuro X

    "Of course you're a victim... what are you going to do about it? Transcend your own suffering and be a good person!" -jbp
  • Facefister
    Facefister
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    whsprwind wrote: »
    How about removing all combat related racial passives, and give all players a flat increase to stats to keep the content difficulty in balance?

    Or let us choose our racial passives? (Like choosing star signs or something)

    I don’t want to be gimped if i want to play a nord mag class.

    Some races are better at something than other races. The core idea of any RPG.
  • JobooAGS
    JobooAGS
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    Facefister wrote: »
    whsprwind wrote: »
    How about removing all combat related racial passives, and give all players a flat increase to stats to keep the content difficulty in balance?

    Or let us choose our racial passives? (Like choosing star signs or something)

    I don’t want to be gimped if i want to play a nord mag class.

    Some races are better at something than other races. The core idea of any RPG.

    Except in other tes games, especially skyrim and oblivion, racials were meaningless at endgame
  • Maryal
    Maryal
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    .
    Edited by Maryal on August 4, 2018 1:23PM
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