Look i like the lore and all but it's really not practical to tie significant stats and battle effectiveness to certain races in a competitive mmo environment. People who care about that sort of thing will always pick the one that is the most useful for them. It would actually be better if ZOS just let people choose certain sets of passives themselves with the race they want, and then they're free to rp their character through 'natural affinity' and their progression with the game. I would allow one racial passive for each one that would NOT give them a large tactical advantage over other races in trials or pvp like faster swim speed, pickpocket chance, or slight decrease in detection area.
Edit: lol @programcanaan i totally missed your post because of my long delayed response. You can see that i agree with you.
Lapin_Logic wrote: »bellanca6561n wrote: »I was looking at another of one of those...polls, this one about some talk of upcoming "rebalancing" of racial passives.
Can we just STOP tying character passives to RACE?
Nope.
The passives are what define the race.
Racial profiling is bad
MLGProPlayer wrote: »Look i like the lore and all but it's really not practical to tie significant stats and battle effectiveness to certain races in a competitive mmo environment. People who care about that sort of thing will always pick the one that is the most useful for them. It would actually be better if ZOS just let people choose certain sets of passives themselves with the race they want, and then they're free to rp their character through 'natural affinity' and their progression with the game. I would allow one racial passive for each one that would NOT give them a large tactical advantage over other races in trials or pvp like faster swim speed, pickpocket chance, or slight decrease in detection area.
Edit: lol @programcanaan i totally missed your post because of my long delayed response. You can see that i agree with you.
There is no lore argument in favour of racial passives. People making that argument are grasping at straws.
The lore states that certain races are more likely to have a propensity for either magic or physical combat, but that's it. It doesn't state that Redguards cannot be mages and that High Elves can't be warriors. Otherwise, we wouldn't have Nord and Imperial mages (Shalidor and Abnur Tharn), Breton warriors (Lion Guard), or Dunmer assassins (Morag Tong).
MLGProPlayer wrote: »Look i like the lore and all but it's really not practical to tie significant stats and battle effectiveness to certain races in a competitive mmo environment. People who care about that sort of thing will always pick the one that is the most useful for them. It would actually be better if ZOS just let people choose certain sets of passives themselves with the race they want, and then they're free to rp their character through 'natural affinity' and their progression with the game. I would allow one racial passive for each one that would NOT give them a large tactical advantage over other races in trials or pvp like faster swim speed, pickpocket chance, or slight decrease in detection area.
Edit: lol @programcanaan i totally missed your post because of my long delayed response. You can see that i agree with you.
There is no lore argument in favour of racial passives. People making that argument are grasping at straws.
The lore states that certain races are more likely to have a propensity for either magic or physical combat, but that's it. It doesn't state that Redguards cannot be mages and that High Elves can't be warriors. Otherwise, we wouldn't have Nord and Imperial mages (Shalidor and Abnur Tharn), Breton warriors (Lion Guard), or Dunmer assassins (Morag Tong).
Uh, nobody ever said the lore states Redguards can't be mages or Altmer can't be warriors. In fact we've all been arguing the exact opposite.
MLGProPlayer wrote: »MLGProPlayer wrote: »Look i like the lore and all but it's really not practical to tie significant stats and battle effectiveness to certain races in a competitive mmo environment. People who care about that sort of thing will always pick the one that is the most useful for them. It would actually be better if ZOS just let people choose certain sets of passives themselves with the race they want, and then they're free to rp their character through 'natural affinity' and their progression with the game. I would allow one racial passive for each one that would NOT give them a large tactical advantage over other races in trials or pvp like faster swim speed, pickpocket chance, or slight decrease in detection area.
Edit: lol @programcanaan i totally missed your post because of my long delayed response. You can see that i agree with you.
There is no lore argument in favour of racial passives. People making that argument are grasping at straws.
The lore states that certain races are more likely to have a propensity for either magic or physical combat, but that's it. It doesn't state that Redguards cannot be mages and that High Elves can't be warriors. Otherwise, we wouldn't have Nord and Imperial mages (Shalidor and Abnur Tharn), Breton warriors (Lion Guard), or Dunmer assassins (Morag Tong).
Uh, nobody ever said the lore states Redguards can't be mages or Altmer can't be warriors. In fact we've all been arguing the exact opposite.
But that's exactly what racial passives imply.
Shalidor and Abnur Tharn are/were among the strongest mages alive.
The Lion Guard are one of the most prestigious military guards in Tamriel.
The Morag Tong are arguably the most feared assassin cult in existence.
There would be no way to reach those heights if these races were collectively limited by their genetics. Clearly, Nords and Imperials can become gifted mages of the same stature as High Elves and Dark Elves. Clearly Bretons and Dark Elves can become gifted warriors and assassins of the same stature as Redguards and Khajiit.
MLGProPlayer wrote: »MLGProPlayer wrote: »Look i like the lore and all but it's really not practical to tie significant stats and battle effectiveness to certain races in a competitive mmo environment. People who care about that sort of thing will always pick the one that is the most useful for them. It would actually be better if ZOS just let people choose certain sets of passives themselves with the race they want, and then they're free to rp their character through 'natural affinity' and their progression with the game. I would allow one racial passive for each one that would NOT give them a large tactical advantage over other races in trials or pvp like faster swim speed, pickpocket chance, or slight decrease in detection area.
Edit: lol @programcanaan i totally missed your post because of my long delayed response. You can see that i agree with you.
There is no lore argument in favour of racial passives. People making that argument are grasping at straws.
The lore states that certain races are more likely to have a propensity for either magic or physical combat, but that's it. It doesn't state that Redguards cannot be mages and that High Elves can't be warriors. Otherwise, we wouldn't have Nord and Imperial mages (Shalidor and Abnur Tharn), Breton warriors (Lion Guard), or Dunmer assassins (Morag Tong).
Uh, nobody ever said the lore states Redguards can't be mages or Altmer can't be warriors. In fact we've all been arguing the exact opposite.
But that's exactly what racial passives imply.
MLGProPlayer wrote: »MLGProPlayer wrote: »Look i like the lore and all but it's really not practical to tie significant stats and battle effectiveness to certain races in a competitive mmo environment. People who care about that sort of thing will always pick the one that is the most useful for them. It would actually be better if ZOS just let people choose certain sets of passives themselves with the race they want, and then they're free to rp their character through 'natural affinity' and their progression with the game. I would allow one racial passive for each one that would NOT give them a large tactical advantage over other races in trials or pvp like faster swim speed, pickpocket chance, or slight decrease in detection area.
Edit: lol @programcanaan i totally missed your post because of my long delayed response. You can see that i agree with you.
There is no lore argument in favour of racial passives. People making that argument are grasping at straws.
The lore states that certain races are more likely to have a propensity for either magic or physical combat, but that's it. It doesn't state that Redguards cannot be mages and that High Elves can't be warriors. Otherwise, we wouldn't have Nord and Imperial mages (Shalidor and Abnur Tharn), Breton warriors (Lion Guard), or Dunmer assassins (Morag Tong).
Uh, nobody ever said the lore states Redguards can't be mages or Altmer can't be warriors. In fact we've all been arguing the exact opposite.
But that's exactly what racial passives imply.
No, not even a little bit.
The racial passive that gives Redguards extra stamina means.........Redguards have extra stamina.
They can be mages. Nothing is preventing them from being mages. Nothing is preventing them from being good mages. Not one iota of lore or gameplay mechanics says they can't be mages.
Sylvermynx wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »Look i like the lore and all but it's really not practical to tie significant stats and battle effectiveness to certain races in a competitive mmo environment. People who care about that sort of thing will always pick the one that is the most useful for them. It would actually be better if ZOS just let people choose certain sets of passives themselves with the race they want, and then they're free to rp their character through 'natural affinity' and their progression with the game. I would allow one racial passive for each one that would NOT give them a large tactical advantage over other races in trials or pvp like faster swim speed, pickpocket chance, or slight decrease in detection area.
Edit: lol @programcanaan i totally missed your post because of my long delayed response. You can see that i agree with you.
There is no lore argument in favour of racial passives. People making that argument are grasping at straws.
The lore states that certain races are more likely to have a propensity for either magic or physical combat, but that's it. It doesn't state that Redguards cannot be mages and that High Elves can't be warriors. Otherwise, we wouldn't have Nord and Imperial mages (Shalidor and Abnur Tharn), Breton warriors (Lion Guard), or Dunmer assassins (Morag Tong).
Uh, nobody ever said the lore states Redguards can't be mages or Altmer can't be warriors. In fact we've all been arguing the exact opposite.
But that's exactly what racial passives imply.
Shalidor and Abnur Tharn are/were among the strongest mages alive.
The Lion Guard are one of the most prestigious military guards in Tamriel.
The Morag Tong are arguably the most feared assassin cult in existence.
There would be no way to reach those heights if these races were collectively limited by their genetics. Clearly, Nords and Imperials can become gifted mages of the same stature as High Elves and Dark Elves. Clearly Bretons and Dark Elves can become gifted warriors and assassins of the same stature as Redguards and Khajiit.
Eh, I don't know what y'all are arguing on and about. I've played TES since Arena landed. And when I make a girl she tells me who she is and what she is. This is not in any way different in ESO (I mean for me specifically).
Mostly.... my girls have always been "not the meta". Because y'know.... sucking the meta is seriously - unfun, and stupid.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »Look i like the lore and all but it's really not practical to tie significant stats and battle effectiveness to certain races in a competitive mmo environment. People who care about that sort of thing will always pick the one that is the most useful for them. It would actually be better if ZOS just let people choose certain sets of passives themselves with the race they want, and then they're free to rp their character through 'natural affinity' and their progression with the game. I would allow one racial passive for each one that would NOT give them a large tactical advantage over other races in trials or pvp like faster swim speed, pickpocket chance, or slight decrease in detection area.
Edit: lol @programcanaan i totally missed your post because of my long delayed response. You can see that i agree with you.
There is no lore argument in favour of racial passives. People making that argument are grasping at straws.
The lore states that certain races are more likely to have a propensity for either magic or physical combat, but that's it. It doesn't state that Redguards cannot be mages and that High Elves can't be warriors. Otherwise, we wouldn't have Nord and Imperial mages (Shalidor and Abnur Tharn), Breton warriors (Lion Guard), or Dunmer assassins (Morag Tong).
Uh, nobody ever said the lore states Redguards can't be mages or Altmer can't be warriors. In fact we've all been arguing the exact opposite.
But that's exactly what racial passives imply.
No, not even a little bit.
The racial passive that gives Redguards extra stamina means.........Redguards have extra stamina.
They can be mages. Nothing is preventing them from being mages. Nothing is preventing them from being good mages. Not one iota of lore or gameplay mechanics says they can't be mages.
It's keeping them from being as powerful as High Elf mages.
We see in the lore that plenty of non-elven races can reach the same heights of magical prowess as elves. This is simply not possible within ESO due to racial passives.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »Look i like the lore and all but it's really not practical to tie significant stats and battle effectiveness to certain races in a competitive mmo environment. People who care about that sort of thing will always pick the one that is the most useful for them. It would actually be better if ZOS just let people choose certain sets of passives themselves with the race they want, and then they're free to rp their character through 'natural affinity' and their progression with the game. I would allow one racial passive for each one that would NOT give them a large tactical advantage over other races in trials or pvp like faster swim speed, pickpocket chance, or slight decrease in detection area.
Edit: lol @programcanaan i totally missed your post because of my long delayed response. You can see that i agree with you.
There is no lore argument in favour of racial passives. People making that argument are grasping at straws.
The lore states that certain races are more likely to have a propensity for either magic or physical combat, but that's it. It doesn't state that Redguards cannot be mages and that High Elves can't be warriors. Otherwise, we wouldn't have Nord and Imperial mages (Shalidor and Abnur Tharn), Breton warriors (Lion Guard), or Dunmer assassins (Morag Tong).
Uh, nobody ever said the lore states Redguards can't be mages or Altmer can't be warriors. In fact we've all been arguing the exact opposite.
But that's exactly what racial passives imply.
No, not even a little bit.
The racial passive that gives Redguards extra stamina means.........Redguards have extra stamina.
They can be mages. Nothing is preventing them from being mages. Nothing is preventing them from being good mages. Not one iota of lore or gameplay mechanics says they can't be mages.
It's keeping them from being as powerful as High Elf mages.
We see in the lore that plenty of non-elven races can reach the same heights of magical prowess as elves. This is simply not possible within ESO due to racial passives.
If by that you exclusively mean the potential mathematical limits in leaderboard numbers then yeah. You'd have to make the races completely meaningless to get past that. You'd also have to get rid of classes and gear sets and builds and any other variations in character stats. Basically you'd have to strip ESO of everything, well, Elder Scrolls.
Outside of the absolute top slots on leaderboards though, your argument falls completely flat. Practically speaking, nobody is going to notice or care that an Altmer mage does 100 more DPS than a Reguard mage with everything except their passives being identical. You think that Altmer is really going to lord it over everyone else that his fireball burned that zombie into a pile of ash just slightly hotter than their fireballs burned their zombies into piles of ash? (Actually, come to think of it, an Altmer probably would do that. ) Better question, do you think anyone is actually going to be impressed by it?
Again, nothing is preventing you from being a powerful Redguard mage. Nothing except your own obsession with mathematical perfection anyway.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »Look i like the lore and all but it's really not practical to tie significant stats and battle effectiveness to certain races in a competitive mmo environment. People who care about that sort of thing will always pick the one that is the most useful for them. It would actually be better if ZOS just let people choose certain sets of passives themselves with the race they want, and then they're free to rp their character through 'natural affinity' and their progression with the game. I would allow one racial passive for each one that would NOT give them a large tactical advantage over other races in trials or pvp like faster swim speed, pickpocket chance, or slight decrease in detection area.
Edit: lol @programcanaan i totally missed your post because of my long delayed response. You can see that i agree with you.
There is no lore argument in favour of racial passives. People making that argument are grasping at straws.
The lore states that certain races are more likely to have a propensity for either magic or physical combat, but that's it. It doesn't state that Redguards cannot be mages and that High Elves can't be warriors. Otherwise, we wouldn't have Nord and Imperial mages (Shalidor and Abnur Tharn), Breton warriors (Lion Guard), or Dunmer assassins (Morag Tong).
Uh, nobody ever said the lore states Redguards can't be mages or Altmer can't be warriors. In fact we've all been arguing the exact opposite.
But that's exactly what racial passives imply.
No, not even a little bit.
The racial passive that gives Redguards extra stamina means.........Redguards have extra stamina.
They can be mages. Nothing is preventing them from being mages. Nothing is preventing them from being good mages. Not one iota of lore or gameplay mechanics says they can't be mages.
It's keeping them from being as powerful as High Elf mages.
We see in the lore that plenty of non-elven races can reach the same heights of magical prowess as elves. This is simply not possible within ESO due to racial passives.
If by that you exclusively mean the potential mathematical limits in leaderboard numbers then yeah. You'd have to make the races completely meaningless to get past that. You'd also have to get rid of classes and gear sets and builds and any other variations in character stats. Basically you'd have to strip ESO of everything, well, Elder Scrolls.
Outside of the absolute top slots on leaderboards though, your argument falls completely flat. Practically speaking, nobody is going to notice or care that an Altmer mage does 100 more DPS than a Reguard mage with everything except their passives being identical. You think that Altmer is really going to lord it over everyone else that his fireball burned that zombie into a pile of ash just slightly hotter than their fireballs burned their zombies into piles of ash? (Actually, come to think of it, an Altmer probably would do that. ) Better question, do you think anyone is actually going to be impressed by it?
Again, nothing is preventing you from being a powerful Redguard mage. Nothing except your own obsession with mathematical perfection anyway.
1. Why would you get rid of gear? Any race can wear any gear. No player is limited in their choice of gear. And many argue for the removal of classes since they don't have a place in the TES universe.
2. Racial passives have a significant impact on performance. The +10% max magicka that "magicka races" receive can add 4k magicka to your character, or in other words, around 400 effective spell damage (1000 magicka = ~95 effective spell damage). That adds several thousand points of DPS, not "100", while also improving sustain by allowing for more spell casts. This is something that both a noob and a vet will find valuable.
Morrowind has different racial passives.
Oblivion has different racial passives.
Skyrim has different racial passives.
Behold Elder Scrolls Online has different racial passives.
If you need the absolute best re-roll. That is how rpgs work. That is how Elder Scrolls works. If you want the optimal race for what you are doing then pick that race. I have never had to re-roll I like my racial passives as they are. And the reason for this is it being an rpg I plan things out ahead of time so I don't run into these difficulties. If I see at level 20 it's not going to work I re-roll until I get it right. Elder Scrolls on the highest difficulty is supposed to be difficult. And racial passives only become relevant on the highest difficulty. If you have the wrong racial passives and you can't complete the hardest content then maybe the highest difficulty is too difficult for you. Maybe you should play at one or two difficulty settings lower.
And there is a transmutation to make your character look however you want the ugly race argument doesn't...some quote by Nietzsche...that doesn't hold water.
Something I can't plan out ahead of time is a change to my racial passives which define my character because it is an Elder Scrolls game and why would that ever happen in an Elder Scrolls game?
How about going down the road where all the races have the same potential, but some races take a longer/harder route to achieve it?
For example, sorcery comes very naturally for a High Elf, but not so much for a Nord. I can achieve the same level of passive bonus' for my Nord if I choose to, but it will take me much, much longer. Or I can choose the easier route, and just roll a High Elf.
All the racial passives are still there, but you can achieve other/different ones over time with a bit (or a lot) of effort.
Just a thought.
Not -always- but unexpected outcomes makes for stories that get remembered more then the expected outcome - underdog or not, though that one is an easy way to make a memorable story by having someone overcome odds that seem impossible...dodgehopper_ESO wrote: »I am not fully convinced of the storytelling perspective you stated regarding the underdog always getting extolled in culture...
That's how it used to be!How about going down the road where all the races have the same potential, but some races take a longer/harder route to achieve it?...
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »Look i like the lore and all but it's really not practical to tie significant stats and battle effectiveness to certain races in a competitive mmo environment. People who care about that sort of thing will always pick the one that is the most useful for them. It would actually be better if ZOS just let people choose certain sets of passives themselves with the race they want, and then they're free to rp their character through 'natural affinity' and their progression with the game. I would allow one racial passive for each one that would NOT give them a large tactical advantage over other races in trials or pvp like faster swim speed, pickpocket chance, or slight decrease in detection area.
Edit: lol @programcanaan i totally missed your post because of my long delayed response. You can see that i agree with you.
There is no lore argument in favour of racial passives. People making that argument are grasping at straws.
The lore states that certain races are more likely to have a propensity for either magic or physical combat, but that's it. It doesn't state that Redguards cannot be mages and that High Elves can't be warriors. Otherwise, we wouldn't have Nord and Imperial mages (Shalidor and Abnur Tharn), Breton warriors (Lion Guard), or Dunmer assassins (Morag Tong).
Uh, nobody ever said the lore states Redguards can't be mages or Altmer can't be warriors. In fact we've all been arguing the exact opposite.
But that's exactly what racial passives imply.
No, not even a little bit.
The racial passive that gives Redguards extra stamina means.........Redguards have extra stamina.
They can be mages. Nothing is preventing them from being mages. Nothing is preventing them from being good mages. Not one iota of lore or gameplay mechanics says they can't be mages.
It's keeping them from being as powerful as High Elf mages.
We see in the lore that plenty of non-elven races can reach the same heights of magical prowess as elves. This is simply not possible within ESO due to racial passives.
If by that you exclusively mean the potential mathematical limits in leaderboard numbers then yeah. You'd have to make the races completely meaningless to get past that. You'd also have to get rid of classes and gear sets and builds and any other variations in character stats. Basically you'd have to strip ESO of everything, well, Elder Scrolls.
Outside of the absolute top slots on leaderboards though, your argument falls completely flat. Practically speaking, nobody is going to notice or care that an Altmer mage does 100 more DPS than a Reguard mage with everything except their passives being identical. You think that Altmer is really going to lord it over everyone else that his fireball burned that zombie into a pile of ash just slightly hotter than their fireballs burned their zombies into piles of ash? (Actually, come to think of it, an Altmer probably would do that. ) Better question, do you think anyone is actually going to be impressed by it?
Again, nothing is preventing you from being a powerful Redguard mage. Nothing except your own obsession with mathematical perfection anyway.
1. Why would you get rid of gear? Any race can wear any gear. No player is limited in their choice of gear. And many argue for the removal of classes since they don't have a place in the TES universe.
2. Racial passives have a significant impact on performance. The +10% max magicka that "magicka races" receive can add 4k magicka to your character, or in other words, around 400 effective spell damage (1000 magicka = ~95 effective spell damage). That adds several thousand points of DPS, not "100", while also improving sustain by allowing for more spell casts. This is something that both a noob and a vet will find valuable.
1. Because set x performs 3% better than set y.
2. Which is something that the devs are looking at right now. That doesn't mean they need to go away or that their existance is in any way preventing you from being a Reguard mage.
MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »MLGProPlayer wrote: »Look i like the lore and all but it's really not practical to tie significant stats and battle effectiveness to certain races in a competitive mmo environment. People who care about that sort of thing will always pick the one that is the most useful for them. It would actually be better if ZOS just let people choose certain sets of passives themselves with the race they want, and then they're free to rp their character through 'natural affinity' and their progression with the game. I would allow one racial passive for each one that would NOT give them a large tactical advantage over other races in trials or pvp like faster swim speed, pickpocket chance, or slight decrease in detection area.
Edit: lol @programcanaan i totally missed your post because of my long delayed response. You can see that i agree with you.
There is no lore argument in favour of racial passives. People making that argument are grasping at straws.
The lore states that certain races are more likely to have a propensity for either magic or physical combat, but that's it. It doesn't state that Redguards cannot be mages and that High Elves can't be warriors. Otherwise, we wouldn't have Nord and Imperial mages (Shalidor and Abnur Tharn), Breton warriors (Lion Guard), or Dunmer assassins (Morag Tong).
Uh, nobody ever said the lore states Redguards can't be mages or Altmer can't be warriors. In fact we've all been arguing the exact opposite.
But that's exactly what racial passives imply.
No, not even a little bit.
The racial passive that gives Redguards extra stamina means.........Redguards have extra stamina.
They can be mages. Nothing is preventing them from being mages. Nothing is preventing them from being good mages. Not one iota of lore or gameplay mechanics says they can't be mages.
It's keeping them from being as powerful as High Elf mages.
We see in the lore that plenty of non-elven races can reach the same heights of magical prowess as elves. This is simply not possible within ESO due to racial passives.
If by that you exclusively mean the potential mathematical limits in leaderboard numbers then yeah. You'd have to make the races completely meaningless to get past that. You'd also have to get rid of classes and gear sets and builds and any other variations in character stats. Basically you'd have to strip ESO of everything, well, Elder Scrolls.
Outside of the absolute top slots on leaderboards though, your argument falls completely flat. Practically speaking, nobody is going to notice or care that an Altmer mage does 100 more DPS than a Reguard mage with everything except their passives being identical. You think that Altmer is really going to lord it over everyone else that his fireball burned that zombie into a pile of ash just slightly hotter than their fireballs burned their zombies into piles of ash? (Actually, come to think of it, an Altmer probably would do that. ) Better question, do you think anyone is actually going to be impressed by it?
Again, nothing is preventing you from being a powerful Redguard mage. Nothing except your own obsession with mathematical perfection anyway.
1. Why would you get rid of gear? Any race can wear any gear. No player is limited in their choice of gear. And many argue for the removal of classes since they don't have a place in the TES universe.
2. Racial passives have a significant impact on performance. The +10% max magicka that "magicka races" receive can add 4k magicka to your character, or in other words, around 400 effective spell damage (1000 magicka = ~95 effective spell damage). That adds several thousand points of DPS, not "100", while also improving sustain by allowing for more spell casts. This is something that both a noob and a vet will find valuable.
1. Because set x performs 3% better than set y.
2. Which is something that the devs are looking at right now. That doesn't mean they need to go away or that their existance is in any way preventing you from being a Reguard mage.
1. But everyone can wear set X and Y, so your point is moot.
2. Again, these passives prevent a Redguard from being as powerful a mage as a High Elf
TheShadowScout wrote: »That's how it used to be!How about going down the road where all the races have the same potential, but some races take a longer/harder route to achieve it?...
In elder scrolls games of days past, where there was a cap on ability scores, and some races just got a leg up towards it. Like, everyone could reach 100 intelligence, Altmer and bretons just got +10 from the start as part of their racial package; and so on.
And I would really love to see the ESO system go back towards something like that!
its why I try to come up with ideas along those lines...
dodgehopper_ESO wrote: »Morrowind has different racial passives.
Oblivion has different racial passives.
Skyrim has different racial passives.
Behold Elder Scrolls Online has different racial passives.
If you need the absolute best re-roll. That is how rpgs work. That is how Elder Scrolls works. If you want the optimal race for what you are doing then pick that race. I have never had to re-roll I like my racial passives as they are. And the reason for this is it being an rpg I plan things out ahead of time so I don't run into these difficulties. If I see at level 20 it's not going to work I re-roll until I get it right. Elder Scrolls on the highest difficulty is supposed to be difficult. And racial passives only become relevant on the highest difficulty. If you have the wrong racial passives and you can't complete the hardest content then maybe the highest difficulty is too difficult for you. Maybe you should play at one or two difficulty settings lower.
And there is a transmutation to make your character look however you want the ugly race argument doesn't...some quote by Nietzsche...that doesn't hold water.
Something I can't plan out ahead of time is a change to my racial passives which define my character because it is an Elder Scrolls game and why would that ever happen in an Elder Scrolls game?
I feel like I have to counter this argument at least once a year, particularly giving actual history in this game. The Racial passives have changed for some races in such a way that they have at times fundamentally changed what that race and build was good for and good at. I like to bring up the Khajiit Magician specifically because the change to the definition of what a weapon crit is fundamentally changed the Khajiit build. Add in the fact that there were soft caps and Khajiit mages were actually reasonable builds at one point. If you are relying on building your character based on what the passives are like at the time of character generation you are woefully mistaken. I could also make other examples such as how my Imperial use to get hordes of HP by dropping caltrops on mobs, or volleys, etc. They didn't like this and so they changed the definitions behind Red Diamond, and voila Red Diamond became one of the biggest pile of *** passives you can have. Thanks ZoS, I'm glad I overpaid for a race. I could also cite multiple Argonian rewrites and other changes but I'm going to stop there. Your notion that we the players should have to pay for a character race change token every time ZoS plays havoc on racial passives is preposterous. I suspect you haven't thought this issue through though.
I personally think the way forward (as I always have) is to make the racials less important. Before the CP system was released I was suggesting they put some core soft caps on things and that all the stars in the CP system could replicate racial passives. Voila. A dunmer fire resistance would start off higher but ultimately anyone could give a dunmer a run for their money in fire resistance if they TRAINED in it through serious mystical focus (points in the CP system). The same could have been said for any other little twist of the dial on a character. This was my recommendation and clearly they had no interest in that. Perhaps it was for the best that they didn't, maybe they should have. At this point though there are other paths they could take offered by many other players. There is no shortage of ideas here as I've seen this topic come up over and over. Perhaps this is why I'm getting weary of it. I think most players could be made happy with the right (balanced) rules system. Instead of insulting one another and bickering over petty details of whether or not alleles even exist in Elder Scrolls, why don't we talk about something productive like how to accomplish the end goal? I think we could rally around that most likely.
TheShadowScout wrote: »Not -always- but unexpected outcomes makes for stories that get remembered more then the expected outcome - underdog or not, though that one is an easy way to make a memorable story by having someone overcome odds that seem impossible...dodgehopper_ESO wrote: »I am not fully convinced of the storytelling perspective you stated regarding the underdog always getting extolled in culture...
Like I said, you wouldn't get many stories of dragons killing various knights, because that sort of is expected... but the knight that kills the dragon instead, that story is remembered. You won't find many stories of people getting lost at sea and dying, but the one who got lost at sea through divine mischief and still managed to find his way back to his wife just in time to fend off the suitors trying to force her into marrying them (with his bow), that story is remembered. You won't find many stories about thieves getting their hands chopped off and rotting in the dungeons, but the story about the one thief who managed to attain fame and glory with the help of a bottled djinni, that one gets remembered.
And so on... the stories about the expected outcome are background noise, soon forgotten because "eh, what did you expect?" - but the stories with an unexpected outcome, those are more memorable. And the stories about the underdog winning, well, that appeals to many more people then other kinds, because the majority of people have always been the "underdogs" in any given society - imagine middle ages, population ratio of commoners (aka, the underdogs) to nobles... or today, ratio of the "common man" to the super-rich.
So if you want a story about an "top dog winning" to be memorable, you may want to pit them against forces even they usually could not win against, throw them into settings where they are the underdog -despite- their usual advantages, or make them leave their privilege behind and "join" the underdogs in some way.
Batman, Iron Man, Green Arrow, Black Panther - they are a priviledged characters from a "normal" point of view, but they -are- the underdogs in a superhero setting where they fight an uphill battle against foes with actual superpowers (and the more outclassed they look at first, the better their eventual victory tastes; not because it was unexpected, but because the way they managed was). Leia Organa is a privileged princess, but she is both championing the "common people" and unafraid to give up everything for her cause, and fighting an enemy where all her wealth and status cannot really help her. Robin of Locksley may or may not have been saxon nobility (depending on the story), but he definitely lost all that before he became famour as the hooded bandit of sherwood forest, fighting with and for the downtrodden, etc.
And you are right in saying the "outsider" makes for a jarring archetype, and often end up the bad guys in many stories... the loner mad scientist who creates monsters/does unethical experiments, the strange foreign visitor who is secretly a spy/villain/vampire, the unmarried lady living alone in the woods who definitely must be a witch/wierdo, the dubious guy living in the lone tower/house/appartment/mobile home who is most likely plotting something nefarious...
...stories to encourage a "we versus them" mindset have been quite common in history after all. Less so in modern times, tho the "outsider" is -still- often a wierdo at the very least (which is kinda discriminating against the less socially inclined, just saying...), unless they use that archetype to explain their setting by making him/her ask the question everyone would know in that world, but the reader would not...
Of course, who the outsider is depends on who writes the story! And from the perspective of the "outsiders" people, a story of the brave explorer going to a different culture (and all too often showing those "primitives" how great "our" culture is by solving issues they never managed to get a grip on through the outside perspective and "wisdom" of their "superior" culture - while often beating them at their own game, think of all the tales of the white guy learning something associated with the host culture until he beats the natives at it - so many stories catering to the "we are the greatest!" ego trip... some sadly take it too far by also depicting any "natives" in an rather unfavorable light) makes for something memorable again!
Gods, I got pretty sidetracked there, rambling out about stories, huh? Okay, okay, I'll stop now and go back to talking about racial passives, tho I guess I already said everything there is to say aboutt hat matter...That's how it used to be!How about going down the road where all the races have the same potential, but some races take a longer/harder route to achieve it?...
In elder scrolls games of days past, where there was a cap on ability scores, and some races just got a leg up towards it. Like, everyone could reach 100 intelligence, Altmer and bretons just got +10 from the start as part of their racial package; and so on.
And I would really love to see the ESO system go back towards something like that!
its why I try to come up with ideas along those lines...
dodgehopper_ESO wrote: »Morrowind has different racial passives.
Oblivion has different racial passives.
Skyrim has different racial passives.
Behold Elder Scrolls Online has different racial passives.
If you need the absolute best re-roll. That is how rpgs work. That is how Elder Scrolls works. If you want the optimal race for what you are doing then pick that race. I have never had to re-roll I like my racial passives as they are. And the reason for this is it being an rpg I plan things out ahead of time so I don't run into these difficulties. If I see at level 20 it's not going to work I re-roll until I get it right. Elder Scrolls on the highest difficulty is supposed to be difficult. And racial passives only become relevant on the highest difficulty. If you have the wrong racial passives and you can't complete the hardest content then maybe the highest difficulty is too difficult for you. Maybe you should play at one or two difficulty settings lower.
And there is a transmutation to make your character look however you want the ugly race argument doesn't...some quote by Nietzsche...that doesn't hold water.
Something I can't plan out ahead of time is a change to my racial passives which define my character because it is an Elder Scrolls game and why would that ever happen in an Elder Scrolls game?
I feel like I have to counter this argument at least once a year, particularly giving actual history in this game. The Racial passives have changed for some races in such a way that they have at times fundamentally changed what that race and build was good for and good at. I like to bring up the Khajiit Magician specifically because the change to the definition of what a weapon crit is fundamentally changed the Khajiit build. Add in the fact that there were soft caps and Khajiit mages were actually reasonable builds at one point. If you are relying on building your character based on what the passives are like at the time of character generation you are woefully mistaken. I could also make other examples such as how my Imperial use to get hordes of HP by dropping caltrops on mobs, or volleys, etc. They didn't like this and so they changed the definitions behind Red Diamond, and voila Red Diamond became one of the biggest pile of *** passives you can have. Thanks ZoS, I'm glad I overpaid for a race. I could also cite multiple Argonian rewrites and other changes but I'm going to stop there. Your notion that we the players should have to pay for a character race change token every time ZoS plays havoc on racial passives is preposterous. I suspect you haven't thought this issue through though.
I personally think the way forward (as I always have) is to make the racials less important. Before the CP system was released I was suggesting they put some core soft caps on things and that all the stars in the CP system could replicate racial passives. Voila. A dunmer fire resistance would start off higher but ultimately anyone could give a dunmer a run for their money in fire resistance if they TRAINED in it through serious mystical focus (points in the CP system). The same could have been said for any other little twist of the dial on a character. This was my recommendation and clearly they had no interest in that. Perhaps it was for the best that they didn't, maybe they should have. At this point though there are other paths they could take offered by many other players. There is no shortage of ideas here as I've seen this topic come up over and over. Perhaps this is why I'm getting weary of it. I think most players could be made happy with the right (balanced) rules system. Instead of insulting one another and bickering over petty details of whether or not alleles even exist in Elder Scrolls, why don't we talk about something productive like how to accomplish the end goal? I think we could rally around that most likely.
The racial passives might have changed but that doesn't mean they should change. Universalizing everything is ridiculous. Maybe at release it would have made sense. Now we have classes and races. Racial passives should remain as they are. If they do then you would not need a race change token if you planned ahead.
To put in very simply: going forward racial passives should in no way change.
Note: above argument is a rebuttal of making everything the same. My main argument is as above stated this is not my main argument.
TheShadowScout wrote: »Sure is.Sorry but as already stated, interbreeding is not evolution.
Well, part of it anyhow.
Interbreeding happens, new traits are formed, if they perform better then the old trait, natural selection will favor them and the race evolves into the new direction, and if they don't perform better, the new strain dies out (unless someone interferes, like frigging dog breeders turning near-wolves into pugs and whatnot - though I guess that's just un-natural selection in the end)
TheShadowScout wrote: »True. From our point of view. It seems to me the text indicates that the people back then had a somewhat different view about what "human" means, and the bretons were perhaps not quite fitting. Maybe not big enough? Maybe not burly enough? Maybe not hairy enough? We will never know, but all those have been used at times to denounce other humans as "different"...
TheShadowScout wrote: »THANK YOU!
That is -just- what I kept saying!
Thet the "lore accounts" you use to prop up your hypothesis are as faulty as anything else. One says they kept their nedic appearance, the other says they changed until they were hardly recogizable by their non-changed human cousins.
So, what now? Did they change, or not?
You may ignore half the lore and say they did not.
I keep with they did, as it makes more logical sense after interbreeding with the direnni until they get called "manmer"
TheShadowScout wrote: »...not my insistance, part of the lore. You know, the one from the in-game lorebooks you so heavily depend on, or does that only count for thise bits that support your vierwpoints and not the rest?
See, you can either ignore parts of the lore, but then the party you base your arguments on are just as invalid. Or you can accept that ALL the in-world books are subjective, and ask after the story behind them... but then you cannot use them to "prove" anything, but need to look at more objective info that answers the question: "What was the -intent- behind the fluff?"
TheShadowScout wrote: »Personally I think the magical change theory has a lot to it in the bosmers case. Moreso then the "mannish wives" interbreeding theory (unless they also interbred with deer, to get those cute horns... yeah, personally I think pacts with anture spirits the more likely one)
But what vexes me so is that you make statements without proof; yet act like they are unarguablely fact. Which they are not. You keep using cherry-picked lore to support your point of view, yet fail to accept that it is faulty, since half of it is contradicted in the same lore you hold up so high. And you disregard any bit of lore that you do not like, especially the bits I go for to find the objective intent of the game makers behind the fluff.
TheShadowScout wrote: »Now... if you had changed that, and said instead "I, @Recremen happen to think the bosmer most likely changed from aldmer settlers to the wood elves we know through a pact with Y'ffre", I would not have argued in the first place, but said" Yup, I think so too" But if you say "the bosmer magically changed" as a statement of fact without ample proof (and I reckon you know well ennough that there is no mention of any sudden change from aldmer to bosmer in the lore, unlike with orsimer or dunmer coming into being), then I will argue against that - not the content which I happen to agree with, but the absolute statement.
My apologies if that was unclear.
TheShadowScout wrote: »True enough.While speculative, I think that if we keep seeing this pattern of elves moving from Summerset and getting magically changed, and given that there haven't been nearly enough generations for these superficial appearance changes to have an evolutionary cause, it is more likely that change of this nature on Tamriel is a magical process. If we want to get Deep Lore about it, the Aldmer were descended from the most Anu-related spirits to begin with, meaning they were least metaphysically aligned with change. Thus if they are going to change it makes much more sense to be a sudden magical process rather than some physical one. It's just not in their nature.
But unfortunately for your side of the greater argument... that narrative would be a stronger indication for racial passives then any natural change. Just sayin.
TheShadowScout wrote: »Let's look at an Ayleid then:This "bronze" skin of the Ayleids is also silly. The only Ayleid we see has no metalic color to his skin, and in fact looks so close to one of the Altmer presets in the character creator that I truly don't know if it's actually different or just a trick of the lighting.
...compared to an Altmer:
TheShadowScout wrote: »And I keep saying, there are several bits of lore showing the -intent- behind the fluff, that points strongly towards a "the developers wanted it to be that way", thus the belief is valid as it follows the creators intent.
And there are also a lot of logical connections that could support the whole idea. No solid mention in the in-world lore, true, but... indications. Combine those with the game descriptions and it paints a poretty solid pictore for different racial traits.
...
...but... is often rather vague abouzt their exact nature, as that nature has changed over various games.
TheShadowScout wrote: »And that is where my argument comes from, I say the differet "racial traits" are part of the elder scrolls flavor and thus should be preferved, working with the -how- of their depiction. Make them mean less, so they don't force people into one build, then maybe add more options for people to diversify their characters...
TheShadowScout wrote: »Not at all supported, you mean?As for your core argument, it just goes back to your idea only being supported in one place (and with contradictions at that) while mine is supported through the rest of the lore.
Since the lore does NOT show any evidence of absence of racial differences.
While it -does- mention "racial traits" so I suppose there must be some... and even moreso, your much vaunted "magical change theory" would support the existance of racial traits even more strongly then anything else... because once you bring magic into it, such things are easily possible yes?
TheShadowScout wrote: »Or show that even in a place where sword-swinging jocks rule the culture (and if you read the lore as much as I assume, you must admit that nords, orcs and redguards definitely lean towards that one) those who seek out the mysteries of magic can reach quite some heights, if with a bit more effort (as it was in days of elder scrolls past).
TheShadowScout wrote: »Wrong.
Because if you change the way they are assigned, the "racial passives" go away, because the "racial" way to get them IS that part. Its like saying... "hey, lets "adjust" the human rights and make them citizen rights... you are not loosing your rights... they are just adjusted..." but in the end, it simply would not be the same, and definitely not an improvement...
TheShadowScout wrote: »No, but because of his completely and totally non-wizarding upbringing, perhaps?Is Harry Potter, a full-blooded wizard, a hero in spite of his disadvantaged upbringing? Sure, but very clearly it's not because he belongs to an unexpected race that isn't usually good at wizarding.Especially since Chewie and the droids definitely were not space humans.Were Leia, Like, and Han heroes because they faced overwhelming odds against a powerful and ruthless enemy? Sure, but not because they were Space Humans.
(Although it is a bit vexing how many space humans fill the "hero" slots in the star wars universe, not to mention the ratio of caucasian brunettes in that role...)I was not talking about race, I was talking about underdogs winning the day making for more memorable stories.Race has nothing to do with their stories, and it has nothing to do with the success or failure of the vast majority of characters in TES lorebooks.
It only becomes about race when one race dominates a certain field.
Then the underdog that wins gets remembered more then all the champions that won before them, since favorites that take the win are a dime a dozend throughout history, but underdogs that win, those are -special- by that very fact, and thus make for a much better story.
TheShadowScout wrote: »...and just how many of those go with the most likely narative? How many storied of intrigue have the most suspiscious character be the actual culprit? How many stotries of comedy have the expected things happen all the time? How many stories of romance have the most likely suitor take the bride? How many stories of horror only include expected narratives?There are stories of intrigue, stories of comedy, stories of romance, of horror, and many more.
Where would be the fun of that, a story without complication? Without some depicted struggle? Without some surprise?
And thus... when the story is about a persons achievements, it makes for a much better story to have an unlikely one achieve something.
TheShadowScout wrote: »...which in no way contradicts any racial traits.The in-game depictions in lorebooks and NPCs paint an extremely complex picture of the races, where the alleged proclivities and advantages of the race fall away to reveal complex characters with a great many different skillsets...which still in no way contradicts any racial traits.In particular, we have ample depictions and descriptions of every race having robust cultural traditions around all the big three classic TES categories : Combat, Magic, and Stealth. Trying to essentialize the culture of any of the races inevitably cuts out huge amounts of canonical nuance.
One more issue I have with the arguments, they always, always seem to equalize "racial trait" with "logically follows all of that race must be this", then try to turn that faulty argument around to say "since not all of the race are this, logically there must be no racial predisposition towards this"
Wrong.
Just because a race in general has some predisposition towards something does not mean everyone will be that thing. Just because people are different things does not mean a race in general may not have different physical charactersisitcs then some other race that make some things easier for them.
Absence of evidence is -still- not evidence of absence.
And in light of the game developers decision to -want- racial differences, well... your argument kinda seems flimsy as solid proof is concerned (as personal opinion its to be accepted tho)
TheShadowScout wrote: »First, you have not given ANY evidence for your hypothesis. At best, inconclusive indications. And if you stopped calling those "evidence" and making absolute statements but instead went with something more fitting like "opinion" or "hypothesis" or "suggestions" I would argue a Lot less with you...
TheShadowScout wrote: »Second, the racial differences ARE a part of the elder scrolls flavor. Replacing them would be changing that flavor, and thus a bad move.
dodgehopper_ESO wrote: »@Recremen : I didn't want to try to quote the section (its a huge bit of text there) but you spoke about Bretons and Manmer being questionable. My Breton's pointy stubby ears suggest to me that this is precisely the intention of the lorekeepers at Bethesda. I'll be honest I don't understand your animus with what @TheShadowScout is saying. He actually agrees with you that Race choice should not effect whether you can be a Great tank, healer, dps, etc. His point is that some level of flavor is valuable and meaningful and to this point I agree. I don't think we need to write Epics on the subject matter. In all honesty I think you're talking past him and failing to see the greater point he is making. It is CLEAR that something is going on with Nords in a mystical way regarding Ice/Snow/Kynareth/Shor. The Nords have a proclivity toward a divine ability (Shouting) and a supernatural resiliency toward the cold, and have come from some frigid plane of existence known as Atmora which may or may not actually be a continent. Dunmer are hugely resistant to flame and this is some mystical proclivity. I personally think you are all getting a bit too genetic in your assessments. There are mystical/spiritual things going on here CLEARLY that are elements of the theme. This is why I believe @TheShadowScout and others (Such as myself) have a problem with wanting to completely undo these racial traits. We all recognize that the series itself has something more going on with it. The Shehai is a Yokudan/Redguard thing. It would be strange if the Shehai appeared outside of the Yokudan people unless this person somehow had a Redguard soul (which I suppose is not completely impossible in the series). It is also inherent to the Argonians for instance that they breathe water and are highly resilient to disease and toxin.
The point I'm making here is that the racial backstory in ESO does matter. There is something much more different between Elder Scrolls than the real life differences between a Norwegian and a Frenchman, or a Frenchman and an Algerian, or an Algerian or a Nigerian, or a Nigerian or a Chinese person, or a Chinese person vs a Navajo. You get my point. This is a magical fantasy world with elves and lizard people, Vampires and Lamias, Sloads and Dragons. Fundamentally, we all agree that an epic Khajiit hero should be able to be a master wizard if he wants to be. Enchantments should even allow that Khajiit to breathe water like an argonian and handle the toxins of Murkmire. The problem is in how it was balanced in this game (which is to say it wasn't). Many of us don't mind the racial differences. A Khajiit has a tail, claws, fangs. It is NOT the same as a Nord, which is why even though a Nord is much more physically imposing than a Khajiit, the Khajiit has an advantage in hand to hand combat. Its just mageobiology, or whatever you want to call it. Every race has this stuff in the Elder Scrolls series. Bosmer have the wild hunt. Dwemer had their 'Deep Tonal Architect Elf' thing. Denying that is to deny the lore itself. Simultaneously, I think we can all agree that there are people who break the innate median norms of their race in Elder Scrolls. Sotha Sil is a prime example of this being a psijic who managed to master tonal architecture. Would this be normal Dunmer behavior? Not in the slightest. This isn't even normal mortal behavior. Sotha Sil is an outlier.
This is @TheShadowScout's point and you seem to keep talking past it. Simultaneously, @Recremen, You keep wanting to point out that everyone is an equal and balance would be good. I don't know about everyone being equal in capacity (not even in real life, but I would agree that everyone in real life is equal in value) but I do believe that every character should be able to master whatever field is available in game. This is what you want and I agree with it. Interestingly enough so does @TheShadowScout so again I'm wondering why is this dance around the subject so voluminous. What is actually being said here? I'm getting a headache reading it and I'm not sure much is being accomplished from a productive perspective other than you have made it abundantly clear you dislike his point by point analysis.
As an aside: Altmer are Banana yellow. Never before in an Elder Scrolls series have I seen an Altmer anything but banana yellow. This influx of more human skin colored Altmer makes me think these are more Ayleid than Altmer, which also makes me think that the game developers are suggesting the Ayleid interbreeding gave them human futures by the way. We can't only use Elder Scrolls Online as the measuring stick by what the series is. On this matter I vehemently agree with @TheShadowScout .
bellanca6561n wrote: »Can we just STOP tying character passives to RACE?