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Upcoming Racial Balance Changes for Update 21

  • Edaphon
    Edaphon
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    ✭✭✭
    Wood Elf

    [*]Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.

      Can we please get something useful instead?
      Reduced cost for roll dodge for example. Even just +10 health would be better than this.
    • tpanisiakb16_ESO
      tpanisiakb16_ESO
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      I'm overall okay with it, but tanking Argonians can expect to lose 1.5-2k health. Hoping ZOS can meet us in the middle over that. 1000 is not a good compensation for losing 9% max health especially if we're losing healing received.
      Edited by tpanisiakb16_ESO on January 17, 2019 5:22AM
    • Aliyavana
      Aliyavana
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      Only one I'm worried about is the Redguard. Given how hard that race is pushed as "The Choice for StamDPS," buffing Adrenaline Rush feels like a mistake.
      Edaphon wrote: »
      Wood Elf

      [*]Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.

        Can we please get something useful instead?
        Reduced cost for roll dodge for example. Even just +10 health would be better than this.

        no, 20 percent speed buff is amazing
      • Silver_Strider
        Silver_Strider
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        I'm overall okay with it, but tanking Argonians can expect to lose 1.5-2k health. Hoping ZOS can meet us in the middle over that. 1000 is not a good compensation for losing 9% max health especially if we're losing healing received.

        We've been relegated to being Healbots only now, which sucks honestly. We lost poison immunity as well so that's going to sting a bit in PvP too. Not really thrilled about these changes honestly.
        Argonian forever
      • zyk
        zyk
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        Basically, ZOS has made it less bad for casual pug raiders with sub-optimal builds.

        Competitive PVE raids will still require optimal race selection.

        PVP racial balance will worse or the same -- except different races will be OP.

        ZOS should fine tune the current system. This new system is too disruptive.
      • heavier
        heavier
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        Imperial
        • Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes
        • Tough: 12% Max Health → Increases your Max Health by 2000.
        • Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000.
        • Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 1750. Reduces the cost of your Block and Bash abilities by 5%.
        Developer Comment
        Stout and hardy by nature, the Imperial race is one of order in battle and culture. They stand strong and unified, regardless of what hardships face them. This is highlighted with their powerful bonuses to constitution, and ability to push back when under pressure.

        p2w
      • Alpheu5
        Alpheu5
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        I'm overall okay with it, but tanking Argonians can expect to lose 1.5-2k health. Hoping ZOS can meet us in the middle over that. 1000 is not a good compensation for losing 9% max health especially if we're losing healing received.

        And it's a nerf no matter how low you go. You'd need a crippling 11k HP before 9% to a flat 1000 starts becoming a comparative value.
        Dalek-Rok - Argonian Sorcerer || Dalek-Shād - Argonian Nightblade || Dalek-Shul - Argonian Templar || Dalek-Xal - Argonian Dragonknight || Mounts-the-Snout - Argonian Warden || Dalek-Xul - Argonian Necromancer || Two-Spires - Argonian Arcanist || Dalek-Nesh - Argonian Sorcerer || Dalek-Kör - Argonian Dragonknight
        Don't incorporate bugs into your builds, and you won't have [an] issue.
      • RaptorRodeoGod
        RaptorRodeoGod
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        My argonian is even worse for dps now. Yaaaaaaaaaay.
        Add a Scribing skill that works like Arcanist beam.
        ---
        Veteran players have been alienated and disengaged from Overland since One Tamriel, due to the lack of difficulty, and pushed into dungeons and trials; the minority of content in the Elder Scrolls Online. We can't take the repetition anymore, fix Overland engagement for Vet players. I don't even care if it's not combat related anymore, just make Overland engaging again.
        ---
        Overland difficulty scaling is desperately needed. 10 years. 6 paid expansions. 25 DLCs. 41 game changing updates including One Tamriel, an overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver & Gold as a "you think you do but you don't" - tier deflection to any criticism regarding the lack of overland difficulty in the game. I'm bored of dungeons, I'm bored of trials; make a personal difficulty slider for overland. Make a self debuff mythic. Literally anything at this point.
      • Matrix117
        Matrix117
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        Cats OP for mag blade and stamblade / stamplar now, Nords ult gen will be nice on Stamina dk and warden, highelf and orc look nice too,
        However why are woodelves seem so useless, that last passive is a bow passive lol? I mean, PvP WW it would be nice with poison immune sure but for pve it seems like a useless race.

        imperial imo could still use some love, for pvp it's still great but for pve I feel it still is not too good.

        and RIP magDK even more since that fire damage from dark elf they needed desperately and they are still way worse than a stam dps. ( they are melee after all)
      • Yamenstein
        Yamenstein
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        It should be 1 race change token per character, period.

        Wouldn't mind this. But they should make it an item that gets bound to that character or something. Otherwise everyone will just go create new toons to get free tokens.
        Crown Crates are a trap. Don't fall for the gamble! Balance? What Balance? Balance, smellance.
        Necro for them RP feels.
      • heavier
        heavier
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        Alpheu5 wrote: »
        I'm overall okay with it, but tanking Argonians can expect to lose 1.5-2k health. Hoping ZOS can meet us in the middle over that. 1000 is not a good compensation for losing 9% max health especially if we're losing healing received.

        And it's a nerf no matter how low you go. You'd need a crippling 11k HP before 9% to a flat 1000 starts becoming a comparative value.

        meanwhile imperial gets their heal doubled or tripled by some estimations
      • DaGhostDS
        DaGhostDS
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        Edaphon wrote: »
        Wood Elf

        [*]Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.

          Can we please get something useful instead?
          Reduced cost for roll dodge for example. Even just +10 health would be better than this.

          IKR, Sneak also been a racial to Bosmer since Morrowind.. so this is pretty bad both in term of gameplay and lore.

          I guess i'll go Khajiit.. this is absurd.

          P.s. They buffed Redguard.. LOL, the one race that needed a nerf to make them on the same level of the rest and you buff them.. [snip]

          [edited for bashing]
          Edited by ZOS_Icy on June 22, 2025 5:36PM
        • FilteredRiddle
          FilteredRiddle
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          We'll also be granting one free race change, per account.

          This is complete and total crap.

          I have 13 characters which I will likely need to change because of these awful 'improvements' that are being forced on me and my characters. I created these characters because - when I created them - their races were good for their purposes. There was no disclaimer that the game is in Beta, everything may change, etc, etc, etc. As far as I was aware, their stats were cemented and that was that. For that reason alone, every single player should be given one free race change, per level 50 character. Furthermore, as an aside, that ZOS is capitalizing on people's fear and put "Race Change Tokens" on sale at the moment it announced that, effectively, many characters would be hugely nerfed is very disappointing.

          Regarding the changes in general...

          Every. Single. Flat. Bonus. Needs. To. Be. Increased.

          For example -

          "Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000."

          The average Stamina DPS has 32,000+ Stamina, with blue food. For RP reasons, I chose to run all of my Stamina characters as Imperials. While I realize there are multiple things contributing to that number, for ease, let's just subtract 10% (the current racial bonus) and we arrive at 28,800 Stamina. If you add the new racial bonus to that, it's 30,800 Stamina. That means I am outright losing 1,200 Stamina on one character. Don't get me started on my Breton Magicka characters with 40,000+ Magicka...

          How does this expand my choices for races?! All you've done is increase Redguard's strength over Imperial, and made it so that Orc is now also comparatively stronger for Stamina DPS. All you've done is increase Altmer and Dunmer's strength over Breton for Magicka DPS.

          This change isn't improving anything. It's re-arranging which races are best-in-slot, nerfing everyone's stats (and likely their DPS or healing/tanking capabilities), and simply changing things for the sake of changing them. Bad change is really, truly bad.

          No offense ZOS, but I think my suggestion from December was 1000000000x better: https://forums.elderscrollsonline.com/en/discussion/comment/5660704/#Comment_5660704

          Specifically -
          The only Lore friendly change would be to implement something akin to Star Trek Online's, "Race-specific Personal traits" where, "Race-specific Personal traits are optionally selectable based on the player's race." In ESO terms it would look something like each race getting to select 5-6 Passive Abilities from a pool which is specifically tailored to their race.

          For example:

          Breton pool

          MUST CHOOSE 1:
          Increased experience gain in skill:
          - Restoration Staff
          - Destruction Staff
          - Light Armor

          DISTRIBUTE 30% BONUS BETWEEN:
          - Max Magicka
          - Magicka Recovery

          MUST CHOOSE 3:
          - Increases your Alliance Points gained by 1% (Available to all races)
          - Increases your gold gained by 1% (Available to all races)
          - Increases your crafting inspiration gained by 10% (Available to all races)
          - Increases the duration of any eaten food by 15 minutes (Available to all races)
          - Increases the duration of any consumed drink by 15 minutes (Available to all races)
          - Upon using a potion, gain 12% of your maximum, health, magicka and stamina. (Available to all races)
          - Increases spell resistance by X (Breton only)
          - Increases damage with Cold, Fire or Shock effects by 4% (Altmer, Breton, Dunmer)
          - Reduces the magicka cost of spells by 3% (Altmer, Breton, Dunmer)
          - Increases healing done and received by 5% (Altmer, Argonian, Breton)

          Redguard pool

          MUST CHOOSE 1:
          Increased experience gain in skill:
          - One Hand and Shield
          - Two Handed
          - Dual Wield

          DISTRIBUTE 30% BONUS BETWEEN:
          - Max Stamina
          - Stamina Recovery

          MUST CHOOSE 3:
          - Increases your Alliance Points gained by 1% (Available to all races)
          - Increases your gold gained by 1% (Available to all races)
          - Increases your crafting inspiration gained by 10% (Available to all races)
          - Increases the duration of any eaten food by 15 minutes (Available to all races)
          - Increases the duration of any consumed drink by 15 minutes (Available to all races)
          - Upon using a potion, gain 12% of your maximum, health, magicka and stamina. (Available to all races)
          - Restores X stamina when damaging an enemy with a melee attack, once every 3 seconds (Redguard only)
          - Increases weapon critical chance by 2/5/8% (Bosmer, Imperial, Khajiit, Orc, Redguard)
          - Increases damage done on melee weapon attacks by 4% (Bosmer, Imperial, Khajiit, Orc, Redguard)
          - Reduces the stamina cost of skills by 3% (Bosmer, Imperial, Khajiit, Orc, Redguard)

          Etc.

          Effectively:
          - Sneak Thief related skills: Khajiit + Bosmer
          - Health or Resistance related skills: Argonian + Dunmer + Imperial + Nord + Orc + Redguard
          - Stamina or Stamina Damage related skills: Bosmer + Imperial + Khajiit + Nord + Orc + Redguard
          - Magicka or Magicka Damage related skills: Altmer + Breton + Dunmer
          - Restoration related skills: Altmer + Argonian + Breton

          All races would also have a pool of generic skills to choose from (e.g. the 1% AP gain), in addition to a single racial specific skill which confers a small bonus (e.g. Bow attacks returning Stamina & Bosmer, Melee attacks returning Stamina & Redguard, Spell Resistance & Breton, Fire Resistance & Dunmer, Poison/Disease Resistance & Argonian). The skills in their 'pool' would fit into 2 of the above 5 categories, per race, allowing at least two viable 'meta' roles, with the generic options allowing people to spread out beyond the meta if they so choose while still respecting lore.

          I was so very, very excited for these changes. I thought that maybe, just maybe, I'd be able to play my Imperial Stamina characters and Breton Magicka characters in the HM Vet content I enjoy without people constantly reminding me that 'meta' was Redguard/Altmer/Dunmer/Argonian. All these changes do is make it so I'll be told that Redguard/Orc/Altmer/Dunmer are better than my choices. Continuing with the races I want to to play will be even harder as well, because surprise, they're being ever-so-slightly nerfed for the roles I've put them in. I am beyond disappointed.

          1icvrfc.gif



          Xbox One NA
          The Sentinels of Padomay
          Obsidian Guard (Social with PvX Events)

          Gamers always believe that an epic win is possible and that it's always worth trying, and trying now. Gamers don't sit around.
          - Jane McGonigal
        • Sy1ph5
          Sy1ph5
          ✭✭✭✭
          I mean I buried my dark elf magsorc last patch ZoS you didn't have to dig him up and kick him in the nuts that was uncalled for.
        • heavier
          heavier
          ✭✭✭
          + proccing on ranged attacks ... all bowtards are about to by Imperial dlc and switch, beware
        • Tonturri
          Tonturri
          ✭✭✭✭✭
          zyk wrote: »
          Basically, ZOS has made it less bad for casual pug raiders with sub-optimal builds.

          Competitive PVE raids will still require optimal race selection.

          PVP racial balance will worse or the same -- except different races will be OP.

          ZOS should fine tune the current system. This new system is too disruptive.

          Raiders will require what is most optimal meta as long as there are numbers to number crunch to figure out what is most optimal. Nothing has changed there.

          Same for PvP - this or that race, as long as there are numbers to crunch...*shrug*

          Obviously there should - and likely will - be some fine tuning. But c'mon. People whine 'n complain that ZOS nerfs/buffs with a sledgehammer. Now they get this - nerfing/buffing not with a sledge hammer - and...just, goodness.

          I'm curious as to further elaboration on your 'too disruptive' comment. To what? How?
        • heavier
          heavier
          ✭✭✭
          We'll also be granting one free race change, per account.

          This is complete and total crap.

          I have 13 characters which I will likely need to change because of these awful 'improvements' that are being forced on me and my characters. I created these characters because - when I created them - their races were good for their purposes. There was no disclaimer that the game is in Beta, everything may change, etc, etc, etc. As far as I was aware, their stats were cemented and that was that. For that reason alone, every single player should be given one free race change, per level 50 character. Furthermore, as an aside, that ZOS is capitalizing on people's fear and put "Race Change Tokens" on sale at the moment it announced that, effectively, many characters would be hugely nerfed is very disappointing.

          Regarding the changes in general...

          Every. Single. Flat. Bonus. Needs. To. Be. Increased.

          For example -

          "Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000."

          The average Stamina DPS has 32,000+ Stamina, with blue food. For RP reasons, I chose to run all of my Stamina characters as Imperials. While I realize there are multiple things contributing to that number, for ease, let's just subtract 10% (the current racial bonus) and we arrive at 28,800 Stamina. If you add the new racial bonus to that, it's 30,800 Stamina. That means I am outright losing 1,200 Stamina on one character. Don't get me started on my Breton Magicka characters with 40,000+ Magicka...

          How does this expand my choices for races?! All you've done is increase Redguard's strength over Imperial, and made it so that Orc is now also comparatively stronger for Stamina DPS. All you've done is increase Altmer and Dunmer's strength over Breton for Magicka DPS.

          This change isn't improving anything. It's re-arranging which races are best-in-slot, nerfing everyone's stats (and likely their DPS or healing/tanking capabilities), and simply changing things for the sake of changing them. Bad change is really, truly bad.

          No offense ZOS, but I think my suggestion from December was 1000000000x better: https://forums.elderscrollsonline.com/en/discussion/comment/5660704/#Comment_5660704

          Specifically -
          The only Lore friendly change would be to implement something akin to Star Trek Online's, "Race-specific Personal traits" where, "Race-specific Personal traits are optionally selectable based on the player's race." In ESO terms it would look something like each race getting to select 5-6 Passive Abilities from a pool which is specifically tailored to their race.

          For example:

          Breton pool

          MUST CHOOSE 1:
          Increased experience gain in skill:
          - Restoration Staff
          - Destruction Staff
          - Light Armor

          DISTRIBUTE 30% BONUS BETWEEN:
          - Max Magicka
          - Magicka Recovery

          MUST CHOOSE 3:
          - Increases your Alliance Points gained by 1% (Available to all races)
          - Increases your gold gained by 1% (Available to all races)
          - Increases your crafting inspiration gained by 10% (Available to all races)
          - Increases the duration of any eaten food by 15 minutes (Available to all races)
          - Increases the duration of any consumed drink by 15 minutes (Available to all races)
          - Upon using a potion, gain 12% of your maximum, health, magicka and stamina. (Available to all races)
          - Increases spell resistance by X (Breton only)
          - Increases damage with Cold, Fire or Shock effects by 4% (Altmer, Breton, Dunmer)
          - Reduces the magicka cost of spells by 3% (Altmer, Breton, Dunmer)
          - Increases healing done and received by 5% (Altmer, Argonian, Breton)

          Redguard pool

          MUST CHOOSE 1:
          Increased experience gain in skill:
          - One Hand and Shield
          - Two Handed
          - Dual Wield

          DISTRIBUTE 30% BONUS BETWEEN:
          - Max Stamina
          - Stamina Recovery

          MUST CHOOSE 3:
          - Increases your Alliance Points gained by 1% (Available to all races)
          - Increases your gold gained by 1% (Available to all races)
          - Increases your crafting inspiration gained by 10% (Available to all races)
          - Increases the duration of any eaten food by 15 minutes (Available to all races)
          - Increases the duration of any consumed drink by 15 minutes (Available to all races)
          - Upon using a potion, gain 12% of your maximum, health, magicka and stamina. (Available to all races)
          - Restores X stamina when damaging an enemy with a melee attack, once every 3 seconds (Redguard only)
          - Increases weapon critical chance by 2/5/8% (Bosmer, Imperial, Khajiit, Orc, Redguard)
          - Increases damage done on melee weapon attacks by 4% (Bosmer, Imperial, Khajiit, Orc, Redguard)
          - Reduces the stamina cost of skills by 3% (Bosmer, Imperial, Khajiit, Orc, Redguard)

          Etc.

          Effectively:
          - Sneak Thief related skills: Khajiit + Bosmer
          - Health or Resistance related skills: Argonian + Dunmer + Imperial + Nord + Orc + Redguard
          - Stamina or Stamina Damage related skills: Bosmer + Imperial + Khajiit + Nord + Orc + Redguard
          - Magicka or Magicka Damage related skills: Altmer + Breton + Dunmer
          - Restoration related skills: Altmer + Argonian + Breton

          All races would also have a pool of generic skills to choose from (e.g. the 1% AP gain), in addition to a single racial specific skill which confers a small bonus (e.g. Bow attacks returning Stamina & Bosmer, Melee attacks returning Stamina & Redguard, Spell Resistance & Breton, Fire Resistance & Dunmer, Poison/Disease Resistance & Argonian). The skills in their 'pool' would fit into 2 of the above 5 categories, per race, allowing at least two viable 'meta' roles, with the generic options allowing people to spread out beyond the meta if they so choose while still respecting lore.

          I was so very, very excited for these changes. I thought that maybe, just maybe, I'd be able to play my Imperial Stamina characters and Breton Magicka characters in the HM Vet content I enjoy without people constantly reminding me that 'meta' was Redguard/Altmer/Dunmer/Argonian. All these changes do is make it so I'll be told that Redguard/Orc/Altmer/Dunmer are better than my choices. Continuing with the races I want to to play will be even harder as well, because surprise, they're being ever-so-slightly nerfed for the roles I've put them in. I am beyond disappointed.

          1icvrfc.gif



          breh ur 64 stam imperials now have 15% proc on healing that also heals for more HP and can be done from range
          calm yourself
        • ChunkyCat
          ChunkyCat
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          Guess I’m sticking with Redguard :-/
        • Cundu_Ertur
          Cundu_Ertur
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          Aliyavana wrote: »
          Edaphon wrote: »
          Wood Elf

          [*]Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.

            Can we please get something useful instead?
            Reduced cost for roll dodge for example. Even just +10 health would be better than this.

            no, 20 percent speed buff is amazing

            You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.
            Edited by Cundu_Ertur on January 17, 2019 5:39AM
            Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
          • Juhasow
            Juhasow
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            I am fine with those changes as long there will be race change token for each character new and old on account. Otherwise it feels like a poor cash grab.

            Edited by Juhasow on January 17, 2019 5:38AM
          • KingKobra
            KingKobra
            ✭✭✭
            Matrix117 wrote: »
            Cats OP for mag blade and stamblade / stamplar now, Nords ult gen will be nice on Stamina dk and warden, highelf and orc look nice too,
            However why are woodelves seem so useless, that last passive is a bow passive lol? I mean, PvP WW it would be nice with poison immune sure but for pve it seems like a useless race.

            imperial imo could still use some love, for pvp it's still great but for pve I feel it still is not too good.

            and RIP magDK even more since that fire damage from dark elf they needed desperately and they are still way worse than a stam dps. ( they are melee after all)

            I don't think cats are the best for stamblades lol. That goes to woodelf/ redguard and then khajiits come after.
            PC-NA-AD
            Mag DK / Mag Den / Stam NB / Mag Sorc / Stam Sorc / Mag Plar (Healer) / Stam DK (Tank) / Mag NB
          • Katahdin
            Katahdin
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            Calling it now .

            Nothing has changed on the stamina end

            Redguard is still the only viable stam DPS option

            Kajiit just got nerfed
            Beta tester November 2013
          • Aliyavana
            Aliyavana
            ✭✭✭✭✭
            ✭✭✭✭✭
            Aliyavana wrote: »
            Edaphon wrote: »
            Wood Elf

            [*]Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.

              Can we please get something useful instead?
              Reduced cost for roll dodge for example. Even just +10 health would be better than this.

              no, 20 percent speed buff is amazing

              You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.

              it will be useful if you do not run bow for mobility and its likely going to stack with other speed buffs since it seems to be a unique one, so ya it is useful
            • IronWooshu
              IronWooshu
              ✭✭✭✭✭
              I love the changes, I will be changing my main to Nord since they are actually good now and I tank so I'm always taking damage for that ulti generation.
            • SanguineMyBrother
              SanguineMyBrother
              ✭✭✭✭
              My Dunmer MagDK is weeping :'( whyyyyyyy
              Xbox NA • Magwarden Main
            • Savos_Saren
              Savos_Saren
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              ✭✭✭
              @SkysOutThizeOut

              Dark Elf
              Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
              Dynamic: 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
              Resist Flame: 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
              Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.

              Oh dear god... that Pelinal's build...
              Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

              PC NA AD
              Savos Saren
            • Juhasow
              Juhasow
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              ✭✭✭✭✭
              Katahdin wrote: »
              Calling it now .

              Nothing has changed on the stamina end

              Redguard is still the only viable stam DPS option

              Kajiit just got nerfed

              Orc and dark elf will do more dmg redguard will have better sustain.
              Edited by Juhasow on January 17, 2019 5:47AM
            • DaGhostDS
              DaGhostDS
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              Aliyavana wrote: »
              Edaphon wrote: »
              Wood Elf

              [*]Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.

                Can we please get something useful instead?
                Reduced cost for roll dodge for example. Even just +10 health would be better than this.

                no, 20 percent speed buff is amazing

                You do realize that this is a weaker version of a passive that already exists in the Bow skill line -- which most Bosmer are probably already going to have due to their other passive? The +3m stealth detection bonus is a huge nothing since nearly 0.0% of PvE enemies use stealth. So, really, Bosmer completely lose a racial passive.

                Yeah pretty much, completely worthless only made for PvP.
              • John_Falstaff
                John_Falstaff
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                ✭✭
                So khajiits are left jack of all trades, masters of none. Thank you, ZOS. Thank you a lot; that's the most lousy balancing job so far.

                As for redguards, then they got a buff:

                At base 750 regen, they lost 9%, so loss of 67.5 regen.
                Rending slashes present in any rotation, 2160 stamina. With 12-second rotation, gain of 28.8 regen.
                New Adrenaline Rush - gain of 63.2 regen.

                So, they got a small, but still a buff in sustain.
              • xAk_MoRRoWiNdx
                xAk_MoRRoWiNdx
                ✭✭✭
                First off, I think the conversion from % to flat value might need to be checked again on some races as some people have mentioned.

                Ok here we go:

                Dark Elf
                • Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
                • Dynamic: 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
                • Resist Flame: 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
                • Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.

                I like that Dark Elf is especially more viable as a hybrid race. These are nice HOWEVER I'm not sure how I feel about the change with the removal of bonus flame damage and change to buffed spell damage. Is this a nerf to MagDK or buff? Oh also, the removal of max magicka? I suppose that goes with the hybrid aspect but meh... :(

                Khajiit
                • Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket → No changes
                • Nimble: 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
                • Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
                • Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.

                Rest in piece. I like the addition of magicka recovery for Stamblades, that's cool. The addition of Max Stat is A M A Z I N G but I don't like the removal of stealth damage. RIP. If you're change the difference between Wood Elves and Khajiit, you made the divide even more with this change! Thought the increased bonus to stealth radius is cool I guess.
                I would have thought that the Elsweyr patch would habe buffed Khajiit, not borderline nerf them :(

                Redguard
                • Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs → No changes
                • Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
                • Conditioning: 10% Max Stamina → Increases your Max Stamina by 2000.
                • Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.

                The Redguard changes make no sense and here's why:
                With these changes they want to remove things like "Increased damage with melee weapons, increased stealth damage, etc". But here, they're removing stam recovery and swapping it with something that is WHAT THEY WANT TO CHANGE- weapon ability cost reduction. Maybe this isn't as bad as I think but this is definitely a nerf.
                Change from melee attack (so light/heavy?) to direct damage - which is basically everything - seems like a nerf but idk. L/H are universal but DD isn't. But the increased stam restored is pretty nice, but it's probably to compensate for it costing stam now to proc AR, so you don't achieve anything here??

                Redguard changes are conflicting at best and Idk how I feel about this. I don't have any Redguard characters but was planning on making my Stamancer one soooo... hmmmmm.


                Most of the changes look pretty good but these were the three that I really had to remark about.


                Edited by xAk_MoRRoWiNdx on January 17, 2019 5:52AM
                New to forums and stuff so I 99.9 percent probably won't see your response and such, so use the at symbol at me I guess? IDK :/. This BBCode stuff is really cool!! :D.
                Gamer from Alaska (907 Gamers, Alaskan Gamers Unite!).
                My little rant I guess?:
                  One day Nightblades will get the buffs we desperately need and deserve, but so far, those buffs are not today.. The Elder Scrolls Online: Nightblade Nerfs Unlimited.
                  Don't nerf you, don't nerf me, nerf the sorc behind the tree!.


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                  • PLEASE PLEASE PLEEEEAAASSSEEE EITHER BUFF SIPHONING STRIKES OR REVERT IT BACK TO PRE MORROWIND!!.
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                  • Return Stam builds to the power we held in One Tamriel. Long Live Stamina builds!
                  • Put Magplar and MagDK into their place. Magpsorc is a hopeless case.
                  • Is there any chance that we could get an Ebonheart Pact nerf? #CullingTheHerds .

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                  • DC - Who Took My Bleach - Orc Stamina Sorcerer. Hours: 3 days, 18 hours. (90 hours).
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                  • AD - Healsyournoobazzwithmemes - Argonian Magicka Templar. Hours: 1 day, 9 hours (33 hours)
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