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Upcoming Racial Balance Changes for Update 21

  • SodanTok
    SodanTok
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    As a follow-up, forgot 15% from CP passive - accounting for that, equilibrium point between old and new stats (with Endurance) would be around 1000 base regen. If the build sits around or below that (and runs CP passive, Major Endurance and optionally Minor), regen either will be the same or better than before, or so it would seem.

    The passive will be buff in any pve situation imaginable as the equilibrium point is much higher than you assume. New 75 recovery on khajiit is 127 recovery after buffs at minimum and on most builds to something like 148 on vampire nightblades.
    So even at lowest the point would be at 1270 base recovery. At most builds have 958 recovery (dubious + stormfist) so only if they bothered to put 2 recovery enchants on their jewelry (nobody serious in pve would ever do this) they would get more.
  • MisterBitting
    MisterBitting
    Soul Shriven
    Ignoring all race change passives details and putting them aside, the big problem here is the options we have as players to proceed from here.

    If, for example, you change the way a gear's set bonuses work to balance the meta, we as players can then take our time and grind new gear if we don't like the changes. Sure, we probably spent good time/gold to acquire and upgrade the gear which is no longer viable to us, but at least we can get in game and grind for what's next.

    These changes, however, will leave the players choices running thin: you either pony up your cash and hand it over in order to buy new racial passives, or you are forced to stay the same as you were before these changes.

    Think of how many players choose multiple characters to play in this game. Many of those chose their starting race carefully as they forged their new toons by carefully weighing the options available to them. After all, they get one chance to make the right decision for this character unless they later pay the cash to amend their choice.

    The players should not be restricted to one free race change token when we mostly made damn sure what choice we were making our races before we elected to grind the toon to top level and outfit the gear to synergize accordingly.

    There must be a way to balance the "here's one token" decision with the people with a dozen carefully selected races which we will now have to either pay cash to change, or wait until there's a way to acquire them in game.
  • Patro
    Patro
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    Why in the Dark Elf passive Resist Flame 3% Max Magicka became 600 Max Health?
  • FilteredRiddle
    FilteredRiddle
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    Jules wrote: »
    This sounds really good in theory, but it's not possible with the current race change tokens. There is no system in place for tokens to expire, and they can't just make the tokens free on the store, or people will hoard them.

    Of course, they could always make a new kind of token that expires, but then how do you differentiate in the UI between expiring tokens and non-expiring ones? How do you display to the user how long they have to use the expiring ones? There is a non-trivial amount of work to make it happen. Frankly, I don't think they have enough time, since PTS is in just a few days, and they usually spend most of the PTS cycles fixing bugs and tweaking the combat changes they've made.

    The only viable option really is to utilize the existing race change tokens. Obviously, they don't want to give out more than they need to, lest they hurt crown store sales.

    The problem is that they seem to be trying to come up with a global flat number of tokens to give away to everyone, rather than a nuanced approach as some others have suggested (e.g. 1 per max level toon, etc). The *average* might very well come out to only about 1 token needed per account, in aggregate, but that's a small consolation for the most dedicated min/max players who want to change all of their toons to the new meta.

    I doubt very much that anything will change, though. I don't recall them giving any free race change tokens when they performed their last mass racial passives update in Shadows of the Hist. They don't want to set precedent of offering free tokens every time they make a racial balance change that disrupts the meta.

    I'm actually surprised they are offering any this time. They know that anyone with 8+ competitive toons has sunk so much time into the game that they will buy the tokens no matter what, despite complaining about the cost. Re-rolling and grinding out mount upgrades, crafting research, learned recipes/motifs, Mages/Fighters Guild, Undaunted, Psijic Order, Thieves Guild, PvP rank, etc is just too much for anyone to contemplate.

    About the best we can hope for is probably a deeply discounted sale on race change tokens, and maybe even deeper discounts as an ESO+ limited time exclusive.

    You say this like it's some deep mystery to be solved...

    Big CP changes? ZOS makes CP resets free or dirt cheap.

    Leveled up a new character? ZOS has an automated system send you mail at specific intervals.

    Something bugged? Support sends you maps, or Crowns, or, or, or as a consolation.

    Purchased a new DLC or chapter? Instantly unlock new content, even if it's a pre-order.

    Etc, etc, etc.

    Surely a company like ZOS could find some way to run an automated function which:
    1. Determines how many characters over level 50 an account has, and
    2. Adds that amount of Race Change Tokens to their account

    In a 'worst case' scenario, players don't race change 100% of their characters and they've banked some tokens. However, it is pretty much standard operating procedure in video-game-land that when you make massive, overarching, game-changing, character altering modifications to players' toons, you provide them whatever means is necessary to adjust said toons without penalty or cost.

    I've been playing online games for a long, long time and the only time I have seen this NOT happen was when the game was specifically in Alpha/Beta and there was a disclaimer which said something along the lines of, "I acknowledge the races in the Ubergameia are not fully defined, and will not hold Ubergameia's staff liable for any mistakes I may make in light of this. There will be no refunds or reassignments of races if definitions or races are changed."

    That ZOS would (1) make such sweeping changes, (2) expect players with more than one character to pay, out of pocket, to adjust their characters to these changes, (3) stoop so low as to offer said adjustments 'For Sale' when their sweeping adjustments are announced is really and truly unbelievable.
    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
  • Rex-Umbra
    Rex-Umbra
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    I am very impressed, these changes look really good. I see less punishment for picking non meta race/class combinations and clear distinction between races strengths.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • spoqster
    spoqster
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    What about exchanging the Oricsh Healing Received bonus with a massive Health Recovery bonus?
  • Inerar
    Inerar
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    4/4 all my MagDD's are dark elves. This pushes me to make them PVP builds, but what will i do at trials? I hope Necromancer's MagDD role will be nice and will be my mainlike DD toon.

    My opinions in general;

    Many players' MagDD's are dark elves. ZOS could consider this.

    Argonian nerf is normal i think.

    StamSorc redguard will be the luckiest redguard.

    Bretons became more flexible at magicka roles.

    Nords extra ulti is nice but still they can only play tank role and i was expecting better buffs for them.

    Orcs will be new most popular StamDDs.

    Wood Elves could get bit extra Bow damage. They won't be a good choice. Only maybe for battlegrounds.

    Let's see them all at PTS but i guess converting max stats percentages to flat damages will be also an all around nerf. I hope it won't. So many things to change but probably i won't use racial change token if it's also changing appearence, cause i love my toons.
    Whenever i search for an alternative game, i realize that how beautiful ESO is...
  • Vemeroth
    Vemeroth
    Soul Shriven
    Not so sure how fond I am of the mathematical argument in the starting post, as a player's efficiency relies on more than just that.
  • VeiledCriticism
    VeiledCriticism
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    I can hear Bretons from all over Tamriel singing and enjoying these changes. I'm a little bitter over the Argonian changes, but it is currently out-performing most of the other classes.

    Good job on this changes.
  • Salvas_Aren
    Salvas_Aren
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    Wow, I have to look now how many chars I can stomp into the bin. :s
  • Oskad
    Oskad
    Soul Shriven
    seen that a lot of player has more character the fairest thing is to give 1 per character personally I have 9 !!!
  • John_Falstaff
    John_Falstaff
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    SodanTok wrote: »
    As a follow-up, forgot 15% from CP passive - accounting for that, equilibrium point between old and new stats (with Endurance) would be around 1000 base regen. If the build sits around or below that (and runs CP passive, Major Endurance and optionally Minor), regen either will be the same or better than before, or so it would seem.

    The passive will be buff in any pve situation imaginable as the equilibrium point is much higher than you assume. New 75 recovery on khajiit is 127 recovery after buffs at minimum and on most builds to something like 148 on vampire nightblades.
    So even at lowest the point would be at 1270 base recovery. At most builds have 958 recovery (dubious + stormfist) so only if they bothered to put 2 recovery enchants on their jewelry (nobody serious in pve would ever do this) they would get more.

    Oh, thank you for correcting - I didn't remember the vampire passive since I never played any vampires, and completely forgot medium armor too. Seems like PvE setups are at the very least no worse than they used to be sustain-wise.
  • Ragnaroek93
    Ragnaroek93
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    Dunmer and Khajiit could need some love in my opinion, everything else looks good. Can't wait to see the new Woodelf and Orc passives in PvP, that should be amazing.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Taunky
    Taunky
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    Uh oh.
  • DawnWarrior
    DawnWarrior
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    Developer Comment
    Spoiler
    Argonians by nature are resilient creatures, adapting to their surroundings and accumulating themselves to the environment. Their ability to shrug off potent diseases makes them harder to take down, and their connection with the Hist empowers their will for life. Their bonus to Healing Done makes them gifted at healing themselves or their allies, while their resource return after drinking a potion helps them stay in the fight. Regardless of their role, their ability to recuperate and get back into the fray is something to respect.

    I apologize if someone mentioned this before, but I haven't read all the responses yet (and I can't seem to use the search function on the current thread only).
    I believe the above word in bold, "accumulating", should be "acclimating".
  • TheMikrobe
    TheMikrobe
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    On the whole I like most of the ideas behind all the changes, no idea yet whether the actual numbers need tweaking a bit. It is not so good for werewolves though:

    Redguard: Martial Training: Reduces the cost of your Weapon abilities by 8%.
    Orc: When you deal damage with a weapon ability you restore 380 Health and Stamina.

    I would really like to see these changed to "weapon and werewolf abilites", like was done for the light and heavy attack bonus from Physical Weapon Expert in champion points.

    Similarly for High Elves, "Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability" should be "class and werewolf abilities".
    Edited by TheMikrobe on January 17, 2019 11:52AM
  • DemonDruaga
    DemonDruaga
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    Only one race change per account after such huge changes??
    You guys are criminals in every way
    Ardor // Dunkelsicht // Pakt
  • Czekoludek
    Czekoludek
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    Nord tanks with that mad ult regen will be so op, nice change. Overall very good changes, maybe not for the dunmers, it shouldn't go live like that for them
  • SiAScORCH
    SiAScORCH
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    Please give us more than one race change token. You've literally changed complete builds, and with that being said it's only fair that you give us race change tokens for every character. Make them expire after a month, but actually do something for your community. A lot of us are not happy and one race change token is not enough. This would make the community really happy.

    Also it'll prevent people from going to PayPal to get their money back.
  • harmsway
    harmsway
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    Really think about the vet players with 12 toons. If you do something like this please give us more than 1 race change. I’d rather quit then have to shovel in $300 for just race changes.
  • Parasaurolophus
    Parasaurolophus
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    Still changes nothing! Zos? Where is "Allow more effective options when picking a race for each role in tanking, healing, or damage dealing". Argonian, Altmer and Redguard still totaly BIS.
    PC/EU
  • Kruemeli
    Kruemeli
    Soul Shriven
    It seems the changes are not fitting with what is needed for PVP and what is needed for PVE. Some things are useless in PVP, others in PVE. Others in both...yeah talking about Bosmer for example.

    ZOS should make specific racial passives that only work in pvp and only can be leveled up there. Not talking about general Assault and Support tree.

    Also what would be awesome (on a sidenote) is to have a switch possibility on your character to pvp. What I mean is that in champion point screen you can quickly switch to your pvp setup, in skills that you can switch to a pvp bar setup etc. I think it is bit unfair that pvp skills can be used in pve but then again pve skills can be used in pvp. It is a mess to be honest.

    Playing with your main and wanting all achievements on main it is a pain in the ass to keep switching and reallocating all. It would make eso gaming life much easier.

  • Asardes
    Asardes
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    Khajiit themed chapter upcoming, huge nerf to Khajiit. Well played ZoS, well played :D
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Ash_In_My_Sujamma
    Ash_In_My_Sujamma
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    I was expecting a way to spec your race to the desired role while having some standard lore based passives. But hey, I didn't have that before, I don't have it now so I gained and lost nothing.
    Overall I like the changes except from two.
    1. The 20% bosmer move speed is a bitt too much imo and I suspect that it will be toned down before release.
    2. The imperial. Imperial is lacking compared to other races. It lacked before, it lacks even more now. I am not even gonna talk about the max stat loss difference compared to the other class percentages cause now everyone got the same nerf. Red diamond change is nice I guess but the new passives for imperial are very very situational compared to the other race changes. It's neither a versatile race (like dunmer or khajiit) nor a solid one (like breton or orc) anymore. It's just for one and only role. Block focused tanking.
    So I think that imperial should have something extra added to their passives to balance it with the other races. For instance add a medium value of mag and stam return with red diamond. Or make red diamond like engine guardian so that it has a 15% chance to return 1750 hp or mag or stam on direct attack (luck was a major element on imperial perks on tes games). Just don't leave imperial like that it is not a good change imo as it is.
    Edited by Ash_In_My_Sujamma on January 17, 2019 12:10PM
  • mcagatayg
    mcagatayg
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    welcome orc master race, it seems redguard is worse than wood elf now on terms of recovery aswell, orc seems to be in the middle of all with extra wep dmg
  • ComboBreaker88
    ComboBreaker88
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    Wow. You've completely ruined argonian. So if I had 30,000 health as an argonian I would have gained 2,700 health. But now I only get 1,000??? That's a huge loss. And healthier down and recieved nerfing self heals by 60 percent?? Is that for real. You haven't created diversity with this line up. You've made it so literally everyone will be playing 2 races. Give each rave their own unique strengths and weaknesses, not this mid tier garbage. You continue to give zerg mentality in pvp the front and center promotions. Without real diversity and a lack of real progression you may as well go unplug the servers now.
  • Gravord
    Gravord
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    So, lets summarize:
    - altmer and dunmer even stronger than before
    - imperial red diamond garbage as it was
    - orc made into mandatory noob choice for poison injection/2h nabs inp pvp even more than before
    - straight up nerf to nord tanking, resist caps are easy to reach, 6% mitigation was better
    - breton templar healer even better
    - redguard even more buffed as pve stam build

    Very good reasons to change passives, nicely shown though process aaand totally wrong conclusions and changes. Instead narrow the gap between races its made wider than before and will end up with even more restrictive race choices for specific roles.
  • Sirvandal
    Sirvandal
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    wrote:
    " We'll also be granting one free race change, per account.

    So this is al about selling crowns for racial tokens???? Nice way to hammer your loyal players with 8+ diff toons they play. Its a bloody laughter this. Shame on you @ZOS_GinaBruno

    Edited by Sirvandal on January 17, 2019 12:11PM
  • Hymzir
    Hymzir
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    LOL... Wouldn't enjoy being the fella whose job is to wade through the furore of backlash these changes are generating.

    I read through a few pages of the community's response and picked up a distinct feeling of unhappy campers about. To be fair, there are also some people who are happy - a reason to play as a magicka based kitty? Yay! I suppose my plans, for going magicka based khajit necromancer with the upcoming expansion, wont be utterly deranged after all.

    At the end of the day, it still stands that these changes are necessary and long overdue. While I do not think all of them are well though out, taken as a whole, this list is an improvement over the previous set up.

    The move away from percentage based mechanics is something I whole heatedly approve, though given their abundance in the system, not sure how much of a a difference it will ultimately do. Percentage based systems are what I generally ascribe as "lazy design" mentality. They are easy to set up, they feel easy to understand, and look smart. But the problem with such designs is, that people in general, do not understand the full weight of the exponential function. Percentage based systems will almost always go out of whack, and lead to stats way outside of the expected boundaries.

    Setting up a system based on fixed numbers, will help to keep the system in check, but is also a lot harder thing to do correctly. And given the number of moving parts in ESO mechanics, it's not something I would tackle. Well not without one seriously hefty pay check at least.

    The thing to keep in mind is, that math is hard. Anyone who tells you otherwise is lying. Coming up with solid mechanics is not an easy task, and ESO has never, in any of it's incarnations, had solid math behind it. Balancing this mess is a thankless task.

    As far as racial bonuses and traits go... Well this is my actual feedback fort he devs:

    Racial bonuses do not matter.

    At all.

    You really should just remove them from the game. They do not serve any positive function.

    Each race is already distinct as is. They are distinct in their appearance and with the cultural and social trapping that come with them. Those differences are enough to make each race feel different. And that is all that should matter about picking your race.

    Character identity and aptitude should be left for the player to decide.

    Even if you want to force some sort of objective racial aptitude differences into your made up world, the scope of those difference would still tend to mean, that there is enough variance within each race for outlier individuals to appear. Case in point: Shalidor, the immensely powerful nord archmage. What if I want to play as Shally 2.0? Well, not gonna happen with these, or the previous, racial bonuses.

    The second thing to keep in mind, is that online environment fosters competitive game play. And it does it to such a degree, that even people who do not usually care about min-maxing their characters, will feel the pressure to conform to what ever is considered to be meta.

    This is partly due to social pressure (imagine showing up for the raid sporting your magicka based orc healer? You would face massive amount of derision for running sucha sub-optimal and unorthodox build) and partly due to being constantly measured against other players. Even if the difference in capability is less than 5%, you will constantly be reminded that you are not as powerful as people running other builds. And that your lack of power is not due to your personal ability, but due to simply picking the non meta race for your build.

    The end result is, that people will crunch the numbers, and the top choice will present it self. And then people are encouraged, by the mechanisms i mentioned above, to adopt a build using those choices.

    As things stand, with these racial bonuses, there is absolutely no point in playing a magicka based DPS character that is not a a high-elf! There is no incentive what so ever to be a magicka based red-guard, nor is there a reason to play as a stamina based breton at all. No matter what your playstyle is, there is a bis race for it. And no matter what race you want to play, there is an optimal playstyle for it.

    Playing against the racial stereotype would be like playing with one hand tied behind your back. Sure you can do it, even be successful with it. But you'd be constantly gimping yourself, and the other players around you would also, both actively and passively, constantly remind you of said fact. And that would get old real quick.

    For some players, a cool character concept is enough to put up with the constant reminders and derision. But you'd hafta be pretty dedicated to your idea, to keep up with all the crap you'd take for running an orc healer.

    Finally... Moving to flat bonuses is gonna reign in some of the more extreme builds people have come up with. There is going to be a significant power reduction for some builds. And people utilizing those builds are gonna resist these changes.

    Most will adapt I think. The shield nerfs from last update, already shifted the meta somewhat away form max mag stacking, and many stam based builds weren't stacking stam all that high anyway. For stam, the focus has been weapon damage and now mag is also swinging towards max spell damage. I bet you can come up with some atrociously high spell damage scores for your high elf mag sorc and break the expected boundaries once more.

    So to sum it up, all that will really happen is, that the meta will shift some. People who are constantly race changing, in their pursuit of the meta, will whine about the cost. Most players will adjust their builds a bit. New bis race choices for various builds and play styles will emerge and things will keep on trucking pretty much as they have been so far.

    Some diversity in builds is lost, some diversity of choice is gained, but in general, the fact remains, that going against the grain of your race is still a really bad idea.

    So, once again - just remove racial bonuses from the game completely and let players play the way the want. All that these bonuses accomplish is to reinforce a tight set of "good" and "bad" build choices.
  • carlos424
    carlos424
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    As magicka dps you now almost have to go altmer. All this does is address the power creep. Less resource pools and recovery across the board.
    Why not just use a system that gives each character a set amount of points that can be put into different categories? Something like how the cp trees work. Then any race could actually play any role.
    Edited by carlos424 on January 17, 2019 12:16PM
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