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Upcoming Racial Balance Changes for Update 21

  • Rex-Umbra
    Rex-Umbra
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    Might switch my Breton to high elf or dark elf for the pew pew
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • karios525
    karios525
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    No it wasn't do the math % scales off max stats even after buff food so yes way higher than these stupid low flat numbers go do the arithmetic
  • BaylorCorvette
    BaylorCorvette
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    technohic wrote: »
    Minno wrote: »
    Didn't think it would happen but Nord got a Nerf against bleed builds lol

    Yeah somehow it feels like nord was nerfed and orc and redgaurd buffed. There goes my synergy with steed.

    Orc literally only has 2 passives now lol. In my opinion they deleted the first.

    Yeah that 500 health and stam is laughable. Based on other classes, 1k for each seems a better fit.
    Supreme Leader Corvette - StamSorc
    Founder of Dominion Special Forces
    YouTube - ESO & Automotive Racing
    DC Zerg Busting
  • ereboz
    ereboz
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    I like it. I can work with this. Making melee feel more warrior like and magic more mage like
  • katorga
    katorga
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    Why don't the conversions from percentage resource to static amount scale the same. 10% is 2000, yet 9% is 1000? etc. Overall nerfs to max health and health regen builds. Will be interesting to see how these align with Necromancer. Will be interesting to see if Percentage stat/regen increase class and armor passives stay the same.

    High Elf - huge buff. Just wow for Templar with Cyrodill's light, channeling Mist form. Probably best healer, dps magicka race.
    Argonian - nerf
    WoodElf - probably a buff, only good for stam.
    Breton - huge buff. New magicka DK race.
    DE - max staf nerf, still best hybrid race
    Imperial - meh, max health nerf.
    Khajit - big buff. viable as magicka now.
    Nord - not sure, nerf to rugged, but Ult regen might be best passive. Nord Wardens will spam ults.
    Orc - huge buff.
    Redguard - huge buff
  • Starlock
    Starlock
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    I like it! Thank you for preserving the feel of the different races! Some of these changes will even enhance the flavor of my characters. :)
  • karios525
    karios525
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    No you are wrong on a 40k hp tank 9% extra health is 3600 hp so we will take a nerf zos need to stop screwing us over with their pathetic needs obvious not even Gillam the trampy rogue sell out even plays the game anymore
  • lassitershawn
    lassitershawn
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    If you had a race with 10% max stamina or magicka, and your final build was around 40k magicka or stamina, then these changes are nerfing you by HALF. You will lose effectively 2000 of the 4000 resources in your max pool (39600/1.1) = 36,000 + 2000 = 38,000
    • If you ran a Breton or High Elf Magicka build with 40k magicka, you now have 38k magicka. I guess Magnus is an indian giver.
    • If you ran a Redguard Stamina damage build with 40k stamina, you now have lost effectively 200 weapon damage.
    • If you ran a 50k health imperial tank, you now have 46.6k Health

    This isn't "Balance" this is nerfing the top damage dealing builds in the game. This is the price of power creep.

    This isn't the case, the 2k magicka should be affected by % magicka increases and I saw somewhere that the final difference is only around 1k on a fairly high magicka build.
    William Thorne - EP Breton Sorcerer
    Astrid Winterborn - EP Breton Warden
    Erik Ironskin - EP Nord Dragonknight
    Venasa Viri - EP Dunmer Nightblade

    IR x8, GH x5, TTT x2
  • SodanTok
    SodanTok
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    karios525 wrote: »
    No you are wrong on a 40k hp tank 9% extra health is 3600 hp so we will take a nerf zos need to stop screwing us over with their pathetic needs obvious not even Gillam the trampy rogue sell out even plays the game anymore

    That is totally false and just proves you know very little about math calculation of these stats.

    On my 38520 HP argonian tank, 9% is 2595
  • Trancestor
    Trancestor
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    Please make it something like this and you won't trigger anyone with yet again more nerfs and force people to buy tokens:

    High Elf

    Spellcharge: 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka after activating a Magicka Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
    Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2500.
    Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.

    Argonian

    Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka and Stamina by 500. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
    Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1500 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
    Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done and Recieved by 4%.

    Wood Elf

    Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
    Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
    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 10% Movement Speed for 4 seconds.

    Bosmer

    Gift of Magnus: 10% Max Magicka → Increases your Max Magicka by 2500.
    Spell Resistance: 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
    Magicka Mastery: 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%. Gain flat reduction of snares by 15%.

    Dark Elf

    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 750 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 175. Increases your flame damage by 4%.

    Imperial

    Tough: 12% Max Health → Increases your Max Health by 3000.
    Conditioning: 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 3000.
    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 2000. Reduces the cost of your Block and Bash abilities by 10%.

    Khajiit

    Nimble: 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Stamina and Magicka recovery by 150.
    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.

    Nord

    Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
    Resist Frost: 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1750 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
    Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.

    Orc

    Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 1250.
    Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal melee damage you restore 760 Health and 380 Stamina. This effect can occur once every 4 seconds.
    Swift Warrior: 4% Melee attack, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.

    Redguard

    Exhilaration: 9% Stamina Recovery → Martial Training: Reduces the cost of your Stamina abilities by 5%.
    Conditioning: 10% Max Stamina → Increases your Max Stamina by 2500.
    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 850 Stamina. This effect can occur once every 5 seconds.

    Edited by Trancestor on January 17, 2019 5:45PM
  • drodgreen
    drodgreen
    Soul Shriven
    I do like the changes. I just don’t think they went far enough. I would like to have seen players given more options for how they wanted to play a certain race. If players could choose from a list of race passives then they would have the ability to break away from the meta. When was the last time you seen a High Elf stamina class or an Orc magic class? My point exactly.
  • karios525
    karios525
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    You can't add can you idiot I know what 9% max health is of 40k if you can't add use a calculator argonian has been utterly nerfed no decent race for tanking anymore as all have been nerfed really hope this is the year zos start to lose their player base for being clueless as to balance
  • Lord_Eomer
    Lord_Eomer
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    LLawlietW wrote: »
    Why was redguard buffed? how does that make sense when they are already considered the best race for stamina dps. and then the second best option khajiit gets nerfed. i just dont understand how that is supposed to make sense at all. now khajiit has more health recovery than stam... but yea lets buff adrenaline rush

    6% cost reductions only applied to weapon skill line not class skills so i think there is nothing wrong with new change.
    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 stack so no useless!
      Edited by Lord_Eomer on January 17, 2019 5:43PM
    • lassitershawn
      lassitershawn
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      Audens wrote: »
      The Dunmer change is the dumbest thing I've ever seen. There is now no reason to choose Dunmer over Altmer for mag DPS. Or for anything really, other than an RP hybrid build.

      Wrong, everything about this post shows that you have no idea what you're talking about.

      Not really. Dunmer got [snip] hard for PvE. It is now lower damage and lower sustain than altmer, possibly lower damage than khajiit. Previously the choice was more balanced between altmer and dunmer because altmer had more sustain and dunmer more damage. Most endgame PvE players choose dunmer this patch for magicka toons and if these changes go live everyone will be race changing multiple toons. In my opinion the dunmer change is one of the only poor ones on the list though.

      [edited for profanity bypass]
      Edited by ZOS_Icy on June 22, 2025 6:55PM
      William Thorne - EP Breton Sorcerer
      Astrid Winterborn - EP Breton Warden
      Erik Ironskin - EP Nord Dragonknight
      Venasa Viri - EP Dunmer Nightblade

      IR x8, GH x5, TTT x2
    • karios525
      karios525
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      And am done with this [snip] once and for all taking my guild both n.a. and eu sides back to wow done with zos gonna cancel my pre order for the next chapter this game is becoming more crap every year let's not forget how dull combat is

      [edited for profanity bypass]
      Edited by ZOS_Icy on June 22, 2025 6:55PM
    • Lord_Eomer
      Lord_Eomer
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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.

      Khajit need be playable as mages, they can use some buff but i love to play them as Mageblade!
    • khemdog
      khemdog
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      Orc
      • Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
      • Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
      • Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 380 Health and Stamina. This effect can occur once every 4 seconds.
      • Swift Warrior: 4% Melee attack, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
      Developer Comment

      Why is orc the only one getting boned this hard on max stats? sounds like some racism.

      Swift warrior only usable when sprinting, that 258 weapon damage is literally less than half a percent boost to weapon damage for most orcs.
      Edited by khemdog on January 17, 2019 5:47PM
      Khem

    • sharquez
      sharquez
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      So is this a big [snip] to redguard sorcerers? So now your saying any class that doesn't have a magic bonus has no business being a magic user or sorcerer class?

      I thought the race change was supposed to bring about more diversity in choices for a race? But your saying completely the opposite.

      And *** NO, I aint going to change my race just to fit your mold. I'd rather quit this game.

      Actually Redguards can totally do magicka sorc with these changes, they would be better for pvp however and you wouldn't have to spec a single point into anything stamina related as its all built into the class. great dark deal users as well = no sustain building needed.

      [edited to remove quote]
      Edited by ZOS_Icy on June 22, 2025 6:56PM
    • indigorune
      indigorune
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      SodanTok wrote: »
      n0tthesun wrote: »
      so let me get this straight:

      in the year of expansions based in the khajiiti homelands....you nerf khajiit..? they are complete trash. they already lagged behind, now they are just unusable.

      my main toon cries today.

      @n0tthesun they literally got only buffs.


      seriously? no. stam recovery went from 10% to 75. this hurts my build.

      i don't need increases to max mag or mag recovery, as i'm not--and i don't think anyone else is--running a khajiit as a mag toon. this isn't a buff, it's useless.

      in comparison to a race like redguard that gets 2000 max stam increase, khajiit only gets 750 max stam increase. that is incomparable. additionally, redguard gets 950 stam recovery when dealing damaage. that's simply better than khajiit. the race becomes useless when stacked against the other options.
      Edited by indigorune on January 17, 2019 5:49PM
      PC-NA | EP
      PvE main --> K'hira - Khajiiti stamblade
      Trade Guild: Free Marketers
    • Nyladreas
      Nyladreas
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      Redguard is like... What the *BLEEPING BLEEP*?!?!?!?!?!? Congrats on completely annihilating any other race for PvE stam dps. :joy:

      How can anyone even remotely bloody justify this change. That's absolutely ridiculous and unfair. Nearly 1000 recovery every FIVE seconds? That's like chugging mini potions. "Oh but it's direct damage bla bla..." stamblades are going to have a stroke from laughter of pure joy... :joy::joy:

      The kitty recovery is sad too. How come wood elf got 258 stam recovery for 21% but Khajiit got 100 health for 20% and stupid low mag+stam (75)for 10%?!?!?!?!?!

      If 21% = 258, then 20% and 10% SHOULD = 375.
      But it's only 250 in combined values. The change has a good idea accompanying it, but then I remember again - REDGUARD LOL. Out of respect it should either be 225 health or 100 health and 137 magicka and 137 stamina. And don't even try to say 750 resource bonus justifies this lol. That's like taking someone's money and trying to pay it back with a Starbucks gift card.

      Also... Nice *BLEEP* up altogether. We hoped for more homogenized approach to allow freedom of choice without any disadvantage. Meanwhile your "freedom" translates as THERE CAN BE ONLY ONE.

      Sorry but the changes are kinda pathetic. About the only good balancing change is the kitty crits. Good job there.
      Edited by Nyladreas on January 17, 2019 6:15PM
    • JobooAGS
      JobooAGS
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      sharquez wrote: »
      So is this a big FU to redguard sorcerers? So now your saying any class that doesn't have a magic bonus has no business being a magic user or sorcerer class?

      I thought the race change was supposed to bring about more diversity in choices for a race? But your saying completely the opposite.

      And *** NO, I aint going to change my race just to fit your mold. I'd rather quit this game.

      Actually Redguards can totally do magicka sorc with these changes, they would be better for pvp however and you wouldn't have to spec a single point into anything stamina related as its all built into the class. great dark deal users as well = no sustain building needed.

      A redguard mag sorc would get 8% cost reduction for force pulse, healing ward, mutagen, clench, blockade, and likely destro and resto ults. With 2k stam and 380 stam regen with adrenline rush, you may not need any stam sustain sets and instead focus on max mag and spell damage. Could be interesting to see
    • Dracane
      Dracane
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      I think ZoS should do everyone a favor and increase the values of all races. The amount of ressources we get from these new passives is such a massive nerf for each race really. Why can't we raise all by 1000 ? Or at least 500 to make it look less pathetic than 1000 or 2000 x ressource.
      Edited by Dracane on January 17, 2019 5:51PM
      Auri-El is my lord,
      Trinimac is my shield,
      Magnus is my mind.

      My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
    • Lord_Eomer
      Lord_Eomer
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      Sarousse wrote: »
      Most of my chars are nords because of the HP recovery and you removed it.

      Bad news :(

      Nord passive change is one of best and who really wants to miss that HP recovery.

      You can now be a proud vamipre!
    • Lord_Eomer
      Lord_Eomer
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      Lab3360 wrote: »
      What is the point in these changes. These are nerfs across the board on every style of game play. This is a back door nerf.

      None of these changes create an enviorment where any race can do any role or class.

      This is ludacris. You just destroyed most builds in the game only so you can give the illusion you did something to add to the game.

      Ridiculous.

      Well can not agree with you.

      New changes bring more diversity and are excellent way to move forward but requires some fine tuning!
    • Vaerth
      Vaerth
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      Greetings! Today, the combat team will be showing an early glimpse of the racial changes for Update 21 (coming to PTS next week). We’ll discuss the reasoning behind why we targeted racial passives, our goals with the rework, and how some of the goals were met. As always, we’ll be closely monitoring this thread, and are very excited to hear your feedback on the matter! Note that we'll be posting this on the German and French forums as well in the next day or two.

      The Problem Space

      Below are the higher level reasons on why we decided to move toward reworking many of the racial changes for U21, and explanations of them to help understand their impact.
      1. Right now there are a lack of effective options in picking your race/class combination.
        • This is mainly due to the fact that many of the racial bonuses are percent increases of stats, rather than flat ones. This means races that provided a bonus to a stat that you didn’t focus into gave very little tangible impact.
      2. Many racial bonuses do not have universal applicability.
        • Many bonuses provided from races had narrow application or requirements, such as specific damage types or proc conditions. For example, Orc’s have a damage bonus that only applied to melee attacks, instead of all physical attacks.
      3. Not every race provides a completely unique gameplay element.
        • Some races currently provide smaller unique bonuses such as immunity to specific status effects, or sneaking; but not every race has something of this manner. On top of this, some of the larger, more defining passives were not comparable in terms of impact. For instance, compare the Argonian Resourceful passive to Imperial’s Red Diamond.
      4. Some races provided far more mathematical combat power than others.
        • The delta between some races is noticeably high, leaving some races feeling left behind while others feel too good to pass up from a combat perspective.

      To summarize, we decided to focus more on racial balance this update because racial choice was one of the larger outliers to our core mantra of the game - freedom. We wanted to expand the horizon for choice and present players with a self-reflecting question of “What is my playstyle or ideal build?”, providing options to help reach that individual answer. Now, instead of having a single race that focuses almost exclusively on a specific playstyle, you can pick based on a personal level.

      Goals & Process
      1. Allow more effective options when picking a race for each role in tanking, healing, or damage dealing.
        • This goal was one of our largest targets for this pass, since many playstyles had only one option for what was viable. This was done by converting percent bonuses into flat ones so they provide similar bonuses to all playstyles. Please note that these flat values will now scale with other % modifiers, so there will be less of a delta between builds. We also expanded many of the interactions and proc conditions for the passives, so more builds could engage with them and allow for improved diversity.
      2. Equalize the overall power that each race provides by using our set bonus efficiency system, which compares the total amount of power that a bonus provides under equal terms.
        • When we’re balancing numerical bonuses, this is our general procedure with the values you see. The system works by looking at the total power a bonus provides and comparing it to a bonus from a 2-4 item set. For example, if we have 2000 Stamina, we would compare that to a 2 piece value of Stamina, which is 1096. The final result would be 2000/1096 = 1.82 set bonus efficiency. We did this for each bonus a race provides so they would all be roughly equal in the power they provide.
        • We decided to find a healthy standard for total racial power provided and used that budget (roughly 6.5 set bonuses) for the power that each passive would grant. We used the previous version of Redguard and Altmer as our target goal. Note that some of our hybrid races will be a slightly higher value, since their power is divided. Most of the races received buffs to reach this figure.
      3. Retain and enhance the unique feeling and gameplay patterns that each race allows.
        • Every race will now have a different way to engage with the game. This is either a new small but unique bonus, or an improvement to their core passive. Note that the smaller bonuses are not meant to work with every build, since these are meant to be more for flavor.
      4. Improve the sense of progression that the racial passives provide when leveling up.
        • We want each race to have a similar rate of gaining power as you level up, and as such, we’ve restructured the unlock order of some passives. Less powerful passives will unlock first, while the larger more defining ones will unlock at later levels. Note that we’ll be refunding all of your racial skill points if you’ve already unlocked these passives. You will not need to unlock them again on characters you’ve already obtained them on.
      5. Achieve the above goals while still obeying our rich and structured lore and storytelling.
        • This was one of our more challenging but exciting tasks, as it gave us additional opportunities to work with other teams. We delved deep into our rich and established lore to make bonuses that highlight racial differences. This means that we didn’t outright balance each race to be equal in every avenue of the game, as there’s a story to be told with how the races engage with the world around them. Nords are well known for being hardier races who can take a hit, while High Elves are better at wielding magical spells. If we were to balance them to be equal in both, we’d lose the unique identities of these races.

      Specific Changes

      The developer statements below are presented to give insight into our thought processes when deciding how to represent Tamriel’s races in ESO. Actual denizens of Tamriel, if we could talk to them, might debate about these characterizations. The first portion of each passive is how it works in its current state, while the latter are the upcoming changes (if there are any).

      High Elf
      • Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
      • Spellcharge: 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
      • Gift of Magnus: 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
      • Elemental Talent: 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
      Developer Comment
      High Elf culture is heavily ingrained with the belief of destiny and birthright, so we wanted a passive that highlighted their ability to harness their innate powers, or class. Granting them a unique resource when accessing a class ability really gets that feeling off and makes it much more engaging than the previous flat recovery bonus.

      On top of that, High Elves are well known for being powerful spell casters, and we wanted to make this race feel more powerful when they were charging up a powerful ability.

      Argonian
      • Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
      • Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
      • Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
      • Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
      Developer Comment
      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.

      Previously Argonians offered far too many stats and they were mathematically twice as good as some races. This retracted from the unique feeling we wanted each race to have, since their bonuses were all over the place. Now they should have more of some stats that make them stand out a bit more, while they’ll have less in other areas that weren’t in line with that vision.

      Wood Elf
      • Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
      • Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
      • Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
      • 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.
        • A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
      Developer Comment
      The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.

      Breton
      • Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain → No changes
      • Gift of Magnus: 10% Max Magicka → Increases your Max Magicka by 2000.
      • Spell Resistance: 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
      • Magicka Mastery: 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
      Developer Comment
      The Breton race is a proud one, and well attuned to the natures of magic. Their natural hardiness paired with arcane ability allow them to shrug off powerful spells and retaliate in quick succession with their own. This is shown in their bonuses to their Magicka pool, as well as their high resistance to spell attacks. Bretons should be feared for their ability to constantly weave spells with little delay.

      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.
      Developer Comment
      Dark Elves are a sophisticated race that can thrive in the harshest conditions. Intelligent and quick, they are well versed in blade or magic, giving them a keen advantage in juggling between the two. By giving them a balanced bonus of Weapon and Spell Damage, as well as Magicka and Stamina, their natural cunning and versatility will be demonstrated as they can fulfil any role.

      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.

      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.
      Developer Comment
      The Khajiiti race is one of intrigue and versatility, with a natural ability to adapt to any walk of life. Under the guidance of the moons they can fulfil any role, with a well-rounded bonus to all resources. We also wanted to better demonstrate their keenness for subterfuge and trickery, so they now have more access to critical strike chance and sneaking potential, regardless of what proficiency they build into.

      Nord
      • Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
      • Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
      • Resist Frost: 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
      • Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
      Developer Comment
      The hardy Nords reigning from Skyrim are well accustom to the hardships of life. With a bonus to constitution and their ability to shrug off the bitter cold, they can soak up immense amounts of damage. Their ability to snap back from punishment is highlighted with their new Ultimate gain passive. We changed their flat damage reduction to Resistances, so it better scaled with all playstyles, and allowed for different build paths than it did before.

      Orc
      • Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
      • Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
      • Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 380 Health and Stamina. This effect can occur once every 4 seconds.
      • Swift Warrior: 4% Melee attack, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
      Developer Comment
      The Orc race is one of honor and code. Well known for their aggressive combat style, we wanted to showcase this by helping them keep up the fight with their new recovery when utilizing any weapon. Their previous bonus to Melee Damage was too niche, and we wanted Orcs to feel powerful with less restrictions. Since we’re giving them more damage and aggression, we also wanted to dial back on some of their defensive power.

      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.
      Developer Comment
      Fierce and resilient, the Redguard race are well respected for their physical combat prowess. We wanted to emphasize their cultural background of being well versed in the ways of combat by granting them a cost reduction bonus for weapon abilities, while pulling back from some of their passive recovery. Instead we’ve moved it more into their offensive staying power with Adrenaline Rush to highlight their natural advantage to attrition.

      As a closing note, we want to reiterate that all players will have a refund of all of their character’s racial passives if they’ve spent any, so remember to reallocate any points into these on your characters once the changes go live. We'll also be granting one free race change, per account.

      YES! I can use any race i like and be a Dunmer without feeling like I am playing wrong not using Magcika builds!

      Many will complain I am sure, but I for one and very pleased that race can be more choice than requirements for all classes to enjoy.
      Pact Bloodwraith
    • xaraan
      xaraan
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      Trancestor wrote: »
      Please make it something like this and you won't trigger anyone with yet again more nerfs and force people to buy tokens:

      Argonian

      Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka and Stamina by 500. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
      Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1500 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
      Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done and Recieved by 4%.

      This would have been fair.

      An expected nerf to resourceful without an across the board nerf to every passive and a little bit of love given for stamina.


      -- @xaraan --
      nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
      AD • NA • PC
    • DKMaestro
      DKMaestro
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      Wish people would eat more cheese with all their whine!

      Some min/max'ers are maybe upset, but there are literally millions of other players that will adapt just fine.

      And if you are one of the ones that want to close their guild and move to another game, go do it. We don't care - why advertise that?
      You will not be missed and there are plenty of people who will gladly play this game.

      People need to be less married to this game and their character and try and enjoy the game a bit more. I have played since the beginning, and I will continue to do so.
      Old man playing. Have a life, a job and only one character, which is grumpy (all the time)
    • xaraan
      xaraan
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      SodanTok wrote: »
      karios525 wrote: »
      No you are wrong on a 40k hp tank 9% extra health is 3600 hp so we will take a nerf zos need to stop screwing us over with their pathetic needs obvious not even Gillam the trampy rogue sell out even plays the game anymore

      That is totally false and just proves you know very little about math calculation of these stats.

      On my 38520 HP argonian tank, 9% is 2595

      WHAT? 9% of 38520 is 3,466.

      If you are looking at the change "in game" and not in calculation there are some things that will not add in to the health boost the % gives you.

      But in the end, the flat resource of 1K will be much less for an argonian tank than the 9%.
      -- @xaraan --
      nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
      AD • NA • PC
    • SodanTok
      SodanTok
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      n0tthesun wrote: »
      SodanTok wrote: »
      n0tthesun wrote: »
      so let me get this straight:

      in the year of expansions based in the khajiiti homelands....you nerf khajiit..? they are complete trash. they already lagged behind, now they are just unusable.

      my main toon cries today.

      @n0tthesun they literally got only buffs.


      seriously? no. stam recovery went from 10% to 75. this hurts my build.

      i don't need increases to max mag or mag recovery, as i'm not--and i don't think anyone else is--running a khajiit as a mag toon. this isn't a buff, it's useless.

      in comparison to a race like redguard that gets 2000 max stam increase, khajiit only gets 750 max stam increase. that is incomparable. additionally, redguard gets 950 stam recovery when dealing damaage. that's simply better than khajiit. the race becomes useless when stacked against the other options.
      @n0tthesun
      Well you were saying khajits lagg behind so I assume you were talking in pve and on higher level. So I assume your build is proper meta build not some regen stacking build (in that case you are lagging behind for your own reasons). At most in pve on meta build you will find 962 base recovery from dubious, stormfist and the universal one. 10% of that is 96. At minimum in pve when fully buffed you find yourself having 60% recovery boost, but usually it goes to 80%. 75 recovery boosted by 60 - 80% is 120 - 135.

      135 > 96

      You are correct 750 stam is incomparable to 2000 stam. But 8% crit + 750 stam (and 750 health) is far better than 2000 stam. Also before this patch you had no 750 stam (or health) so 750 > 0 is another buff.

      Also redguard doesn get 950 stam recovery, they get 950 stam every 5s. That is far different but yeah, they get more sustain. They always had more sustain and they still have more sustain. Your argument was khajiit was nerfed, when they were buffed more than even redgurds were.
      Edited by SodanTok on January 17, 2019 6:00PM
    • Lord_Eomer
      Lord_Eomer
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      Jadax wrote: »
      I posted this in the other thread, but chances are it'll be ignored.

      This has got to be the worst ever racial revamp I've seen in a popular mmorpg. If you make such big changes then you as a dev need to compensate players for it. Giving us 1 racial change per account is a straight up slap on the face. Everyone knows you just want people to buy tokens for some broken *** that you should have fixed ages ago, not 5 years in. You're basically punishing users that have more than 1 character per account, so in other words the more active/'contributing to popularity of this game' user-base gets boned because you want the £££. This is a really *** move if it goes through like this.

      Even a game like WoW, which is notorious for monetizing everything doesn't pull this kind of bs. When they make large changes that will affect the basic functioning of classes they provide a free redo per character.

      Not worst but best changes so far
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