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Upcoming Racial Balance Changes for Update 21

  • KuroDark
    KuroDark
    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.
    Syrabane’s Boon: Increases your Max Magicka by 2000.
    Elemental Talent: Increases your Spell Damage by 258.


    I think making Spell Recharge restore higher resource also doesn't make sense. Because who would like to play a stamina Altmer if all the other bonuses are for magic.

    I like changes to Khajit since there are mages and warrior cat-folk and it can finally be played this way. But there are NORD MAGES, ALTMER DUDES WITH SWORDS IN HEAVY ARMOUR, ORC SHAMANS... Someone was mentioning morphs for racial passives, I think that's a really interesting and good Idea. So why not make it possible for players for ALL RACES?

    Don't know what to do with my Dunmer nightblade now... I wanted my char to be strong in magicka like for instance Telvanni mages/Divayth Fyr, but now Dunmer are not as good magic dps as Altmer... I like playing magblade, but now there are way better options. But If I wanted to go stamblade, then again, there are also better options. Since there are mages and warrions of all races, that would make sense. You say you want to follow the lore too, but Imperials are left without magic passives at all. Dunmer are also known as good mages, but you nerf their magicka.
    Edited by KuroDark on January 17, 2019 7:14PM
  • Cravalllo
    Cravalllo
    ✭✭✭
    Feedback from an endgame PvE perspective:

    The changes seem quite alright, not taking into account that it is a nerf to most builds, however. We lose some ressources but overall it looks more balanced. I personally don´t really like the fact that % values were changed to flat numbers since it only simplifies the game mechanics and takes away some of the unique passives, this, however, is only my personal opinion and is not really essential for objective feedback.

    Two of the changes seem out of place though. Looking at the Dunmer changes first:
    The fact that Dunmer are now forced into a sort of hybrid role makes them lose a lot of combat power against High Elves, which were both viable in endgame pve (Dunmer providing slightly more damage compared to High Elves being the 'rounder' class which also targets sustain issues, etc.). The lost combat power is also not outweighed by the gained stats which only benefiit stamina builds. Thus, Dunmer are neither competitive when it comes to magicka builds nor can they compete with the various stam races.

    The second change is affecting the Khajiit. I like that they are granted spell crit and some magicka, however, 75 stam regen is definitely not doing the job. There are two options to target this issue. Either increase the max stamina they receive up to 1000-1500 or remove the health recovery (which is btw. the most useless stat in the game, not even valuable for tanks) and change it into a higher amount of stam (and magicka) recovery (100-150 ish).

    Other than that I think the changes are well done, providing more balance across different races and giving some new options. This, however, is only possible if Dunmer passives get adjusted, because otherwise we have a High Elf only meta for magicka builds. Also, one race change token is definitely a meme if changes go live like this.

    @ZOS_Gilliam @ZOS_GinaBruno
    Edited by Cravalllo on January 17, 2019 7:14PM
  • MLGProPlayer
    MLGProPlayer
    ✭✭✭✭✭
    ✭✭✭✭✭
    ezio45 wrote: »
    Not too bad lol feedback: @ZOS_Gilliam

    highelf: The gain resources back ever 6 seconds is pretty weak That mean roughly every rotation your getting 1k resources backs. I dont see myself investing in this perk. Id prefer something like when you use a class ability you gain x amount of recovery for x seconds. Or if your really trying to gimp highelf recovery and it seems like you are. Maybe do an attack buff instead to gain x damage from class abilitys for x seconds.

    Also I think you kinda shot yourself in the foot on this one lol zos stated one of the goals was to give more effective options for roles. Highelf was an effective option for healers along with argonian and breton. The nerf to recovery for highelf essentially rules it out as a healer whose most important stat is sustain. so you went from 3 healer options down to 2.

    Argonian: Not bad, I think i was expecting worse tbh, good job

    Woodelf: I think this is one of the weaker classes from these changes, it really doesnt seem like it has a purpose. It needs passives that are more clear cut. Really the stam recovery and 2k stam are the only useful passives.

    Dark elf: Again not bad, I would say its an effective option for stam or mag dps now

    Imperial: good

    khajiit: I dont like the recovery passive. Its very underwhelming. 75 to recovery is basically a full set of invigorating and that is also a weak buff. It needs work, id say out of all the passives so far this is the worst.

    Nord is cool, i like it

    Orc is a little underwhelming too

    redguard pretty good

    575 magicka back every 6 seconds is the same as 192 magicka recovery. This is actually more than +9% magicka recovery at the lower magicka recovery values (+9% at base recovery is like 70 magicka recovery).
    Edited by MLGProPlayer on January 18, 2019 3:52AM
  • Vyseman
    Vyseman
    ✭✭✭
    @ZOS_Gilliam

    Whats about 1 Week FREE Racechange for EVERY Char to find the good Race?
    Thats totaly Pay2Win when ne need REAL Money to Change the Race for EVERY Char
  • BaylorCorvette
    BaylorCorvette
    ✭✭✭✭✭
    Ok so I just did some testing for my Orc StamSorc. Tool tip for DB with the following conditions.

    Steed Mundus with Orc swift warrior passive that gives 4% melee damage: 18,763
    Warrior Mundus to simulate the 258 weapon damage Orc will be getting, but I removed the Orc swift warrior passive to eliminate the 4% melee damage: 18,935.

    But we're going to lose about 1k or more max stam. So tool tips will be about the same. BUT at least now Orc will be buffing poison injection and vigor tooltips. So net damage is a slight increase.

    I still think a 1k max stam and max health vs the proposed 500 max stam and max health would be the way to go and then Orc should be *perfect*
    Supreme Leader Corvette - StamSorc
    Founder of Dominion Special Forces
    YouTube - ESO & Automotive Racing
    DC Zerg Busting
  • Il3rotherhood
    Il3rotherhood
    ✭✭✭
    Some of these seem pretty inconsistant... for exemple:

    Wood elves previously had a 6% max stamina increase. Now, it will be a 2000 max stamina increase.
    Breton previously had a 10% max magicka increase. Now, it will also be a 2000 max magicka increase..!
    High elves previously had a 10% max magicka increase. Now, it will also be a 2000 max magicka increase..!

    I mean... why ? this is really inconsistent.

    Also, lore wise and with the dev comment you put under Breton, they should clearly have the highest base magicka pool of all races. So why do they have the exact same bonus than Altmer ? And why did you nerf the spell resistance ? they are not even more resistant to spells than Nords..! this does not make any sense

  • Lord_Eomer
    Lord_Eomer
    ✭✭✭✭✭
    ✭✭
    Cravalllo wrote: »
    Feedback from an endgame PvE perspective:

    The changes seem quite alright, not taking into account that it is a nerf to most builds, however. We lose some ressources but overall it looks more balanced. I personally don´t really like the fact that % values were changed to flat numbers since it only simplifies the game mechanics and takes away some of the unique passives, this, however, is only my personal opinion and is not really essential for objective feedback.

    Two of the changes seem out of place though. Looking at the Dunmer changes first:
    The fact that Dunmer are now forced into a sort of hybrid role makes them lose a lot of combat power against High Elves, which were both viable in endgame pve (Dunmer providing slightly more damage compared to High Elves being the 'rounder' class which also targets sustain issues, etc.). The lost combat power is also not outweighed by the gained stats which only benefiit stamina builds. Thus, Dunmer are neither competitive when it comes to magicka builds nor can they compete with the various stam races.

    The second change is affecting the Khajiit. I like that they are granted spell crit and some magicka, however, 75 stam regen is definitely not doing the job. There are two options to target this issue. Either increase the max stamina they receive up to 1000-1500 or remove the health recovery (which is btw. the most useless stat in the game, not even valuable for tanks) and change it into a higher amount of stam (and magicka) recovery (100-150 ish).

    Other than that I think the changes are well done, providing more balance across different races and giving some new options. This, however, is only possible if Dunmer passives get adjusted, because otherwise we have a High Elf only meta for magicka builds. Also, one race change token is definitely a meme if changes go live like this.

    @ZOS_Gilliam @ZOS_GinaBruno

    Dunmer currently beating behind every stam race currently in PVE DPS and very good for PVP too
  • MEBengalsFan2001
    MEBengalsFan2001
    ✭✭✭✭✭
    What I am getting from this racial update is...

    Magika DPS - High Elf or Breton
    Stamina DPS - Redguard or Orc
    Tank - Nord, Orc, Imperial, Argonian, Khajiit and Dark Elves
    Healer - High Elf, Breton and Argonian


    So long are the days of a Khajiit and Dark Elves as DPS.
  • Morg08
    Morg08
    ✭✭
    I had said to a friend before these were announced something along these lines : If they just deepen the existing "BIS" (Best In Slot) race choices why bother, if they change all the meta's people will lose their minds, even if race changes are free asking people to race change a toon they have main'd and had for 4-5 years is brutal. So I assumed they would just nerf all race changes to be meaningless flavor text - (like faster swimming). Making all races an even choice for any role.

    Instead they deepened the meta in places (Nord Tanks, Redguard DPS) and completely changed/nerfed the meta it in others (Argonian Healing, Dunmar mag DPS) - so the worst 2 possibilities that I had dismissed as crazy and they wouldn't dare AND they want to give out once race token per account. [snip]
    [edited for bashing]
    Edited by ZOS_Icy on June 29, 2025 5:12PM
  • Galarthor
    Galarthor
    ✭✭✭✭✭
    @Derra , I used an average magicka consumption of 3000 per second.

    Which means at 7% cost reduction Bretons save 210 magicka per second.
    Because regeneration ticks every 2 seconds I calulate the magicka saved by Bretons every 2 seconds, which is ofc 420.

    Next I multiply the 420 by 1.25 b/c cost reduction is 25% more effective than a resource pool increase. So the 420 magicka saved in 2 seconds is equivalent to a regeneration of 525.

    Next I added the 100 magicka regeneration Bretons get from Spell Resistence to obtain the total magicka regeneration Bretons effectively get from their passives, which ofc is then 625.

    This is about 3.25 times higher than the 192 magicka regen Altmers get.

    This is all pre-bonuses and CPs ofc.
    But in essence Bretons get 2310 Spell Resistence + 433 Magicka Regen in exchange for 258 Spell Damage.

    And the dispairity only gets larger with increasing average magicka consumption per second. That's why I was a little bit baffled why you reached a smaller number than me.
  • DeadlyRecluse
    DeadlyRecluse
    ✭✭✭✭✭
    ✭✭✭✭
    I think the core idea that seems to be here (removing % amps and adding flat values) makes sense and might be the *right* direction, but it isn't one I enjoy.

    Wood elf % stam regen was a great buff for very specific builds and was a lot of fun to play with in terms of pushing regen through the roof and enabling for a very different gameplay--at the cost of most of your damage. That option is essentially gone.

    Removing health regen passives is yet ANOTHER nerf to hp regen tanking, a niche playstyle that has been consistently nerfed almost every patch since 1 Tamriel. I have a Nord DK to delete now, as I have no real reason to run him over my Redguard or Dunmer DK. This is a real bummer.

    I've run HP regen tanks of each class. They're fun. They aren't particularly strong compared to active tanks.

    Just delete Troll King (and Beekeepers and Green Pact too, if you have to) and restore the old HP regen passives on at least one race, so that there's SOME workable regen tank.
    Thrice Empress, Forever Scrub
  • nine9six
    nine9six
    ✭✭✭✭✭
    RIP Dunmer
    Wake up, we're here. Why are you shaking? Are you ok? Wake up...
  • AshTal
    AshTal
    ✭✭✭✭
    One day Argonian's will dump their potion drinking ability and get something permenant.
  • _Ahala_
    _Ahala_
    ✭✭✭✭✭
    Bosmer is looking good
  • Lord_Eomer
    Lord_Eomer
    ✭✭✭✭✭
    ✭✭
    Cravalllo wrote: »
    Feedback from an endgame PvE perspective:

    The changes seem quite alright, not taking into account that it is a nerf to most builds, however. We lose some ressources but overall it looks more balanced. I personally don´t really like the fact that % values were changed to flat numbers since it only simplifies the game mechanics and takes away some of the unique passives, this, however, is only my personal opinion and is not really essential for objective feedback.

    Two of the changes seem out of place though. Looking at the Dunmer changes first:
    The fact that Dunmer are now forced into a sort of hybrid role makes them lose a lot of combat power against High Elves, which were both viable in endgame pve (Dunmer providing slightly more damage compared to High Elves being the 'rounder' class which also targets sustain issues, etc.). The lost combat power is also not outweighed by the gained stats which only benefiit stamina builds. Thus, Dunmer are neither competitive when it comes to magicka builds nor can they compete with the various stam races.

    The second change is affecting the Khajiit. I like that they are granted spell crit and some magicka, however, 75 stam regen is definitely not doing the job. There are two options to target this issue. Either increase the max stamina they receive up to 1000-1500 or remove the health recovery (which is btw. the most useless stat in the game, not even valuable for tanks) and change it into a higher amount of stam (and magicka) recovery (100-150 ish).

    Other than that I think the changes are well done, providing more balance across different races and giving some new options. This, however, is only possible if Dunmer passives get adjusted, because otherwise we have a High Elf only meta for magicka builds. Also, one race change token is definitely a meme if changes go live like this.

    @ZOS_Gilliam @ZOS_GinaBruno

    Dunmer currently beating behind every stam race currently in PVE DPS and very good for PVP too
    nine9six wrote: »
    RIP Dunmer

    Best Stam DPS race and RIP?
  • saganblackblade
    saganblackblade
    ✭✭✭
    To all who are worried about khajiit recover passive:

    I just did the math on my stamblade critty cat on live.....its a 13 recovery loss. That is to say a whopping 6.5 stam per second lost. And thats factoring in artaeum takeaway
  • Anoregon
    Anoregon
    ✭✭✭
    AshTal wrote: »
    One day Argonian's will dump their potion drinking ability and get something permenant.

    We can only hope.
  • mr_wazzabi
    mr_wazzabi
    ✭✭✭✭✭
    lihentian wrote: »
    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.

    wood elf look terribly useless...

    10% fall damage is just a sick joke. usually people only take fall damage out of combat. which make this tiny damage reduction meaningless

    Y’ffre’s Endurance- this is a nerf... imo 21% is much more then 258.. at least on my build..

    Resist Affliction- not bad.. but poison damage is not very common in both pvp and pve.. at least when comparing with other elemental such as fire and ice...

    Hunter’s Eye: ??? stealth detection? really??? why the hell does anyone want this? there is mage light, in pvp. and in pve no one ever need this thing...

    both khajiit and wood elf are been known for their sneaky and thievery culture. why only the cat get everything that is useful???? please at least give one trait to the wood elf, for gum's sake this is the only reason i ever choose wood elf... because i can stealth better and i don't have to have a tail on my rear end..

    my suggestion

    change 10% fall damage to 15% movement speed while stealth.

    change stealth detection to chance of getting better result from pickpocket.


    You're right. Just did the math.

    Before adding g racial passives, if you run anything more than 1230 recovery on your bosmer, this change is a nerf. Please increase the flat value to 350 recovery at the LEAST.
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • Sleep724
    Sleep724
    ✭✭✭✭✭
    Imperial race is the pay-to-lose class now.
  • KuroDark
    KuroDark
    Anoregon wrote: »
    Weper wrote: »
    I think racial passives should be removed so we can play with our favorite race. With the racial passives we are forced to play with the meta or at least with a viable race. Or maybe they could nerf the passives so they give only low stats like 1% Stamina Regen, 1% Magicka regen, etc ...

    Honestly I wouldn't hate this, but I think the best option is just to overhaul existing racials so that one of the two options happens:

    -All racials have morphs that allow the player to focus on magicka or stam

    or

    -Most racials are chosen from a unified pool available to all races, with the only traits being locked to race being the more thematic things like swim speed, elemental resists, weapon line XP, and stealth detection.

    I understand that it's important to adhere to lore concerns, but the current model is skewed too heavily in that direction to the detriment of just being a satisfying gameplay experience. Every race should be capable of playing every roll without feeling like they are gimping themselves by playing the "wrong" race. I just don't see lore/RP concerns as a good enough justification for reducing player freedom/choice to the degree that the current racial bonus setup does.

    I really like your second suggestion. That would be awesome and we'll be finally able to play any race we like visually. Of all the NPCs and enemies in the game there are mages and warriors of any race, so why can't a Bosmer be a powerful mage :)
  • Toc de Malsvi
    Toc de Malsvi
    ✭✭✭✭✭
    Some of these seem pretty inconsistant... for exemple:

    Wood elves previously had a 6% max stamina increase. Now, it will be a 2000 max stamina increase.
    Breton previously had a 10% max magicka increase. Now, it will also be a 2000 max magicka increase..!
    High elves previously had a 10% max magicka increase. Now, it will also be a 2000 max magicka increase..!

    I mean... why ? this is really inconsistent.

    Also, lore wise and with the dev comment you put under Breton, they should clearly have the highest base magicka pool of all races. So why do they have the exact same bonus than Altmer ? And why did you nerf the spell resistance ? they are not even more resistant to spells than Nords..! this does not make any sense

    Because it wasn't purely about equating to prior stat bonuses. The racial's were re-balanced as well.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Spiritrush
    Spiritrush
    ✭✭✭
    I do like the overall idea behind the changes - the lore approach, for the most part, is really quite good. The race variety is now more attractive and generally stronger, but there are a few clear issues. In particular, I had hoped you would develop at least 1 or 2 morph-able passives per race (perhaps a 'natural propensity' or 'strengthening with maturity'), which would provide for a better framework to address all concerns. There is no reason why an individual's focus or disciplines do not indirectly strengthen one natural ability over another (perhaps even at the expense of atrophy or less advancement in another natural ability), so that might be worth considering in the future. As an example, I think the Dunmer should have continued with some additional flame damage buff expertise (given the subterranean/lava connection) - which could be easily served with a passive morph.
    Edited by Spiritrush on January 17, 2019 8:16PM
  • KuroDark
    KuroDark
    Cravalllo wrote: »
    Feedback from an endgame PvE perspective:

    The changes seem quite alright, not taking into account that it is a nerf to most builds, however. We lose some ressources but overall it looks more balanced. I personally don´t really like the fact that % values were changed to flat numbers since it only simplifies the game mechanics and takes away some of the unique passives, this, however, is only my personal opinion and is not really essential for objective feedback.

    Two of the changes seem out of place though. Looking at the Dunmer changes first:
    The fact that Dunmer are now forced into a sort of hybrid role makes them lose a lot of combat power against High Elves, which were both viable in endgame pve (Dunmer providing slightly more damage compared to High Elves being the 'rounder' class which also targets sustain issues, etc.). The lost combat power is also not outweighed by the gained stats which only benefiit stamina builds. Thus, Dunmer are neither competitive when it comes to magicka builds nor can they compete with the various stam races.

    The second change is affecting the Khajiit. I like that they are granted spell crit and some magicka, however, 75 stam regen is definitely not doing the job. There are two options to target this issue. Either increase the max stamina they receive up to 1000-1500 or remove the health recovery (which is btw. the most useless stat in the game, not even valuable for tanks) and change it into a higher amount of stam (and magicka) recovery (100-150 ish).

    Other than that I think the changes are well done, providing more balance across different races and giving some new options. This, however, is only possible if Dunmer passives get adjusted, because otherwise we have a High Elf only meta for magicka builds. Also, one race change token is definitely a meme if changes go live like this.

    @ZOS_Gilliam @ZOS_GinaBruno

    Dunmer currently beating behind every stam race currently in PVE DPS and very good for PVP too
    nine9six wrote: »
    RIP Dunmer

    Best Stam DPS race and RIP?

    Is it because of the fire damage? But now it's gone.
  • SodanTok
    SodanTok
    ✭✭✭✭✭
    ✭✭
    mr_wazzabi wrote: »
    lihentian wrote: »
    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.

    wood elf look terribly useless...

    10% fall damage is just a sick joke. usually people only take fall damage out of combat. which make this tiny damage reduction meaningless

    Y’ffre’s Endurance- this is a nerf... imo 21% is much more then 258.. at least on my build..

    Resist Affliction- not bad.. but poison damage is not very common in both pvp and pve.. at least when comparing with other elemental such as fire and ice...

    Hunter’s Eye: ??? stealth detection? really??? why the hell does anyone want this? there is mage light, in pvp. and in pve no one ever need this thing...

    both khajiit and wood elf are been known for their sneaky and thievery culture. why only the cat get everything that is useful???? please at least give one trait to the wood elf, for gum's sake this is the only reason i ever choose wood elf... because i can stealth better and i don't have to have a tail on my rear end..

    my suggestion

    change 10% fall damage to 15% movement speed while stealth.

    change stealth detection to chance of getting better result from pickpocket.


    You're right. Just did the math.

    Before adding g racial passives, if you run anything more than 1230 recovery on your bosmer, this change is a nerf. Please increase the flat value to 350 recovery at the LEAST.

    Redo your math, It seems to have some errors in it ;)
  • Lord_Eomer
    Lord_Eomer
    ✭✭✭✭✭
    ✭✭
    KuroDark wrote: »
    Cravalllo wrote: »
    Feedback from an endgame PvE perspective:

    The changes seem quite alright, not taking into account that it is a nerf to most builds, however. We lose some ressources but overall it looks more balanced. I personally don´t really like the fact that % values were changed to flat numbers since it only simplifies the game mechanics and takes away some of the unique passives, this, however, is only my personal opinion and is not really essential for objective feedback.

    Two of the changes seem out of place though. Looking at the Dunmer changes first:
    The fact that Dunmer are now forced into a sort of hybrid role makes them lose a lot of combat power against High Elves, which were both viable in endgame pve (Dunmer providing slightly more damage compared to High Elves being the 'rounder' class which also targets sustain issues, etc.). The lost combat power is also not outweighed by the gained stats which only benefiit stamina builds. Thus, Dunmer are neither competitive when it comes to magicka builds nor can they compete with the various stam races.

    The second change is affecting the Khajiit. I like that they are granted spell crit and some magicka, however, 75 stam regen is definitely not doing the job. There are two options to target this issue. Either increase the max stamina they receive up to 1000-1500 or remove the health recovery (which is btw. the most useless stat in the game, not even valuable for tanks) and change it into a higher amount of stam (and magicka) recovery (100-150 ish).

    Other than that I think the changes are well done, providing more balance across different races and giving some new options. This, however, is only possible if Dunmer passives get adjusted, because otherwise we have a High Elf only meta for magicka builds. Also, one race change token is definitely a meme if changes go live like this.

    @ZOS_Gilliam @ZOS_GinaBruno

    Dunmer currently beating behind every stam race currently in PVE DPS and very good for PVP too
    nine9six wrote: »
    RIP Dunmer

    Best Stam DPS race and RIP?

    Is it because of the fire damage? But now it's gone.

    With new changes, Dunmer may perform best PVE Stam DPS race.
  • KuroDark
    KuroDark
    Dark elf change is bizzare, why health increase and loss of magic?

    I think this will further solidify one race as the obvious highest magic dps character as high elves with the homogenization of the 2 last racial passives.

    Trying to force Dark elf to be a hybrid race is a terrible idea, what they should have done is have different, for the lack of a better word, “morphs” for racial passive, to better fit into ones particular playstyle, because I understand that some races are good at both spell and sword, but you should have to chose which one to be better at, not just innately have both

    Let me end with this:

    A jack of all trades is a master at none

    Totally agree. Why make versatility a racial advantage? Dunmer won't be good for magicka dps anymore, and Altmer is now superior...
  • kuhjo
    kuhjo
    ✭✭
    I see all the races got a mix of changes, good and/or bad, but why do Bosmers have to lose their stealth for a passive that is only good in PVP? Unless I read it wrong, no other race racial is pigeon hole into one specific gameplay. If we need to keep to lore, how about a passive with bow damage, or cost reduction with bows, or even some resource return with using bows. I can understand they're removing the stealth passive, but replace it with something useful for that anyone can use in either PVE and PVP. 3m to see stealth does nothing in PVE, and they state they know it too.
    Edited by kuhjo on January 17, 2019 7:55PM
  • KuroDark
    KuroDark
    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.

    I don't want to respec all the time to feel that I'm playing a Dunmer...
  • Supernatural
    Supernatural
    ✭✭✭✭
    So, let me get a few things straight here.

    Redguard gets a massive buff of 8% reduced cost of weapon abilities? Are you even serious? This means that abilities such as Steel Tornado, Rending Slashes, Endless Hail and Poison Injection (ultimates too?), which are utilized by all stamina builds in PvE end-game, will now be much cheapier, and on top of that, Adrenaline rush gets a buff. The removal of stamina recovery means very little to nothing. Stamina builds do not even focus on recovery nowadays.

    And what do Khajiit gets? Spell Critical and some minor stat and recovery buffs? So essentially, a jack of all trades, but master of none.

    Long story short, the disparity between Redguard and Khajiit is now even bigger than it was. Really well done.
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • automatony
    automatony
    Soul Shriven
    Imperials still left out of the Magicka pool.

    Bummer
    == Champion Rank 900+ == PC/NA/DC ALL TOONS
    Szan Ra - Dunmer - Magicka Dragonknight - Vamipre
    Rosso Diamante - Imperial - Stamina Dragonknight - Werewolf
    Shadowscale-Hail-Sithis - Argonian - Magicka Nightblade - Vampire
    Clubber Baracus - Redguard - Stamina Templar - Werewolf
    S'teve French - Khajiit - Stamina Sorceror - Werewolf
    Psijic Elder - Breton - Magicka Sorceror - Unturned
    Many Faces - Bosmer - Stamina Warden - Werewolf
    Onna Tura - Altmer - Magicka Warden - Unturned
    [YET TO BE NAMED] - Orc - Necromancer
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