The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/

Feedback and Opinions on the racial changes (pen & paper perspective.)

Skullstachio
Skullstachio
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With these upcoming changes, I decided to think about what impact the new passives have. buffs, nerfs, all in all, bear in mind that this is What I see and every reader may see each one differently based on their favourite race, how they approach it lorewise and vice versa. but otherwise, here are my thoughts on them.

Disclaimer: new ones are highlighted in Bold, and What are your thoughts on the Racial changes?

Orc
Old:
  • Brawny: 6% Max Health and Stamina.
  • Unflinching: Healing Received by 5% and 20% Health Recovery.
  • Swift Warrior: 4% Melee attack, 12% Sprint cost reduction and 10% Sprint Speed.
New:
  • Brawny: Increases your Max Health and Stamina by 500.
  • Unflinching: When you deal damage with a weapon ability you restore 380 Health and Stamina. This effect can occur once every 4 seconds.
  • Swift Warrior: Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
As a person who happens to be an Orsimer Enthusiast (and regarding feedback from others) I can say that in my personal opinion, the 500 Max Health and Stamina is pretty much underwhelming to a degree, as it does not exactly make the Orc feel “hardy” like they are supposed to. And in comparison to the buff for the Dunmer and the others, the Orcs should have a similar number compared to them (like I don’t know, 1000 Max health and Stamina like that one forumer said.). The change to unflinching is pretty niche, but considering the low restoration numbers, I would probably settle with having the new unflinching Passive proc when taking damage and upping the 380 to 400.
Unflinching idea:
  • Unflinching: When you take direct damage, you restore 400 Health and Stamina. This effect can occur once every 3.5 seconds.
this can give that “unflinching” feel to the orcs and give the Passive that lore friendly thumbs up considering its limitation. As for Swift Warrior, changing the 4% Melee Damage to 258 Weapon Damage was indeed a wise move, giving all manner of stamina based abilities a much needed edge when playing as an Orsimer.

High Elf
Old:
  • Spellcharge: 9% Magicka Recovery.
  • Gift of Magnus: 10% Max Magicka.
  • Elemental Talent: 4% Fire/Shock/Ice damage.
New:
  • 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.
Replacing Spell Charge with Spell Recharge was probably a good move as it will help with sustainability regardless of stamina/magicka orientation, but the interesting thing is the 5% Damage reduction while using an ability with a channel or cast time, this can help make high elves tanky when used in conjunction with Psijic Abilities as it stacks with the psijic passive "Deliberation", and makes for an interesting combo with the "Soulshine" set which adds on up to 450 Spell damage to abilities with cast or channel times. (who knows how it will play out.)

Argonian
Old:
  • Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion.
  • Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance.
  • Quick to Mend: 5% Healing Done and Received.
New:
  • Resourceful: Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
  • Argonian Resistance: Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
  • Life Mender: Increases your Healing Done by 4%.
From the looks of this, I can say it is more of a slight nerf than an actual buff. true the flat 1000 magicka can pile on incredibly well alongside the 1000 health in a way, the notable increase to disease resistance is about 50-50. But, decreasing the amount of stamina, magicka and health gained from drinking a potion by 1020, removing the poisoned status immunity, reducing the healing done from 5% to 4% and removing healing received? Argonians won't be able to accurately heal allies as fast or recover as quickly, not to mention there "Newfound" susceptibility to poison may be slightly against the lore as the Argonian swamplands of blackmarsh are very much treacherous, with noxiously dangerous fauna to ruins filled with deadly traps from which the Argonians have adapted to over their lifetime.

Wood Elf
Old:
  • Y’ffre’s Endurance: 21% Stamina Recovery.
  • Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance, Gain immunity to the poisoned and diseased status effects.
  • Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10%
New:
  • Y’ffre’s Endurance: Increases your Stamina Recovery by 258.
  • Resist Affliction: Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
  • Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
Increasing stamina recovery by 258 instead of 21% is quite a big leap on one occasion, but removing disease resistance and diseased status immunity (*looks back at Argonian) I can see the uniqueness in it, the 2000 stamina buff is a good indication alongside the buffed stamina recovery, makes for incredible stamina sustainability. now the interesting part, the New hunters eye: looking at this, I can see it combine well with the stealth detection of the sentry set and abilities like mage light and expert hunter, the 20% speed boost on a roll dodge though, combined with minor/major expedition and swift jewellery, that could be a slight problem in PVP scenarios.

Breton
Old:
  • Gift of Magnus: 10% Max Magicka.
  • Spell Resistance: 3960 Spell Resistance.
  • Magicka Mastery: 3% Magicka Cost Reduction.
New:
  • Gift of Magnus: Increases your Max Magicka by 2000.
  • Spell Resistance: Gain 2310 Spell Resistance and 100 Magicka Recovery.
  • Magicka Mastery: Reduces the Magicka cost of your abilities by 7%.
Definitely an improvement, the flat 2000 magicka is average when using flat values instead of percentages but a good one nonetheless. the Reduction to spell resistance is paid off with 100 flat magicka recovery which, while they won't be as tanky, Bretons will more than make up for it with good magical defenses when using a frost staff, being able to recover magicka at a slightly greater pace, the cost reduction to all magicka based abilities is a good contributing factor, considering it can be stacked when using templar/sorcerer classes since they have cost reducing passives, especially if used with the seducer set for even more cost reduction

Dark Elf
Old:
  • Dynamic: 6% Max Stamina and Magicka.
  • Resist Flame: 3% Max Magicka and 2079 Flame Resistance. Gain immunity to the Burning status effect.
  • Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage.
New:
  • Dynamic: Increases your Max Stamina and Magicka by 1250.
  • Resist Flame: Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
  • Ruination: Increases your Weapon and Spell Damage by 258.
Generally a buff, and a great one at that, the increased health, while not much compared to other races, is better than none at all which was the old one, a minor increase to the flame resistance while retaining the burning status immunity is good, and the 258 increase to weapon and spell damage is a new one, which is really good as well as thematically fitting to the dunmer lore. (#improveddunmermasterrace)

Imperial
Old:
  • Tough: 12% Max Health.
  • Conditioning: 10% Max Stamina.
  • Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health.
New:
  • Tough: Increases your Max Health by 2000.
  • Imperial Mettle: Increases your Max Stamina by 2000.
  • Red Diamond: 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%.
an incredibly minor nerf to max health, but a good flat buff to both health and stamina, Excellent improvement to the Red cut diamond passive, being able to not only proc more frequently, but changing the limitation from just melee attacks to all direct damage attacks, that is what I would potentially see in a near-perfect tank, especially with the 5% cost reduction to blocking and shield bashing. (beware of both imperial werewolves and vampires, vampires especially as it gives a distinctive “essential” feeling of draining enemies of life force.)

Khajiit
Old:
  • Nimble: 20% Health Recovery and 10% Stamina Recovery.
  • Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10%.
  • Carnage: Increase Weapon Critical Chance by 8%.
New:
  • Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
  • Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
  • Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
A seriously good buff to be sure, Increased Max Health, Magicka and stamina, as well as added recovery, neat for hybrids. Having both 8% Weapon and Spell Critical, there are a lot of happy kittens out there with this, the 5m detection radius reduction in stealth is a greater factor for the more sneakier types, combined with both night mothers embrace and night terror sets, I guarantee that no master lockbox will be safe.

Nord
Old:
  • Stalwart: 6% Max Stamina and 20% Health Recovery.
  • Resist Frost: 9% Max Health and 2079 Cold Resistance. Gain immunity to the chilled status effect.
  • Rugged: 6% damage reduction.
New:
  • Stalwart: Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
  • Resist Frost: Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
  • Rugged: Increases your Physical and Spell Resistance by 3960.
Giving the nords a huge chunk of stamina may have been a good play, but In comparison to other race changes, one could say much, the Max health is a lively addition along with slightly buffed cold resists, and interestingly, the 3960 Spell and Physical resistance (which translates to 6% player Armor) is a unique change which, in the fields of PVP, can be counteracted, but in PVE, it makes it easier to focus on the DPS/Tank hybridability, being able to dish it out effectively while also taking hits like a true nord.

Redguard
Old:
  • Exhilaration: 9% Stamina Recovery.
  • Conditioning: 10% Max Stamina.
  • Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds.
New:
  • Martial Training: Reduces the cost of your Weapon abilities by 8%.
  • Conditioning: Increases your Max Stamina by 2000.
  • Adrenaline Rush: When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
Changing Exhilaration to Martial artist was quite a surprise, but lore wise, it fits the bill. being professional in most forms of weaponry is something the Alik’r have which almost no other race can compare. The 2000 stamina buff is about fifty fifty, and the 158 point buff to Adrenaline rush is good, Redguard players will enjoy being able to sustain their stamina better.
Edited by Skullstachio on January 19, 2019 5:32AM
I know what you di-Iddly did... (you would be wise not to do that again during a time when Suspicion in the gaming space is at an all time high.)
by not actually revealing real drop tables in the game for all items, you only prove what has been proven with proof of concept that you can/will manipulate item drop chances based on certain elements performed by the player.
  • Tasear
    Tasear
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    wood elf is fine.

    Orc passive unflinching allows diversity in build making as right now.
  • Nisekev
    Nisekev
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    2 more meters closer to the enemy in stealth. If this one gets Dark Mother's Embrace set, he can hug his enemies and still stay invisible to them.
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