Maintenance for the week of September 1:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – September 2, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – September 3, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – September 3, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)

Upcoming Racial Balance Changes for Update 21

  • Yamenstein
    Yamenstein
    ✭✭✭✭✭
    @ZOS_Gilliam
    Any news on whether you guys are even looking at this? Dev tracker is pretty quiet...hard to tell if you're just ignoring us or working desperately to get through 41 pages of complaints. A "we're considering changing things" would be nice. Or even a "don't waste your time figuring out stats, we're gonna do what we're gonna do, YOLO". Just so we'd know.

    Again, not that it matters for those of us who RP, as we're just going to be stuck with really bad stats if you go through with this. We're at your mercy as far as these racial changes, but you're at our mercy as far as sales. Not everyone is willing to shell out more money. Some of us will just stop doing new content that will be further and further out of reach. Not that I ever buy the dungeon DLCs anyway, but maybe I'll stop subbing, too.

    Not trying to be totally negative, as I know there's a lot going on with development right now, and it takes time to come up with new changes. I just really think you're making a mistake here and would like to know if you have any plan to rectify it.

    Mate, it hasn't even come out on PTS yet. If it was me I would be there laughing at all the comments. They can't "rectify" anything without seeing the impacts.

    So many people are getting upset over this when the changes, for the most part, aren't that bad. If you don't like change then maybe instead of playing a MMORPG then you should go play a single game where all they really change, again for the most part, is performance based on bugs and glitches.
    Edited by Yamenstein on January 21, 2019 4:41AM
    Crown Crates are a trap. Don't fall for the gamble! Balance? What Balance? Balance, smellance.
    Necro for them RP feels.
  • Yamenstein
    Yamenstein
    ✭✭✭✭✭
    Vercos wrote: »
    this is going to kill my magdk.. you guys destroyed dunmers. They're not the best at nothing anymore, now we can be decent at both mag and stam builds, but not the best. you guys should really consider to add back the flame damage bonus again.

    It's good that they are not the best at nothing anymore. Hopefully now they can be the best at something :smile:

    You should check out how they perform when PTS goes up.
    Crown Crates are a trap. Don't fall for the gamble! Balance? What Balance? Balance, smellance.
    Necro for them RP feels.
  • Masel
    Masel
    Class Representative

    Cinbri wrote: »
    @Masel is it known how those 258spd/wpd buff will be incorporated, will it be recalculated by minor/mojor sorcery/brutality?

    That is one of the first things we asked, and they will be affected by all buffs available.
    Edited by Masel on January 21, 2019 6:13AM
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • rosendoichinoveb17_ESO
    rosendoichinoveb17_ESO
    ✭✭✭✭
    I bet that the main reason this thread has received so much feedback is because it was posted by Gilliam (as we still think to believe that he is making a difference there for the better). I hope he will read though all comments and check game data to make adjustments where needed.
  • Sekt_Tiberlus
    Sekt_Tiberlus
    ✭✭✭
    Excuse me for my bad english, but... What are you doing ZOS? Why you nerf the Saxhleel? Who asked you for this? Why you do not listen to argonian community? Why you listen to some kids instead that cry "NERF LIZARDS!1111". We never ask you to nerf them. They actually need to be enhanced and you know that. I don't see any passives that will make me strong as dps for example, but don't play healers or tanks, i play as argonian damage dealer on all my 9 characters. I don't want to play redguard or any other race. But i also do not ask to nerf other races like some angry kid. Argonian is most superior race in magic, stealth and art of war according to lore, one of many reasons i like them. All you did its just removed the half of their passives like healing recived, posion resist, immune to status effect... Those passives don't even bothered anyone, but they are very cool lore features and you removed them. And you don't even try to compensate it by adding some new strong features for them! If its so complicated for you to buff them, just don't change anything at least. You made everything more worse.

    Removing Argonians' poison resistance/immunity is blatantly ignorant of many points of lore:
    1) a quest in Bleakrock Isle, in which an Argonian boasts her resistance to poison,
    2) Black Marsh's rampant poisonous clouds (not to be confused with just the pestilent air there too,)
    3) TES:3 and TES4: showcasing Argonians with extreme poison resistance, effectively immune.

    Listen, ZOS, we, fan of TES play our favourite race not because of their mechanics. We play cause we like them. And we want do any role with our race without any serious disadvantages(but there are lot of them). But, i will not ask you to enhance their stats, add some more magicka or stamina, thought it would be right cause saxhleel are superior in magic than elves according to lore. But not, we just need to freedom of choice. I have no skill of speechcraft, but i found a very interesting post there in topic that i want you to notice. Add passives morfs.
    Auroan wrote: »
    I don't know who you have on your player counsel, or whatever it is, but clearly they're not doing a good job with feedback if this is the conclusion to Racial Balancing for Equality. The only thing this did was change the meta of one Race, to another Race. The reason Racial Passives have failed, and will continue to fail, is because the Core Concept of Freedom of Choice that's implemented into ESO falls into almost all categories, EXCEPT for Racial Passives.

    Everyone has access to Light, Medium and Heavy armor, regardless of Race, Class, etc. Everyone has access to all Weapons, regardless of Race, Class, etc. Everyone has access to all Guilds, Gear Sets, etc., regardless of Race, Class, etc. You get my point. But the ability to have a Passive that grants Sustain instead of Damage? Nah, you need to be a specific Race for that. The ability to have a Passive that grants Max Resources instead of Sustain, or Flat Resistances instead of Max Health, etc.? Nah, you need to pick specific Races for that.

    Solving the issue of Racial Inequality is literally as simple as applying the Core Concept of Freedom of Choice the rest of the game implements, to the Racial Passives. Everyone should have access to choose whatever Passives they want, regardless of Race, in a balanced way.

    The Racial Passives should be divided into 3 Categories: Minor Passives, Major Passives, and Unique Passives.

    3 Minor Passives that should contain the Basic Fundamentals of Gameplay, which includes things such as Resources, Sustain and Damage.

    1 Major Passive that should contain an Advanced, more Role Specific Skill, such as Block Cost Reduction (Now Introduced to Imperials), Ultimate Regen (Now Introduced to Nords), and Adrenaline Rush (Now Buffed for Redguards).

    1 Unique Passive that should contain a Unique Skill that corresponds to the chosen Race that has minimal influence on Gameplay, as to not establish a Meta Race, while also staying true to the Lore of the Race, such as Swimming Speed (Argonian), Reduced Fall Damage (Wood Elf), and Reduced Detection Status (Khajiit).

    While current Skills require you place a Skill Point in them before Morphing, Racial Passives should be the opposite, where players Morph their Racial Passives first to choose which Resource, Damage Modifier, etc. they want. To prevent Bonus Stacking and promote Diversity, each Minor Passive can only be used once. For example, Morphing Minor Passive 1 into Stam Regen will prevent Minor Passive 2, or 3, from being able to select Stam/Mag Regen. Because there is only 1 Major Passive, the selection doesn't matter.

    The number of Skill Points you can put into Passives should be Capped. While 3 Skill Points into each section (as it currently is) should still maintained, not all Passives should have the ability to be leveled to Rank 3. Minor Passives should be Capped at the use of 6 Skill Points. 3 Points into a Priority Stat, 2 Points into a Secondary Stat, and 1 Point into a Lesser Stat. This will promote Role Stemming and Priority Placements as individuals choose what's most important to them, or choose to put 2 Points into each section for a Balanced approach.

    For Example, if I wanted to be a Khajiit Mag DPS that relied more on Sustain then Raw Damage, my Passives would be as followed:

    Minor Passive 1: Morph> Magicka Regen
    Rank 1: +100 Magicka Recovery
    Rank 2: +179 Magicka Recovery
    Rank 3: +258 Magicka Recovery

    Minor Passive 2: Morph> Max Magicka
    Rank 1: +1000 Max Magicka
    Rank 2: +1500 Max Magicka
    Rank 3: +2000 Max Magicka

    Minor Passive 3: Morph> Spell Damage
    Rank 1: Spell Damage +100
    Rank 2: Spell Damage +179
    Rank 3: Spell Damage +258


    Major Passive: Spell Charge: 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.


    Unique Passive: Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket. Reduce detection radius by 3m and Increase damage from Stealth by 10%


    The above example is Rough Foundation that I came up with on the spot at this very moment using the Core Concept of Freedom of Choice that ESO has implemented into almost all Categories. In order to create Racial Equality, all you need to do is simply allow players to CHOOSE how they want to play. This isn't Rocket Science. By allowing players the choice of what their Passives are, the burden of playing a Race they don't want to is lifted, as with the burden of being outscaled by other Races simply because of who they are. A player should never be forced to sacrifice their Identity in order to be "viable" in PvE, or PvP content.
    Edited by Sekt_Tiberlus on January 21, 2019 9:49AM
  • Weps
    Weps
    ✭✭✭✭
    I like every change but the Dunmer.
    And Khajit needs a little bit more love.

    PS4 EU - CP 1000+ - EP Loyal

    My EU Preciouses
    Aemon Dk | Imperial Dragonknight Tank
    Guari Gaburiefu | PvP Stamplar - Soon PvE tank
    Nadija Zenobia | 45k+ PvE Dk - PvP Leaper
    Naga del Serpente | High Elf Magicka Sorc PVE DPS - Soon tb 2nd crafter
    Azor Ahai V | Dunmer Magicka DK for PVP and Pve
    Jabba D'Cat | Khajiit Stamplar
    Gennarino Auditore | 7k Weapon damage Bosmer Stamblade / Ganking experimental build
    Rina Inbasu | Dunmer Magblade, my bomblade
    Zelgadis Greywords | High Elf Magplar
    Nachael Jordan | Redguard Stamsorc DPS
    Orghuz Diul | StamWar DPS
    This-Will-Buff-If | Argonian Warden Trial Off tank
    Amelia Tesla Sallilune | Breton Magden PvP DD / PvE healer
    Sap-My-Shield | PvP Nooblade, now dead PvE Tank
  • Yasha
    Yasha
    ✭✭✭✭✭
    Dark elf and Khajiit have been wrecked- you've turned them into jack of all trades masters of none and taken away passives that made them feel unique in the first place.

    On top of that you have turned the identity of these races on its head: dark elf has gone from a top tier magicka race with a unique synergy for flame damage builds to a better stamina race; khajiit has been shunted from the bursty stam race to a high damage magicka race. It makes no sense.

    Meanwhile, the other races have kept their original flavor intact and gotten some juicy new toys that further flesh out and complement their overall theme- like the nords ulti-regen passive, the breton mag reduction, redguard weapon cost reduction, woodelf speed boost, etc.

    Given that every character I have apart from my crafter is either a dark elf or khajit, some of which I have been playing for years, these changes are infuriating.
    Edited by Yasha on January 21, 2019 11:41AM
  • Masel
    Masel
    Class Representative
    Yasha wrote: »
    Dark elf and Khajiit have been wrecked- you've turned them into jack of all trades masters of none and taken away passives that made them feel unique in the first place.

    On top of that you have turned the identity of these races on its head: dark elf has gone from a top tier magicka race with a unique synergy for flame damage builds to a better stamina race; khajiit has been shunted from the bursty stam race to a high damage magicka race. It makes no sense.

    Meanwhile, the other races have kept their original flavor intact and gotten some juicy new toys that further flesh out and complement their overall theme- like the nords ulti-regen passive, the breton mag reduction, redguard weapon cost reduction, woodelf speed boost, etc.

    Given that every character I have apart from my crafter is either a dark elf or khajit, some of which I have been playing for years, these changes are infuriating.

    Khajiit have the only passive bossting enchant damage and everything else that is not a proc set (pets too for example): Critical Chance. They will produce incredible dps and even have an edge when you consider that other races can not boost their enchants, especially since enchants are such a big chunk of damage nowadays...

    They got additional resources and are very much a top contender for damage dealers.
    Edited by Masel on January 21, 2019 11:57AM
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Azurya
    Azurya
    ✭✭✭✭✭
    @ZOS_Gilliam
    you leave me with mixed feelings about this all........ let me explain it

    I play 15 characters, 5 Dunmer, 3 Khajit, and now this comes.........
    though I must admit that I played my dunmer-NB with a staf AND 2 swords most of them
    I trust you, as an addicted player yourself, and khajit player yourself, that especially YOU know what you are doing.
    I am looking forward to try these changes myself on PTS, but feeling a bit mixed on what I read so far.

    I will write here after trying it.
    Keep the good work going!!
  • Yasha
    Yasha
    ✭✭✭✭✭
    Masel wrote: »
    Yasha wrote: »
    Dark elf and Khajiit have been wrecked- you've turned them into jack of all trades masters of none and taken away passives that made them feel unique in the first place.

    On top of that you have turned the identity of these races on its head: dark elf has gone from a top tier magicka race with a unique synergy for flame damage builds to a better stamina race; khajiit has been shunted from the bursty stam race to a high damage magicka race. It makes no sense.

    Meanwhile, the other races have kept their original flavor intact and gotten some juicy new toys that further flesh out and complement their overall theme- like the nords ulti-regen passive, the breton mag reduction, redguard weapon cost reduction, woodelf speed boost, etc.

    Given that every character I have apart from my crafter is either a dark elf or khajit, some of which I have been playing for years, these changes are infuriating.

    Khajiit have the only passive bossting enchant damage and everything else that is not a proc set (pets too for example): Critical Chance. They will produce incredible dps and even have an edge when you consider that other races can not boost their enchants, especially since enchants are such a big chunk of damage nowadays...

    They got additional resources and are very much a top contender for damage dealers.

    They get a tiny amount of resources and recovery spread thinly over the three stats for no apparent reason. The addition of spell crit might give them good magicka based damage against a dummy or in pve, but comes with the opportunity cost of losing something that would have been useful for a stam build, and only the most edge-case builds are going to benefit significantly from both the stam and the mag crit.

    Meanwhile, they have also been stripped of their identity as a prime race for stamina builds and are outclassed even by dark elfs in that department. Not only do the changes provide nothing for my 6 khajiit toons, they seems completely arbitrary and lacking relevance to the race itself.

    At least since Oblivion, Khajiit have been described as: "Unmatched by any other race in acrobatic ability and agility, Khajiit excel at stealth classes such as the Thief, Acrobat, or Monk ... Their stunted Willpower and lack of proficiency in magic skills makes them ineffective mages. "

    There are so many better changes that could have been proposed for the Khajiit that would have been in line with their racial flavor and helped bolster the way they have functioned in ESO since launch. So very disappointing.

    Get rid of the ridiculous and unimaginative spell crit, boost the regen and max stats and drop the magicka, and come up with a new passive that is more fitting of a khajiit and adds some real flavor- they have claws right? How about bleeds on melee attacks? The point is something useful, imaginative, and consistent with what a Khajiit has always been about.

  • Grymmoire
    Grymmoire
    ✭✭✭✭
    Once again I remain perplexed as to why the approach to balancing seems to require another complicated formula, which will invariably led to unintended consequences and probable bugs to be weathered by we, the players.

    If racial passives are such a headache and concern, why do they even exist? To give us the illusion that the races are indeed following lore? Or do they exist simply to further pigeonhole and direct the "freedom" of play so oft expressed?

    Let's be honest, except for the differing looks and allegiances and the underlying base health, magicka and stamina assigned, the choice of class, attribute distribution, skills, CP distribution and gear should really be the defining distinctions.

    So why all the complicated formula, math and added calculations required for racial passives and these proposed new "adjustments" to begin with. If easier balance is the goal, with a potential to lessen server lag and calculations, just remove the damn racial passives and balance underlying health, magicka and stamina pools: then let the players then decide how best to build their avatars and what roles to have them fill; that is freedom of choice.

    Please, consider following the old axiom KISS.

    As an aside, since these changes are being touted as following lore, why is it that Argonians live in areas of poison; poison themselves in rituals but now are proposed to be resistant to disease??? In PvP for one, I have never seen nor been killed by disease on my varied avatars but poison runs rampart on my recaps...just saying odd choice there. I can predict dodge-rolling Wood Elf Poison Bow users sprinting merrily along if this goes through, collecting Argonian skins for their shoe collections.
  • John_Falstaff
    John_Falstaff
    ✭✭✭✭✭
    ✭✭
    @Yasha , I'm taking less radical position - khajiits definitely have affinity for magic in other parts of the lore, and I for one welcome them springing into some relevance in magicka department at least. The 'balance' in spiritual sense somehow fits khajiits inside my head. ^^ So symmetry of racial passives doesn't feel terribly wrong. The only thing is that yes, it does feel that what opportunty for excellence khajiits head got spread over both departments, and now it's hard to utilize both at once, so half the racials stay dormant on most builds, while the other half is weaker than it could've been.

    But I guess we'll see. @Masel does have a point about enchantments (which aren't buffed by weapons/spell damage), and crit scales well with raid buffs... so here's hoping. Maybe khajiit tanks got a tiny bit of improvement too, because tanks need resources and regen on both sides (not to say flat 75 is a lot, I still feel that should be bumped).
    Edited by John_Falstaff on January 21, 2019 2:04PM
  • Seraphayel
    Seraphayel
    ✭✭✭✭✭
    ✭✭✭✭✭
    I very much hope Dunmer changes will go through just that we get rid of the sentiment that Dunmer is the best (only) choice for DK.

    I wished for more Magicka nerfs for High Elves to bring them down a bit but overall I am very pleased with the changes.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • CurvedSwords123
    CurvedSwords123
    ✭✭✭
    Redguard WEP skill reduction needs to be expanded to atleast fighters guild as well.
    Edited by CurvedSwords123 on January 21, 2019 2:41PM
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yasha wrote: »
    Masel wrote: »
    Yasha wrote: »
    Dark elf and Khajiit have been wrecked- you've turned them into jack of all trades masters of none and taken away passives that made them feel unique in the first place.

    On top of that you have turned the identity of these races on its head: dark elf has gone from a top tier magicka race with a unique synergy for flame damage builds to a better stamina race; khajiit has been shunted from the bursty stam race to a high damage magicka race. It makes no sense.

    Meanwhile, the other races have kept their original flavor intact and gotten some juicy new toys that further flesh out and complement their overall theme- like the nords ulti-regen passive, the breton mag reduction, redguard weapon cost reduction, woodelf speed boost, etc.

    Given that every character I have apart from my crafter is either a dark elf or khajit, some of which I have been playing for years, these changes are infuriating.

    Khajiit have the only passive bossting enchant damage and everything else that is not a proc set (pets too for example): Critical Chance. They will produce incredible dps and even have an edge when you consider that other races can not boost their enchants, especially since enchants are such a big chunk of damage nowadays...

    They got additional resources and are very much a top contender for damage dealers.

    They get a tiny amount of resources and recovery spread thinly over the three stats for no apparent reason. The addition of spell crit might give them good magicka based damage against a dummy or in pve, but comes with the opportunity cost of losing something that would have been useful for a stam build, and only the most edge-case builds are going to benefit significantly from both the stam and the mag crit.

    Meanwhile, they have also been stripped of their identity as a prime race for stamina builds and are outclassed even by dark elfs in that department. Not only do the changes provide nothing for my 6 khajiit toons, they seems completely arbitrary and lacking relevance to the race itself.

    At least since Oblivion, Khajiit have been described as: "Unmatched by any other race in acrobatic ability and agility, Khajiit excel at stealth classes such as the Thief, Acrobat, or Monk ... Their stunted Willpower and lack of proficiency in magic skills makes them ineffective mages. "

    There are so many better changes that could have been proposed for the Khajiit that would have been in line with their racial flavor and helped bolster the way they have functioned in ESO since launch. So very disappointing.

    Get rid of the ridiculous and unimaginative spell crit, boost the regen and max stats and drop the magicka, and come up with a new passive that is more fitting of a khajiit and adds some real flavor- they have claws right? How about bleeds on melee attacks? The point is something useful, imaginative, and consistent with what a Khajiit has always been about.
    Have an feeling lots of Khajiit and Dunmer players selected race first then build.
    Lots of players has asked for this and its plenty of Dunmer / Khajiit envy now.

    Dunmer magDK took an hit, that was pretty much an one trick pony and was vulnerable to class or combat system changes.
    other magic builds was probably buffed and they are very strong in stamina.
    Now we might tilt Dunmer a bit towards magic, this can also be relevant for other races down the line.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • zaria
    zaria
    ✭✭✭✭✭
    ✭✭✭✭✭
    @Yasha , I'm taking less radical position - khajiits definitely have affinity for magic in other parts of the lore, and I for one welcome them springing into some relevance in magicka department at least. The 'balance' in spiritual sense somehow fits khajiits inside my head. ^^ So symmetry of racial passives doesn't feel terribly wrong. The only thing is that yes, it does feel that what opportunty for excellence khajiits head got spread over both departments, and now it's hard to utilize both at once, so half the racials stay dormant on most builds, while the other half is weaker than it could've been.

    But I guess we'll see. @Masel does have a point about enchantments (which aren't buffed by weapons/spell damage), and crit scales well with raid buffs... so here's hoping. Maybe khajiit tanks got a tiny bit of improvement too, because tanks need resources and regen on both sides (not to say flat 75 is a lot, I still feel that should be bumped).
    Also remember its many Khajiit types / furstock some are more magic inclined.
    Even if we only have one khajiit race we can play.

    Fun thought Ohmes-raht is released with Elsweyr as an slightly OP race just to pop the head of people buying lots of race changes.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Kesef
    Kesef
    Some_Guy wrote: »
    I've been playing this game since it was sub, spent hundreds of dollars to help keep this game going (and get/keep my craft bag ;) ), and now you want me to pay to change all 15 of my toons (yeah, I paid for those too, and they're all max level) because you want to change how everything works?!?
    I'm all for rebalancing, keeping the game fresh and fair, but some of us have been loyal and PAYING into this game for years. I think we deserve more than a single race change tokens if you're going to push such a mass change. You want do a 1 only per max level character? Fine. You want to work some system that gives more tokens based on how long the player has been playing? Ok. You even want to verify how much that player has dumped into the game to see the $1,000+ I've ALREADY PAID YOU, and work something out based off that? Dangerous territory, but alright. You want to charge me to deal with the changes to the game that I've been paying into for 4+ years (subbed since day 1)? Not fine.
    The changes are interesting, but not enough for me to spend another $300 to min/max all over again.

    Most changes still work for races that were designed for something specific (i.e. macgicka/stam build). They are not so drastic as to have to change every single character race. I doubt you regularly play EVERY SINGLE CHARACTER to the max end-game level, where that whole .5% increase in whatever will make such a dramatic difference between a flawless victory and faceroll defeat (sarcasm, if you did not catch it). This sounds ridiculously exaggerated and dramatic.

    That said.. I DO agree there should be more than ONE free race change token. One per current character sounds fair to me.
    Edited by Kesef on January 21, 2019 4:16PM
  • Cundu_Ertur
    Cundu_Ertur
    ✭✭✭✭✭
    ✭✭
    One token per four characters as of 01Jan19.
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
  • Pheeenixxx
    Pheeenixxx
    ✭✭✭
    @ZOS_Gilliam

    ORC

    Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500

    not 1500 Health and Stamina???
    Edited by Pheeenixxx on January 21, 2019 4:42PM
  • Kesef
    Kesef
    MincVinyl wrote: »
    Bosmer's getting stealth detect seems like a completely useless passive, there is almost no instance where I think I run into stealthed players these days other than nightblades (which stealth detect doesn't matter). I would rather see more damage to stealthed enemies, or something that would actually be useful in combat. I know lore is important, but don't have it determine ingame buffs/usefulness of the race. Also why does the speed only last 3 seconds and not 4 like the bow hasty retreat passive, it would make more sense to have these overlap.

    otherwise great to see that the game isn't just
    stam build ---> orc
    mag/tank/stam ---> argonian

    side note i'm a pvp player, but i'm pretty sure stealth detect has no place in pve aswell.

    As in current passives in pve it at least give ability to steal everything, now that's completely useless passive. Khajiits and dunmer are put to "hybrid" roles which are out of meta.. well, maybe in PVP some viable hybrid can be builded, but in PVE cats and dark elves are now far behind altmer and redguard which were directly buffed.

    ... New passives still give Khajiit's pickbocket bonus and 5m reduced detection range (up from 3m) ..Not sure how that takes away the ability to "steal everything?" Increase to both stats does not mean they have to be a hybrid.

    Not sure where you are getting information to stats that Khajiit and Dark Elves are behind Altmer and Redguard from? Sounds like a random "fact" just thrown out there.
  • Commancho
    Commancho
    ✭✭✭✭✭
    So overall:
    Altmer - best magicka race
    Redguard - best stamina race
    Nord - best tank
    Khajit - best ganker


    Such a variety...
    Edited by Commancho on January 21, 2019 7:31PM
  • Moonsorrow
    Moonsorrow
    ✭✭✭✭✭
    ✭✭
    Commancho wrote: »
    So overall:
    Altmer - best magicka race
    Redguard - best stamina race
    Nord - best tank
    Khajit - best ganker


    Such a variety...

    This is what i have been saying here, so no change in variety happened and people get some fun builds nerfed so a fix that did fix nothing. I just cannot see the point in all of this.

    People also just unhappy about things like Stealthy passive split between bosmer and khajiit. Its like Race Change token selling changes just for changes instead of fixing anything. Where is the promised freedom?
  • ZOS_Gilliam
    ZOS_Gilliam
    Combat Team
    Greetings everyone! First the combat team would like to thank you all for the feedback you’ve provided, and we want you to know that we’ve been closely monitoring the direction of the conversations thus far, and will be discussing them internally for potential adjustments if the feedback stays similar after PTS goes live. While we won’t be making any changes for the first PTS, there might be tweaks for PTS week 2. On that note, we’d like to clear up some commonly asked questions.

    “Why are some of the stat values different when comparing races?”
    In the initial post we referenced how each race had been balanced around our set bonus efficiency system, which aims to break down all the bonuses into a mathematical value of comparison. Each race uses a number as their benchmark (~6.5 set bonuses), and the values of their individual passives all add up to reach it. That means that not every bonus is compared one to one; such as the Orc’s Brawny passive vs the Imperial’s Tough and Imperial Mettle passives, nor were they compared point for point to their current bonuses on Live.

    “Why are these stats lower than what I’m used to?”
    Similarly to the note above, not all of the stats have been converted 1:1 in our adjustment from percentages to flat bonuses. The bonuses to Health, Magicka, and Stamina in particular will be lower compared to previously, since these will not scale with your Champion Point’s bonus of 20% increase. This is because they do not apply to your base stats, similarly to food or 5 piece bonuses. With this in mind, we increased some other areas of racial bonuses to make up for the potential loss of power.

    Again, thank you all for the perspectives granted, and we look forward to seeing even more feedback once you get your hands on it this week, on the PTS!
    ESO Senior Combat Designer
    Staff Post
  • Moonsorrow
    Moonsorrow
    ✭✭✭✭✭
    ✭✭
    If these changes secretly really ARE just about real money for Q1 report..

    I`ll have you know, there is way more potential in your Crown Store. Currently, whoever is running it is tired and has only recycled ideas going on.

    Even i could take it into a next level and massively increase income from it with cool stuff that would not be P2W and would also fit the lore. Not even joking.

    @ZOS_Gilliam

    Thanks for your honesty, about the stat situation. Not many here (class reps included) have been wanting to admit that there will be nerfs to many builds, and while some races do gain something instead (like Breton % cost reduction buff is nice) then many do not, especially if built on their strenghts on character creation already with some racial passive in mind.

    It`s just not us being negative here for the sake of being negative, many of us just used the old passive bonuses to create powerful and fun characters, that are now nerfed and the nerfs did not bring variety since some are still way better than some, so the feeling left is.. why even change anything at all then?

    And do not get me wrong, i am here voicing my opinions because i love the game. And someone has to, for those who do not even yet understand they will be nerfed. Not all do understand it until it hits live.

    Change must happen yes, but change should be such that it keeps the fun that is and increases the fun that can be. Increasing options instead of limiting them. I just feel sad that all the "play how you want" thought seems to be destroyed instead of enhanced little by little.
    Edited by Moonsorrow on January 21, 2019 9:16PM
  • Commancho
    Commancho
    ✭✭✭✭✭
    It seems that the worst race will be imperial....

    Imperial gets slightly more raw HP & Stamina which compared to other races is nothing <no sustain, resistance, damage, unique perks>...

    With the additionaly nerfed healing the only niche build we had for imperial - DK health tank - makes no sense anymore, because 6% heal of max hp with 10% chance was worth much more with 50k+ hp than flat 1750HP with 15% chance <which will probably get halved in Cyrodiil and completly useless>. I mean seriously, this perk was barely useful before nerf...

    Additionaly 5% of Block & bash cost reduction is not worth much as most recommended builds will get you to around 50-60% reduction! What's even the point of playing this race anymore?!

    My suggestion:
      [*] Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes
      [*] Tough: 12% Max Health → Imperial Training: Increases your Max Health by 2000. Increases your Physical Resistance by 3960.
      [*] 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 → Imperial Spirit: When you Take Direct Damage you have a 15% chance to heal for 1750. This effect can occure every 1s.



      This would get imperial race where they belong to - heavy armored infantry with great morale. Perfect for tank builds, but not overpowered. Right now, this what you are suggesting will send this race into eternity of oblivion and regret.
      Edited by Commancho on January 21, 2019 9:46PM
    • vet7years
      vet7years
      ✭✭
      I think Twice-Born Star might become vital for dark elves to help get the dual damage capabilities if a hybrid build is going to be able to happen. Plus haikejo for the enchantments to give the extra points to both.
    • MartiniDaniels
      MartiniDaniels
      ✭✭✭✭✭
      ✭✭✭✭✭
      Commancho wrote: »
      It seems that the worst race will be imperial....

      Imperial gets slightly more raw HP & Stamina which compared to other races is nothing <no sustain, resistance, damage, unique perks>...

      With the additionaly nerfed healing the only niche build we had for imperial - DK health tank - makes no sense anymore, because 6% heal of max hp with 10% chance was worth much more with 50k+ hp than flat 1750HP with 15% chance <which will probably get halved in Cyrodiil and completly useless>. I mean seriously, this perk was barely useful before nerf...

      Additionaly 5% of Block & bash cost reduction is not worth much as most recommended builds will get you to around 50-60% reduction! What's even the point of playing this race anymore?!

      My suggestion:
        [*] Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes
        [*] Tough: 12% Max Health → Imperial Training: Increases your Max Health by 2000. Increases your Physical Resistance by 3960.
        [*] 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 → Imperial Spirit: When you Take Direct Damage you have a 15% chance to heal for 1750. This effect can occure every 1s.



        This would get imperial race where they belong to - heavy armored infantry with great morale. Perfect for tank builds, but not overpowered. Right now, this what you are suggesting will send this race into eternity of oblivion and regret.

        + totally my thoughts. Imperials will be out of tanks now with this changes to nord and mediocre stam dps weaker then all others stamina races. Only some pvp ww builds look viable.
      • MartiniDaniels
        MartiniDaniels
        ✭✭✭✭✭
        ✭✭✭✭✭
        vet7years wrote: »
        I think Twice-Born Star might become vital for dark elves to help get the dual damage capabilities if a hybrid build is going to be able to happen. Plus haikejo for the enchantments to give the extra points to both.

        No, pve hybrids are stillborn and they remain the same and in pvp all hybrids were rotating around stacking ton of weapon damage and then applying to spells with pelinal set. Of course such builds receive nothing from equal bonus to weapon/spell damage.
      • Yasha
        Yasha
        ✭✭✭✭✭
        vet7years wrote: »
        I think Twice-Born Star might become vital for dark elves to help get the dual damage capabilities if a hybrid build is going to be able to happen. Plus haikejo for the enchantments to give the extra points to both.

        Hybrid builds are for the most part just weak no matter what you do unless building a tank - but the dark elf passives aren't geared towards tanking at all. Meanwhile, on most builds either the mag or stam damage bonus is going to be wasted/ irrelevant.

        Its the same with Khajiit; it is an extremely bad and unfair decision on the developers part to arbitrarily make two races into "hybrids" (ie weaklings). I mean, I see that they have kept the split bonuses fairly high (with the double 258 spell/weapon dam on DE and 8% double crit chance on Khajiit) to compensate for this, but in practice we are essentially losing one potential bonus.

        It means we can build a decent mag or stam character with these races, but not a great one. How is that 258 weapon damage going to help a mag DK (or other mag build)? Or visa versa if you build a stam based toon? And to top it off, DE also lose their defining passive with the fire damage. Why would you do that when the changes are partly meant to add flavor to the racials???
      • AyMistr00s
        AyMistr00s
        Soul Shriven
        i hope u do acknowledge that this is a new red year for the dunmer people.
        u just destroyed the reason for a dunmer to be flame-magician and forced them into nightblading.
      Sign In or Register to comment.