megageeklizzy wrote: »@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.
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.
@Masel is it known how those 258spd/wpd buff will be incorporated, will it be recalculated by minor/mojor sorcery/brutality?
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.
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.
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.
Have an feeling lots of Khajiit and Dunmer players selected race first then build.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.
Also remember its many Khajiit types / furstock some are more magic inclined.John_Falstaff wrote: »@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).
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.
MartiniDaniels 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.
So overall:
Altmer - best magicka race
Redguard - best stamina race
Nord - best tank
Khajit - best ganker
Such a variety...
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.
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.
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.