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Upcoming Racial Balance Changes for Update 21

  • gepe87
    gepe87
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    That bosmer bonus is too good for pvp. Even mag characters (magblade and magsorc)
    Gepe, Dunmer MagSorc Pact Grand Overlord | Gaepe, Bosmer MagSorc Dominion General

    If you see edits on my replies: typos. English isn't my main language
  • MartiniDaniels
    MartiniDaniels
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    Yasha wrote: »
    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???

    One of the variant i heard from somebody is to give dunmer high magicka and high weapon damage.. i.e. something like 3000 magicka and 400 weapon damage - then it will work on existing hybrids.
  • Commancho
    Commancho
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    This would make Dunmer ridiculusly overpowered. Simply move extra 600hp into stamina and magicka, for example instead of +1250 stam + 1250 mag + 600 hp, we could have +1500 stam +1500 magicka. This will help a little when min-maxing, because it's easier to organise my build when I have to worry only for 1 atribute.
    Edited by Commancho on January 22, 2019 1:25AM
  • psilverelf
    psilverelf
    Soul Shriven
    LLawlietW wrote: »
    Why was redguard buffed? how does that make sense when they are already considered the best race for stamina dps. and then the second best option khajiit gets nerfed. i just dont understand how that is supposed to make sense at all. now khajiit has more health recovery than stam... but yea lets buff adrenaline rush

    Redguard definitely did not get buffed:

    Conditioning: 10% Max Stamina → Increases your Max Stamina by 2000.

    This is approx 1500+ loss to stamina and over 200 loss to DPS, They did the same to Imperial.
    Edited by psilverelf on January 22, 2019 2:21AM
  • Smexerz
    Smexerz
    Soul Shriven
    I think that the timer on the Nords passive for ultimate is to long, its like 30 ultimate per minute if attacked continuously which means its not gonna be impactful for anything but pve tankbuilds, if at all.
  • Nerouyn
    Nerouyn
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    I don't love High Elf's spellcharge.
    Spellcharge: 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.

    Previously high elf had a clear advantage for magicka characters, and I don't mind playing elves, so I have more than one.

    But this new racial has two problems for me.

    One of the reasons I play ESO at all is that it doesn't have cooldowns. I avoid the few it does have (eg. on sets) like the plague. To now find a cooldown in my racials is a kick to the balls.

    Thanks so much!

    Also, why only class abilities? Why not any ability?
    To summarize, we decided to focus more on racial balance this update because racial choice was one of the larger outliers to our core mantra of the game - freedom.

    By unnecessarily limiting this to class abilities, you transparently limit freedom. Not that I particularly have anything against racial abilities but this punishes players for any build which doesn't include and frequently use them.

    I already disliked that wardens have a class passive (savage beast) with both of these problems. Now I'm lumped with another.

    More generally I'm pleased that the +10% magicka/health/stamina bonuses are gone. That's a nerf for my multiple magicka high elves but I always felt both that those bonuses were too generous and also that they rewarded single stat playstyles so much that it it seemed stupid to go any other way with those races. The new flat bonuses are better on both counts for my tastes.

    I also appreciate the changes to other races which make them more versatile, eg. khajiit and may have to think seriously about which of my characters I might want to main once I'm done with all of the tedious character grinds for my wardens.

    However, only giving one race change token with such significant changes to racial passives seems miserly. I'm sure many players would feel cheated by that. Also many players choose names to match races. I did. Personally if I were going to change any of my characters it would be elf -> dark elf so I could happily keep the same name, but there are probably lots of players who would also want to change names and would accordingly feel doubly cheated.
    Edited by Nerouyn on January 22, 2019 4:51AM
  • Lylith
    Lylith
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    smh.

    worse than i expected, and i expected it to be bad.
  • wishlist14
    wishlist14
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    Audens wrote: »
    The Dunmer change is the dumbest thing I've ever seen. There is now no reason to choose Dunmer over Altmer for mag DPS. Or for anything really, other than an RP hybrid build.

    These changes are not set in stone, this is why devs are asking for our opinion but so many ppl are gettiing upset rather than giving constructive feedback and constructive criticism.
  • wishlist14
    wishlist14
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    Dear Devs,
    Crudos to you for taking the leap forward and balancing out the race passives. It really needed an overhaul so thank you. It upsets me to see that some think it is about $$$s even though this is just a long needed progression in line with other changes. Anyway, Id like to offer my constructive feedback. I's really like to see khajiit get more stamina regen rather than health regen to be fair. I would not find the health regen that useful. I also think that the Redguards have hogged the spotlight as top stamina class for long enough and I'm sorry but I don't see it has been balanced enough in kedping with other races.
    I realise that non of these race chages have been finalised but those are the two things that kind of stand out most to me.
    Also, I would love to be able to play a dps pve build on a Nord. Ive been playing eso for years now and have not been able to play a Nord because at first i was forced to just play them as a tank and then they were broken. I realise you are balancing he out but i still dont want to tank on my nord.
    Overall I absolutely love your ideas and how much respect you've shown to each race lore wise. To me eso will essentially always be about the lore. Please help me play a Nord damage dealer . Thank you much love and respect for your amazing work. I take off my hat to you our Dev team ❤❤❤
  • WrathOfInnos
    WrathOfInnos
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    @ZOS_Gilliam Thanks for the details. Can you provide any info on why the racial stat bonuses won’t benefit from the 20% CP multiplier? Or in a more general sense why this multiplier applies inconsistently? I’ve always found it confusing that it works on most (but not all) set bonuses, enchants, jewelry traits, base stats and assigned attributes, but does not work on food, mundus stones, and some sets. Maybe this could be standardized to make it more intuitive when comparing different sources of resources.
  • Moonsorrow
    Moonsorrow
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    So where are the math guys now who earlier where here saying their calculations?

    Facts have now arrived, and.. i told you so.

    I wish everyone will go check at PTS and make a copy of their current character from live with current gear and see the results.

    Check your stats and come here and see if the math given you was correct or not.

    The small flat numbers and how they are calculated are a big nerf for many.
  • CurvedSwords123
    CurvedSwords123
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    Why isn't the Redguard max Stam bonus coupled with something else like the wood elves get?
  • actosh
    actosh
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    Dont force Imperials red diamond on rng.
    Yeah 15% is not that bad, but a guaranteed heal with a cd sounds way better. And still, it heals only 40% of what leeching heals with a light attack.

    Give imperials something more usefull and the stats need to be upped to compete against other races, especially nord with that ultgen/resistances.
  • Lylith
    Lylith
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    zyk wrote: »
    I think ZOS is going to really regret disrupting characters players have played for years to such a high degree.

    yep. absolutely goddamned right.

    they spend SO much time tinkering with aspects of the game that should simply be left alone.

    if zos is looking for something to fix, there is NO LACK of truly broken mechanics needing sorted.

    racials isn't it.
  • Lylith
    Lylith
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    Tonturri wrote: »
    zyk wrote: »
    I think ZOS is going to really regret disrupting characters players have played for years to such a high degree.

    'To such a high degree'

    Either the racial passives were so important that this change is toning them down and that's good...or they aren't actually as important as you make them out to be and, well. Follow the train of thought, see where it goes.

    train-wreck_137015.jpg?w=610&q=1

  • JykJax
    JykJax
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    i'm very curious if it could be available a public statics by Zos for chars at 50, class, race, main attribute.
    Just to see the number of Dunmer Magicka(every class) and Khajit stamblade versus the other combinations.
  • John_Falstaff
    John_Falstaff
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    Masel wrote: »
    ...

    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.

    Enchant damage, you say? ^^
  • Yasha
    Yasha
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    wishlist14 wrote: »
    Audens wrote: »
    The Dunmer change is the dumbest thing I've ever seen. There is now no reason to choose Dunmer over Altmer for mag DPS. Or for anything really, other than an RP hybrid build.

    These changes are not set in stone, this is why devs are asking for our opinion but so many ppl are gettiing upset rather than giving constructive feedback and constructive criticism.


    Many people are giving constructive feedback, but are naturally also upset. I think you are being extremely naive to expect that these changes will be rolled back or altered in any significant way based on player feedback. You only have to look at the post from the combat team on this thread that says "there might be tweaks" to understand that.

    A possible "tweak" is not going to be something like giving DE back their racial flavor, it will at the most amount to adjusting some numbers while keeping the new and extremely bad "hybrid" idea intact.

    The overall concept behind these racial changes is solid, and I especially like how they talked about giving the racials more thematic "flavor". I think they have succeeded with that on some racials (like woodelf, nord, and breton), but have really let the ball down on others - to the point of actually stripping away DE's unique flavor/theme.

    Edited by Yasha on January 22, 2019 12:52PM
  • AbbyMeowCat
    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!

    Thank you but I hope when this goes live for all players there would be more variety and creative options for all the 3 roles for all races and not encourage and compel players to race change to do the best possible way for one role. Like back then and currently 90% tanks were Argonian, for example because easy-mode.

    For instance, not forcing fearless Nords and brave Imperials to be Tank-Only race when they have great warriors and battlemages too, etc.

    The Redguard and Khajiit for example will be able to perform all 3 roles but some races still can’t do as well. What about Wood Elf spinners?

    You also have to think of the players who do not have Any Race, Any Alliance which already heavily damaged the ESO lore in the Three Banners War when it was implemented, yes?

    So I believe a rework for some races are still to be expected, yes?

    Thank you again and we will be waiting for those tweaks.
    AbbyMeowCat - Xbox One (NA)
    Long Time Dungeon Tank and Expert - 1200+ CP
    Hircine’s Champion/Alpha Predator/Blackrose Executioner


    Nuraniyah at-Hanis (Main) - Redguard Dragonknight Tank
    Francine Charbonneau - Breton Templar Tank
    Tervur Dralen - Dunmer Dragonknight Tank
    Jaruk-dar - Khajiit Nightblade Tank
    Faranalda - Altmer Sorcerer Tank
    Runwen - Bosmer Warden Tank
    Laurina Favonius - Imperial Dragonknight Tank


  • XomRhoK
    XomRhoK
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    @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_Gilliam
    I think racial changes, proposed in this update, don't really achieved stated goals:
    • 1. Allow more effective options when picking a race for each role in tanking, healing, or damage dealing.
    • 3. Retain and enhance the unique feeling and gameplay patterns that each race allows.
    • 5. Achieve the above goals while still obeying our rich and structured lore and storytelling.
    For example, in terms of lore and storytelling, i were always bothered with imperials Red Diamond passive. All imperials are vampires? Or all of them have amulet of kings?

    So i get other variant of racial passive that, in my opinion, allows all races choose any roles: tanking, healing, or damage dealing, have more unique racial gameplay flavor and lore friendly(as far as my lore knowledge goes).
    If you like overall idea and direction of this racial passives, please, leave comment and share you thoughts and suggestions about what do you think fit better for particular race in gameplay or lore direction. I created new thread with same post, so you can leave your comments and suggestions here

    Passive divides at:
    • Flavor. Extra experience gain in one skill line, some minor buff, all types of resistance, almost same as in game
    • Utility. Some minor adjustments to some speeds; snare, buff, debuff duration to add some flavor in gameplay
    • Tanking.
    • Damage/healing. This passives get bonus damage in %, but it's a overall damage, from any source, so it can be utilized by any build: magika, stamina, hybrid or proc.
    All core passives without any particulat numbers, because it's a work for balance team. From my point of view tanking and damaging passives must give arount 5-10% bonus in survavability or damage, for peope get reason to use them, but be fine if they can't. Almost all passives without names yet, only some of them to highlight feeling/flavor. Races goes in same order as in devs post.

    High Elf
    • Flavor: Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    • Utility: More speed while channeling
    • Tanking/Healing: More healing done
    • Damage: Make more damage to targets with any elemental status effects on them
    Coment
    All passives emphasize affinity of High Elf to magic and in particular elemental magic. Elemental status effects can be applied by magic or enchants, so it can be utilized by any build. Maybe for balance in group content it must be elemental status effects applied by you only.
    Argonian
    • Flavor: Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed. 2310 Disease Resistance. Immune to the Diseased status effect. 2310 Poison Resistance. Immune to the Poisoned status effect
    • Utility: Shorter snare duration
    • Tanking: More HP recovery
    • Damage/Healing: Additional damage/heal at critical strikes or bonus damage/heal after critical strike for a period of time
    Coment
    Passives reflects severe conditions of the swamps, lizards regeneration, inclination of Argonians to thieve and assassin professions in lore and other TES games(as far as i know). Disease Resistance can be deleted for balance purposes.
    Wood Elf
    • Flavor: Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10%. 2310 Disease Resistance. Immune to the Diseased status effect.
    • Utility: Sneak cost less stamina. Smaller detection radius
    • Tanking: Hard target: Less damage from direct ranged attacks. Less damage from physical AoE damage.
    • Damage/Healing: Concentration: More damage/heal if there are no enemies in close range
    Coment
    Passives reflects Wood elfs small size, sneaking and camouflage abilities. Also their affinity to ranged combat.
    Breton
    • Flavor: Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain. 3960 Spell Resistance.
    • Utility: Shorter debuff duration
    • Tanking: Dragon skin: Damage shield while blocking, with recharge time, scaled from HP.
    • Damage/Healing: After using ultimate gives bonus damage for period of time. Scales buff duration or damage according to overall ultimate points spent
    Coment
    Passives reflects Bretons resistance to magicka, thier shield ability from previous TES games. Tanking ability similar to Concentrated barrier passive from Psijic skill line, and need to be with less visible damage shield, because not everyone like additional visual effects and this passive built in race, so you can't just avoid it.
    Dark Elf
    • Flavor: Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%. 2310 Flame Resistance. You are immune to the Burning status effect
    • Utility: Longer immovability duration
    • Tanking/Damage/Healing: Endurance: All stamina and magicka skills cost less, it gives more option in itemization in tanking, damage or healing
    Coment
    As far as i know lore, Dark elfs live can be both good warriors and mages, and severe conditions of thier homeland contributed to this. However this passive can be hard to balance, because most other races have splitted tanking and damage bonuses, while dark elfs can completely ignore one direction and focus only on damage through itemization, for example.
    Imperial
    • Flavor: Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain
    • Utility: More speed while blocking
    • Tanking/Damage/Healing: Better equipment: Weapons, armor, enchants, potions, food, drink have better bonuses
    Coment
    Hard one to get right flavor passives, because Imperials know as diplomats, traders and light infantry, but seems this passives fits well, they get better equipment or better instruments, materials to create their own, by using thier personality and trading skills. However maybe have same problems with balance as Dark elfs, because of opotunity to be more specialized in tanking or damage.
    Khajiit
    • Flavor: Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket
    • Utility: More speed while sneaking
    • Tanking: Acrobatics: faster/longer distance roll dodge. Roll dodge cost less
    • Damage/Healing: More damage/heal against low HP targets
    Coment
    Passives reflects Khajiits acrobatic, sneaking, thieves skills
    Nord
    • Flavor: Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs. 2310 Cold Resistance. You are immune to the Chilled status effect
    • Utility: Break free cost less
    • Tanking: Reduse damage taken based on missing health
    • Damage/Healing: Valor: More damage/heal the more enemies you hit in last several seconds. One enemy - 0,5 average buff, two enemies - 1 average buff, three enemies - 1,5 average buff, boss - 1 average buff.
    Coment
    Nords know as fierce, strong and enthusiastic warriors, and this passives reflects this well, in my opinion.
    Orc
    • Flavor: Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain
    • Utility: More speed, less stamina cost sprint
    • Tanking: Armorer: More armor rating of any armor. Two additional piece bonuses in heavy armor, if you use one piece of heavy armor you get three pieces bonuses, if you use three pieces of heavy armor you get five pieces bonuses
    • Damage/Healing: Battle anger: Every direct damage attack/heal adds stacking buff that increases damage/heal power, this buff decrease fast if you stop do direct damage.
    Coment
    Armorers, fearsome warriors in heavy armor, seems fit the lore
    Redguard
    • Flavor: Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs
    • Utility: More damage or less cost bash ability
    • Tanking: More block mitigation
    • Damage/Healing: More damage with low range skills
    Coment
    According to wiki Redguards the most naturally talented warriors in Tamriel, so this passives gives bonuses at close range combat, but not only for weapon, battle mages builds also possible. Because with close range passive redguards need to be in close range to the enemy they can better utilize block and bash mechanics so buffs to them seems usefull

    Of course such changes need more balance work and also need some additional coding, but this changes can be done at Elsweyr chapter release, better if it will take more time, but will be better executed.

    Once again, if you like overall idea and direction of this racial passives, please, leave comment and share you thoughts and suggestions about what do you think fit better for particular race in gameplay or lore direction. I created new thread with same post, so you can leave your comments and suggestions here
    Edited by XomRhoK on January 23, 2019 1:23AM
  • hakan
    hakan
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    XomRhoK wrote: »
    @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_Gilliam
    I think racial changes, proposed in this update, don't really achieved stated goals:
    • 1. Allow more effective options when picking a race for each role in tanking, healing, or damage dealing.
    • 3. Retain and enhance the unique feeling and gameplay patterns that each race allows.
    • 5. Achieve the above goals while still obeying our rich and structured lore and storytelling.
    For example, in terms of lore and storytelling, i were always bothered with imperials Red Diamond passive. All imperials are vampires? Or all of them have amulet of kings?

    So i get other variant of racial passive that, in my opinion, allows all races choose any roles: tanking, healing, or damage dealing, have more unique racial gameplay flavor and lore friendly(as far as my lore knowledge goes).
    If you like overall idea and direction of this racial passives, please, leave comment and share you thoughts and suggestions about what do you think fit better for particular race in gameplay or lore direction.

    Passive divides at:
    • Flavor. Extra experience gain in one skill line, some minor buff, all types of resistance, almost same as in game
    • Utility. Some minor adjustments to some speeds; snare, buff, debuff duration to add some flavor in gameplay
    • Tanking.
    • Damage/healing. This passives get bonus damage in %, but it's a overall damage, from any source, so it can be utilized by any build: magika, stamina, hybrid or proc.
    All core passives without any particulat numbers, because it's a work for balance team. From my point of view tanking and damaging passives must give arount 5-10% bonus in survavability or damage, for peope get reason to use them, but be fine if they can't. Almost all passives without names yet, only some of them to highlight feeling/flavor. Races goes in same order as in devs post.

    High Elf
    • Flavor: Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    • Utility: More speed while channeling
    • Tanking/Healing: More healing done
    • Damage: Make more damage to targets with any elemental status effects on them
    Coment
    All passives emphasize affinity of High Elf to magic and in particular elemental magic. Elemental status effects can be applied by magic or enchants, so it can be utilized by any build. Maybe for balance in group content it must be elemental status effects applied by you only.
    Argonian
    • Flavor: Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed. 2310 Disease Resistance. Immune to the Diseased status effect. 2310 Poison Resistance. Immune to the Poisoned status effect
    • Utility: Shorter snare duration
    • Tanking: More HP recovery
    • Damage/Healing: Additional damage/heal at critical strikes or bonus damage/heal after critical strike for a period of time
    Coment
    Passives reflects severe conditions of the swamps, lizards regeneration, inclination of Argonians to thieve and assassin professions in lore and other TES games(as far as i know). Disease Resistance can be deleted for balance purposes.
    Wood Elf
    • Flavor: Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10%. 2310 Disease Resistance. Immune to the Diseased status effect.
    • Utility: Sneak cost less stamina. Smaller detection radius
    • Tanking: Hard target: Less damage from direct ranged attacks. Less damage from physical AoE damage.
    • Damage/Healing: Concentration: More damage/heal if there are no enemies in close range
    Coment
    Passives reflects Wood elfs small size, sneaking and camouflage abilities. Also their affinity to ranged combat.
    Breton
    • Flavor: Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain. 3960 Spell Resistance.
    • Utility: Shorter debuff duration
    • Tanking: Dragon skin: Damage shield, while blocking, with recharge time, scaled from HP.
    • Damage/Healing: After using ultimate gives bonus damage for period of time according to ultimate points spent, scale damage or time of buff
    Coment
    Passives reflects Bretons resistance to magicka, thier shield ability from previous TES games. Tanking ability similar to Concentrated barrier passive from Psijic skill line, and need to be with less visible damage shield, because not everyone like additional visual effects and this passive built in race, so you can't just avoid it.
    Dark Elf
    • Flavor: Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%. 2310 Flame Resistance. You are immune to the Burning status effect
    • Utility: Longer immovability duration
    • Tanking/Damage/Healing: Endurance: All stamina and magicka skills cost less, it gives more option in itemization in tanking, damage or healing
    Coment
    As far as i know lore, Dark elfs live can be both good warriors and mages, and severe conditions of thier homeland contributed to this. However this passive can be hard to balance, because most other races have splitted tanking and damage bonuses, while dark elfs can completely ignore one direction and focus only on damage through itemization, for example.
    Imperial
    • Flavor: Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain
    • Utility: More speed while blocking
    • Tanking/Damage/Healing: Better equipment: Weapons, armor, enchants, potions, food, drink have better bonuses
    Coment
    Hard one to get right flavor passives, because Imperials know as diplomats, traders and light infantry, but seems this passives fits well, they get better equipment or better instruments, materials to create their own, by using thier personality and trading skills. However maybe have same problems with balance as Dark elfs, because of opotunity to be more specialized in tanking or damage.
    Khajiit
    • Flavor: Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket
    • Utility: More speed while sneaking
    • Tanking: Acrobatics: faster/longer distance roll dodge. Roll dodge cost less
    • Damage/Healing: More damage/heal against low HP targets
    Coment
    Passives reflects Khajiits acrobatic, sneaking, thieves skills
    Nord
    • Flavor: Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs. 2310 Cold Resistance. You are immune to the Chilled status effect
    • Utility: Break free cost less
    • Tanking: Reduse damage taken based on missing health
    • Damage/Healing: Valor: More damage/heal the more enemies you hit in last several seconds. One enemy - 0,5 average buff, two enemies - 1 average buff, three enemies - 1,5 average buff, boss - 1 average buff.
    Coment
    Nords know as fierce, strong and enthusiastic warriors, and this passives reflects this well, in my opinion.
    Orc
    • Flavor: Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain
    • Utility: More speed, less stamina cost sprint
    • Tanking: Armorer: More armor rating of any armor. Two additional piece bonuses in heavy armor, if you use one piece of heavy armor you get three pieces bonuses, if you use three pieces of heavy armor you get five pieces bonuses
    • Damage/Healing: Battle anger: Every direct damage attack/heal add stacking buff that add damage/heal power, this buff decrease fast if you stop do direct damage.
    Coment
    Armorers, fearsome warriors in heavy armor, seems fit the lore
    Redguard
    • Flavor: Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs
    • Utility: More damage or less cost bash ability
    • Tanking: More block mitigation
    • Damage/Healing: More damage with low range skills
    Coment
    According to wiki Redguards the most naturally talented warriors in Tamriel, so this passives gives bonuses at close range combat, but not only for weapon, battle mages builds also possible. Because with close range passive redguards need to be in close range to the enemy they can better utilize block and bash mechanics so buffs to them seems usefull

    Once again, if you like overall idea and direction of this racial passives, please, leave comment and share you thoughts and suggestions about what do you think fit better for particular race in gameplay or lore direction.

    This is the best approach ive ever seen tbh. May need some adjustment.
  • rage607
    rage607
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    I have an imperial DK health tank with shields based on Max health and with your changes you are now lowering his Max health quite a bit.

    That is not an improvement. Please stop messing around with stats.

    Tanks are always suffering when these kind of changes are done.
    Edited by rage607 on January 22, 2019 4:52PM
  • Vomalash
    Vomalash
    Soul Shriven
    ZOS_Gilliam / ZOS
    Nord is not strong... again (pve dd) :'(
    all races can be dd in pve content, except for Nord
    balance* :D (Altmere may be a tank, even better than the Nord)....racism
  • Deathlord92
    Deathlord92
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    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!
    I love what you guys are doing to my favourite race the Breton tho I would really prefer keeping his spell resistance at 3960 Breton should have more thn a nord but I’m not complaining I’m excited about these changes also I was hoping to have my Breton as a viable stamblade as I’m currently playing a Breton stamblade because I favour Breton race and stamblade class 😊
  • ComboBreaker88
    ComboBreaker88
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    If this patch goes live, I'll definitely be putting g the game away until you can figure out how to actually give diversity instead of reducing all builds and races into the exact same thing. And what you've done to the argonians is just flat out shameful. You nerfed that race by 60% across the board. Disgusting.
  • StarOfElyon
    StarOfElyon
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    After stumbling upon Gilliam's YouTube channel today and seeing his breakdowns, I'm confident he knows what he's doing here. We just have to give him time people.

    For those who haven't seen it https://www.youtube.com/user/Scrubmydinner
    Edited by StarOfElyon on January 22, 2019 7:31PM
  • Fuzzybrick
    Fuzzybrick
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    I wish zos would figure out a fundamental aspect to making a good mmo great... You don't balance. Race's and classes are supposed to be unbalanced. One race/class should always be better than the next. Rock paper scissors...
    "A TROLL, HUH? WELL, THERE'S ONLY ONE SOLUTION FOR THAT, DESTROY ALL THE BRIDGES IN THE WORLD!"-- Uncle Grandpa


    VR 16 Stamina Templar
    VR 16 Magicka Templar
    VR 16 Magicka NB
    VR 16 Stamina DK
    VR 16 Magicka DK
    VR 16 Stamina Sorc
    VR 16 Magicka Sorc

  • JiDul
    JiDul
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    RIP Argonian tanks. Love how Bretons are competing with High Elf for BiS Magicka race though. Weird seeing Dark Elves be much more stamina viable now. But Redguard remains BiS for sustain on any Stamina class. So now Orcs are less tanky and more damage viable which is nice Bow/DW Orc Nightblade seems viable now. Finally NB gank builds get a nerf though. The only thing that bothers me is they are making Khajiit basically suck. That recovery change is a HUGE nerf. Yeah you can play him Magicka now but he cant contend with Breton and High Elves. Id sooner pick an Argonian before Khajiit even with the Argonian nerfs. Also this new season focuses on Elsweyr the homeland of the Khajiit.. Yet they made them the worst race.
    Edited by JiDul on January 22, 2019 8:05PM
  • JobooAGS
    JobooAGS
    ✭✭✭✭✭
    JiDul wrote: »
    RIP Argonian tanks. Love how Bretons are competing with High Elf for BiS Magicka race though. Weird seeing Dark Elves be much more stamina viable now. But Redguard remains BiS for sustain on any Stamina class. So now Orcs are less tanky and more damage viable which is nice Bow/DW Orc Nightblade seems viable now. Finally NB gank builds get a nerf though. The only thing that bothers me is they are making Khajiit basically suck. That recovery change is a HUGE nerf. Yeah you can play him Magicka now but he cant contend with Breton and High Elves. Id sooner pick an Argonian before Khajiit. Also this new season focuses on Elsweyr the homeland of the Khajiit.. Yet they made them the worst race.

    Idk, khajiits have parsed higher, in fact by at least a 2k margain ahead of breton which is parsing 2k higher than altmer for magicka
  • Seraphayel
    Seraphayel
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    ✭✭✭✭✭
    Fuzzybrick wrote: »
    I wish zos would figure out a fundamental aspect to making a good mmo great... You don't balance. Race's and classes are supposed to be unbalanced. One race/class should always be better than the next. Rock paper scissors...

    This applies to classes, not to races. And if they used this approach the scissor would complain about why the stone is killing them. Stones would complain about why they can't roflstomp scissors and paper at the same time etc. Neverending story.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
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