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???
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
ZOS_Gilliam wrote: »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.
ZOS_Gilliam wrote: »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.
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.
I think ZOS is going to really regret disrupting characters players have played for years to such a high degree.
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.
...
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.
wishlist14 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.
ZOS_Gilliam wrote: »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!
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_Gilliam
I think racial changes, proposed in this update, don't really achieved stated goals: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?
- 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.
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: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.
- 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.
High ElfComent
- 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
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.ArgonianComent
- 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
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 ElfComent
- 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
Passives reflects Wood elfs small size, sneaking and camouflage abilities. Also their affinity to ranged combat.BretonComent
- 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
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 ElfComent
- 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
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.ImperialComent
- 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
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.KhajiitComent
- 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
Passives reflects Khajiits acrobatic, sneaking, thieves skillsNordComent
- 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.
Nords know as fierce, strong and enthusiastic warriors, and this passives reflects this well, in my opinion.OrcComent
- 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.
Armorers, fearsome warriors in heavy armor, seems fit the loreRedguardComent
- 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
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.
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 😊ZOS_Gilliam wrote: »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!
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.
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...