Its for a general balance?Wood Elf
• Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
• Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
• Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
• Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
Dark Elf
• Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
• Dynamic: 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
• Resist Flame: 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
• Destructive Ancestry: 7% Flame damage and 2% Frost/Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
Nord
• Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
• Stalwart: 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, you gain 5 Ultimate. This effect can occur once every 10 seconds.
• Resist Frost: 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
• Rugged: 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
Orc
• Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
• Brawny: 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
• Unflinching: Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 380 Health and Stamina. This effect can occur once every 4 seconds.
• Swift Warrior: 4% Melee attack, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
Moonsorrow wrote: »Funny thing is, more freedom would be if racials were taken off completely from all races, if not bother to make them actually properly be equal in opportunity.
What do you mean? i want to change my dunmers face so i was counting on this race change, so i need to design her from the start? Like i cant do small changes cuz it will show a different template?
Bilskirnir wrote: »Why are there differences when a base value is converted?
Its for a general balance?
Thank you for giving an explanation.
What I had suggested was to let someone pick any 3 passive from every available passives in the game.
For instance, pick +stealth passive that Khajiits and Bosmers currently posses, the +fire damage the dunmers currently posses, and + max magicka of the Altmers, and BAM, you get a super sneaky magDK. No idea how it would perform, but it would be possible.
Since they are already majorly breaking the lore by taking away the stealth from the Bosmers and the fire damage boost from the Dunmers, might as well go full on and let players build their character as they see fit. There could be a "easy mode" where people get recommended passives, an "advanced mode" where you handpick the passives, and even a business opportunity in the form of "passive respec token" sold in the crown store. THAT would be more freedom of choice.
Lightspeedflashb14_ESO wrote: »Bilskirnir wrote: »Why are there differences when a base value is converted?
Its for a general balance?
Thank you for giving an explanation.
https://forums.elderscrollsonline.com/en/discussion/comment/5750139/#Comment_5750139
“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.
rexagamemnon wrote: »[snip]
TheTraveler wrote: »as things are now, you're going to find a heck of a lot of magica users in the Aldmeri Dominion...
TheTraveler wrote: »...but why? What happened to player tweaking and letting the players themselves have some responsibility in how they build their character? What is the rationale behind comparing racial bonuses to set bonuses? Most of the sets are not equal and balanced, some are meta and some are very niche, but since there is a large variety to choose from, that's ok. What is the goal and the philosophy behind it, and why can't races cater to different player's playstyles? Have you guys even considered the idea of letting the player choose some of the passives such as was possible in earlier Elder Scroll games?
Choosing racial passives would only produce more balancing problems. Something like that would give powerful build's more steroids.
Praise the Lord that we never got racial actives...
NobleMatias wrote: »I have to say the changes are very balanced, and pretty much most people complaining about them are bias because their race choice used to be meta
They are balanced indeed, I'll give you that. It doesn't mean they are necessary, welcome, or even justified by any need.
Personnaly, I'm crossed because those changes go along the same line as previously, but even further, and that line is "let's say we're giving more freedom of choice and more open possibilities when we're actually making sure pople will fit nicely in the tiny boxes we have designed.
I'm an old timer.
Over the years I've noticed an oversimplification of general mechanics in games (a direct consequence of the commercial success of World of Warcraft, that everyone wants to replicate, which means appealing to larger crowds rather than giving some complexity to the enthusiast)
I'm pretty sure the sheer amount of crowns I've spent over the years is proof enough of that... Along with the fact that I gifted it to my wife and we're now playing together most evening, and SHE is also spending some crowns. Good thing we don't have kids, eh ?
So, ok, we don't have support classes or proper crowd control. We merely have the holy trinity of heal, tank and damage dealer. There was a time in MMOs where support and control would be proper classes
But recently, the trend was to "bring something unique to the party". Apparently, it's too complicated to have multi-use skills.
So, my point is, all this talk about changes to "bring more freedom of choice" and "bring unique things to the party" is simply preposterous. The whole point is to please single-minded minmaxers, at the expense of people who actually try "non meta" stuff. The change with Khajiits and Bosmers is spectacular in that respect : one becomes even better at hiding, the other entirely loses this ability but becomes super good at spotting hidden characters. I smell PvP interference in my PvE. And that is happening even though Bosmers have been spectacularly good at sneaking since at the very least 2002 and the original "Morrowind". Probably even before that, but I never played Arena or Daggerfall so I wouldn't know.
But hey, this change is specialised, perfectly fits in tiny boxes, and infuriating AF. As mentionned by someone above, these changes do have an impact on the reason a race was chosen in the first place. They might be inconspicuous for the newcomers, but not for people who have been around for a while.
Also, there is one major flaw in the reasoning. Well, several, but at least this one. Every race needs to be overly specialised in something, and balanced. I'm fine with balancing, but why specialise ? This reasoning relies on the fact that everyone starts the game with complete knowledge of the races' bonuses and chose them exactly for that, and that only.
If racial passives are this much of a matter, shouldn't the ingame information be at least available from start
But of course, if it's a matter of chosing between lore and stats, then why not go any further ? Obviously, Bosmers are no longer supposed to be stealthy, even though it's been one of their most defining traits in the lore along their archery prowesses in the whole history of the elder scrolls... So why not go even further and forgo the lore entirely?
I'll go even further along the path of freedom of choice : let's remove "magicka" and "stamina", and have only one pool called, say, "energy". That would certainly be "unique"
Also, will the infinite loading screens ever get fixed ?
My point with this long-winded, angry post, is simply that the reasons announced to make these changes are so obviously lies that I'm actually angry for real. Those changes, along with the ones that occured in the previous overhauls, are not giving people more choices, they are removing choices.
I sure will feel like my Bosmer is broken when her stealth will be taken away." "Also, saying they try to "respect the lore" while removing stealth from the Bosmers is especially infuriating. Blantant lies or complete disregard of the lore
<sarcasm>True that, just look at other games who have them, such as Guild wars 2, for instance, they are such a huge problem... </sarcasm>
Nimble: 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
What do you mean? i want to change my dunmers face so i was counting on this race change, so i need to design her from the start? Like i cant do small changes cuz it will show a different template?
An appearance change will show your character.
A race change will keep most settings, but not all of them. The haircut you use might be #2 on Bretons and #7 on Imperials, for instance, so the same setting will have different results. You might need to tweak adornments, haircut, skin tone and whatnot, but overall you'll have roughly the same thing. There will be difference, though, since for instance a redguard nose is generally shorter and wider than an Imperial's nose.
Changes will be more significant between men / mer races, and if you switch to / from a beast race from / to a humanoid race, changes will obviously be drastic.
Why argonians getting nerfed across the board?
Draxinusom wrote: »Why argonians getting nerfed across the board?
Because they vastly overbudget resourceful, equalling it with three times flat permanent stat recovery and therefore have to break three of their own stated goals of the initial post to achieve mathematical and lore breaking balance.
They might see their error or they might not. I've played an Argonian since start of this game and initially their racials were way way worse than they are going to become now. Still I'll just go with the path of least resistance and change my role from tank to dd. Some imperial or nord sod may take it upon him or herself pulling randoms through LFG. How anyone at ZOS can seriously nerf the least played role in PVE for the PVP crowd that is never ever going to be happy is way beyond my understanding.
NobleMatias wrote: »you are complaining for no other reason that you don't like how your Bosmer is turning out, and that you spent a lot of crowns, and that you think its simplifying the game even more, and that pvp is getting in your pve, and that your older so you know whats best, and that your not used to change.
NobleMatias wrote: »Tell me, what really is the difference between the race changes..... not much other than a change from percentage to flat stats which equals balanced
NobleMatias wrote: »and yes they are more unique with abilities to take less damage while using cast time skills, or the fact that you can gain ultimate while being damaged.
NobleMatias wrote: »How are these changes not justified from just one fact, that a ton of people choose a race solely because that one race has the highest stats. I am fairly certain that most people welcome this much needed change, but are not on the forums complaining about how their sweet Bosmer got messed up.
NobleMatias wrote: »This is irrelevant
NobleMatias wrote: »I agree there certainly has been a trend of lets make everything more generic and dumb so everyone can play easily, but hopefully the gaming industry changes that, which some developers are indeed making a change.
NobleMatias wrote: »You have to be joking right. So because you have spent a crap ton of crowns means you have a say.
NobleMatias wrote: »Guess what a tank and a healer can support the team with secondary damage or debuff the enemy, and a dps can support the team with shields. I have no idea what you are talking about.
NobleMatias wrote: »Literally all that has changed for Bosmer is they are able to spot sneaking people in PVP and can run faster after a dodge roll, and for khajiit, they can be more viable in a magic user role. The reason why Bosmer can spot other people easier is because their lore has to do a lot with them being good hunters and turning into beasts that go on a ravenous hunt.
NobleMatias wrote: »You can fix the loading screen right now. All you have to do is delete your cached shader file in the ESO documents folder. then when you start the game it will load new cached shaders. Also an SSD will help out.
<sarcasm>True that, just look at other games who have them, such as Guild wars 2, for instance, they are such a huge problem... </sarcasm>
In GW2 they are no problem because they are weak and don't appear in most competive builds. People have been asking for a buff for years but ArenaNet is doing it right and leaving the racials weak.
A bad example is WoW, where since Vanilla the race actives are having problems with balancing. Plus races are faction locked.
But i wont change my race. just her face a bit. when i click change race, is it first gonna show another random race?
Why argonians getting nerfed across the board?
This is only week 1 of the pts things could changeWhy argonians getting nerfed across the board?
For two reasons:
1. People complain about them being too strong on potion passive. Which is arguable, but most of us expected to see it.
and 2. Lack of thought to take that nerf to every single passive and not offer anything to boost them up a touch in the damage dealing department.
TheTraveler wrote: »...but why? What happened to player tweaking and letting the players themselves have some responsibility in how they build their character? What is the rationale behind comparing racial bonuses to set bonuses? Most of the sets are not equal and balanced, some are meta and some are very niche, but since there is a large variety to choose from, that's ok. What is the goal and the philosophy behind it, and why can't races cater to different player's playstyles? Have you guys even considered the idea of letting the player choose some of the passives such as was possible in earlier Elder Scroll games?
They already explained it twice or more. It's about having a way to derive a factor. Besides, they only talked about the small bonuses. The inbalance starts with the 5 pcs bonuses.
We already have a tool like that called mundus stones. Choosing racial passives would only produce more balancing problems. Something like that would give powerful build's more steroids.
Praise the Lord that we never got racial actives...
But i wont change my race. just her face a bit. when i click change race, is it first gonna show another random race?
No, don't worry. Race-change starts with showing you your current character. IF you want to change the race, then well, obviously some things will be changed. If you're using the race change token as an appearance change token, you'll be fine