I've put a lot of thought into the new racial changes coming with Wrathstone. In another discussion I did a complete breakdown of racial passives, and correlated them to set bonuses for comparison. For the most part, I like the direction being taken here. In some cases, I don't feel like the new racial passives go far enough. Some races are still forced into certain builds to be effective, and others are a little lackluster even after the changes. After reading many suggestions I liked on these forums, and coming up with a few of my own, I have come up with a very long list of suggestions for each race. I feel like these will add more variety and flavor to the races, keeping each one different from the others. Another goal I had was to make sure that every single race had at least one passive for damage, sustain, defense, and utility. I also wanted to remain lore-friendly, and not deviate too far from the bonuses races have had prior to this rebalance. The result of this effort is the following list, I hope you enjoy it and welcome any comments below.
Altmer (High Elf)
Highborn
- Increases Destruction Staff experience by 15%
- Increases all experience gain by 1%
Spellcharge
- 150 Magicka Recovery ♦♦
- Increases weapon enchant effect by 8% ♦♦♦♦
Syrabane's Boon
- 2000 Max Magicka ♦♦
- Damage taken to shields is reduced by 10% ♦
Elemental Talent
- 258 Spell Damage ♦♦
- Increases Heavy Attack damage by 20% ♦♦
The ability to have a large magicka pool and refill it as needed is important to the Altmer’s identity. Their defensive ability is not inherent and they can't take hard hits passively (a true glass cannon, unlike Nords or Orcs for example), but increasing their active defense makes sense since there are no mages more skilled in casting defensive spells. Since most shields now scale with health, even tanky builds can benefit from shielding, and this passive will keep their shields up a little longer. Their raw proficiency with destruction magic is now a spell damage boost, which is nice since it applies to Magic damage as well as Elemental types. The boost to heavy attacks demonstrates the amount of power that comes out after an Altmer takes a moment to charge up an attack (and hopefully revitalizes some of the old heavy attack based Sorcerer and Dragonknight builds). Altmer are also known to be the best enchanters, which means that their weapon enchants are slightly more effective than most other races.
Argonian
Amphibian
- Increases Restoration Staff experience by 15%
- Increases swimming speed by 50%
Resourceful
- Restore 3600 Health, Magicka, and Stamina when you drink a potion. ♦♦♦♦
- 1487 Spell Penetration ♦
Argonian Resistance
- 2640 Disease Resistance + Immunity to the Diseased status effect ♦
- 1250 Max Magicka + 1000 Max Health ♦♦♦
Life Mender
- 8% Spell Critical ♦♦
- 5% Healing Received ♦
Argonians have a reputation of surviving in difficult conditions (disease immunity and extra health), while also excelling at some forms of magic and stealth combat (see shadowscale). I wanted to open up the race a little more to these various roles, in addition to maintaining their ability to heal and tank well. Spell crit is applicable to the assassin side of their lore, and it benefits both heal strength and damage. However, the effectiveness of spell crit is heavily biased toward end-game optimized PVE groups (with good warhorn uptimes). Spell crit is less useful in PVP (with crit resistance) and in less organized PVE groups. To balance this I gave them a small spell penetration bonus (which also makes sense from the assassin side of the lore). The spell pen is less useful in end-game PVE and doesn’t make healing any more powerful, but it benefits PVP damage dealing and a PVE environment without debuffs like Crusher and Alkosh. Their tri-stat resource return on potion consumption and bonuses to healing done (for healers, represented by spell crit) and received (for tanks) have been so defining for the race, they should absolutely remain with nearly the potency they have on the live server.Bosmer (Wood Elf)
Dextrous
- Increases Bow experience by 15%
- Increases chance to pickpocket by 5%
Y’ffre’s Endurance
- 1500 Max Stamina and 800 Max Magicka ♦♦♦
- 129 Magicka Recovery + 129 Stamina Recovery ♦♦♦♦
Resist Affliction
- 2640 Poison Resistance + Immunity to Poisoned status effect ♦
- 25% Reduced dodge roll cost ♦
Hunter’s Eye
- 258 Weapon Damage ♦
- Critical Damage increased by 5% ♦♦
Bosmer are quick and nimble, which is why they need a good stamina pool, stamina recovery, and reduced dodge roll cost. The dodge roll cost reduction also synergizes well with using a bow, since they will get a speed boost from the bow passive. Their small hands are certainly be better at pickpocketing than Khajiit, so I swapped their passives. The magicka sustain, and small magicka pool bonus, originate from their elven roots. These play into their stealthy and mobility side, since no other stamina build will be able to utilize things like cloak, streak, and other utility skills as frequently. Their unmatched abilities with a bow are represented by the significant amount of weapon damage and extra critical damage. Both of these also help to maximize their ability to ambush enemies and kill quickly. Bosmer may not be quite as diverse as some other classes in terms of healing and tanking synergy, but they can definitely perform stealth and damage roles well, both in PVE and PVP, and they have a nice mix of stamina and magicka bonuses.Breton
Opportunist
- Increases Light Armor experience by 15%
- Increases Alliance Point gain by 1%
Gift of Magnus
- 1750 Max Magicka + 300 Max Health ♦♦♦
- 3% Healing Done ♦
Spell Attunement
- Increases Light Attack damage by 10% ♦♦
- 3960 Spell Resistance ♦
Magicka Mastery
- 7% Magicka and Ultimate Cost Reduction ♦♦♦♦
- 150 Magicka Recovery ♦♦♦
Bretons are the best magicka users among the human races. This is most evident from their incredible sustain, granted by a large magicka pool, magicka cost reduction, and strong magicka regen. This sustain benefits damage, healing, and tanking capability. Breton’s talent for restoration is embodied with 3% healing done, which should bring their heal strength on par with Altmer and Argonian, despite their lacking a spell power or crit passive. The spell resistance is another key characteristic of Bretons, and synergizes well with tanking, or any role where survivability is useful. Bretons are the magicka race that can best sustain a light attack rotation, and therefore are well suited to a light attack damage bonus. This also ensures that classes with good sustain (like nightblade) can still get some synergy out of Breton racial bonuses. The justification for this bonus is that Bretons value quick practical spells (light attacks) while Altmer focus on flashy charged-up spells (heavy attacks).
Dunmer (Dark Elf)
Ashlander
- Increases Dual Wield experience by 15%
- Reduces damage taken from lava by 50%
Dynamic
- Increases Max Magicka by 1500 and Max Stamina by 800 ♦♦♦
- Restores 330 Magicka and Stamina when dealing direct damage, can occur every 4 seconds. ♦♦♦♦
Flame Shield
- 2640 Flame Resistance and Immunity to Burning ♦
- 10% Reduced Block Cost ♦
Destructive Ancestry
- 258 Spell Damage ♦♦
- Critical Damage increased by 5% ♦♦
With a reputation as a hybrid of destruction damage and physical skill, they need some passives for each. The extra Magicka, Spell Damage, and magicka return reinforce their spellcaster side, while the stamina and stamina return show their agility and speed in battle. The critical damage passive boosts all of their attack types slightly, including weapon enchants (which are not affected by spell damage or max resources). It serves to bring their PVE DPS up to similar levels as other races, while not doing as much in PVP (where crit is often mitigated, and hybrids already perform well). The block cost reduction plays into their hybrid nature, as no other mage will be able to block-cast as long. It also gives a little synergy to Dunmer tanks, since they don’t benefit much from the damage passives.
Imperial
Diplomat
- Increases One-Hand and Shield experience by 15%
- Increases your gold gained by 1%
Tough
- 2000 Max Health, 1000 Max Magicka, 750 Max Stamina ♦♦♦♦
- 2640 Physical Resistance + 2640 Spell Resistance ♦
Imperial Mettle
- Deal 10% more damage to enemies under 25% health ♦♦
- Take 5% less damage while blocking ♦
Red Diamond
- Restore 720 Magicka and 720 Health when you take damage. This effect can occur every 8s. ♦♦♦
- The effect of your Mundus Stone is increased by 60% ♦♦♦♦
Imperials are the most diverse human race, including multiple sub-groups that specialize in different skills. Taking inspiration for the Nibenean culture, and from Imperial Battlemages, Imperials got a sizable amount of magicka and magicka return, while their stamina pool is nearly as impressive. The steadfast Imperial soldier was the driving reason for the health, resistances, block, and self-healing bonuses. Since Imperials can perform any role well, I thought it would be fitting to give them a very flexible passive. By increasing the potency of their Mundus Stone buff(s) any player can effectively choose one of their racial passives. The value 60% works out to 142 weapon or spell damage (with Warrior or Apprentice), 4.2% critical chance (with the Thief), etc. Another interesting side effect is that this could create some niche builds that use Twice Born Star. The additional boost to the 5-piece would balance the useless mixed resource bonuses on the 2-4 piece set. Their main damage bonus comes from a passive execute (like Bloodthirsty jewelry), which is derived from the Imperial practice of publicly removing the heads of their captured enemies.Khajiit
Acrobat
- Increases Medium Armor experience by 15%
- Decreases fall damage taken by 10%
Nimble
- 1250 Max Stamina + 1000 Max Health ♦♦
- Reduces area of effect damage taken by 10% ♦
Stealthy
- 100 Magicka Recovery + 100 Stamina Recovery + 100 Health Recovery ♦♦♦♦
- Reduces your detection radius in stealth by 3m
Carnage
- 8% Weapon Critical ♦
- 1487 Physical Penetration ♦
Khajiit are known for their agility and stealth. I gave them the fall damage passive from Bosmer because cats always land on their feet. They get a moderate boost to stamina and a small health bonus to show their robustness. Their reflexes in combat result in higher weapon crit and physical penetration, which complement each other in various aspects of gameplay (see description in Argonian spell crit and spell penetration). Since evasion has become area damage reduction, and no race can evade attacks as well as Khajiit, they should have some amount of area damage protection.Nord
Reveler
- Increases Two-Handed experience by 15%
- Increases drink duration by 15 minutes
Stalwart
- Deal 10% more damage to enemies over 75% health ♦♦
- While in combat, gain 5 ultimate every 10 seconds ♦♦♦
Resist Frost
- 2640 Frost Resistance + Immunity to the Chilled status effect ♦
- 2640 Physical Resistance + 2640 Spell Resistance ♦
Rugged
- 2000 Max Health, 1000 Max Stamina, 750 Max Magicka ♦♦♦♦
- Increases heavy attack damage by 20% and Stamina Recovery by 129 ♦♦
Nord is probably the race I am suggesting the least changes to. Everyone knows their background well from Skyrim. Mainly I would like to see their ability to deal damage increase slightly. I don’t believe Nords are typically more heavily armored or skilled at defensive combat than Redguards or Imperials, so I reduced their Physical and Spell Resistance slightly. This is made up for by their shear toughness, represented by a larger health bonus. The ultimate passive seemed too one-dimensional for tanks, when healers and damage dealers would also benefit from it, so I think it should apply whenever in combat, not only when taking damage (more like a passive Shalk set than a Werewolf hide set). The final aspect of Nord that seemed to be missing was their skill with large weapons. Outside of leveling two-handed faster it was not represented. I added a 20% heavy attack bonus to help correct this. Nords do not have great stamina sustain, so they will probably need to heavy attack more than other races, this will help mitigate the DPS loss from doing so. They should also have a little stamina sustain (although less than Reguard and Orc), so I added 129 stamina recovery. By using the stamina recovery stat (instead of a proc return like redguard), this will be halted while blocking, meaning it will not make Nord tanks any more powerful, but will benefit stamina damage dealers. Their other damage passive is a reverse execute, granting them more damage during the beginning of a fight. This represents the Nord tendency to rush into battle with no hesitation, often catching their opponent off-guard.Orsimer (Orc)
Craftsman
- Increases Heavy Armor experience by 15%
- Increases crafting Inspiration by 10%
Brawny
- 2000 Max Stamina ♦
- Increases weapon enchant effect by 8% ♦♦♦♦
Unflinching
- Restore 634 stamina when you deal direct damage. This effect can occur every 6s. ♦♦
- 2640 Shock Resistance and Immunity to Concussion ♦
Swift Warrior
- 258 Weapon Damage ♦
- Sprint cost reduced by 12% and sprint speed increased by 10%
The weapon damage and maximum stamina demonstrate the Orc’s ability as a warrior. Their toughness is shown by the increased health and ease of healing. The shock resistance demonstrates their resistance to magic (present in Oblivion as a generic magicka resistance, but I’ve made it more specific here to allow immunity to a status effect, and concussion resistance seems fitting for their thick skulls). They maintain the speed and stamina that has really given them their niche in ESO, with an added bonus to stamina recovery so that they can maintain that speed longer. Orcs are also known to be some of the finest enchanters, which is why they share the same weapon enchant bonus with Altmer.Redguard
Wayfarer
- Increases One-Handed and Shield experience by 15%
- Increases the duration of food by 15 minutes
Conditioning
- 1750 Max Stamina + 300 Max Health ♦♦
- Reduces effectiveness of snares by 15% and cost of breaking free by 20%. ♦
Exhilaration
- Increases Light Attack damage by 10% ♦♦
- 3960 Physical Resistance ♦
Adrenaline Rush
- 7% Stamina and Ultimate Cost Reduction ♦♦♦♦
- Restore 792 stamina when you deal damage with a weapon ability. This effect can occur every 6s. ♦♦
Redguard is the stamina counterpart to Breton. They have the best stamina sustain of any race. I do not feel like their best passive (cost reduction) should be tied to weapon skill lines, since that limits their usefulness to certain classes. I do like that it has the ability to decrease the cost of some ultimates on PTS, so I have extended this to all ultimates. I see no reason why Redguards couldn't see more casts of Warhorn, making them more desirable as tanks or healers in PVE. Their abilities as warriors are shown by their increased light attack damage (which also synergizes well with being able to sustain a light attack rotation) and their large stamina pool. Their combat training also makes them better at parrying or deflecting blows from physical weapons, which is represented by a flat value of physical resistance. It is difficult to stop an determined Redguard, which is why they have reduced snare magnitude and the ability to more easily break from from various effect. It’s worth nothing for tanks that the main source of Redguard stamina regen is fully functional while blocking. The flat stamina return is now tied to weapon abilities (not necessarily melee, but class skills won’t work), maintaining the original vision that they are experts with tools of combat.
If you made it through that wall of text I am truly impressed. I'm sure that there will need to be some tweaks to the numbers I have above, this is just a guess at what seemed reasonably balanced. Thanks for reading, and please leave your thoughts below. Let's make this a lively discussion.
Edit: Added color coding to indicate how each passive benefits a build. There is some subjectivity here, but I want to have a quick visual indicator how well-rounded each race is.
♦ = Increases magicka damage
♦ = Increases physical damage
♦ = Increases healing
♦ = Increases survivability
These correspond to the main 4 roles in PVE, while in PVP there is more hybridization between these. In PVE a build rarely benefits from having passives outside their color, but in PVP they all contribute to a well-rounded build. In general, I don't feel like each race needs to be equally good at magicka or stamina DPS, but they should be able to do at least one or the other reasonably well. Each race should also receive some benefit to either healing or tanking, preferably both wherever it makes sense.
Edit 2: Adjusted a few passives, based on comments below.
Edited by WrathOfInnos on February 11, 2019 12:39AM