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Lack of Racial Identity between Altmer and Dunmer

  • MLGProPlayer
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    Yeah, as a Dunmer player, I dont want your offloaded stat regen. Feel free to keep it.

    You're spamming every Altmer thread with how great you think this passive is, but you don't want it on your Dunmer? Why is that? :lol:

    Also, why are you even posting in Altmer threads if you don't play the race?

    When Dunmer were nerfed in PTS 1 myself and a lot of other Altmer mains posted asking for buffs to Dunmer. When Altmer got nerfed, you just resorted to trolling our threads. It's petty and childish.
    Edited by MLGProPlayer on February 9, 2019 12:38AM
  • validifyedneb18_ESO
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    Yeah, as a Dunmer player, I dont want your offloaded stat regen. Feel free to keep it.

    You're spamming every Altmer thread with how great you think this passive is, but you don't want it on your Dunmer? Why is that? :lol:

    Also, why are you even posting in Altmer threads if you don't play the race?

    When Dunmer were nerfed in PTS 1 myself and a lot of other Altmer mains posted asking for buffs to Dunmer. When Altmer got nerfed, you just resorted to trolling our threads. It's petty and childish.

    Yeah, Dunmer is the 0-regen race. I dont want any regen. I want high raw potential and my burning immunity, and thats it.

    Go take your stamina regen elsewhere.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • idk
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    twing1_ wrote: »
    idk wrote: »
    The OP created a very long post that in the end does demonstrate a difference by noting the Dunmer fire resistance and the Altmer off stat sustain.

    They try to narrow down just the damage skills and try to say they are basically the same but you cannot pick and chose what you want to compare and make a meaningful and accurate statement.

    I do not think the changes to the Altmer were good changes and their reasoning is just an excuse, but only stating that OP's comparison is inaccurate.

    @idk

    I thought I had adequately explained the reasons why I limited the analysis to the offensive stats, but perhaps not.

    And I thought I made it pretty clear that when your premise is there is not real difference between the two and the only way you can demonstrate that is by taking away what is essentially different then it seems to be a rather empty..
  • twing1_
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    @idk

    So you what you are trying to say is that every race's identity is tied to their defensive stat then.

    Argonians have disease resist and this is what defines them, as Bosmer have poison resist and that is what defines them. Nords have overall resistance, Bretons have spell resistance, Dunmer have fire, and Altmer take less damage while casting. These minuscule differences in resistances are enough to give each race their own unique feel in your eyes?

    I'm just trying to understand the basis of your argument as to why mine is moot.

    I should also clarify, I am aware there are subtle differences between the two races. I just think that they are not great enough to give each of these two races their own unique racial identity, especially when you compare the differences between other races.
    Edited by twing1_ on February 9, 2019 5:32AM
  • idk
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    twing1_ wrote: »
    @idk

    So you what you are trying to say is that every race's identity is tied to their defensive stat then.

    You are clearly putting words in my mouth since it is clear that I have said you cannot dissect and compare what you want and have an correct and proper comparison.

    You are picking and choosing what you want to compare to suite your argument and ignoring what makes them different.

    I edited what I quoted because the rest was pointless.

    I do not care if you get the point. Zos is likely smart enough to see through the smoke and mirrors..
  • twing1_
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    @idk

    I acknowledge the races have differences in defensive statistics. I acknowledge that dunmer have more max stamina while altmer have more stamina sustain (although these ultimately accomplish the same function: more roll dodges/combat utility). I acknowledge that Altmer also have 125 more max magicka.

    When you add all these together, though, I still don't think they make a large enough distinction between the two races to give them each a unique feel.
  • ThePainGuy
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    Ahh the fire resist passive. While i admit that the fire resist/burning immunity passive is unique to dunmers, it is not as game changing or game defining for me as others have argued in other threads. The fire passive on this week pts provides 2310 fire resistance and burning immunity. Now playing dunmer vs altmer on live in PVE content, i don't feel a great difference when in fire heavy dungeons/bosses. Bosses with heavy fire mechanics hit hard in both classes, and I don't notice the small damage difference between the two races. Now in PVP, that passive has its benefits when fighting enemy players. However, the meta has shifted over the course of this past year; i see less players using fire staffs/ fire enchants and more and more magicka players are using shock staffs and ice staffs (to snare us into oblivion). Thus that passive is becoming less impressive.

    Now I have seen other posts in the forums about well dunmer can be a great vampire with the fire passive. Ok thats a fair point, but I would make the argument that bretons actually make the best vampires. They get 2310 resists to all magicka types (magic damage, fire, frost, and shock). And with this week's changes on the PTS when bretons are afflicted with burning status (or any other magic status effect), the resistance skyrockets to 4620 spell resistance (higher than nords passive). That is far better than the burning immunity that dunmer passive provides. I like the fire resist passive, but I don't feel, the passive by itself impacts dunmer vs altmer playstyles significantly. Another reason why Im curious if Zos will add something else small to that passive that makes dunmer stand out.
  • MLGProPlayer
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    twing1_ wrote: »
    @idk

    I acknowledge the races have differences in defensive statistics. I acknowledge that dunmer have more max stamina while altmer have more stamina sustain (although these ultimately accomplish the same function: more roll dodges/combat utility). I acknowledge that Altmer also have 125 more max magicka.

    When you add all these together, though, I still don't think they make a large enough distinction between the two races to give them each a unique feel.

    It's important to note that 125 more max magicka is the equivalent of +12 spell damage. That isn't enough to result in a DPS difference in testing.

    Utlimately, both classes are incredibly underwhelming to the BiS races (Khajoit and Breton).
    Edited by MLGProPlayer on February 9, 2019 6:26AM
  • idk
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    twing1_ wrote: »
    @idk

    I acknowledge the races have differences in defensive statistics. I acknowledge that dunmer have more max stamina while altmer have more stamina sustain (although these ultimately accomplish the same function: more roll dodges/combat utility). I acknowledge that Altmer also have 125 more max magicka.

    When you add all these together, though, I still don't think they make a large enough distinction between the two races to give them each a unique feel.

    It's important to note that 125 more max magicka is the equivalent of +12 spell damage. That isn't enough to result in a DPS difference in testing.

    Utlimately, both classes are incredibly underwhelming to the BiS races (Khajoit and Breton).

    It is important to note that the idea is for the racial passives to be more balanced. In that context it seems to be out of place to suggest one race should be significantly stronger than another.
  • Vapirko
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    I disagree. Dunmers are a great crossover race opening up more Vampire builds to stamina, where as Altmers will be strictly magicka and offer slightly more damage, and provide magicka classes a way to get stamina in PvP without sacrificing so much in their build, or stacking on what they already have.
  • twing1_
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    idk wrote: »
    twing1_ wrote: »
    @idk

    I acknowledge the races have differences in defensive statistics. I acknowledge that dunmer have more max stamina while altmer have more stamina sustain (although these ultimately accomplish the same function: more roll dodges/combat utility). I acknowledge that Altmer also have 125 more max magicka.

    When you add all these together, though, I still don't think they make a large enough distinction between the two races to give them each a unique feel.

    It's important to note that 125 more max magicka is the equivalent of +12 spell damage. That isn't enough to result in a DPS difference in testing.

    Utlimately, both classes are incredibly underwhelming to the BiS races (Khajoit and Breton).

    It is important to note that the idea is for the racial passives to be more balanced. In that context it seems to be out of place to suggest one race should be significantly stronger than another.

    With this logic, then Nords should also get 2000 maximum magicka because balance.

    Of course, this is just me being facetious. I don't actually believe Nords should receive 2000 max magicka. The point I'm making is that certain races are supposed to excel at certain things, and other races are supposed to excel at other things.

    While yes, both Altmer and Dunmer are supposed to be skilled mages, I feel most would agree that in TES lore, Dunmer are supposed to possess superior athletic ability when compared to the Altmer. Currently, looking at both these races as magicka damage dealers, I feel like this isn't being reflected in their racial passives. Altmer have stamina sustain, which marginally supports the idea of athletic ability (by granting them more roll dodges and combat utility). Dunmer, on the other hand, have 1875 more max stamina, also marginally supporting the idea of athletic ability (by granting them more roll dodges and combat utility). These bonuses are very comparable.

    I just believe that removing altmer's off-stat sustain and instead granting it to the Dunmer so they would have both of these small, marginally helpful bonuses to their off-stat would go a long way to help differentiate these races and help push Dunmer ahead as the clearly more athletic race, giving them a unique racial identity and a real reason to play them over altmer or orc. Giving altmer a small bonus to their magicka use in some way (I think a slight boost to status effect chance is my favorite so far) would also help to distinguish that race as the more advanced mages.

    Originally I had some reductions to dunmer's max resources, but after discussing this with others I feel like maybe that reduction isn't needed anymore (or at the absolute most a very very slight one, down to 1750 and no more)
    Edited by twing1_ on February 9, 2019 5:08PM
  • idk
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    Again, you are twisting things and it shows as a clear sign of desperation. Then again we have a lot of threads that are twisting things. One even falsely claims Dunmers have more damage than High Elfs.

    Balance does not mean everything is the identical and in the case of Dunmers and High Elfs they are not identical.
    Edited by idk on February 9, 2019 9:15AM
  • MLGProPlayer
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    idk wrote: »
    twing1_ wrote: »
    @idk

    I acknowledge the races have differences in defensive statistics. I acknowledge that dunmer have more max stamina while altmer have more stamina sustain (although these ultimately accomplish the same function: more roll dodges/combat utility). I acknowledge that Altmer also have 125 more max magicka.

    When you add all these together, though, I still don't think they make a large enough distinction between the two races to give them each a unique feel.

    It's important to note that 125 more max magicka is the equivalent of +12 spell damage. That isn't enough to result in a DPS difference in testing.

    Utlimately, both classes are incredibly underwhelming to the BiS races (Khajoit and Breton).

    It is important to note that the idea is for the racial passives to be more balanced. In that context it seems to be out of place to suggest one race should be significantly stronger than another.

    Who said anything about one race being significantly stronger than another?

    The problem is one offers nothing over the other, and they both offer nothing over the BiS competition.

    Altmer and Dunmer are currently just clones of one another and inferior options to Khajiit and Breton.
    Edited by MLGProPlayer on February 9, 2019 11:06AM
  • MLGProPlayer
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    Vapirko wrote: »
    I disagree. Dunmers are a great crossover race opening up more Vampire builds to stamina, where as Altmers will be strictly magicka and offer slightly more damage, and provide magicka classes a way to get stamina in PvP without sacrificing so much in their build, or stacking on what they already have.

    Altmer and Dunmer have virtually identical damage. 125 magicka = ~12 spell damage. That is less than a 100 DPS increase. Their magicka stats are literally cloned.
    Edited by MLGProPlayer on February 9, 2019 11:23AM
  • ThePainGuy
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    Vapirko wrote: »
    I disagree. Dunmers are a great crossover race opening up more Vampire builds to stamina, where as Altmers will be strictly magicka and offer slightly more damage, and provide magicka classes a way to get stamina in PvP without sacrificing so much in their build, or stacking on what they already have.

    My prior post was in reference to magicka playstyle between dunmer and altmer. I agree with you that dunmer is a good crossover race (I think that term fits it better than labeling them hybrid dps race, as dps is the hardest role to maximize in a hybrid form). Magicka dps dunmer and altmer playstyles are now similar in this weeks PTS is what i was alluding to. And the fire resist passive doesn't feel impactful enough to where i think those races play differently.

    Dunmer does open up stamina races to vampire builds, but nord probably synergizes with vamp better despite the fire resist passive dunmer offers.

    The second passive of altmer i agree does help in PVP. However, I thought the whole point of the racial adjustments by ZOS was to try and minimize passives that are heavily waited towards one content (PVP vs PVE) or a niche playstyle (sneak/stealth). Many players in ESO have an altmer that they have used over the years that is solely for PVE. Now ZOS wants to change their passives up to where one passive is primarily useful in from a PVP standpoint. And the passive doesn't quite match the lore of Altmer. What does ZOS tell that playerbase? Surely ZOS can figure out a passive that benefits both PVE and PVP players. I am primarily a PVP player and even i think PVE altmers got short end of stick here.
  • twing1_
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    Vapirko wrote: »
    I disagree. Dunmers are a great crossover race opening up more Vampire builds to stamina, where as Altmers will be strictly magicka and offer slightly more damage, and provide magicka classes a way to get stamina in PvP without sacrificing so much in their build, or stacking on what they already have.

    @Vapirko

    I too believe crossover is a great term for their current standing. As they currently stand, they are sufficiently equipped to play either a stamina play style OR a magicka play style. But, in playing each of these, they are lacking a unique feeling.

    As a magicka play style, they are very very similar to the altmer race. They both have very similar damage (only 125 less max mag, otherwise identical) and also very similar off-stat utility (altmers have marginal utility due to stamina sustain, dunmer have marginal utility due to an extra 1875 stamina). In fact, the biggest difference between these two races is in their defensive stats, where altmer take less damage while casting and dunmer take less fire damage.

    On the stamina side of the coin, dunmer and orcs are very similar, though the distinction is admittedly more clear. They both possess similar offensive stats (again, dunmer has only 125 less stamina than the orc race, but the same weapon damage). Where they differ is while orc have bonuses to health and slight health regen, dunmer have a slight bonus to maximum magicka and fire resistance.

    In either case, there is currently no clear-cut reason to choose magicka dunmer over altmer nor stamina dunmer over orc, as magicka dunmer's stamina utility is rivaled by the altmer and stamina dunmer's magicka utility is overshadowed by the orc race's benefits to health.

    I believe granting them the off-stat sustain tool currently found on the altmer would definitely help to separate them from the altmer race (in terms of racial identity, and not balance) while also giving them a bit more useful magicka utility on the stamina side of things to help keep them up to speed with the orc race, as I believe most would agree orcs are pulling ahead in that department.

    Not to mention it would contribute to the existing lore of Dunmer being both athletic warriors and skilled magicka users, granting them a more battle-mage sort of play style on the magicka side of things (with access to unquestionably more combat utility like dodging, blocking, and breaking free than the other magicka races) and a warrior-caster feel on their stamina counterparts (by granting them by far the most magicka utility for crowd control, healing, and other defensive spells like nb cloak or sorc dark deal).
    Edited by twing1_ on February 10, 2019 3:20AM
  • Vapirko
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    twing1_ wrote: »
    Vapirko wrote: »
    I disagree. Dunmers are a great crossover race opening up more Vampire builds to stamina, where as Altmers will be strictly magicka and offer slightly more damage, and provide magicka classes a way to get stamina in PvP without sacrificing so much in their build, or stacking on what they already have.

    @Vapirko

    I too believe crossover is a great term for their current standing. As they currently stand, they are sufficiently equipped to play either a stamina play style OR a magicka play style. But, in playing each of these, they are lacking a unique feeling.

    As a magicka play style, they are very very similar to the altmer race. They both have very similar damage (only 125 less max mag, otherwise identical) and also very similar off-stat utility (altmers have marginal utility due to stamina sustain, dunmer have marginal utility due to an extra 1875 stamina). In fact, the biggest difference between these two races is in their defensive stats, where altmer take less damage while casting and dunmer take less fire damage.

    On the stamina side of the coin, dunmer and orcs are very similar, though the distinction is admittedly more clear. They both possess similar offensive stats (again, dunmer has only 125 less stamina than the orc race, but the same weapon damage). Where they differ is while orc have bonuses to health and slight health regen, dunmer have a slight bonus to maximum magicka and fire resistance.

    In either case, there is currently no clear-cut reason to choose magicka dunmer over altmer nor stamina dunmer over orc, as for magicka dunmer's stamina utility is rivaled by the altmer and stamina dunmer's magicka utility is overshadowed by the orc race's benefits to health.

    I believe granting them the off-stat sustain tool currently found on the altmer would definitely help to separate them from the altmer race (in terms of racial identity, and not balance) while also giving them a bit more useful magicka utility on the stamina side of things to help keep them up to speed with the orc race, as I believe most would agree orcs are pulling ahead in that department.

    Not to mention it would contribute to the existing lore of Dunmer being both athletic warriors and skilled magicka users, granting then a more battle-mage sort of play style on the magicka side of things (with access to unquestionably more combat utility like dodging, blocking, and breaking free than the other magicka races) and a warrior-caster feel on their stamina counterparts (by granting them by far the most magicka utility for crowd control, healing, and other defensive spells like nb cloak or sorc dark deal).

    Good points, but for example I know I’m going to choose Dunmer for my NB character right now specifically because I like to play magicka or stamina depending, and either way the max mag or stam works to my advantage. Not to mention, as we know, the fire resists lets me go vampire which also works for both specs due to increased sneak speed and both stamina and magicka recovery. And honestly I think this race could now make vampire builds more viable to a lot more classes and specs in PvP. I won’t play orc becusee I cant spec to magicka, the 1k health doesn’t concern me and the sprint speed doesn’t help in cloak or stealth.

    What we need to accept is that in terms of high end DPS parses, or straight damage, there will always be better races and that’s fine. When looking at straight damage there may not be a reason to choose classes other than Orc or Altmer, but aside from high end DPS parses the damage difference is small to non existent and there are many many other reasons to play other classes, I can tell you right now we’re going to see a lot of cool builds coming out that don’t use Orcs or Altmers.
  • twing1_
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    Vapirko wrote: »
    twing1_ wrote: »
    Vapirko wrote: »
    I disagree. Dunmers are a great crossover race opening up more Vampire builds to stamina, where as Altmers will be strictly magicka and offer slightly more damage, and provide magicka classes a way to get stamina in PvP without sacrificing so much in their build, or stacking on what they already have.

    @Vapirko

    I too believe crossover is a great term for their current standing. As they currently stand, they are sufficiently equipped to play either a stamina play style OR a magicka play style. But, in playing each of these, they are lacking a unique feeling.

    As a magicka play style, they are very very similar to the altmer race. They both have very similar damage (only 125 less max mag, otherwise identical) and also very similar off-stat utility (altmers have marginal utility due to stamina sustain, dunmer have marginal utility due to an extra 1875 stamina). In fact, the biggest difference between these two races is in their defensive stats, where altmer take less damage while casting and dunmer take less fire damage.

    On the stamina side of the coin, dunmer and orcs are very similar, though the distinction is admittedly more clear. They both possess similar offensive stats (again, dunmer has only 125 less stamina than the orc race, but the same weapon damage). Where they differ is while orc have bonuses to health and slight health regen, dunmer have a slight bonus to maximum magicka and fire resistance.

    In either case, there is currently no clear-cut reason to choose magicka dunmer over altmer nor stamina dunmer over orc, as for magicka dunmer's stamina utility is rivaled by the altmer and stamina dunmer's magicka utility is overshadowed by the orc race's benefits to health.

    I believe granting them the off-stat sustain tool currently found on the altmer would definitely help to separate them from the altmer race (in terms of racial identity, and not balance) while also giving them a bit more useful magicka utility on the stamina side of things to help keep them up to speed with the orc race, as I believe most would agree orcs are pulling ahead in that department.

    Not to mention it would contribute to the existing lore of Dunmer being both athletic warriors and skilled magicka users, granting then a more battle-mage sort of play style on the magicka side of things (with access to unquestionably more combat utility like dodging, blocking, and breaking free than the other magicka races) and a warrior-caster feel on their stamina counterparts (by granting them by far the most magicka utility for crowd control, healing, and other defensive spells like nb cloak or sorc dark deal).

    Good points, but for example I know I’m going to choose Dunmer for my NB character right now specifically because I like to play magicka or stamina depending, and either way the max mag or stam works to my advantage. Not to mention, as we know, the fire resists lets me go vampire which also works for both specs due to increased sneak speed and both stamina and magicka recovery. And honestly I think this race could now make vampire builds more viable to a lot more classes and specs in PvP. I won’t play orc becusee I cant spec to magicka, the 1k health doesn’t concern me and the sprint speed doesn’t help in cloak or stealth.

    What we need to accept is that in terms of high end DPS parses, or straight damage, there will always be better races and that’s fine. When looking at straight damage there may not be a reason to choose classes other than Orc or Altmer, but aside from high end DPS parses the damage difference is small to non existent and there are many many other reasons to play other classes, I can tell you right now we’re going to see a lot of cool builds coming out that don’t use Orcs or Altmers.

    I agree with you that Dunmer doesn't need to be a top DPS parsing race. Competitive? Sure. I actually think they are in a pretty good spot in that regard right now. I would just like to give them a little something to compensate for never being in the top seat, as right now they feel pretty hollow. It would be nice if this little bonus also complemented the added bonus they already have to max off-stat resources in the form of off-stat sustain. I would even pay the price of a minimal amount of damage potential for this, if I had to. They do already have an inherit ability to switch from magicka roles to stamina roles, as you stated you like to do, but right now this isn't being taken advantage of in endgame content (as you cannot re-spec mid trial/vMA/PvP), whereas most other race's defining characteristics are.

    The fire resist is nice, but when you look at races like Breton (who have the same value of spell resistance that also protects from fire AND doubles while affected by a status effect) and Nords (who have almost twice the fire resistance that dunmers have in the shape of raw resistance), I don't think it is enough to claim as part of the dunmer racial identity.
    Edited by twing1_ on February 9, 2019 5:16PM
  • twing1_
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    PSA:

    Integrated the suggestions made in the comment section into the body of the original post.
  • validifyedneb18_ESO
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    So having talked about this to death in other threads, I have to ask, what do you expect in terms of diversity for 2 high mag dd races?

    There is no other way to give players higher damage outside of giving them wep and/or spell damage.

    They both get a chunk, because they're both high mag DD races. Saying those passives are similar is as good as saying that no two races can have magica as a central focus.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • twing1_
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    So having talked about this to death in other threads, I have to ask, what do you expect in terms of diversity for 2 high mag dd races?

    There is no other way to give players higher damage outside of giving them wep and/or spell damage.

    They both get a chunk, because they're both high mag DD races. Saying those passives are similar is as good as saying that no two races can have magica as a central focus.

    @validifyedneb18_ESO

    I believe giving to the dunmer the off-stat sustain tool currently found on the altmer would do the trick.

    This would emphasize magicka Dunmer's athletic ability by allowing them to roll dodge and use more combat mechanics through added stamina sustain, while also helping stamina dunmer reclai their identity as skilled casters (with greater access to magicka skills like crowd control, self heals, damage shields, night blade cloak, etc) through greater magicka sustain.

    Altmer could be granted a small magicka related bonus that doesn't directly increase their damage potential, like increased status effect chance, as compensation.

    The damage balance between races would remain virtually unchanged.
    Edited by twing1_ on February 10, 2019 6:07PM
  • validifyedneb18_ESO
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    twing1_ wrote: »
    So having talked about this to death in other threads, I have to ask, what do you expect in terms of diversity for 2 high mag dd races?

    There is no other way to give players higher damage outside of giving them wep and/or spell damage.

    They both get a chunk, because they're both high mag DD races. Saying those passives are similar is as good as saying that no two races can have magica as a central focus.

    @validifyedneb18_ESO

    I believe giving to the dunmer the off-stat sustain tool currently found on the altmer would do the trick.

    This would emphasize magicka Dunmer's athletic ability by allowing them to roll dodge and use more combat mechanics through added stamina sustain, while also helping stamina dunmer reclai their identity as skilled casters (with greater access to magicka skills like crowd control, self heals, damage shields, night blade cloak, etc) through greater magicka sustain.

    Altmer could be granted a small magicka related bonus that doesn't directly increase their damage potential, like increased status effect chance, as compensation.

    The damage balance between races would remain virtually unchanged.

    Well, altmer have the stam sustain. So thats the diversity. Moving a passive from one race to the other doesnt increase diversity between the two races does it?

    I agree slightly that they could maybe do with less stamina sustain and maybe something else a little magicky but utility not damage increasing.

    Dunmer seem to have tonnes of racial style though, is see no need to change anything. At-least not solely in the name of racial identity.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • twing1_
    twing1_
    ✭✭✭✭
    twing1_ wrote: »
    So having talked about this to death in other threads, I have to ask, what do you expect in terms of diversity for 2 high mag dd races?

    There is no other way to give players higher damage outside of giving them wep and/or spell damage.

    They both get a chunk, because they're both high mag DD races. Saying those passives are similar is as good as saying that no two races can have magica as a central focus.

    @validifyedneb18_ESO

    I believe giving to the dunmer the off-stat sustain tool currently found on the altmer would do the trick.

    This would emphasize magicka Dunmer's athletic ability by allowing them to roll dodge and use more combat mechanics through added stamina sustain, while also helping stamina dunmer reclai their identity as skilled casters (with greater access to magicka skills like crowd control, self heals, damage shields, night blade cloak, etc) through greater magicka sustain.

    Altmer could be granted a small magicka related bonus that doesn't directly increase their damage potential, like increased status effect chance, as compensation.

    The damage balance between races would remain virtually unchanged.

    Well, altmer have the stam sustain. So thats the diversity. Moving a passive from one race to the other doesnt increase diversity between the two races does it?

    I agree slightly that they could maybe do with less stamina sustain and maybe something else a little magicky but utility not damage increasing.

    Dunmer seem to have tonnes of racial style though, is see no need to change anything. At-least not solely in the name of racial identity.

    Altmer have the stamina sustain, while Dunmer have the higher stamina pool.

    Having more stamina sustain grants altmer slightly more roll dodges and combat utility.

    Having higher max stamina grants dunmer slightly more roll dodges and combat utility.

    These are both very similar bonuses. I believe that putting them both onto one class would establish the needed diversity between the two.
    Edited by twing1_ on February 10, 2019 6:29PM
  • validifyedneb18_ESO
    validifyedneb18_ESO
    ✭✭✭✭✭
    twing1_ wrote: »
    twing1_ wrote: »
    So having talked about this to death in other threads, I have to ask, what do you expect in terms of diversity for 2 high mag dd races?

    There is no other way to give players higher damage outside of giving them wep and/or spell damage.

    They both get a chunk, because they're both high mag DD races. Saying those passives are similar is as good as saying that no two races can have magica as a central focus.

    @validifyedneb18_ESO

    I believe giving to the dunmer the off-stat sustain tool currently found on the altmer would do the trick.

    This would emphasize magicka Dunmer's athletic ability by allowing them to roll dodge and use more combat mechanics through added stamina sustain, while also helping stamina dunmer reclai their identity as skilled casters (with greater access to magicka skills like crowd control, self heals, damage shields, night blade cloak, etc) through greater magicka sustain.

    Altmer could be granted a small magicka related bonus that doesn't directly increase their damage potential, like increased status effect chance, as compensation.

    The damage balance between races would remain virtually unchanged.

    Well, altmer have the stam sustain. So thats the diversity. Moving a passive from one race to the other doesnt increase diversity between the two races does it?

    I agree slightly that they could maybe do with less stamina sustain and maybe something else a little magicky but utility not damage increasing.

    Dunmer seem to have tonnes of racial style though, is see no need to change anything. At-least not solely in the name of racial identity.

    Altmer have the stamina sustain, while Dunmer have the higher stamina pool.

    Having more stamina sustain grants altmer slightly more roll dodges and combat utility.

    Having higher max stamina grants dunmer slightly more roll dodges and combat utility.

    These are both very similar bonuses. I believe that putting them both onto one class would establish the needed diversity between the two.

    Regen is very different to max stat.

    How do you think Altmer got into their current situation? Bretons get regen Altmers dont. The fact that Breton have regen and Altmer only have magica doesnt make those two races the same.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • twing1_
    twing1_
    ✭✭✭✭
    twing1_ wrote: »
    twing1_ wrote: »
    So having talked about this to death in other threads, I have to ask, what do you expect in terms of diversity for 2 high mag dd races?

    There is no other way to give players higher damage outside of giving them wep and/or spell damage.

    They both get a chunk, because they're both high mag DD races. Saying those passives are similar is as good as saying that no two races can have magica as a central focus.

    @validifyedneb18_ESO

    I believe giving to the dunmer the off-stat sustain tool currently found on the altmer would do the trick.

    This would emphasize magicka Dunmer's athletic ability by allowing them to roll dodge and use more combat mechanics through added stamina sustain, while also helping stamina dunmer reclai their identity as skilled casters (with greater access to magicka skills like crowd control, self heals, damage shields, night blade cloak, etc) through greater magicka sustain.

    Altmer could be granted a small magicka related bonus that doesn't directly increase their damage potential, like increased status effect chance, as compensation.

    The damage balance between races would remain virtually unchanged.

    Well, altmer have the stam sustain. So thats the diversity. Moving a passive from one race to the other doesnt increase diversity between the two races does it?

    I agree slightly that they could maybe do with less stamina sustain and maybe something else a little magicky but utility not damage increasing.

    Dunmer seem to have tonnes of racial style though, is see no need to change anything. At-least not solely in the name of racial identity.

    Altmer have the stamina sustain, while Dunmer have the higher stamina pool.

    Having more stamina sustain grants altmer slightly more roll dodges and combat utility.

    Having higher max stamina grants dunmer slightly more roll dodges and combat utility.

    These are both very similar bonuses. I believe that putting them both onto one class would establish the needed diversity between the two.

    Regen is very different to max stat.

    How do you think Altmer got into their current situation? Bretons get regen Altmers dont. The fact that Breton have regen and Altmer only have magica doesnt make those two races the same.

    While I would agree with you that main-stat sustain is very different from maximum main-stat (because sustain does not contribute to overall damage while maximum stats do), off-stats do not get this same distinction (because maximum off-stats are not used to calculate main-stat damage). In fact, the only benefit to contributing to your maximum off-stat is to allow for the use of more of that resource. In terms of stamina, that means more roll dodges, break frees, and other combat mechanics. Similarly, the only use for off-stat sustain is to allow for the use of more of that resource, albeit in a less bursty nature.

    So let's take a look at Breton and Altmer. Since Breton and Altmer have the same max magicka, I would argue that what separates these two is that the Altmer have 258 spell damage and some off-stat sustain while the Breton have a 7% cost reduction and 100 magicka regen.

    The dunmer and the altmer both have very similar max stats (1875 max mag and 2000 max mag, respectively) and identical spell damage values (258). On top of this, they also have very similar secondary stats that add off-stat utility (albeit the dunmer have it through max stam and the altmer have it through stam sustain). The two are undeniably more similar than Breton and Altmer.
    Edited by twing1_ on February 10, 2019 7:35PM
  • twing1_
    twing1_
    ✭✭✭✭
    twing1_ wrote: »
    Greetings. As most of you already know, ZOS is currently trying to rebalance racial passives to more equalize the races whilst also making the races more accommodating to every role (tank, DPS, or healer) and retaining each race's unique feel and gameplay. For the most part, they've done a pretty good job. I feel most of the races are pretty balanced, unique, and also viable for every role. One area where they fall short, in my opinion, is giving the Altmer and Dunmer unique racial identities. Here are their current racial passives on the PTS:

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Restore 645 Magicka or Stamina, based on whichever is lower, 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
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1875
    -Increases Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    ZOS has stated their attempts to balance the races are based off of end game content. As such, we will analyze these races accordingly. In most endgame content, offensive power (max stats, damage, and sustain) is what most would agree hold the greatest importance. It is for this reason we will primarily focus on these stats and for the most part ignore the Altmer's damage reduction while casting and the Dunmer's fire resistance (as these defensive bonuses could conceivably cancel each other out from a racial balancing perspective anyway).

    As we can see, Altmers possess great bonuses to Magicka offensive power, and are quite intended for endgame Magicka builds. Dunmers, on the other hand, possess equal bonuses to both Magicka and Stamina offensive power. However, because hybrid builds (builds that use both offensive abilities scaling off of Stamina and offensive abilities scaling off of Magicka) are not viable for end game content (due to splitting of resources, lack of synergistic CPs, etc...), we will examine Dunmers as either endgame Magicka OR endgame Stamina builds. To more directly compare the Dunmer against the Altmer, we will focus on their Magicka build. With this in mind, here are their offensive stats:

    Altmer Offensive Passives
    -2000 Max Magicka
    -258 Spell Damage

    Dunmer Offensive Passives
    -1875 Max Magicka
    -258 Spell Damage

    Right off the bat we can see their similarities. In fact, outside of the additional 125 Max Magicka the Altmer get, they are identical. But what about their off-stat passives?

    Altmer Secondary Stat Passives
    -Restore 645 Stamina after activating a class ability every 6 seconds

    Dunmer Secondary Stat Passives
    -1875 Max Stamina
    -258 Weapon Damage (though this can be largely ignored, due to the vast majority of endgame Magicka builds synergizing off of Spell Damage and not Weapon Damage. A notable exception would be dual wield cast builds, however this passive even in those builds would only affect light attack damage, and not ability damage.)

    So even in their off-stat passives, the two races seem pretty similar. They both provide very limited increased Stamina utility (for roll dodging, blocking, breaking free, etc...). Altmers get it through a little bit of added stamina sustain, while Dunmers get it through a bit more Stamina to begin with (larger max stamina). So even after taking these off-stat passives into account, the two races appear to be (in almost the most literal sense of the word) perfectly balanced. They are both great Magicka builds (the difference being only a measly 125(!) Max Magicka) and each provide a bit of Stamina utility via either sustain for Altmers or max resource pool for Dunmers. So why play an Altmer over a Dunmer? Why a Dunmer over an Altmer? They are virtually identical. Where is the racial identity?

    Lore dictates that Altmer are among the most powerful and distinguished spell casters in the realm. Dunmer, on the other hand, are extremely nimble and athletic warriors that are also proficient in destruction magic. Why then, are they almost indistinguishable from one another in endgame content? Why don't their racial passives reflect these differences? As the racial passives currently are on the PTS, neither race is adding a unique flavor to the game and they are both overshadowed by each other.

    So what can be done?

    Altmer passives should play into their dominance as mages found within TES lore. I believe granting them a passive to reinforce their use as magicka users without directly increasing their raw magicka power would help establish their racial identity. An off-stat sustain ability has no place on the Altmer's racial passives. Instead, it belongs to the Dunmer, the race known for their spell casting and athleticism. I would like to see this added to their passives, even at the cost of a minimal (very minimal, as Dunmer are currently in a good spot for magicka DPS) amount of max resources if need be to maintain balance. These changes would help distinguish Altmer as superior mages to the Dunmer (via a small boost to magicka usage and a slightly greater disparity between max resources) and also keep them in the running for top Magicka DPS parses (as on PTS they are currently falling behind both Breton and Khajit). These changes would also showcase the duality of the Dunmer's nature as both skilled warriors and as proficient spell casters, by providing unquestionably the most off-stat utility out of any race via both sustain and max resource pool. With a Dunmer specced into Magicka, this would provide greater ability to sprint, roll dodge, break free, bash, and block effectively, while still putting out very competitive endgame Magicka DPS.

    Here are my proposed changes (in bold):

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Increases your chances of applying status effects by [x]%***. Reduces damage taken by 5% while you are using an ability with a cast or channel time
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    *** Here is a list of possible alternatives to this passive that have been suggested in the comments:
    -Activating a class ability restores [x] magicka or stamina, based on whichever maximum is higher. This can occur every [y] seconds.
    -Restore [x] Magicka when you use a healing ability. This can occur every [y] seconds.


    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1750-1875 (Down from 1875).
    -Restore [y] Magicka or Stamina, based on whichever is LOWER, when you deal direct damage. This effect can occur once every [z] seconds. Increases Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    In short, these changes would differentiate these two races enough from one another that playing each would give gameplay a unique and flavored feel that currently isn't there. It would also give more options to consider for endgame builds. Players would have to ask themselves "do I want a truly, nails to teeth min/maxed build for Magicka DPS that excels in very controlled endgame content like trials? Or do I want a more versatile and defensive playstyle that excels in worst-case-scenario situations like Veteran Maelstrom Arena and PvP?" If squeezing out the last, tiny bit of DPS is a goal, Altmer should be chosen. If a player desires more versatility, Dunmer is the race to be. Both would be equally competitive in endgame content, though they would each excel at different things.

    I know this analysis was focused on Dunmer vs. Altmer as Magicka builds, but a similar situation is present on the Stamina side of things between Dunmer and Orcs, albeit to a lesser extent thanks to the Orc's unique passives that keep them alive longer in fights. My same aforementioned changes to the Dunmer, however, would also help to even further differentiate them from the Orcs by providing Stamina Dunmers greater access to Magicka utillity for things like crowd control, self heals, and various other survival mechanics that rely on magicka usage (Nightblade cloak, looking at you). This too would help reinforce the Dunmer's identity as a hybrid/jack-of-all-trades race and support their lore as warrior-casters.

    I've posted a link to this thread in a comment on the official racial change feedback thread (link found below) and if you guys support these changes please do the same. The key is to make enough buzz that it gathers the attention of the development team, so tagging a dev in your comment on that thread couldn't hurt either. Please let me know what you guys think and comment your thoughts, critiques, and objections, as the best suggestions can overcome adversity.

    Link to official racial change feedback thread: https://forums.elderscrollsonline.com/en/discussion/454514/pts-update-21-feedback-thread-for-racial-passive-changes#latest

    TL;DR: As of now on the PTS, for most endgame content, Altmer and Dunmer Magicka builds are almost indistinguishable from one another, with the only difference being in their defensive passives and a measly 125(!) max magicka advantage to the Altmer. This is costing each of these races their unique racial identity, for if you've played as an Altmer you might as well have played as a Magicka specced Dunmer also. To differentiate the two races a little better, Altmer's off-stat sustain should be converted to a slight boost to magicka use in some way that doesn't directly affect their raw damage potential and Dunmer should inherit an off-stat sustain passive (at the cost of a minimal amount of max resources, if necessary). Proposed changes (in bold):

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Increases your chances of applying status effects by [x]%***. Reduces damage taken by 5% while you are using an ability with a cast or channel time
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    *** Here is a list of possible alternatives to this passive that have been suggested in the comments:
    -Activating a class ability restores [x] magicka or stamina, based on whichever maximum is higher. This can occur every [y] seconds.
    -Restore [x] Magicka when you use a healing ability. This can occur every [y] seconds.


    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1750-1875 (Down from 1875).
    -Restore [y] Magicka or Stamina, based on whichever is LOWER, when you deal direct damage. This effect can occur once every [z] seconds. Increase Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    P.S. I've posted about this issue before, but finally took the time out to thoroughly and completely explain my reasoning. I apologize for the wall of text and any perceived spam.

    Edit: Implemented into the original post some ideas discussed in the comments

    Edit2: Changed values of proposed Dunmer resource pools, as the initial proposition of 1500 was too low (debated in comments below)

    Edit3: Edited to reflect my current preference of the Altmer's passive to be increased chance to apply status effects.

    I'm rather disappointed this wasn't acted upon. I now fear these races will be incredibly indistinguishable for the foreseeable future.

    @ZOS_GinaBruno

    Could we please get an explanation as to why these races don't deserve as much differentiation from one another as the other races?
    Edited by twing1_ on February 12, 2019 3:22AM
  • validifyedneb18_ESO
    validifyedneb18_ESO
    ✭✭✭✭✭
    twing1_ wrote: »
    twing1_ wrote: »
    Greetings. As most of you already know, ZOS is currently trying to rebalance racial passives to more equalize the races whilst also making the races more accommodating to every role (tank, DPS, or healer) and retaining each race's unique feel and gameplay. For the most part, they've done a pretty good job. I feel most of the races are pretty balanced, unique, and also viable for every role. One area where they fall short, in my opinion, is giving the Altmer and Dunmer unique racial identities. Here are their current racial passives on the PTS:

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Restore 645 Magicka or Stamina, based on whichever is lower, 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
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1875
    -Increases Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    ZOS has stated their attempts to balance the races are based off of end game content. As such, we will analyze these races accordingly. In most endgame content, offensive power (max stats, damage, and sustain) is what most would agree hold the greatest importance. It is for this reason we will primarily focus on these stats and for the most part ignore the Altmer's damage reduction while casting and the Dunmer's fire resistance (as these defensive bonuses could conceivably cancel each other out from a racial balancing perspective anyway).

    As we can see, Altmers possess great bonuses to Magicka offensive power, and are quite intended for endgame Magicka builds. Dunmers, on the other hand, possess equal bonuses to both Magicka and Stamina offensive power. However, because hybrid builds (builds that use both offensive abilities scaling off of Stamina and offensive abilities scaling off of Magicka) are not viable for end game content (due to splitting of resources, lack of synergistic CPs, etc...), we will examine Dunmers as either endgame Magicka OR endgame Stamina builds. To more directly compare the Dunmer against the Altmer, we will focus on their Magicka build. With this in mind, here are their offensive stats:

    Altmer Offensive Passives
    -2000 Max Magicka
    -258 Spell Damage

    Dunmer Offensive Passives
    -1875 Max Magicka
    -258 Spell Damage

    Right off the bat we can see their similarities. In fact, outside of the additional 125 Max Magicka the Altmer get, they are identical. But what about their off-stat passives?

    Altmer Secondary Stat Passives
    -Restore 645 Stamina after activating a class ability every 6 seconds

    Dunmer Secondary Stat Passives
    -1875 Max Stamina
    -258 Weapon Damage (though this can be largely ignored, due to the vast majority of endgame Magicka builds synergizing off of Spell Damage and not Weapon Damage. A notable exception would be dual wield cast builds, however this passive even in those builds would only affect light attack damage, and not ability damage.)

    So even in their off-stat passives, the two races seem pretty similar. They both provide very limited increased Stamina utility (for roll dodging, blocking, breaking free, etc...). Altmers get it through a little bit of added stamina sustain, while Dunmers get it through a bit more Stamina to begin with (larger max stamina). So even after taking these off-stat passives into account, the two races appear to be (in almost the most literal sense of the word) perfectly balanced. They are both great Magicka builds (the difference being only a measly 125(!) Max Magicka) and each provide a bit of Stamina utility via either sustain for Altmers or max resource pool for Dunmers. So why play an Altmer over a Dunmer? Why a Dunmer over an Altmer? They are virtually identical. Where is the racial identity?

    Lore dictates that Altmer are among the most powerful and distinguished spell casters in the realm. Dunmer, on the other hand, are extremely nimble and athletic warriors that are also proficient in destruction magic. Why then, are they almost indistinguishable from one another in endgame content? Why don't their racial passives reflect these differences? As the racial passives currently are on the PTS, neither race is adding a unique flavor to the game and they are both overshadowed by each other.

    So what can be done?

    Altmer passives should play into their dominance as mages found within TES lore. I believe granting them a passive to reinforce their use as magicka users without directly increasing their raw magicka power would help establish their racial identity. An off-stat sustain ability has no place on the Altmer's racial passives. Instead, it belongs to the Dunmer, the race known for their spell casting and athleticism. I would like to see this added to their passives, even at the cost of a minimal (very minimal, as Dunmer are currently in a good spot for magicka DPS) amount of max resources if need be to maintain balance. These changes would help distinguish Altmer as superior mages to the Dunmer (via a small boost to magicka usage and a slightly greater disparity between max resources) and also keep them in the running for top Magicka DPS parses (as on PTS they are currently falling behind both Breton and Khajit). These changes would also showcase the duality of the Dunmer's nature as both skilled warriors and as proficient spell casters, by providing unquestionably the most off-stat utility out of any race via both sustain and max resource pool. With a Dunmer specced into Magicka, this would provide greater ability to sprint, roll dodge, break free, bash, and block effectively, while still putting out very competitive endgame Magicka DPS.

    Here are my proposed changes (in bold):

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Increases your chances of applying status effects by [x]%***. Reduces damage taken by 5% while you are using an ability with a cast or channel time
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    *** Here is a list of possible alternatives to this passive that have been suggested in the comments:
    -Activating a class ability restores [x] magicka or stamina, based on whichever maximum is higher. This can occur every [y] seconds.
    -Restore [x] Magicka when you use a healing ability. This can occur every [y] seconds.


    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1750-1875 (Down from 1875).
    -Restore [y] Magicka or Stamina, based on whichever is LOWER, when you deal direct damage. This effect can occur once every [z] seconds. Increases Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    In short, these changes would differentiate these two races enough from one another that playing each would give gameplay a unique and flavored feel that currently isn't there. It would also give more options to consider for endgame builds. Players would have to ask themselves "do I want a truly, nails to teeth min/maxed build for Magicka DPS that excels in very controlled endgame content like trials? Or do I want a more versatile and defensive playstyle that excels in worst-case-scenario situations like Veteran Maelstrom Arena and PvP?" If squeezing out the last, tiny bit of DPS is a goal, Altmer should be chosen. If a player desires more versatility, Dunmer is the race to be. Both would be equally competitive in endgame content, though they would each excel at different things.

    I know this analysis was focused on Dunmer vs. Altmer as Magicka builds, but a similar situation is present on the Stamina side of things between Dunmer and Orcs, albeit to a lesser extent thanks to the Orc's unique passives that keep them alive longer in fights. My same aforementioned changes to the Dunmer, however, would also help to even further differentiate them from the Orcs by providing Stamina Dunmers greater access to Magicka utillity for things like crowd control, self heals, and various other survival mechanics that rely on magicka usage (Nightblade cloak, looking at you). This too would help reinforce the Dunmer's identity as a hybrid/jack-of-all-trades race and support their lore as warrior-casters.

    I've posted a link to this thread in a comment on the official racial change feedback thread (link found below) and if you guys support these changes please do the same. The key is to make enough buzz that it gathers the attention of the development team, so tagging a dev in your comment on that thread couldn't hurt either. Please let me know what you guys think and comment your thoughts, critiques, and objections, as the best suggestions can overcome adversity.

    Link to official racial change feedback thread: https://forums.elderscrollsonline.com/en/discussion/454514/pts-update-21-feedback-thread-for-racial-passive-changes#latest

    TL;DR: As of now on the PTS, for most endgame content, Altmer and Dunmer Magicka builds are almost indistinguishable from one another, with the only difference being in their defensive passives and a measly 125(!) max magicka advantage to the Altmer. This is costing each of these races their unique racial identity, for if you've played as an Altmer you might as well have played as a Magicka specced Dunmer also. To differentiate the two races a little better, Altmer's off-stat sustain should be converted to a slight boost to magicka use in some way that doesn't directly affect their raw damage potential and Dunmer should inherit an off-stat sustain passive (at the cost of a minimal amount of max resources, if necessary). Proposed changes (in bold):

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Increases your chances of applying status effects by [x]%***. Reduces damage taken by 5% while you are using an ability with a cast or channel time
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    *** Here is a list of possible alternatives to this passive that have been suggested in the comments:
    -Activating a class ability restores [x] magicka or stamina, based on whichever maximum is higher. This can occur every [y] seconds.
    -Restore [x] Magicka when you use a healing ability. This can occur every [y] seconds.


    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1750-1875 (Down from 1875).
    -Restore [y] Magicka or Stamina, based on whichever is LOWER, when you deal direct damage. This effect can occur once every [z] seconds. Increase Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    P.S. I've posted about this issue before, but finally took the time out to thoroughly and completely explain my reasoning. I apologize for the wall of text and any perceived spam.

    Edit: Implemented into the original post some ideas discussed in the comments

    Edit2: Changed values of proposed Dunmer resource pools, as the initial proposition of 1500 was too low (debated in comments below)

    Edit3: Edited to reflect my current preference of the Altmer's passive to be increased chance to apply status effects.

    I'm rather disappointed this wasn't acted upon. I now fear these races will be incredibly indistinguishable for the rest of eternity.

    @ZOS_GinaBruno

    Could we get an explanation as to why these races don't deserve as much differentiation from one another as the other races?

    Well you do seem to be in the minority in thinking that there is a lack of differentiation.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • twing1_
    twing1_
    ✭✭✭✭
    twing1_ wrote: »
    twing1_ wrote: »
    Greetings. As most of you already know, ZOS is currently trying to rebalance racial passives to more equalize the races whilst also making the races more accommodating to every role (tank, DPS, or healer) and retaining each race's unique feel and gameplay. For the most part, they've done a pretty good job. I feel most of the races are pretty balanced, unique, and also viable for every role. One area where they fall short, in my opinion, is giving the Altmer and Dunmer unique racial identities. Here are their current racial passives on the PTS:

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Restore 645 Magicka or Stamina, based on whichever is lower, 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
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1875
    -Increases Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    ZOS has stated their attempts to balance the races are based off of end game content. As such, we will analyze these races accordingly. In most endgame content, offensive power (max stats, damage, and sustain) is what most would agree hold the greatest importance. It is for this reason we will primarily focus on these stats and for the most part ignore the Altmer's damage reduction while casting and the Dunmer's fire resistance (as these defensive bonuses could conceivably cancel each other out from a racial balancing perspective anyway).

    As we can see, Altmers possess great bonuses to Magicka offensive power, and are quite intended for endgame Magicka builds. Dunmers, on the other hand, possess equal bonuses to both Magicka and Stamina offensive power. However, because hybrid builds (builds that use both offensive abilities scaling off of Stamina and offensive abilities scaling off of Magicka) are not viable for end game content (due to splitting of resources, lack of synergistic CPs, etc...), we will examine Dunmers as either endgame Magicka OR endgame Stamina builds. To more directly compare the Dunmer against the Altmer, we will focus on their Magicka build. With this in mind, here are their offensive stats:

    Altmer Offensive Passives
    -2000 Max Magicka
    -258 Spell Damage

    Dunmer Offensive Passives
    -1875 Max Magicka
    -258 Spell Damage

    Right off the bat we can see their similarities. In fact, outside of the additional 125 Max Magicka the Altmer get, they are identical. But what about their off-stat passives?

    Altmer Secondary Stat Passives
    -Restore 645 Stamina after activating a class ability every 6 seconds

    Dunmer Secondary Stat Passives
    -1875 Max Stamina
    -258 Weapon Damage (though this can be largely ignored, due to the vast majority of endgame Magicka builds synergizing off of Spell Damage and not Weapon Damage. A notable exception would be dual wield cast builds, however this passive even in those builds would only affect light attack damage, and not ability damage.)

    So even in their off-stat passives, the two races seem pretty similar. They both provide very limited increased Stamina utility (for roll dodging, blocking, breaking free, etc...). Altmers get it through a little bit of added stamina sustain, while Dunmers get it through a bit more Stamina to begin with (larger max stamina). So even after taking these off-stat passives into account, the two races appear to be (in almost the most literal sense of the word) perfectly balanced. They are both great Magicka builds (the difference being only a measly 125(!) Max Magicka) and each provide a bit of Stamina utility via either sustain for Altmers or max resource pool for Dunmers. So why play an Altmer over a Dunmer? Why a Dunmer over an Altmer? They are virtually identical. Where is the racial identity?

    Lore dictates that Altmer are among the most powerful and distinguished spell casters in the realm. Dunmer, on the other hand, are extremely nimble and athletic warriors that are also proficient in destruction magic. Why then, are they almost indistinguishable from one another in endgame content? Why don't their racial passives reflect these differences? As the racial passives currently are on the PTS, neither race is adding a unique flavor to the game and they are both overshadowed by each other.

    So what can be done?

    Altmer passives should play into their dominance as mages found within TES lore. I believe granting them a passive to reinforce their use as magicka users without directly increasing their raw magicka power would help establish their racial identity. An off-stat sustain ability has no place on the Altmer's racial passives. Instead, it belongs to the Dunmer, the race known for their spell casting and athleticism. I would like to see this added to their passives, even at the cost of a minimal (very minimal, as Dunmer are currently in a good spot for magicka DPS) amount of max resources if need be to maintain balance. These changes would help distinguish Altmer as superior mages to the Dunmer (via a small boost to magicka usage and a slightly greater disparity between max resources) and also keep them in the running for top Magicka DPS parses (as on PTS they are currently falling behind both Breton and Khajit). These changes would also showcase the duality of the Dunmer's nature as both skilled warriors and as proficient spell casters, by providing unquestionably the most off-stat utility out of any race via both sustain and max resource pool. With a Dunmer specced into Magicka, this would provide greater ability to sprint, roll dodge, break free, bash, and block effectively, while still putting out very competitive endgame Magicka DPS.

    Here are my proposed changes (in bold):

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Increases your chances of applying status effects by [x]%***. Reduces damage taken by 5% while you are using an ability with a cast or channel time
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    *** Here is a list of possible alternatives to this passive that have been suggested in the comments:
    -Activating a class ability restores [x] magicka or stamina, based on whichever maximum is higher. This can occur every [y] seconds.
    -Restore [x] Magicka when you use a healing ability. This can occur every [y] seconds.


    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1750-1875 (Down from 1875).
    -Restore [y] Magicka or Stamina, based on whichever is LOWER, when you deal direct damage. This effect can occur once every [z] seconds. Increases Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    In short, these changes would differentiate these two races enough from one another that playing each would give gameplay a unique and flavored feel that currently isn't there. It would also give more options to consider for endgame builds. Players would have to ask themselves "do I want a truly, nails to teeth min/maxed build for Magicka DPS that excels in very controlled endgame content like trials? Or do I want a more versatile and defensive playstyle that excels in worst-case-scenario situations like Veteran Maelstrom Arena and PvP?" If squeezing out the last, tiny bit of DPS is a goal, Altmer should be chosen. If a player desires more versatility, Dunmer is the race to be. Both would be equally competitive in endgame content, though they would each excel at different things.

    I know this analysis was focused on Dunmer vs. Altmer as Magicka builds, but a similar situation is present on the Stamina side of things between Dunmer and Orcs, albeit to a lesser extent thanks to the Orc's unique passives that keep them alive longer in fights. My same aforementioned changes to the Dunmer, however, would also help to even further differentiate them from the Orcs by providing Stamina Dunmers greater access to Magicka utillity for things like crowd control, self heals, and various other survival mechanics that rely on magicka usage (Nightblade cloak, looking at you). This too would help reinforce the Dunmer's identity as a hybrid/jack-of-all-trades race and support their lore as warrior-casters.

    I've posted a link to this thread in a comment on the official racial change feedback thread (link found below) and if you guys support these changes please do the same. The key is to make enough buzz that it gathers the attention of the development team, so tagging a dev in your comment on that thread couldn't hurt either. Please let me know what you guys think and comment your thoughts, critiques, and objections, as the best suggestions can overcome adversity.

    Link to official racial change feedback thread: https://forums.elderscrollsonline.com/en/discussion/454514/pts-update-21-feedback-thread-for-racial-passive-changes#latest

    TL;DR: As of now on the PTS, for most endgame content, Altmer and Dunmer Magicka builds are almost indistinguishable from one another, with the only difference being in their defensive passives and a measly 125(!) max magicka advantage to the Altmer. This is costing each of these races their unique racial identity, for if you've played as an Altmer you might as well have played as a Magicka specced Dunmer also. To differentiate the two races a little better, Altmer's off-stat sustain should be converted to a slight boost to magicka use in some way that doesn't directly affect their raw damage potential and Dunmer should inherit an off-stat sustain passive (at the cost of a minimal amount of max resources, if necessary). Proposed changes (in bold):

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Increases your chances of applying status effects by [x]%***. Reduces damage taken by 5% while you are using an ability with a cast or channel time
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    *** Here is a list of possible alternatives to this passive that have been suggested in the comments:
    -Activating a class ability restores [x] magicka or stamina, based on whichever maximum is higher. This can occur every [y] seconds.
    -Restore [x] Magicka when you use a healing ability. This can occur every [y] seconds.


    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1750-1875 (Down from 1875).
    -Restore [y] Magicka or Stamina, based on whichever is LOWER, when you deal direct damage. This effect can occur once every [z] seconds. Increase Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    P.S. I've posted about this issue before, but finally took the time out to thoroughly and completely explain my reasoning. I apologize for the wall of text and any perceived spam.

    Edit: Implemented into the original post some ideas discussed in the comments

    Edit2: Changed values of proposed Dunmer resource pools, as the initial proposition of 1500 was too low (debated in comments below)

    Edit3: Edited to reflect my current preference of the Altmer's passive to be increased chance to apply status effects.

    I'm rather disappointed this wasn't acted upon. I now fear these races will be incredibly indistinguishable for the rest of eternity.

    @ZOS_GinaBruno

    Could we get an explanation as to why these races don't deserve as much differentiation from one another as the other races?

    Well you do seem to be in the minority in thinking that there is a lack of differentiation.

    Does this fact disqualify me from asking for an explanation?


    From what I've gathered from the discussion in this post is that people are satisfied with magicka dunmer being a virtual altmer clone that is immune to the burning status effect.

    I would just like to hear from a dev if it is in fact this fire resistance and immunity that differentiates them enough or the other noticeable difference: the ability dunmer have to be able to re-spec to either magicka or stamina, which, imho, shouldn't be taken into consideration as it doesn't affect endgame gameplay (as we are not permitted to respec skills and attributes except at dedication shrines).
    Edited by twing1_ on February 11, 2019 7:36PM
  • validifyedneb18_ESO
    validifyedneb18_ESO
    ✭✭✭✭✭
    twing1_ wrote: »
    twing1_ wrote: »
    twing1_ wrote: »
    Greetings. As most of you already know, ZOS is currently trying to rebalance racial passives to more equalize the races whilst also making the races more accommodating to every role (tank, DPS, or healer) and retaining each race's unique feel and gameplay. For the most part, they've done a pretty good job. I feel most of the races are pretty balanced, unique, and also viable for every role. One area where they fall short, in my opinion, is giving the Altmer and Dunmer unique racial identities. Here are their current racial passives on the PTS:

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Restore 645 Magicka or Stamina, based on whichever is lower, 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
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1875
    -Increases Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    ZOS has stated their attempts to balance the races are based off of end game content. As such, we will analyze these races accordingly. In most endgame content, offensive power (max stats, damage, and sustain) is what most would agree hold the greatest importance. It is for this reason we will primarily focus on these stats and for the most part ignore the Altmer's damage reduction while casting and the Dunmer's fire resistance (as these defensive bonuses could conceivably cancel each other out from a racial balancing perspective anyway).

    As we can see, Altmers possess great bonuses to Magicka offensive power, and are quite intended for endgame Magicka builds. Dunmers, on the other hand, possess equal bonuses to both Magicka and Stamina offensive power. However, because hybrid builds (builds that use both offensive abilities scaling off of Stamina and offensive abilities scaling off of Magicka) are not viable for end game content (due to splitting of resources, lack of synergistic CPs, etc...), we will examine Dunmers as either endgame Magicka OR endgame Stamina builds. To more directly compare the Dunmer against the Altmer, we will focus on their Magicka build. With this in mind, here are their offensive stats:

    Altmer Offensive Passives
    -2000 Max Magicka
    -258 Spell Damage

    Dunmer Offensive Passives
    -1875 Max Magicka
    -258 Spell Damage

    Right off the bat we can see their similarities. In fact, outside of the additional 125 Max Magicka the Altmer get, they are identical. But what about their off-stat passives?

    Altmer Secondary Stat Passives
    -Restore 645 Stamina after activating a class ability every 6 seconds

    Dunmer Secondary Stat Passives
    -1875 Max Stamina
    -258 Weapon Damage (though this can be largely ignored, due to the vast majority of endgame Magicka builds synergizing off of Spell Damage and not Weapon Damage. A notable exception would be dual wield cast builds, however this passive even in those builds would only affect light attack damage, and not ability damage.)

    So even in their off-stat passives, the two races seem pretty similar. They both provide very limited increased Stamina utility (for roll dodging, blocking, breaking free, etc...). Altmers get it through a little bit of added stamina sustain, while Dunmers get it through a bit more Stamina to begin with (larger max stamina). So even after taking these off-stat passives into account, the two races appear to be (in almost the most literal sense of the word) perfectly balanced. They are both great Magicka builds (the difference being only a measly 125(!) Max Magicka) and each provide a bit of Stamina utility via either sustain for Altmers or max resource pool for Dunmers. So why play an Altmer over a Dunmer? Why a Dunmer over an Altmer? They are virtually identical. Where is the racial identity?

    Lore dictates that Altmer are among the most powerful and distinguished spell casters in the realm. Dunmer, on the other hand, are extremely nimble and athletic warriors that are also proficient in destruction magic. Why then, are they almost indistinguishable from one another in endgame content? Why don't their racial passives reflect these differences? As the racial passives currently are on the PTS, neither race is adding a unique flavor to the game and they are both overshadowed by each other.

    So what can be done?

    Altmer passives should play into their dominance as mages found within TES lore. I believe granting them a passive to reinforce their use as magicka users without directly increasing their raw magicka power would help establish their racial identity. An off-stat sustain ability has no place on the Altmer's racial passives. Instead, it belongs to the Dunmer, the race known for their spell casting and athleticism. I would like to see this added to their passives, even at the cost of a minimal (very minimal, as Dunmer are currently in a good spot for magicka DPS) amount of max resources if need be to maintain balance. These changes would help distinguish Altmer as superior mages to the Dunmer (via a small boost to magicka usage and a slightly greater disparity between max resources) and also keep them in the running for top Magicka DPS parses (as on PTS they are currently falling behind both Breton and Khajit). These changes would also showcase the duality of the Dunmer's nature as both skilled warriors and as proficient spell casters, by providing unquestionably the most off-stat utility out of any race via both sustain and max resource pool. With a Dunmer specced into Magicka, this would provide greater ability to sprint, roll dodge, break free, bash, and block effectively, while still putting out very competitive endgame Magicka DPS.

    Here are my proposed changes (in bold):

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Increases your chances of applying status effects by [x]%***. Reduces damage taken by 5% while you are using an ability with a cast or channel time
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    *** Here is a list of possible alternatives to this passive that have been suggested in the comments:
    -Activating a class ability restores [x] magicka or stamina, based on whichever maximum is higher. This can occur every [y] seconds.
    -Restore [x] Magicka when you use a healing ability. This can occur every [y] seconds.


    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1750-1875 (Down from 1875).
    -Restore [y] Magicka or Stamina, based on whichever is LOWER, when you deal direct damage. This effect can occur once every [z] seconds. Increases Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    In short, these changes would differentiate these two races enough from one another that playing each would give gameplay a unique and flavored feel that currently isn't there. It would also give more options to consider for endgame builds. Players would have to ask themselves "do I want a truly, nails to teeth min/maxed build for Magicka DPS that excels in very controlled endgame content like trials? Or do I want a more versatile and defensive playstyle that excels in worst-case-scenario situations like Veteran Maelstrom Arena and PvP?" If squeezing out the last, tiny bit of DPS is a goal, Altmer should be chosen. If a player desires more versatility, Dunmer is the race to be. Both would be equally competitive in endgame content, though they would each excel at different things.

    I know this analysis was focused on Dunmer vs. Altmer as Magicka builds, but a similar situation is present on the Stamina side of things between Dunmer and Orcs, albeit to a lesser extent thanks to the Orc's unique passives that keep them alive longer in fights. My same aforementioned changes to the Dunmer, however, would also help to even further differentiate them from the Orcs by providing Stamina Dunmers greater access to Magicka utillity for things like crowd control, self heals, and various other survival mechanics that rely on magicka usage (Nightblade cloak, looking at you). This too would help reinforce the Dunmer's identity as a hybrid/jack-of-all-trades race and support their lore as warrior-casters.

    I've posted a link to this thread in a comment on the official racial change feedback thread (link found below) and if you guys support these changes please do the same. The key is to make enough buzz that it gathers the attention of the development team, so tagging a dev in your comment on that thread couldn't hurt either. Please let me know what you guys think and comment your thoughts, critiques, and objections, as the best suggestions can overcome adversity.

    Link to official racial change feedback thread: https://forums.elderscrollsonline.com/en/discussion/454514/pts-update-21-feedback-thread-for-racial-passive-changes#latest

    TL;DR: As of now on the PTS, for most endgame content, Altmer and Dunmer Magicka builds are almost indistinguishable from one another, with the only difference being in their defensive passives and a measly 125(!) max magicka advantage to the Altmer. This is costing each of these races their unique racial identity, for if you've played as an Altmer you might as well have played as a Magicka specced Dunmer also. To differentiate the two races a little better, Altmer's off-stat sustain should be converted to a slight boost to magicka use in some way that doesn't directly affect their raw damage potential and Dunmer should inherit an off-stat sustain passive (at the cost of a minimal amount of max resources, if necessary). Proposed changes (in bold):

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Increases your chances of applying status effects by [x]%***. Reduces damage taken by 5% while you are using an ability with a cast or channel time
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    *** Here is a list of possible alternatives to this passive that have been suggested in the comments:
    -Activating a class ability restores [x] magicka or stamina, based on whichever maximum is higher. This can occur every [y] seconds.
    -Restore [x] Magicka when you use a healing ability. This can occur every [y] seconds.


    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1750-1875 (Down from 1875).
    -Restore [y] Magicka or Stamina, based on whichever is LOWER, when you deal direct damage. This effect can occur once every [z] seconds. Increase Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    P.S. I've posted about this issue before, but finally took the time out to thoroughly and completely explain my reasoning. I apologize for the wall of text and any perceived spam.

    Edit: Implemented into the original post some ideas discussed in the comments

    Edit2: Changed values of proposed Dunmer resource pools, as the initial proposition of 1500 was too low (debated in comments below)

    Edit3: Edited to reflect my current preference of the Altmer's passive to be increased chance to apply status effects.

    I'm rather disappointed this wasn't acted upon. I now fear these races will be incredibly indistinguishable for the rest of eternity.

    @ZOS_GinaBruno

    Could we get an explanation as to why these races don't deserve as much differentiation from one another as the other races?

    Well you do seem to be in the minority in thinking that there is a lack of differentiation.

    Does this fact disqualify me from asking for an explanation?


    From what I've gathered from the discussion in this post is that people are satisfied with magicka dunmer being a virtual altmer clone that is immune to the burning status effect.

    I would just like to hear from a dev if it is in fact this fire resistance and immunity that differentiates them enough or the other noticeable difference: the ability dunmer have to be able to re-spec to either magicka or stamina, which, imho, shouldn't be taken into consideration as it doesn't affect endgame gameplay (as we are not permitted to respec skills and attributes except at dedication shrines).

    No, it doesn't, but you have to realize that the "reason" is probably just that ZOS (and many members of the community) simply disagree with what you. Along with the original reason stated on the 4.3.2 dev comment for the Altmer change.

    Another thing I would say, and I think...? Ive said it before. If you want a change, propose something. But propose something that takes the original developer decision and the data into account. ZOS dont want Altmer to have sustain, we know that, and Altmer are already top magDD so id suggest that asking for something that would increase DPS would also be stupid.

    Because at the end of the day, its not that Dunmer have a problem (Or more accurately, its not that you have a problem with Dunmer), its that you currently dont like the state of Altmer in terms of racial style. So suggest something. But be more smart about it. And make your point, dont try to drag dunmer into this when clearly its that Altmer feels bland to you.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • twing1_
    twing1_
    ✭✭✭✭
    twing1_ wrote: »
    twing1_ wrote: »
    twing1_ wrote: »
    Greetings. As most of you already know, ZOS is currently trying to rebalance racial passives to more equalize the races whilst also making the races more accommodating to every role (tank, DPS, or healer) and retaining each race's unique feel and gameplay. For the most part, they've done a pretty good job. I feel most of the races are pretty balanced, unique, and also viable for every role. One area where they fall short, in my opinion, is giving the Altmer and Dunmer unique racial identities. Here are their current racial passives on the PTS:

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Restore 645 Magicka or Stamina, based on whichever is lower, 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
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1875
    -Increases Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    ZOS has stated their attempts to balance the races are based off of end game content. As such, we will analyze these races accordingly. In most endgame content, offensive power (max stats, damage, and sustain) is what most would agree hold the greatest importance. It is for this reason we will primarily focus on these stats and for the most part ignore the Altmer's damage reduction while casting and the Dunmer's fire resistance (as these defensive bonuses could conceivably cancel each other out from a racial balancing perspective anyway).

    As we can see, Altmers possess great bonuses to Magicka offensive power, and are quite intended for endgame Magicka builds. Dunmers, on the other hand, possess equal bonuses to both Magicka and Stamina offensive power. However, because hybrid builds (builds that use both offensive abilities scaling off of Stamina and offensive abilities scaling off of Magicka) are not viable for end game content (due to splitting of resources, lack of synergistic CPs, etc...), we will examine Dunmers as either endgame Magicka OR endgame Stamina builds. To more directly compare the Dunmer against the Altmer, we will focus on their Magicka build. With this in mind, here are their offensive stats:

    Altmer Offensive Passives
    -2000 Max Magicka
    -258 Spell Damage

    Dunmer Offensive Passives
    -1875 Max Magicka
    -258 Spell Damage

    Right off the bat we can see their similarities. In fact, outside of the additional 125 Max Magicka the Altmer get, they are identical. But what about their off-stat passives?

    Altmer Secondary Stat Passives
    -Restore 645 Stamina after activating a class ability every 6 seconds

    Dunmer Secondary Stat Passives
    -1875 Max Stamina
    -258 Weapon Damage (though this can be largely ignored, due to the vast majority of endgame Magicka builds synergizing off of Spell Damage and not Weapon Damage. A notable exception would be dual wield cast builds, however this passive even in those builds would only affect light attack damage, and not ability damage.)

    So even in their off-stat passives, the two races seem pretty similar. They both provide very limited increased Stamina utility (for roll dodging, blocking, breaking free, etc...). Altmers get it through a little bit of added stamina sustain, while Dunmers get it through a bit more Stamina to begin with (larger max stamina). So even after taking these off-stat passives into account, the two races appear to be (in almost the most literal sense of the word) perfectly balanced. They are both great Magicka builds (the difference being only a measly 125(!) Max Magicka) and each provide a bit of Stamina utility via either sustain for Altmers or max resource pool for Dunmers. So why play an Altmer over a Dunmer? Why a Dunmer over an Altmer? They are virtually identical. Where is the racial identity?

    Lore dictates that Altmer are among the most powerful and distinguished spell casters in the realm. Dunmer, on the other hand, are extremely nimble and athletic warriors that are also proficient in destruction magic. Why then, are they almost indistinguishable from one another in endgame content? Why don't their racial passives reflect these differences? As the racial passives currently are on the PTS, neither race is adding a unique flavor to the game and they are both overshadowed by each other.

    So what can be done?

    Altmer passives should play into their dominance as mages found within TES lore. I believe granting them a passive to reinforce their use as magicka users without directly increasing their raw magicka power would help establish their racial identity. An off-stat sustain ability has no place on the Altmer's racial passives. Instead, it belongs to the Dunmer, the race known for their spell casting and athleticism. I would like to see this added to their passives, even at the cost of a minimal (very minimal, as Dunmer are currently in a good spot for magicka DPS) amount of max resources if need be to maintain balance. These changes would help distinguish Altmer as superior mages to the Dunmer (via a small boost to magicka usage and a slightly greater disparity between max resources) and also keep them in the running for top Magicka DPS parses (as on PTS they are currently falling behind both Breton and Khajit). These changes would also showcase the duality of the Dunmer's nature as both skilled warriors and as proficient spell casters, by providing unquestionably the most off-stat utility out of any race via both sustain and max resource pool. With a Dunmer specced into Magicka, this would provide greater ability to sprint, roll dodge, break free, bash, and block effectively, while still putting out very competitive endgame Magicka DPS.

    Here are my proposed changes (in bold):

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Increases your chances of applying status effects by [x]%***. Reduces damage taken by 5% while you are using an ability with a cast or channel time
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    *** Here is a list of possible alternatives to this passive that have been suggested in the comments:
    -Activating a class ability restores [x] magicka or stamina, based on whichever maximum is higher. This can occur every [y] seconds.
    -Restore [x] Magicka when you use a healing ability. This can occur every [y] seconds.


    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1750-1875 (Down from 1875).
    -Restore [y] Magicka or Stamina, based on whichever is LOWER, when you deal direct damage. This effect can occur once every [z] seconds. Increases Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    In short, these changes would differentiate these two races enough from one another that playing each would give gameplay a unique and flavored feel that currently isn't there. It would also give more options to consider for endgame builds. Players would have to ask themselves "do I want a truly, nails to teeth min/maxed build for Magicka DPS that excels in very controlled endgame content like trials? Or do I want a more versatile and defensive playstyle that excels in worst-case-scenario situations like Veteran Maelstrom Arena and PvP?" If squeezing out the last, tiny bit of DPS is a goal, Altmer should be chosen. If a player desires more versatility, Dunmer is the race to be. Both would be equally competitive in endgame content, though they would each excel at different things.

    I know this analysis was focused on Dunmer vs. Altmer as Magicka builds, but a similar situation is present on the Stamina side of things between Dunmer and Orcs, albeit to a lesser extent thanks to the Orc's unique passives that keep them alive longer in fights. My same aforementioned changes to the Dunmer, however, would also help to even further differentiate them from the Orcs by providing Stamina Dunmers greater access to Magicka utillity for things like crowd control, self heals, and various other survival mechanics that rely on magicka usage (Nightblade cloak, looking at you). This too would help reinforce the Dunmer's identity as a hybrid/jack-of-all-trades race and support their lore as warrior-casters.

    I've posted a link to this thread in a comment on the official racial change feedback thread (link found below) and if you guys support these changes please do the same. The key is to make enough buzz that it gathers the attention of the development team, so tagging a dev in your comment on that thread couldn't hurt either. Please let me know what you guys think and comment your thoughts, critiques, and objections, as the best suggestions can overcome adversity.

    Link to official racial change feedback thread: https://forums.elderscrollsonline.com/en/discussion/454514/pts-update-21-feedback-thread-for-racial-passive-changes#latest

    TL;DR: As of now on the PTS, for most endgame content, Altmer and Dunmer Magicka builds are almost indistinguishable from one another, with the only difference being in their defensive passives and a measly 125(!) max magicka advantage to the Altmer. This is costing each of these races their unique racial identity, for if you've played as an Altmer you might as well have played as a Magicka specced Dunmer also. To differentiate the two races a little better, Altmer's off-stat sustain should be converted to a slight boost to magicka use in some way that doesn't directly affect their raw damage potential and Dunmer should inherit an off-stat sustain passive (at the cost of a minimal amount of max resources, if necessary). Proposed changes (in bold):

    Altmer
    -Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain
    -Increases your chances of applying status effects by [x]%***. Reduces damage taken by 5% while you are using an ability with a cast or channel time
    -Increases your Max Magicka by 2000
    -Increases your Spell Damage by 258

    *** Here is a list of possible alternatives to this passive that have been suggested in the comments:
    -Activating a class ability restores [x] magicka or stamina, based on whichever maximum is higher. This can occur every [y] seconds.
    -Restore [x] Magicka when you use a healing ability. This can occur every [y] seconds.


    Dunmer
    -Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50%
    -Increases your Max Stamina and Magicka by 1750-1875 (Down from 1875).
    -Restore [y] Magicka or Stamina, based on whichever is LOWER, when you deal direct damage. This effect can occur once every [z] seconds. Increase Flame Resistance by 2310. You are immune to the Burning status effect
    -Increases your Weapon and Spell Damage by 258

    P.S. I've posted about this issue before, but finally took the time out to thoroughly and completely explain my reasoning. I apologize for the wall of text and any perceived spam.

    Edit: Implemented into the original post some ideas discussed in the comments

    Edit2: Changed values of proposed Dunmer resource pools, as the initial proposition of 1500 was too low (debated in comments below)

    Edit3: Edited to reflect my current preference of the Altmer's passive to be increased chance to apply status effects.

    I'm rather disappointed this wasn't acted upon. I now fear these races will be incredibly indistinguishable for the rest of eternity.

    @ZOS_GinaBruno

    Could we get an explanation as to why these races don't deserve as much differentiation from one another as the other races?

    Well you do seem to be in the minority in thinking that there is a lack of differentiation.

    Does this fact disqualify me from asking for an explanation?


    From what I've gathered from the discussion in this post is that people are satisfied with magicka dunmer being a virtual altmer clone that is immune to the burning status effect.

    I would just like to hear from a dev if it is in fact this fire resistance and immunity that differentiates them enough or the other noticeable difference: the ability dunmer have to be able to re-spec to either magicka or stamina, which, imho, shouldn't be taken into consideration as it doesn't affect endgame gameplay (as we are not permitted to respec skills and attributes except at dedication shrines).

    No, it doesn't, but you have to realize that the "reason" is probably just that ZOS (and many members of the community) simply disagree with what you. Along with the original reason stated on the 4.3.2 dev comment for the Altmer change.

    Another thing I would say, and I think...? Ive said it before. If you want a change, propose something. But propose something that takes the original developer decision and the data into account. ZOS dont want Altmer to have sustain, we know that, and Altmer are already top magDD so id suggest that asking for something that would increase DPS would also be stupid.

    Because at the end of the day, its not that Dunmer have a problem (Or more accurately, its not that you have a problem with Dunmer), its that you currently dont like the state of Altmer in terms of racial style. So suggest something. But be more smart about it. And make your point, dont try to drag dunmer into this when clearly its that Altmer feels bland to you.

    I'm more invested in the dunmer side of things, as I have a dunmer character but do not have an altmer character. I've made my suggestions, although i wouldn't be surprised if you missed them because it's becoming more clear to me you haven't thoroughly read my initial post. My top two options for replacing the current altmer passive are:
    -increase chance to apply status effects by [X] (which would only very marginally increase dps, albeit indirectly through slightly greater uptime on things like concussed, chilled, or burning. This does not affect their raw damage)
    -when casting a healing ability, recover [X] magicka. This can occur every [y] seconds (this would primarily help altmers in healer roles, and not affect altmer dps as this would not be taken advantage of by altmer damage dealers)

    But more important than seeing these suggestions implemented, I'd just like the removal of the stamina sustain. This is cutting into Dunmer's previously unique racial style of having the most off-stat utility, unrivaled by any race.

    For all I care, they could even remove the altmers stamina sustain altogether and replace it with nothing. I'd still be happy. I just know the altmer community wouldn't, so I proposed some alternatives I believed to be plausible and balanced.
    Edited by twing1_ on February 11, 2019 8:39PM
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