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Wood Elf/ Bosmer losing stealth passive, An open letter.

  • anadandy
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    Lore reasons aside (don't feed the troll).

    At the Bethesda Gameplay days, when the Devs were asked if they were planning on adding anything else to the justice system with Necromancy - such as WW or Vampires. Their response was that they had to be careful doing things like that because it wwould be a huge change to people's gameplay after so many years. I think the quote was they didn't want people saying "I could do that yesterday but not today"

    Where was that concern when making the Bosmer changes? What about all the Bosmer that could sneak through a tight corridor "yesterday" and can no longer do that "today"? They took away a major part of Bosmer gameplay with no explanation other than 'cuz reasons...
  • max_only
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    Zos knows this is an active thread and they are aware of its existence. As long as we are politely persistent we have a chance. Let’s not continue a conversation from a locked thread and let’s not feed trolls.

    Some cause happiness wherever they go; others, whenever they go.
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • max_only
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    anadandy wrote: »
    Lore reasons aside (don't feed the troll).

    At the Bethesda Gameplay days, when the Devs were asked if they were planning on adding anything else to the justice system with Necromancy - such as WW or Vampires. Their response was that they had to be careful doing things like that because it wwould be a huge change to people's gameplay after so many years. I think the quote was they didn't want people saying "I could do that yesterday but not today"

    Where was that concern when making the Bosmer changes? What about all the Bosmer that could sneak through a tight corridor "yesterday" and can no longer do that "today"? They took away a major part of Bosmer gameplay with no explanation other than 'cuz reasons...

    Yes I heard that too and I had several feelings at once lol
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • Ardaghion
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    I've got to say that I wanted to have a single character to play through DB & TG as a thief/assassin. At the time the stealth passive on the Bosmer made that race the logical choice.

    I have no intention of changing race but I will have to put up with the fact that this character isn't going to be as stealthy as they were when I started. I suppose some armor choices might help in that regard but they won't ever be as stealthy as they could have been.
  • Cundu_Ertur
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    We can’t command pets, orcs arent in Cyrodiil raging, High elf’s aren’t weak to magic, Bretons don’t absorb magic, argonians stealth/assassin history is irrelevant in the game etc.
    Sorcs can and do command pets. Bosmer don't because that was an active ability, not a passive, and there are no active abilities.
    High Elves weren't weak to magic in Skyrim.
    Bretons' absorb magic ability was an active one in Skyrim, and there are no active abilities, and did not exist before that. If you mean their resistance to magic, they have that now.
    Orcs ARE in Cyrodiil raging, especially if you are AD or EP.
    And you haven't noticed but several of us, myself included, have called for Dunmer and Argonians to have a bonus to hiding as well, since they have consistently been 'second tier' thieves behind Bosmer and Khajiit. So we are well aware of that.

    So of the things you mentioned, not one is relevant or equivalent.

    There is not one single sliver of evidence for Bosmer ever having any kind of counter stealth ability while there is significant evidence for Bosmer being stealthy.

    They removed lore for not lore. And that's fact.


    edit to add: I notice that you ignored my question. Demonstrate what thief ability Bosmeri have a bonus to now.
    Edited by Cundu_Ertur on June 18, 2019 7:18PM
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
  • Taloros
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    A haiku:

    On this summer day
    pretended not to have seen
    a Bosmer sneak away.


    Yes, the last line has six syllables. That's on purpose. Artistic freedom 'n all.
  • Cundu_Ertur
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    There's an ESO haiku thread now. I put in two Bosmer ones already.
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
  • Cundu_Ertur
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    max_only wrote: »
    Zos knows this is an active thread and they are aware of its existence. As long as we are politely persistent we have a chance. Let’s not continue a conversation from a locked thread and let’s not feed trolls.

    Some cause happiness wherever they go; others, whenever they go.

    Wasn't that Oscar Wilde?
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
  • Pheefs
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    This isn’t a single player game, it’s an mmo. They’re using whatever part of the lore they want to. I like how you ignored the parts that’s left out about the other races too. You know the things that have been in the lore for a long time as well?

    They removed lore for lore. To say it’s not lore because you don’t agree with the change is the lie.
    right... & Argonians can all breathe under water >:)

    I think the point is that we made bosmer Sneaks & Thieves, we played them, we enjoyed it...
    & then they took away the sneak passive for something that isn't very useful
    ...with the weird excuse that now passives wouldn't be REDUNDANT

    a change we didn't want or need, for a stupid reason
    { Forums are Weird........................ Nerfy nerfing nerf nerfers, buff you b'netches!....................... Popcorn popcorn! }
  • Jaraal
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    anadandy wrote: »
    Lore reasons aside (don't feed the troll).

    At the Bethesda Gameplay days, when the Devs were asked if they were planning on adding anything else to the justice system with Necromancy - such as WW or Vampires. Their response was that they had to be careful doing things like that because it wwould be a huge change to people's gameplay after so many years. I think the quote was they didn't want people saying "I could do that yesterday but not today"

    Where was that concern when making the Bosmer changes? What about all the Bosmer that could sneak through a tight corridor "yesterday" and can no longer do that "today"? They took away a major part of Bosmer gameplay with no explanation other than 'cuz reasons...

    And note that the statement was made after this thread (and many others like it) was made.

    Unfortunate that they didn't realize that until after the fact. Always a good idea to close the barn doors after the horses have escaped.
  • Jaraal
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    What irks me is that somebody could sit down right now and edit a couple lines of code, and things would be right with the world again. No PvPer could say, hey, that's unfair! Those guys can steal and sneak through dungeons better! Because we've been doing that for almost five years. And stealth is pretty useless in PvP, since passive detection doesn't work, and active detection like Hunter, Magelight, and detect pots work equally well on all stealthed players.

    Give me one good reason why stealth should not be restored to the passive.
  • Starlight_Knight
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    I had a thread on this that just got taken down because this one exists, its far to long for me to try to seek answers, i just presume that a dev never actually gave a comment as to why the Bosmer have been stripped of their sneek passive.
    To me this is a complete lore breaking decision and has ruined my Bosmer for me.
    I don't like playing beast races, i don't enjoy the Khajiit and i don't like feeling forced into race-changing into being one.
  • Cundu_Ertur
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    Jaraal wrote: »
    Give me one good reason why stealth should not be restored to the passive.

    Because uniqueness. *desperately avoiding all of the not-at-all-unique aspects of the current passives across races*

    *and desperately avoiding the fact that no other race has roll-dodge shenanigans*
    NO!
    Unique unique unique! Lalalalalalalalalalala *fingers in ears* I can't hear you.


    That's why.

    I remain unconvinced, for my own part.
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
  • Cundu_Ertur
    Cundu_Ertur
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    I had a thread on this that just got taken down because this one exists, its far to long for me to try to seek answers, i just presume that a dev never actually gave a comment as to why the Bosmer have been stripped of their sneek passive.
    To me this is a complete lore breaking decision and has ruined my Bosmer for me.
    I don't like playing beast races, i don't enjoy the Khajiit and i don't like feeling forced into race-changing into being one.

    You are correct in your presumption.

    The only notice ZOS took of this thread was to chide us for not playing nice with trolls.
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
  • Taloros
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    Maybe, one day, barriers of race will be torn down like the barriers of gender were.

    My poor little Bosmer feels as if she should have been born as a Khajit. Shouldn't trans-Khajits be given the same rights, and, uhm, stealth bonus as biological Khajit?
  • HowTaoBrownCow
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    Race-changing always seemed weird to me. I mean, I get it if you're playing a "toon", and it's just a bundle of game mechanics to you and not a person. You want to change how your toon plays, so you change it to get the best passives, fine. Whatever works for you.

    But I play immersively. My characters have back-story, and temperament, and my Bosmer isn't going to suddenly become a Khajiit because he'd like to be stealthier anymore than I'm going to become Japanese so that I can read kanji.

    (And it's even weirder that I can change my entire race but not my profession. I had a pet-centric sorc alchemist that I never played, that I would have totally changed to a Warden when Vvardenfell came out because it made good sense for his internal story and development. But they don't let you do that relatively straightforward thing -- really just changing your career -- meanwhile you can totally change race, gender, and other fundamental physical characteristics for a few crowns. But that's another gripe entirely.)

    The idea that I'd have to change my character's race -- destroy the internal story that makes him real and valuable to me -- to regain a racial skill that has traditionally been a part of his original race.... That seems nuts to me.
    Censored
  • Jaraal
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    Jaraal wrote: »
    Give me one good reason why stealth should not be restored to the passive.

    Because uniqueness. *desperately avoiding all of the not-at-all-unique aspects of the current passives across races*

    *and desperately avoiding the fact that no other race has roll-dodge shenanigans*
    NO!
    Unique unique unique! Lalalalalalalalalalala *fingers in ears* I can't hear you.


    That's why.

    I remain unconvinced, for my own part.

    Exactly. Give as many races stealth as they gave stamina buffs, and then let's talk about uniqueness. And by all means, let us continue to burn stamina rolling along if some wish it. And let people continue to imagine (giggle) they can find hidden players better, if the think it's worthwhile.

    I'm not asking for anything to be taken away. Only for them to add the one thing that defines the name Bosmer.
  • BlueRaven
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    Race-changing always seemed weird to me. I mean, I get it if you're playing a "toon", and it's just a bundle of game mechanics to you and not a person. You want to change how your toon plays, so you change it to get the best passives, fine. Whatever works for you.

    But I play immersively. My characters have back-story, and temperament, and my Bosmer isn't going to suddenly become a Khajiit because he'd like to be stealthier anymore than I'm going to become Japanese so that I can read kanji.

    (And it's even weirder that I can change my entire race but not my profession. I had a pet-centric sorc alchemist that I never played, that I would have totally changed to a Warden when Vvardenfell came out because it made good sense for his internal story and development. But they don't let you do that relatively straightforward thing -- really just changing your career -- meanwhile you can totally change race, gender, and other fundamental physical characteristics for a few crowns. But that's another gripe entirely.)

    The idea that I'd have to change my character's race -- destroy the internal story that makes him real and valuable to me -- to regain a racial skill that has traditionally been a part of his original race.... That seems nuts to me.

    Agreed, I have developed an emotional attachment to my characters as well.
  • Jaraal
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    BlueRaven wrote: »
    Race-changing always seemed weird to me. I mean, I get it if you're playing a "toon", and it's just a bundle of game mechanics to you and not a person. You want to change how your toon plays, so you change it to get the best passives, fine. Whatever works for you.

    But I play immersively. My characters have back-story, and temperament, and my Bosmer isn't going to suddenly become a Khajiit because he'd like to be stealthier anymore than I'm going to become Japanese so that I can read kanji.

    (And it's even weirder that I can change my entire race but not my profession. I had a pet-centric sorc alchemist that I never played, that I would have totally changed to a Warden when Vvardenfell came out because it made good sense for his internal story and development. But they don't let you do that relatively straightforward thing -- really just changing your career -- meanwhile you can totally change race, gender, and other fundamental physical characteristics for a few crowns. But that's another gripe entirely.)
    Eereas
    The idea that I'd have to change my character's race -- destroy the internal story that makes him real and valuable to me -- to regain a racial skill that has traditionally been a part of his original race.... That seems nuts to me.

    Agreed, I have developed an emotional attachment to my characters as well.

    And I think that’s where the disconnect is. They see the game as a job, a bunch of numbers on a screen, a print out of statistics, deadlines, quotas, bosses, marketing, profit, etc..... whereas we see digital extensions of ourselves, a virtual family, shared with friends and guildmates. A chance to accomplish things and be people we couldn’t be in our day to day lives. And when those virtual realities that we mold and control and cultivate over several years are suddenly stripped or changed in a way that renders them no longer useful to us, then we are rightfully upset.... some more than others.
  • CatchMeTrolling
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    We can’t command pets, orcs arent in Cyrodiil raging, High elf’s aren’t weak to magic, Bretons don’t absorb magic, argonians stealth/assassin history is irrelevant in the game etc.
    Sorcs can and do command pets. Bosmer don't because that was an active ability, not a passive, and there are no active abilities.
    High Elves weren't weak to magic in Skyrim.
    Bretons' absorb magic ability was an active one in Skyrim, and there are no active abilities, and did not exist before that. If you mean their resistance to magic, they have that now.
    Orcs ARE in Cyrodiil raging, especially if you are AD or EP.
    And you haven't noticed but several of us, myself included, have called for Dunmer and Argonians to have a bonus to hiding as well, since they have consistently been 'second tier' thieves behind Bosmer and Khajiit. So we are well aware of that.

    So of the things you mentioned, not one is relevant or equivalent.

    There is not one single sliver of evidence for Bosmer ever having any kind of counter stealth ability while there is significant evidence for Bosmer being stealthy.

    They removed lore for not lore. And that's fact.


    edit to add: I notice that you ignored my question. Demonstrate what thief ability Bosmeri have a bonus to now.

    Thanks, so to sum it up is the lore , passives and abilities can change from game to game?. Glad we figured that out on our own.

    Let’s see:

    Oblivion- High Elf Disease Resistance ability: Resist Disease 75% on Self, constant
    High Elf Elemental Weakness ability: Weakness to Fire, Frost & Shock 25% on Self, constant

    Skyrim - Resist Poison: Your Redguard blood gives you 50% resistance to poison.

    Oblivion: Resist Poison 75% – Passive
    Resist Disease 75% – Passive

    Oblivion- Orc - Resist Magicka 25%

    Skyrim - Weakness to Cold- Argonians become colder 25% faster in cold environments.

    And yes I ignored it because you’re not getting that passives can change whenever the devs feel like they want to change them. Just look at the examples above. You guys are annoyed by something the series has been doing.



  • Ratzkifal
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    TAMRIEL OUTLAW REFUGE CENSUS: Alliances and Chapters without Elsweyr
    I went through the base game zones and a selection of DLC/chapter zones and counted the number of members of each race to develop a criminal statistic. If a character there was not a criminal nor affiliated with them, they wouldn't be counted. Otherwise when in doubt, I would count them.
    To avoid overrepresentation these numbers have been taken by not counting Bretons in Breton territory, not counting Redguards in Redguard territory etc. For the purpose of the census, I decided that Bangkorai is Breton territory, because the outlaw refuge is in Evermore, which is still Breton territory.

    Overall:
    Altmer 17
    Argonian 19
    Breton 13
    Bosmer: 12
    Dunmer 12
    Imperial 2
    Khajiit 20+1
    Nord: 17
    Orc: 20
    Redguard 24+1

    I certainly did not expect so few Imperials even though I expected fewer of them than other races, but I was also having difficulties telling tanned Bretons, Imperials and Redguards apart. Usually the name would give it away, but it's possible some Bretons/Redguards were actually Imperials. Still, seeing so many more Altmer than Dunmer and Bosmer was a surprise to be sure. Orcs, not as much. Although they aren't very sneaky, they are known to be bandits.
    Here is the data broken down into alliances.
    Outlaw Refuge census part 1 DC territory + Wrothgar:
    Altmer: 4
    Argonian: 5
    Breton: 4 + 1 person pretending not to be an undercover guard
    Bosmer: 5
    Dunmer: 2
    Imperial 2
    Khajiit: 6 + 1 woman attracted to criminals and villains
    Nord: 4
    Orcs: 11
    Redguard: 11 + 1 guy who hangs out in the outlaw refuge but seems to hate criminals

    It comes as no surprise that DC races are overrepresented in DC zones, although I had expected that not to be the case with the way I am counting. That's why I decided to note the results of each alliance separately as well.

    Part 2 AD + Summerset (Outlaw Refuge and Mother's Den)
    Altmer: 10
    Argonian: 4
    Breton: 4
    Bosmer: 5 + one guy studying criminals with a very controversial theory
    Dunmer:4
    Imperial: 0
    Khajiit: 10
    Nord: 5
    Orc: 5
    Redguard: 7

    I am very surprised that even when not counting the Bosmer in their home zones, there weren't a whole lot of them around. I am also surprised how many Redguards are criminals. So far they seem disproportionally criminal.
    On the character I did the census on, I hadn't completed the quest of Velyn Harbor. It's possible that a lot of NPCs are missing there, because it felt rather empty.

    Part 3 EP + Vvardenfell

    Altmer: 3
    Argonian: 10
    Breton: 5
    Bosmer: 2
    Dunmer: 6
    Imperial: 0
    Khajiit: 4
    Nord: 8
    Orc: 4
    Redguard: 6

    As I suspected, Redguards are still quite criminal even outside their home territories. Curious.

    As it turns out, overrepresentation still happens, but it is tied to alliances more than each race individually.
    The census probably needs to be redone, but for now what can be done with the data is take out the races belonging to the alliance and check out those results.

    Corrected:
    Altmer 7
    Argonian 9
    Breton 9
    Bosmer 7
    Dunmer 6
    Imperial 2
    Khajiit: 10
    Nord 9
    Orc 9
    Redguard 13

    As we can see, Redguards are still strangely many, but this time Bosmer, while still behind, are closer to the rest than before. This data suggests that ZOS is probably trying to present a more well-mixed selection of characters to the player than sticking to stereotypes. Having almost or more than twice as many Redguards be criminals than 4 of the 9 other races have is a bit weird though, considering they aren't known to be faced with predjudice or notoriously criminal. Who would have thought?
    This Bosmer was tortured to death. There is nothing left to be done.
  • Cundu_Ertur
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    We can’t command pets, orcs arent in Cyrodiil raging, High elf’s aren’t weak to magic, Bretons don’t absorb magic, argonians stealth/assassin history is irrelevant in the game etc.
    Sorcs can and do command pets. Bosmer don't because that was an active ability, not a passive, and there are no active abilities.
    High Elves weren't weak to magic in Skyrim.
    Bretons' absorb magic ability was an active one in Skyrim, and there are no active abilities, and did not exist before that. If you mean their resistance to magic, they have that now.
    Orcs ARE in Cyrodiil raging, especially if you are AD or EP.
    And you haven't noticed but several of us, myself included, have called for Dunmer and Argonians to have a bonus to hiding as well, since they have consistently been 'second tier' thieves behind Bosmer and Khajiit. So we are well aware of that.

    So of the things you mentioned, not one is relevant or equivalent.

    There is not one single sliver of evidence for Bosmer ever having any kind of counter stealth ability while there is significant evidence for Bosmer being stealthy.

    They removed lore for not lore. And that's fact.


    edit to add: I notice that you ignored my question. Demonstrate what thief ability Bosmeri have a bonus to now.

    Thanks, so to sum it up is the lore , passives and abilities can change from game to game?. Glad we figured that out on our own.

    Let’s see:

    Oblivion- High Elf Disease Resistance ability: Resist Disease 75% on Self, constant
    High Elf Elemental Weakness ability: Weakness to Fire, Frost & Shock 25% on Self, constant

    Skyrim - Resist Poison: Your Redguard blood gives you 50% resistance to poison.

    Oblivion: Resist Poison 75% – Passive
    Resist Disease 75% – Passive

    Oblivion- Orc - Resist Magicka 25%

    Skyrim - Weakness to Cold- Argonians become colder 25% faster in cold environments.

    And yes I ignored it because you’re not getting that passives can change whenever the devs feel like they want to change them. Just look at the examples above. You guys are annoyed by something the series has been doing.



    NO, you're ignoring it because it completely negates your position.

    What has never changed from game to game is the central role of the race.

    Orcs have NEVER been particularly magical.
    Bretons have NEVER been particularly warrior like.

    And this can be done for each and every race.

    So, answer or acknowledge that you are wrong: to what thief ability do Bosmeri have a bonus now?
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
  • HowTaoBrownCow
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    Jaraal wrote: »
    And I think that’s where the disconnect is. They see the game as a job, a bunch of numbers on a screen, a print out of statistics, deadlines, quotas, bosses, marketing, profit, etc..... whereas we see digital extensions of ourselves, a virtual family, shared with friends and guildmates. A chance to accomplish things and be people we couldn’t be in our day to day lives. And when those virtual realities that we mold and control and cultivate over several years are suddenly stripped or changed in a way that renders them no longer useful to us, then we are rightfully upset.... some more than others.

    I wonder if there aren't simply entirely different groups of devs with different mindsets working on the combat mechanics part of the game and the questing part of the game. If the racial passives are under the purview of the combat mechanics people, then they're thinking entirely about what things mean to trials and PvP and such, and the idea that a passive like sneaking would be important to the Bosmer character and lore and to the immersive players wouldn't really occur to them. Meanwhile, all the the lore people are busily writing great storylines like Murkmire, and books, and meaningful, moving characters, and not paying attention to what's going on with racial passives because that's not story related. And no one is in the middle saying, hey, there's overlap here. What you've done to this passive is meaningful to players in the same way that story-lore is meaningful.

    I've always been impressed with how ZOS has managed to create a game that, to a surprising extent, manages to meet the needs of immersive questers *and* trial/PVPers. Not without the occasional gap or compromise, but still... what I hear from other MMO players suggests they're doing a much better job of that than most games do. They've just fallen down here. I hope that they realize it, sooner rather than later.
    Censored
  • Ratzkifal
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    We can’t command pets, orcs arent in Cyrodiil raging, High elf’s aren’t weak to magic, Bretons don’t absorb magic, argonians stealth/assassin history is irrelevant in the game etc.
    Sorcs can and do command pets. Bosmer don't because that was an active ability, not a passive, and there are no active abilities.
    High Elves weren't weak to magic in Skyrim.
    Bretons' absorb magic ability was an active one in Skyrim, and there are no active abilities, and did not exist before that. If you mean their resistance to magic, they have that now.
    Orcs ARE in Cyrodiil raging, especially if you are AD or EP.
    And you haven't noticed but several of us, myself included, have called for Dunmer and Argonians to have a bonus to hiding as well, since they have consistently been 'second tier' thieves behind Bosmer and Khajiit. So we are well aware of that.

    So of the things you mentioned, not one is relevant or equivalent.

    There is not one single sliver of evidence for Bosmer ever having any kind of counter stealth ability while there is significant evidence for Bosmer being stealthy.

    They removed lore for not lore. And that's fact.


    edit to add: I notice that you ignored my question. Demonstrate what thief ability Bosmeri have a bonus to now.

    Thanks, so to sum it up is the lore , passives and abilities can change from game to game?. Glad we figured that out on our own.

    Let’s see:

    Oblivion- High Elf Disease Resistance ability: Resist Disease 75% on Self, constant
    High Elf Elemental Weakness ability: Weakness to Fire, Frost & Shock 25% on Self, constant

    Skyrim - Resist Poison: Your Redguard blood gives you 50% resistance to poison.

    Oblivion: Resist Poison 75% – Passive
    Resist Disease 75% – Passive

    Oblivion- Orc - Resist Magicka 25%

    Skyrim - Weakness to Cold- Argonians become colder 25% faster in cold environments.

    And yes I ignored it because you’re not getting that passives can change whenever the devs feel like they want to change them. Just look at the examples above. You guys are annoyed by something the series has been doing.



    What the series hasn't been doing is mess with race defining skills and attributes. The only thing that comes even remotely close is removing Acrobatics from Oblivion to Skyrim, which put Khajiit in an identity crisis and ended with them getting more points in sneak than Bosmer and a bonus to unarmed so they were still special.
    Acrobatics is a thing in ESO because dodgerolling is a thing here, so now ZOS could give them their acrobatics and reduce sneak or return acrobatics but stick to the sneak OR stick to the sneak but ignore acrobatics and change the lore to support it. And if ZOS decided to change the lore (which btw, they don't have free reign on since the franchise is owned by Bethesda Game Studios and not ZOS, even if they both belong to Bethesda Softworks), then they better start making some books and rewriting some older text to back up their changes. Heck, they even gave an in-lore explanation for the stamina regen on Altmers. It was a very stupid one admittedly, but they did nothing of the sort for Bosmer.
    ZOS should come out of hiding already and communicate. If not to the fans about important issues, then at least to communicate the changes to the lore of their own game.
    We all know racial passives have changed in the past. But none of them were messing with the core identity of the race. Khajiit remained sneaky martial artist monks and pickpockets. Bosmer were always stealthy archers, Bretons were always human mages with magic resistance. Altmer were always purely magical. None of that ever changed until now, after 25 years!
    There are plenty of instances were racial passives got changed for balance reasons and other reasons. Skyrim got rid of weaknesses, which was a design decision that ESO picked up. Some of these changes make sense! But this one just doesn't! There are things you can remove without hurting the core identity of a race, like the poison resistance on Redguards. They are still the weapon masters without it. Argonians are defined by their resistances, as are Bretons, Nords and Dunmer. It's not as clear to me personally with Bosmer resistances, but others here would say yes and I definitely agree that their ties to nature make the poison resistance far more important to them than to Redguards.
    I also advocated for Altmer getting a weakness to the elements and bonus to magicka/magicka recovery/spell damage in return instead of the spell recharge passive, because that would be closer to the lore, be an interesting passive and allow for the choice to go glass canon or be safer, without hurting the Breton = sustain / Altmer = power thing ZOS came up with, even though Altmer were known for their superior magicka recovery. But I understand why adding weaknesses to races would upset some people and that's why you don't see me or anyone else complaining about it.
    But detection is a bad concept and a bad execution and a bad replacement and has no lore behind it at all! It's an insult, because stealth has been at the core of their identity for 25 years along with archery/marksman skill. If they are removing stealth, what is left of them? The archery is hardly represented at all. Redguards have great sustain too and they are better at using weapons than Bosmer. Is their new identity supposed to be guard duty? That's what detection at the cost of stealth does. That's a 180° turn and that's unprecedented. Keep bringing up all these examples that we are leaving out please, but none of them even compare.
    Edited by Ratzkifal on June 18, 2019 10:20PM
    This Bosmer was tortured to death. There is nothing left to be done.
  • BlueRaven
    BlueRaven
    ✭✭✭✭✭
    ✭✭✭✭✭
    We can’t command pets, orcs arent in Cyrodiil raging, High elf’s aren’t weak to magic, Bretons don’t absorb magic, argonians stealth/assassin history is irrelevant in the game etc.
    Sorcs can and do command pets. Bosmer don't because that was an active ability, not a passive, and there are no active abilities.
    High Elves weren't weak to magic in Skyrim.
    Bretons' absorb magic ability was an active one in Skyrim, and there are no active abilities, and did not exist before that. If you mean their resistance to magic, they have that now.
    Orcs ARE in Cyrodiil raging, especially if you are AD or EP.
    And you haven't noticed but several of us, myself included, have called for Dunmer and Argonians to have a bonus to hiding as well, since they have consistently been 'second tier' thieves behind Bosmer and Khajiit. So we are well aware of that.

    So of the things you mentioned, not one is relevant or equivalent.

    There is not one single sliver of evidence for Bosmer ever having any kind of counter stealth ability while there is significant evidence for Bosmer being stealthy.

    They removed lore for not lore. And that's fact.


    edit to add: I notice that you ignored my question. Demonstrate what thief ability Bosmeri have a bonus to now.

    Thanks, so to sum it up is the lore , passives and abilities can change from game to game?. Glad we figured that out on our own.

    Let’s see:

    Oblivion- High Elf Disease Resistance ability: Resist Disease 75% on Self, constant
    High Elf Elemental Weakness ability: Weakness to Fire, Frost & Shock 25% on Self, constant

    Skyrim - Resist Poison: Your Redguard blood gives you 50% resistance to poison.

    Oblivion: Resist Poison 75% – Passive
    Resist Disease 75% – Passive

    Oblivion- Orc - Resist Magicka 25%

    Skyrim - Weakness to Cold- Argonians become colder 25% faster in cold environments.

    And yes I ignored it because you’re not getting that passives can change whenever the devs feel like they want to change them. Just look at the examples above. You guys are annoyed by something the series has been doing.



    I see you have not mastered the art of google-fu.

    First let me repost what I wrote to you in the other thread.

    OK Here are the wood elf descriptions from most of the games.

    (Hopefully I got the order correct.)

    Elder Scrolls 1 Arena

    32306341437_ec7542e397_o.png

    Thieves...hmmm.

    Elder Scrolls 2 Daggerfall

    32306341037_c33471a676_o.png

    Thieves again...

    Elder Scrolls 3 Morrowind

    47168547902_6d95121629_o.png

    Skill Bonuses

    Marksman +15
    Sneak +10
    Light Armor +10
    Alchemy +5
    Acrobatics +5


    Elder scrolls 4 Oblivion

    32306341307_5e668de030_o.png

    Skill Bonuses

    Acrobatics +5
    Alchemy +10
    Alteration +5
    Light Armor +5
    Marksman +10
    Sneak +10


    Elder Scrolls 5 Skyrim

    47207195632_c3947870cf_o.jpg

    Skill Bonuses (Base level is 15)

    Archery 25 (+10 effectively)
    Light Armor 20 (+5 effectively)
    Sneak 20 (+5 effectively)
    Lockpicking 20 (+5 effectively)
    Pickpocket 20 (+5 effectively)
    Alchemy 20 (+5 effectively)

    And I should just as well mention;

    Elder Scrolls Online (original description)

    32310148127_2db10abe41_o.png

    Full manuals can be found here;

    https://manuals.bethsoft.com

    Notice the recurring theme of thievery and stealth.

    Now your weird scattershot point is what exactly? That some secondary stats change from game to game? Yes, because each game tried to get the overall theme of the race as best they could with the systems they created for the game. But the themes stayed consistent even if the systems to recreate them changed. Now unlike you who just picked skills at random and pretended to make a point. Let's choose two non-wood elf races and see how their skills progressed from Morrowind through Skyrim.

    Morrowind;

    Orc - +10 Armorer, +5 Axe, +10 Block, +10 Heavy Armor, +10 Medium Armor

    High Elf - +10 Alchemy, +5 Alteration, +5 Conjuration, +10 Destruction, +10 Enchant, +5 Illusion

    Oblivion;

    Orc - +10 Armorer, +10 Block, +10 Blunt, +5 Hand-to-hand, +10 Heavy Armor

    High Elf - +5 Alchemy, +10 Alteration, +5 Conjuration, +10 Destruction, +5 Illusion, Mysticism +10

    Skyrim;

    Orc +5 Smithing, +10 Heavy Armor, +5 Block, +5 Two-Handed, +5 One-Handed, +5 Enchanting (I will admit that's an odd one for them to have. But I guess it's meant to reinforce their crafting mastery.)

    High Elf - +10 Illusion, +5 Conjuration, +5 Destruction, + 5 Restoration, +5 Alteration, +5 Enchanting

    Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.

    Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere. And Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood).
  • BlueRaven
    BlueRaven
    ✭✭✭✭✭
    ✭✭✭✭✭
    ZOS finally answered!

    They locked the other thread.

    Sooooooooooo… that's your outcome.

    Of course they did. They need more space for universal auction house threads, and why (Insert Class) needs to be nerfed for PvP reasons.

  • Ratzkifal
    Ratzkifal
    ✭✭✭✭✭
    ✭✭✭✭✭
    BlueRaven wrote: »
    ZOS finally answered!

    They locked the other thread.

    Sooooooooooo… that's your outcome.

    Of course they did. They need more space for universal auction house threads, and why (Insert Class) needs to be nerfed for PvP reasons.

    They closed it because this is already a thread on the topic and there was no new nuance to that other thread. Although I agree, it's a much more important topic than another dead horse beating, it's still better to have it all collected in one place rather. But it's good to see that other people have not forgotten this issue and care as much as we do.
    @Starlight_Knight Welcome on board! Don't worry, you don't have to read all 81 pages to join the discussion. There has been nothing official other than a non-official talk at a convention that didn't answer any of our concerns but hinted at the intention of opening up stealth to more races. Let's hope they didn't mean "nerf Bosmer so everyone is equal". :D
    This Bosmer was tortured to death. There is nothing left to be done.
  • BlueRaven
    BlueRaven
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ratzkifal wrote: »
    BlueRaven wrote: »
    ZOS finally answered!

    They locked the other thread.

    Sooooooooooo… that's your outcome.

    Of course they did. They need more space for universal auction house threads, and why (Insert Class) needs to be nerfed for PvP reasons.

    They closed it because this is already a thread on the topic and there was no new nuance to that other thread. Although I agree, it's a much more important topic than another dead horse beating, it's still better to have it all collected in one place rather. But it's good to see that other people have not forgotten this issue and care as much as we do.
    @Starlight_Knight Welcome on board! Don't worry, you don't have to read all 81 pages to join the discussion. There has been nothing official other than a non-official talk at a convention that didn't answer any of our concerns but hinted at the intention of opening up stealth to more races. Let's hope they didn't mean "nerf Bosmer so everyone is equal". :D

    Yeah. I know, I was being sarcastic. :neutral:

  • CatchMeTrolling
    CatchMeTrolling
    ✭✭✭✭✭
    BlueRaven wrote: »
    We can’t command pets, orcs arent in Cyrodiil raging, High elf’s aren’t weak to magic, Bretons don’t absorb magic, argonians stealth/assassin history is irrelevant in the game etc.
    Sorcs can and do command pets. Bosmer don't because that was an active ability, not a passive, and there are no active abilities.
    High Elves weren't weak to magic in Skyrim.
    Bretons' absorb magic ability was an active one in Skyrim, and there are no active abilities, and did not exist before that. If you mean their resistance to magic, they have that now.
    Orcs ARE in Cyrodiil raging, especially if you are AD or EP.
    And you haven't noticed but several of us, myself included, have called for Dunmer and Argonians to have a bonus to hiding as well, since they have consistently been 'second tier' thieves behind Bosmer and Khajiit. So we are well aware of that.

    So of the things you mentioned, not one is relevant or equivalent.

    There is not one single sliver of evidence for Bosmer ever having any kind of counter stealth ability while there is significant evidence for Bosmer being stealthy.

    They removed lore for not lore. And that's fact.


    edit to add: I notice that you ignored my question. Demonstrate what thief ability Bosmeri have a bonus to now.

    Thanks, so to sum it up is the lore , passives and abilities can change from game to game?. Glad we figured that out on our own.

    Let’s see:

    Oblivion- High Elf Disease Resistance ability: Resist Disease 75% on Self, constant
    High Elf Elemental Weakness ability: Weakness to Fire, Frost & Shock 25% on Self, constant

    Skyrim - Resist Poison: Your Redguard blood gives you 50% resistance to poison.

    Oblivion: Resist Poison 75% – Passive
    Resist Disease 75% – Passive

    Oblivion- Orc - Resist Magicka 25%

    Skyrim - Weakness to Cold- Argonians become colder 25% faster in cold environments.

    And yes I ignored it because you’re not getting that passives can change whenever the devs feel like they want to change them. Just look at the examples above. You guys are annoyed by something the series has been doing.



    I see you have not mastered the art of google-fu.

    First let me repost what I wrote to you in the other thread.

    OK Here are the wood elf descriptions from most of the games.

    (Hopefully I got the order correct.)

    Elder Scrolls 1 Arena

    32306341437_ec7542e397_o.png

    Thieves...hmmm.

    Elder Scrolls 2 Daggerfall

    32306341037_c33471a676_o.png

    Thieves again...

    Elder Scrolls 3 Morrowind

    47168547902_6d95121629_o.png

    Skill Bonuses

    Marksman +15
    Sneak +10
    Light Armor +10
    Alchemy +5
    Acrobatics +5


    Elder scrolls 4 Oblivion

    32306341307_5e668de030_o.png

    Skill Bonuses

    Acrobatics +5
    Alchemy +10
    Alteration +5
    Light Armor +5
    Marksman +10
    Sneak +10


    Elder Scrolls 5 Skyrim

    47207195632_c3947870cf_o.jpg

    Skill Bonuses (Base level is 15)

    Archery 25 (+10 effectively)
    Light Armor 20 (+5 effectively)
    Sneak 20 (+5 effectively)
    Lockpicking 20 (+5 effectively)
    Pickpocket 20 (+5 effectively)
    Alchemy 20 (+5 effectively)

    And I should just as well mention;

    Elder Scrolls Online (original description)

    32310148127_2db10abe41_o.png

    Full manuals can be found here;

    https://manuals.bethsoft.com

    Notice the recurring theme of thievery and stealth.

    Now your weird scattershot point is what exactly? That some secondary stats change from game to game? Yes, because each game tried to get the overall theme of the race as best they could with the systems they created for the game. But the themes stayed consistent even if the systems to recreate them changed. Now unlike you who just picked skills at random and pretended to make a point. Let's choose two non-wood elf races and see how their skills progressed from Morrowind through Skyrim.

    Morrowind;

    Orc - +10 Armorer, +5 Axe, +10 Block, +10 Heavy Armor, +10 Medium Armor

    High Elf - +10 Alchemy, +5 Alteration, +5 Conjuration, +10 Destruction, +10 Enchant, +5 Illusion

    Oblivion;

    Orc - +10 Armorer, +10 Block, +10 Blunt, +5 Hand-to-hand, +10 Heavy Armor

    High Elf - +5 Alchemy, +10 Alteration, +5 Conjuration, +10 Destruction, +5 Illusion, Mysticism +10

    Skyrim;

    Orc +5 Smithing, +10 Heavy Armor, +5 Block, +5 Two-Handed, +5 One-Handed, +5 Enchanting (I will admit that's an odd one for them to have. But I guess it's meant to reinforce their crafting mastery.)

    High Elf - +10 Illusion, +5 Conjuration, +5 Destruction, + 5 Restoration, +5 Alteration, +5 Enchanting

    Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.

    Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere. And Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood).

    I don’t think you get the point of —> the devs can do whatever they want with the lore, if you’re going to get mad or annoyed about lore changing then eso and elder scrolls isn’t for you. This isn’t exclusive to this game or dev, Bethesda has done it and done it with Fallout. All they do is change lore and make up something to justify it.

    I never said they aren’t thieves either. I only gave their description. You guys are the ones dismissing my points, I never dismissed a single point, I said you guys are leaving out lore. Sure stealth is a defining trait but so is speed, one got sacrificed for the other.
  • JayAstrophel
    JayAstrophel
    ✭✭✭✭
    BlueRaven wrote: »
    We can’t command pets, orcs arent in Cyrodiil raging, High elf’s aren’t weak to magic, Bretons don’t absorb magic, argonians stealth/assassin history is irrelevant in the game etc.
    Sorcs can and do command pets. Bosmer don't because that was an active ability, not a passive, and there are no active abilities.
    High Elves weren't weak to magic in Skyrim.
    Bretons' absorb magic ability was an active one in Skyrim, and there are no active abilities, and did not exist before that. If you mean their resistance to magic, they have that now.
    Orcs ARE in Cyrodiil raging, especially if you are AD or EP.
    And you haven't noticed but several of us, myself included, have called for Dunmer and Argonians to have a bonus to hiding as well, since they have consistently been 'second tier' thieves behind Bosmer and Khajiit. So we are well aware of that.

    So of the things you mentioned, not one is relevant or equivalent.

    There is not one single sliver of evidence for Bosmer ever having any kind of counter stealth ability while there is significant evidence for Bosmer being stealthy.

    They removed lore for not lore. And that's fact.


    edit to add: I notice that you ignored my question. Demonstrate what thief ability Bosmeri have a bonus to now.

    Thanks, so to sum it up is the lore , passives and abilities can change from game to game?. Glad we figured that out on our own.

    Let’s see:

    Oblivion- High Elf Disease Resistance ability: Resist Disease 75% on Self, constant
    High Elf Elemental Weakness ability: Weakness to Fire, Frost & Shock 25% on Self, constant

    Skyrim - Resist Poison: Your Redguard blood gives you 50% resistance to poison.

    Oblivion: Resist Poison 75% – Passive
    Resist Disease 75% – Passive

    Oblivion- Orc - Resist Magicka 25%

    Skyrim - Weakness to Cold- Argonians become colder 25% faster in cold environments.

    And yes I ignored it because you’re not getting that passives can change whenever the devs feel like they want to change them. Just look at the examples above. You guys are annoyed by something the series has been doing.



    I see you have not mastered the art of google-fu.

    First let me repost what I wrote to you in the other thread.

    OK Here are the wood elf descriptions from most of the games.

    (Hopefully I got the order correct.)

    Elder Scrolls 1 Arena

    32306341437_ec7542e397_o.png

    Thieves...hmmm.

    Elder Scrolls 2 Daggerfall

    32306341037_c33471a676_o.png

    Thieves again...

    Elder Scrolls 3 Morrowind

    47168547902_6d95121629_o.png

    Skill Bonuses

    Marksman +15
    Sneak +10
    Light Armor +10
    Alchemy +5
    Acrobatics +5


    Elder scrolls 4 Oblivion

    32306341307_5e668de030_o.png

    Skill Bonuses

    Acrobatics +5
    Alchemy +10
    Alteration +5
    Light Armor +5
    Marksman +10
    Sneak +10


    Elder Scrolls 5 Skyrim

    47207195632_c3947870cf_o.jpg

    Skill Bonuses (Base level is 15)

    Archery 25 (+10 effectively)
    Light Armor 20 (+5 effectively)
    Sneak 20 (+5 effectively)
    Lockpicking 20 (+5 effectively)
    Pickpocket 20 (+5 effectively)
    Alchemy 20 (+5 effectively)

    And I should just as well mention;

    Elder Scrolls Online (original description)

    32310148127_2db10abe41_o.png

    Full manuals can be found here;

    https://manuals.bethsoft.com

    Notice the recurring theme of thievery and stealth.

    Now your weird scattershot point is what exactly? That some secondary stats change from game to game? Yes, because each game tried to get the overall theme of the race as best they could with the systems they created for the game. But the themes stayed consistent even if the systems to recreate them changed. Now unlike you who just picked skills at random and pretended to make a point. Let's choose two non-wood elf races and see how their skills progressed from Morrowind through Skyrim.

    Morrowind;

    Orc - +10 Armorer, +5 Axe, +10 Block, +10 Heavy Armor, +10 Medium Armor

    High Elf - +10 Alchemy, +5 Alteration, +5 Conjuration, +10 Destruction, +10 Enchant, +5 Illusion

    Oblivion;

    Orc - +10 Armorer, +10 Block, +10 Blunt, +5 Hand-to-hand, +10 Heavy Armor

    High Elf - +5 Alchemy, +10 Alteration, +5 Conjuration, +10 Destruction, +5 Illusion, Mysticism +10

    Skyrim;

    Orc +5 Smithing, +10 Heavy Armor, +5 Block, +5 Two-Handed, +5 One-Handed, +5 Enchanting (I will admit that's an odd one for them to have. But I guess it's meant to reinforce their crafting mastery.)

    High Elf - +10 Illusion, +5 Conjuration, +5 Destruction, + 5 Restoration, +5 Alteration, +5 Enchanting

    Again adherence to a theme. Orcs are brawny warriors who like heavy armor, shields, and weapon/armor crafting. And high elves, masters of magic.

    Suddenly, Orcs don't like using shields and favor melee over tanking. Now High Elves have weird off spec bonuses that come out of nowhere. And Wood Elves are guards instead of thieves (because remember only other players use stealth, not the "creatures" they are supposed to be tracking in Valenwood).

    I don’t think you get the point of —> the devs can do whatever they want with the lore, if you’re going to get mad or annoyed about lore changing then eso and elder scrolls isn’t for you. This isn’t exclusive to this game or dev, Bethesda has done it and done it with Fallout. All they do is change lore and make up something to justify it.

    I never said they aren’t thieves either. I only gave their description. You guys are the ones dismissing my points, I never dismissed a single point, I said you guys are leaving out lore. Sure stealth is a defining trait but so is speed, one got sacrificed for the other.

    Even if we are counting both stealth and speed as defining traits, stealth detect has nothing to do with either of those.
    TAMRIEL MERCENARIES AND ADVENTURERS SOCIETY
    CP460
    level cap characters -
    Aren'dra - khajiit ww stamblade - DPS - sneak-thief wanderer
    still leveling -
    Danara-jo - khajiit vamp magblade - healer - ancient scholar
    Lost-In-His-Wanderings - argonian magplar - healer - melancholy dreamer
    Riin-daro the Returned- khajiit necro - tank - pieced back together
    Paints-the-Skies - argonian magden - DPS - storyteller
    Furrin-ko - khajiit magden - healer - wild at heart
    Completely-Innocent - argonian magdk - DPS - gets into trouble
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