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Orcs Racial Passives Need Another Pass

  • IronWooshu
    IronWooshu
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    Imperials need the love. Remove the health return and make it 500 stam and magicka every 5 seconds, also take 1000 stamina off and give them 1000 magicka while keeping the 2% cost reduction on everything.
  • Cathexis
    Cathexis
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    Cathexis wrote: »
    Damage means nothing imo
    Speed is also nerfed rn

    At it's core it's just basically an imperial with a different style.
    There's a lot to consider when you look at racials, like how complimentary they are, and how effective they are practically, not just sheer numbers.

    Another problem is it's convenient to say "oh based on my play style, these X things are imbalanced." Well maybe, but maybe your play style is the problem.

    That's too many vague words. Damage is what most of ESO about, and with speed nerfed, racial speed bonus becomes all the more valuable.

    No bonuses are more versatile than that of orc's. Health gives a way to use regen food and synergizes with the new money-grab class. Weapon damage is easy to translate into sustain when needed, and extra stamina is an indirect source of extra sustain too. Speed is useful both in PvP and PvE, more so on motion-heavy fights; wherever you sprint even for a second to change position, orc starts giving you an edge.

    Even from PvP point of view, every playstyle is covered. Tank? Sure, here's your extra health, extra resources and damage that allows to swap one of offensive five-pieces for defensive one, orcs will feel the loss of 7th/Fury less than others. Brawler? Here's the weapon damage and health recovery. Ganker? Forget about khajiit, it was mentioned above that orc's higher base damage makes crits higher than 10% crit damage does, which is absurd as balancing goes - and speed bonus makes breaking the measure easier.

    Most races have some sort of access to resource pool bonuses which have equitable synergy. PvE balance doesn't really matter. It's PvE. It only matters in like... vMA or if you are one of those super hard-on for trial numbers, and even then its not really a significant impact. Khajit have stronger stealth assets and their bonus affects all pool types. Orcs do not get a health recovery bonus anymore, and the notion that this gives you an ability to compensate in a different area is true of all races.

    As for speed and damage, these things are more like style choices than gamebreaking imo at this point. You need to look at racials outside of their universal constants in that regard. You are probably perceiving racials as being stronger or weaker because they are more compatible with your style choices, or style choices that are meta-dictated.
    Edited by Cathexis on July 22, 2019 10:05PM
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  • Kuratius
    Kuratius
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    Btw, you forgot the dunmer max health passive.
  • katorga
    katorga
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    Daus wrote: »
    The fact that Orc is the go-to race for stam is ridiculous. I also hate the fact that Nords have been left in the dust since this game's inception as a DPS race even though they're supposed to be one of the best warriors if not the best. Heck in this game Dunmers are stronger warriors than them. Ridiculous.

    Orc being the "go-to race" is not ridiculous. Whatever race is numerically superior is the one the min/max'ers will use.
    IronWooshu wrote: »
    Imperials need the love. Remove the health return and make it 500 stam and magicka every 5 seconds, also take 1000 stamina off and give them 1000 magicka while keeping the 2% cost reduction on everything.

    Imperial isn't that bad. 3% cost reduction for everything and @100 regen for all three stats, combined with the highest possible health and stamina bonuses. It is just over 50% less raw damage/healing stat compared to Orc or Dunmer.

    Orc is kind of perfect though. 2K stam and 258 weapon damage is 8% more raw damage stat than dunmer, and over 50% more than the other races, and it has just enough health to allow builds to fully load into max stam/dmg, compared dunmer



  • ATreeGnome
    ATreeGnome
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    Cathexis wrote: »
    Cathexis wrote: »
    Damage means nothing imo
    Speed is also nerfed rn

    At it's core it's just basically an imperial with a different style.
    There's a lot to consider when you look at racials, like how complimentary they are, and how effective they are practically, not just sheer numbers.

    Another problem is it's convenient to say "oh based on my play style, these X things are imbalanced." Well maybe, but maybe your play style is the problem.

    That's too many vague words. Damage is what most of ESO about, and with speed nerfed, racial speed bonus becomes all the more valuable.

    No bonuses are more versatile than that of orc's. Health gives a way to use regen food and synergizes with the new money-grab class. Weapon damage is easy to translate into sustain when needed, and extra stamina is an indirect source of extra sustain too. Speed is useful both in PvP and PvE, more so on motion-heavy fights; wherever you sprint even for a second to change position, orc starts giving you an edge.

    Even from PvP point of view, every playstyle is covered. Tank? Sure, here's your extra health, extra resources and damage that allows to swap one of offensive five-pieces for defensive one, orcs will feel the loss of 7th/Fury less than others. Brawler? Here's the weapon damage and health recovery. Ganker? Forget about khajiit, it was mentioned above that orc's higher base damage makes crits higher than 10% crit damage does, which is absurd as balancing goes - and speed bonus makes breaking the measure easier.

    Most races have some sort of access to resource pool bonuses which have equitable synergy. PvE balance doesn't really matter. It's PvE. It only matters in like... vMA or if you are one of those super hard-on for trial numbers, and even then its not really a significant impact. Khajit have stronger stealth assets and their bonus affects all pool types. Orcs do not get a health recovery bonus anymore, and the notion that this gives you an ability to compensate in a different area is true of all races.

    As for speed and damage, these things are more like style choices than gamebreaking imo at this point. You need to look at racials outside of their universal constants in that regard. You are probably perceiving racials as being stronger or weaker because they are more compatible with your style choices, or style choices that are meta-dictated.

    PvE balance matters to those of us who enjoy PvE, particularly endgame content. It's important that both combat oriented areas of the game be balanced as best as possible. In the case of Orcs it's not a matter of style or whether they are game breaking, it's a matter of basic math showing they get a quantifiable advantage with no tradeoffs when compared to other races. Meta aside, they simply get more health while enjoying the same or better damage bonuses of any other race. Do you really think the altmer resource passive is on par with 1000 extra health + health return?
  • John_Falstaff
    John_Falstaff
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    Cathexis wrote: »
    Cathexis wrote: »
    Damage means nothing imo
    Speed is also nerfed rn

    At it's core it's just basically an imperial with a different style.
    There's a lot to consider when you look at racials, like how complimentary they are, and how effective they are practically, not just sheer numbers.

    Another problem is it's convenient to say "oh based on my play style, these X things are imbalanced." Well maybe, but maybe your play style is the problem.

    That's too many vague words. Damage is what most of ESO about, and with speed nerfed, racial speed bonus becomes all the more valuable.

    No bonuses are more versatile than that of orc's. Health gives a way to use regen food and synergizes with the new money-grab class. Weapon damage is easy to translate into sustain when needed, and extra stamina is an indirect source of extra sustain too. Speed is useful both in PvP and PvE, more so on motion-heavy fights; wherever you sprint even for a second to change position, orc starts giving you an edge.

    Even from PvP point of view, every playstyle is covered. Tank? Sure, here's your extra health, extra resources and damage that allows to swap one of offensive five-pieces for defensive one, orcs will feel the loss of 7th/Fury less than others. Brawler? Here's the weapon damage and health recovery. Ganker? Forget about khajiit, it was mentioned above that orc's higher base damage makes crits higher than 10% crit damage does, which is absurd as balancing goes - and speed bonus makes breaking the measure easier.

    Most races have some sort of access to resource pool bonuses which have equitable synergy. PvE balance doesn't really matter. It's PvE. It only matters in like... vMA or if you are one of those super hard-on for trial numbers, and even then its not really a significant impact. Khajit have stronger stealth assets and their bonus affects all pool types. Orcs do not get a health recovery bonus anymore, and the notion that this gives you an ability to compensate in a different area is true of all races.

    As for speed and damage, these things are more like style choices than gamebreaking imo at this point. You need to look at racials outside of their universal constants in that regard. You are probably perceiving racials as being stronger or weaker because they are more compatible with your style choices, or style choices that are meta-dictated.

    Stopped reading after the highlight, all credibility is lost. Don't think that people who care about balancing only the part of the game they play and dismiss all others should have their say. With same effect, I could've said that the minority of player base running around Cyrodiil and trying to quench their inferiority complex by clicking down other players to death doesn't matter, should've removed it from the game long time ago and the community would've been healthier for that.
  • IronWooshu
    IronWooshu
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    katorga wrote: »
    Daus wrote: »
    The fact that Orc is the go-to race for stam is ridiculous. I also hate the fact that Nords have been left in the dust since this game's inception as a DPS race even though they're supposed to be one of the best warriors if not the best. Heck in this game Dunmers are stronger warriors than them. Ridiculous.

    Orc being the "go-to race" is not ridiculous. Whatever race is numerically superior is the one the min/max'ers will use.
    IronWooshu wrote: »
    Imperials need the love. Remove the health return and make it 500 stam and magicka every 5 seconds, also take 1000 stamina off and give them 1000 magicka while keeping the 2% cost reduction on everything.

    Imperial isn't that bad. 3% cost reduction for everything and @100 regen for all three stats, combined with the highest possible health and stamina bonuses. It is just over 50% less raw damage/healing stat compared to Orc or Dunmer

    Imperial is bad compared to the other races..

    Healers: Breton High Elf and Argonian
    Tanks: Nord and Argonian
    Magicka DPS: High Elf, Dark Elf, Breton
    Stamina DPS: Orc, Redguard, Dark Elf, Khajiit

    Where would you slot an Imperial over any of those other races?

    Stam PVP? Orc and Nord both have better racials

    Imperial is just there. There not horrible but they dont hold weight in anything.
  • ATreeGnome
    ATreeGnome
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    IronWooshu wrote: »
    katorga wrote: »
    Daus wrote: »
    The fact that Orc is the go-to race for stam is ridiculous. I also hate the fact that Nords have been left in the dust since this game's inception as a DPS race even though they're supposed to be one of the best warriors if not the best. Heck in this game Dunmers are stronger warriors than them. Ridiculous.

    Orc being the "go-to race" is not ridiculous. Whatever race is numerically superior is the one the min/max'ers will use.
    IronWooshu wrote: »
    Imperials need the love. Remove the health return and make it 500 stam and magicka every 5 seconds, also take 1000 stamina off and give them 1000 magicka while keeping the 2% cost reduction on everything.

    Imperial isn't that bad. 3% cost reduction for everything and @100 regen for all three stats, combined with the highest possible health and stamina bonuses. It is just over 50% less raw damage/healing stat compared to Orc or Dunmer

    Imperial is bad compared to the other races..

    Healers: Breton High Elf and Argonian
    Tanks: Nord and Argonian
    Magicka DPS: High Elf, Dark Elf, Breton
    Stamina DPS: Orc, Redguard, Dark Elf, Khajiit

    Where would you slot an Imperial over any of those other races?

    Stam PVP? Orc and Nord both have better racials

    Imperial is just there. There not horrible but they dont hold weight in anything.

    Personally, Imperial would be my 2nd choice for tanking and 3rd choice for healing. I think they outshine Argonians in both roles - mainly due to cheaper Warhorns. It's hard to pick either though when you have Nords as a tank option and Bretons for healing.

    I do think that Imperials (and Argonians) could both use some love when it comes to tanking and it wouldn't hurt to make them a little better for DPS or healing too.

    That said, I don't think the gap between Nords and Imperials is as big as the gap between Orcs and Dunmer.
  • katorga
    katorga
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    Daus wrote: »
    The fact that Orc is the go-to race for stam is ridiculous.

    Min-max players will always use the mathematical best option. There is always one. ZOS wisely capitalizes on that for profit.

    That said, comparing all the stam races based on total number of set bonuses the racials provide is interesting. If you break everything down to what it represents as one line of a set, for example 2K stat equals 2 lines from a set.




  • Luckylancer
    Luckylancer
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    OP is right. Orc heal can be 500 that is enough I guess.
  • ATreeGnome
    ATreeGnome
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    OP is right. Orc heal can be 500 that is enough I guess.

    I would totally be in favor of a large buff to the heal if it meant the max health bonus went away. I think that removing the max health but letting them heal for 1200 instead of 600 on proc would maintain the tough identity of Orcs, still make them the best min-max choice for stamina DPS, but still shrink the gap between them and other stamina races.

    If the healing changes currently on the PTS go through, that passive might actually start being pretty valuable, even as it is now.
  • Wolfpaw
    Wolfpaw
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    I wish all races got the Dunmer balancing: tri stats, a resistance, & spell/weapon damage.
  • Noobslayer3255
    Noobslayer3255
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    SodanTok wrote: »
    Vapirko wrote: »
    SodanTok wrote: »
    Vapirko wrote: »
    Actually it’s not really that simple. For example in PvP I can’t leverage my extra health at all if I want the sustain from the food which I need. Basically I’m stuck at 28k health even though I’d gladly give up about 1-2k in favor of more stam, stam recovery or mag recovery. In fact I’d gladly trade say 500 health and the health return for stam or mag return. Also Orcs are in the no way the dominating race in PvP and in PvE there will always be a top DPS race. It was redguard for years now it’s orc. So imo there’s really no reason to go back and adjust races rn.

    Spoken like true Orc :P Fact is, it takes about 5s to prove which race is simply best and there is no advantage (in PVE) to pick any other. In that sense I would say they failed to balance races correctly. Another fact is, that the only thing that separates Orc from other races, which are all on nearly equal ground is the added stat density of health passive. If they were stripped of it in favor of something more unique (and something not affecting pve dps) they would still remain on same level in PVE as the second best option. I think that is enough of proof.

    Won’t argue with you there I’ve been an orc for PvE and PvP since I started 4+ years ago. Red guard was always top dps but a good margins and no one said ***. Once it went orc people got their whine on. And you know what? I’d give up some health for something more unique and useful any day. Not all of it but certainly a good chunk. I could benefit from more phys resist more stam regen even more mag regen or even more sprint reduction. My main point is that people are bitching over a couple of percent dps on a target dummy in optimal situations. I bet you and the OP couldn’t even tell the dps difference between orc and redguard on a dummy never mind in an actual raid.

    Since you understand only PVP let me present you the data in simpler form:
    Switching from Orc Necromancer to Bosmer Necro, you trade 395 weapon damage to get 178 recovery and 480 stamina

    Where are you getting these numbers from? 395 more weapon damage? 178 recovery? 480 stam?...all 3 of these are wrong.

    Orc gets 258 more weapon damage, 1k more health, then the completely negligible heal, plus the sprint bonuses.

    Bosmer gets 258 more regen (completely offsetting the weapon damage difference), resistance to poison and its status effect (meh), and 10% move speed and 1500 pen after dodge rolling.

    If you roll dodge a lot in a medium build, the case can easily be made for bosmer being as good or better than an orc.

    I'm just very confused where you came up with the numbers I quoted. They get the exact same stamina bonus. And I don't know how you possibly reached the conclusion that orc gets 395 more weapon damage yet bosmer only gets 178 more recovery.
  • Wuuffyy
    Wuuffyy
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    Please just ******** the duck up. **** to shell. I love you but strongly disagree with your sentiments.
    Edited by Wuuffyy on July 24, 2019 7:33PM
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • DjMuscleboy02
    DjMuscleboy02
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    The gap between races was never that big to begin with. Changes simply switched up the Meta. The difference between an Orc and the next best option now is a few thousand on even the best players and hardly noticeable on players who aren't as skilled.
    Brodor - PC NA - ESO's only pure bodybuilding guild
    Hodor, but stronger
  • JobooAGS
    JobooAGS
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    SodanTok wrote: »
    Vapirko wrote: »
    SodanTok wrote: »
    Vapirko wrote: »
    Actually it’s not really that simple. For example in PvP I can’t leverage my extra health at all if I want the sustain from the food which I need. Basically I’m stuck at 28k health even though I’d gladly give up about 1-2k in favor of more stam, stam recovery or mag recovery. In fact I’d gladly trade say 500 health and the health return for stam or mag return. Also Orcs are in the no way the dominating race in PvP and in PvE there will always be a top DPS race. It was redguard for years now it’s orc. So imo there’s really no reason to go back and adjust races rn.

    Spoken like true Orc :P Fact is, it takes about 5s to prove which race is simply best and there is no advantage (in PVE) to pick any other. In that sense I would say they failed to balance races correctly. Another fact is, that the only thing that separates Orc from other races, which are all on nearly equal ground is the added stat density of health passive. If they were stripped of it in favor of something more unique (and something not affecting pve dps) they would still remain on same level in PVE as the second best option. I think that is enough of proof.

    Won’t argue with you there I’ve been an orc for PvE and PvP since I started 4+ years ago. Red guard was always top dps but a good margins and no one said ***. Once it went orc people got their whine on. And you know what? I’d give up some health for something more unique and useful any day. Not all of it but certainly a good chunk. I could benefit from more phys resist more stam regen even more mag regen or even more sprint reduction. My main point is that people are bitching over a couple of percent dps on a target dummy in optimal situations. I bet you and the OP couldn’t even tell the dps difference between orc and redguard on a dummy never mind in an actual raid.

    Since you understand only PVP let me present you the data in simpler form:
    Switching from Orc Necromancer to Bosmer Necro, you trade 395 weapon damage to get 178 recovery and 480 stamina

    Where are you getting these numbers from? 395 more weapon damage? 178 recovery? 480 stam?...all 3 of these are wrong.

    Orc gets 258 more weapon damage, 1k more health, then the completely negligible heal, plus the sprint bonuses.

    Bosmer gets 258 more regen (completely offsetting the weapon damage difference), resistance to poison and its status effect (meh), and 10% move speed and 1500 pen after dodge rolling.

    If you roll dodge a lot in a medium build, the case can easily be made for bosmer being as good or better than an orc.

    I'm just very confused where you came up with the numbers I quoted. They get the exact same stamina bonus. And I don't know how you possibly reached the conclusion that orc gets 395 more weapon damage yet bosmer only gets 178 more recovery.

    The 395 weapon comes from 258 * the general weapon multipliers you would have as a stamcro. That is 20% from major brutality from 2h or potions, 10% from minor brutality from a friendly dk, 10% from continous attack, 15% from med armor and 3% from dawnbreaker which comes out to be about 407 weapon damage (382 without a dk, 369 with heavy armor and with a dk around) math is mostly right

    I am not sure where he is getting the stam regen difference of 178 regen and 480 stam from, even between foods. I can get a stam regen difference of 130 with dubious vs blue food and regen modifiers coming from 2h, 64 points in mooncalf cp, major endurance, 5 med armor, continous attack and vampire but this is the closest I can get without changing gear and even so, this favors orc
  • Noobslayer3255
    Noobslayer3255
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    JobooAGS wrote: »
    SodanTok wrote: »
    Vapirko wrote: »
    SodanTok wrote: »
    Vapirko wrote: »
    Actually it’s not really that simple. For example in PvP I can’t leverage my extra health at all if I want the sustain from the food which I need. Basically I’m stuck at 28k health even though I’d gladly give up about 1-2k in favor of more stam, stam recovery or mag recovery. In fact I’d gladly trade say 500 health and the health return for stam or mag return. Also Orcs are in the no way the dominating race in PvP and in PvE there will always be a top DPS race. It was redguard for years now it’s orc. So imo there’s really no reason to go back and adjust races rn.

    Spoken like true Orc :P Fact is, it takes about 5s to prove which race is simply best and there is no advantage (in PVE) to pick any other. In that sense I would say they failed to balance races correctly. Another fact is, that the only thing that separates Orc from other races, which are all on nearly equal ground is the added stat density of health passive. If they were stripped of it in favor of something more unique (and something not affecting pve dps) they would still remain on same level in PVE as the second best option. I think that is enough of proof.

    Won’t argue with you there I’ve been an orc for PvE and PvP since I started 4+ years ago. Red guard was always top dps but a good margins and no one said ***. Once it went orc people got their whine on. And you know what? I’d give up some health for something more unique and useful any day. Not all of it but certainly a good chunk. I could benefit from more phys resist more stam regen even more mag regen or even more sprint reduction. My main point is that people are bitching over a couple of percent dps on a target dummy in optimal situations. I bet you and the OP couldn’t even tell the dps difference between orc and redguard on a dummy never mind in an actual raid.

    Since you understand only PVP let me present you the data in simpler form:
    Switching from Orc Necromancer to Bosmer Necro, you trade 395 weapon damage to get 178 recovery and 480 stamina

    Where are you getting these numbers from? 395 more weapon damage? 178 recovery? 480 stam?...all 3 of these are wrong.

    Orc gets 258 more weapon damage, 1k more health, then the completely negligible heal, plus the sprint bonuses.

    Bosmer gets 258 more regen (completely offsetting the weapon damage difference), resistance to poison and its status effect (meh), and 10% move speed and 1500 pen after dodge rolling.

    If you roll dodge a lot in a medium build, the case can easily be made for bosmer being as good or better than an orc.

    I'm just very confused where you came up with the numbers I quoted. They get the exact same stamina bonus. And I don't know how you possibly reached the conclusion that orc gets 395 more weapon damage yet bosmer only gets 178 more recovery.

    The 395 weapon comes from 258 * the general weapon multipliers you would have as a stamcro. That is 20% from major brutality from 2h or potions, 10% from minor brutality from a friendly dk, 10% from continous attack, 15% from med armor and 3% from dawnbreaker which comes out to be about 407 weapon damage (382 without a dk, 369 with heavy armor and with a dk around) math is mostly right

    I am not sure where he is getting the stam regen difference of 178 regen and 480 stam from, even between foods. I can get a stam regen difference of 130 with dubious vs blue food and regen modifiers coming from 2h, 64 points in mooncalf cp, major endurance, 5 med armor, continous attack and vampire but this is the closest I can get without changing gear and even so, this favors orc

    Well if you are going to count every single possible buff for weapon damage, you should do the same for the regen. His comparison is flat out wrong and is disingenuous. And it doesn't make sense to take food into account, 1k health isn't going to change what food you use in pvp

    Edit: I see you did use multipliers for stam regen, but did so while accounting for using different food, which again doesn't make sense from a pvp perspective
    Edited by Noobslayer3255 on July 24, 2019 8:55PM
  • JobooAGS
    JobooAGS
    ✭✭✭✭✭
    JobooAGS wrote: »
    SodanTok wrote: »
    Vapirko wrote: »
    SodanTok wrote: »
    Vapirko wrote: »
    Actually it’s not really that simple. For example in PvP I can’t leverage my extra health at all if I want the sustain from the food which I need. Basically I’m stuck at 28k health even though I’d gladly give up about 1-2k in favor of more stam, stam recovery or mag recovery. In fact I’d gladly trade say 500 health and the health return for stam or mag return. Also Orcs are in the no way the dominating race in PvP and in PvE there will always be a top DPS race. It was redguard for years now it’s orc. So imo there’s really no reason to go back and adjust races rn.

    Spoken like true Orc :P Fact is, it takes about 5s to prove which race is simply best and there is no advantage (in PVE) to pick any other. In that sense I would say they failed to balance races correctly. Another fact is, that the only thing that separates Orc from other races, which are all on nearly equal ground is the added stat density of health passive. If they were stripped of it in favor of something more unique (and something not affecting pve dps) they would still remain on same level in PVE as the second best option. I think that is enough of proof.

    Won’t argue with you there I’ve been an orc for PvE and PvP since I started 4+ years ago. Red guard was always top dps but a good margins and no one said ***. Once it went orc people got their whine on. And you know what? I’d give up some health for something more unique and useful any day. Not all of it but certainly a good chunk. I could benefit from more phys resist more stam regen even more mag regen or even more sprint reduction. My main point is that people are bitching over a couple of percent dps on a target dummy in optimal situations. I bet you and the OP couldn’t even tell the dps difference between orc and redguard on a dummy never mind in an actual raid.

    Since you understand only PVP let me present you the data in simpler form:
    Switching from Orc Necromancer to Bosmer Necro, you trade 395 weapon damage to get 178 recovery and 480 stamina

    Where are you getting these numbers from? 395 more weapon damage? 178 recovery? 480 stam?...all 3 of these are wrong.

    Orc gets 258 more weapon damage, 1k more health, then the completely negligible heal, plus the sprint bonuses.

    Bosmer gets 258 more regen (completely offsetting the weapon damage difference), resistance to poison and its status effect (meh), and 10% move speed and 1500 pen after dodge rolling.

    If you roll dodge a lot in a medium build, the case can easily be made for bosmer being as good or better than an orc.

    I'm just very confused where you came up with the numbers I quoted. They get the exact same stamina bonus. And I don't know how you possibly reached the conclusion that orc gets 395 more weapon damage yet bosmer only gets 178 more recovery.

    The 395 weapon comes from 258 * the general weapon multipliers you would have as a stamcro. That is 20% from major brutality from 2h or potions, 10% from minor brutality from a friendly dk, 10% from continous attack, 15% from med armor and 3% from dawnbreaker which comes out to be about 407 weapon damage (382 without a dk, 369 with heavy armor and with a dk around) math is mostly right

    I am not sure where he is getting the stam regen difference of 178 regen and 480 stam from, even between foods. I can get a stam regen difference of 130 with dubious vs blue food and regen modifiers coming from 2h, 64 points in mooncalf cp, major endurance, 5 med armor, continous attack and vampire but this is the closest I can get without changing gear and even so, this favors orc

    Well if you are going to count every single possible buff for weapon damage, you should do the same for the regen. His comparison is flat out wrong and is disingenuous. And it doesn't make sense to take food into account, 1k health isn't going to change what food you use in pvp

    Edit: I see you did use multipliers for stam regen, but did so while accounting for using different food, which again doesn't make sense from a pvp perspective

    This is mainly assuming that a bosmer would use blue food and an orc would use dubious. Even so, I am as skeptical as you are about it hence I noted that the regen and max stam numbers are dubious.
  • ThePedge
    ThePedge
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    Converted my Bosmer to Orc this patch recently

    In PvE I gained Weapon Damage, lost a sprinkle of Health and Stamina, which is a net gain for DPS.

    In PvP I lost a sprinkle (<50) both Stam Regen and Weapon Damage (Swapped Warrior mundus to serpent). Lost a gimmicky pen buff, gained movement speed at all times instead of only after a rolldodge, and higher health.

    The differences were almost negligible, but imo Orc won in both worlds.

    Now this was true for redguard mostly, and it was boring, people did complain. It is just kinda weird that unless you play some obscure build Orc will always win

    I like the Altmer, Breton, Dunmer choice. Greater sustain, some Stam sustain, or flat Stam? Each can be utilised in a different way and creates slightly different builds, but still are different.

    Stamina? Orc.
  • ATreeGnome
    ATreeGnome
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    The gap between races was never that big to begin with. Changes simply switched up the Meta. The difference between an Orc and the next best option now is a few thousand on even the best players and hardly noticeable on players who aren't as skilled.

    I agree that many people probably couldn't tell a difference between parsing with an Orcs with a Dunmer. Honestly, lots of people probably couldn't tell the DPS difference in an Orc and a Breton with the same build. That doesn't mean we should just say "Screw it, balanced enough" when balance can be improved without hurting racial identity. If you can't tell the difference, then why do you care and if you can tell the difference, then why wouldn't you want more balance? It opens up options for those who currently enjoy endgame content and lowers barriers for those who might one day want to participate.
  • Cathexis
    Cathexis
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    Cathexis wrote: »
    Cathexis wrote: »
    Damage means nothing imo
    Speed is also nerfed rn

    At it's core it's just basically an imperial with a different style.
    There's a lot to consider when you look at racials, like how complimentary they are, and how effective they are practically, not just sheer numbers.

    Another problem is it's convenient to say "oh based on my play style, these X things are imbalanced." Well maybe, but maybe your play style is the problem.

    That's too many vague words. Damage is what most of ESO about, and with speed nerfed, racial speed bonus becomes all the more valuable.

    No bonuses are more versatile than that of orc's. Health gives a way to use regen food and synergizes with the new money-grab class. Weapon damage is easy to translate into sustain when needed, and extra stamina is an indirect source of extra sustain too. Speed is useful both in PvP and PvE, more so on motion-heavy fights; wherever you sprint even for a second to change position, orc starts giving you an edge.

    Even from PvP point of view, every playstyle is covered. Tank? Sure, here's your extra health, extra resources and damage that allows to swap one of offensive five-pieces for defensive one, orcs will feel the loss of 7th/Fury less than others. Brawler? Here's the weapon damage and health recovery. Ganker? Forget about khajiit, it was mentioned above that orc's higher base damage makes crits higher than 10% crit damage does, which is absurd as balancing goes - and speed bonus makes breaking the measure easier.

    Most races have some sort of access to resource pool bonuses which have equitable synergy. PvE balance doesn't really matter. It's PvE. It only matters in like... vMA or if you are one of those super hard-on for trial numbers, and even then its not really a significant impact. Khajit have stronger stealth assets and their bonus affects all pool types. Orcs do not get a health recovery bonus anymore, and the notion that this gives you an ability to compensate in a different area is true of all races.

    As for speed and damage, these things are more like style choices than gamebreaking imo at this point. You need to look at racials outside of their universal constants in that regard. You are probably perceiving racials as being stronger or weaker because they are more compatible with your style choices, or style choices that are meta-dictated.

    Stopped reading after the highlight, all credibility is lost. Don't think that people who care about balancing only the part of the game they play and dismiss all others should have their say. With same effect, I could've said that the minority of player base running around Cyrodiil and trying to quench their inferiority complex by clicking down other players to death doesn't matter, should've removed it from the game long time ago and the community would've been healthier for that.

    No it isn't, and no it isn't.

    Here is why:

    PvE is not inherently a competitive area, except as I have acknowledged in perhaps trials or vMA scoring.

    What they have done is asserted that racial traits have been rebalanced to a statistically negligible effect (which implies that the changes made were formulaic and not arbitrary). They actually explicitly stated this in the patch notes and that they were balanced with the specific intent of reflecting style choices. To that end I would refer back to my original post that you didn't read, where you need to observe the non-constants as style choices. This actually matters in Cyrodiil, where optimizing competition necessitates complimenting style choices. In PvE you can complete the content fundamentally without optimizing racial/playstyle variance as a necessity at it's core.
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    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

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  • Cathexis
    Cathexis
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    ATreeGnome wrote: »
    Cathexis wrote: »
    Cathexis wrote: »
    Damage means nothing imo
    Speed is also nerfed rn

    At it's core it's just basically an imperial with a different style.
    There's a lot to consider when you look at racials, like how complimentary they are, and how effective they are practically, not just sheer numbers.

    Another problem is it's convenient to say "oh based on my play style, these X things are imbalanced." Well maybe, but maybe your play style is the problem.

    That's too many vague words. Damage is what most of ESO about, and with speed nerfed, racial speed bonus becomes all the more valuable.

    No bonuses are more versatile than that of orc's. Health gives a way to use regen food and synergizes with the new money-grab class. Weapon damage is easy to translate into sustain when needed, and extra stamina is an indirect source of extra sustain too. Speed is useful both in PvP and PvE, more so on motion-heavy fights; wherever you sprint even for a second to change position, orc starts giving you an edge.

    Even from PvP point of view, every playstyle is covered. Tank? Sure, here's your extra health, extra resources and damage that allows to swap one of offensive five-pieces for defensive one, orcs will feel the loss of 7th/Fury less than others. Brawler? Here's the weapon damage and health recovery. Ganker? Forget about khajiit, it was mentioned above that orc's higher base damage makes crits higher than 10% crit damage does, which is absurd as balancing goes - and speed bonus makes breaking the measure easier.

    Most races have some sort of access to resource pool bonuses which have equitable synergy. PvE balance doesn't really matter. It's PvE. It only matters in like... vMA or if you are one of those super hard-on for trial numbers, and even then its not really a significant impact. Khajit have stronger stealth assets and their bonus affects all pool types. Orcs do not get a health recovery bonus anymore, and the notion that this gives you an ability to compensate in a different area is true of all races.

    As for speed and damage, these things are more like style choices than gamebreaking imo at this point. You need to look at racials outside of their universal constants in that regard. You are probably perceiving racials as being stronger or weaker because they are more compatible with your style choices, or style choices that are meta-dictated.

    PvE balance matters to those of us who enjoy PvE, particularly endgame content. It's important that both combat oriented areas of the game be balanced as best as possible. In the case of Orcs it's not a matter of style or whether they are game breaking, it's a matter of basic math showing they get a quantifiable advantage with no tradeoffs when compared to other races. Meta aside, they simply get more health while enjoying the same or better damage bonuses of any other race. Do you really think the altmer resource passive is on par with 1000 extra health + health return?

    Ok but in the context of PvE, advantage over what? What thing are they over-advantaging that is game breaking. Completing content?

    In PvP, you can't "meta aside" with respect to racials because that plays a part in your choices.

    Fundamentally I think altmer passives are on par, because if you look at over all complimentary values of altmer passives they align differently than orcs.
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
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  • MartiniDaniels
    MartiniDaniels
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    ✭✭✭✭✭
    ThePedge wrote: »
    Converted my Bosmer to Orc this patch recently

    In PvE I gained Weapon Damage, lost a sprinkle of Health and Stamina, which is a net gain for DPS.

    In PvP I lost a sprinkle (<50) both Stam Regen and Weapon Damage (Swapped Warrior mundus to serpent). Lost a gimmicky pen buff, gained movement speed at all times instead of only after a rolldodge, and higher health.

    The differences were almost negligible, but imo Orc won in both worlds.

    Now this was true for redguard mostly, and it was boring, people did complain. It is just kinda weird that unless you play some obscure build Orc will always win

    I like the Altmer, Breton, Dunmer choice. Greater sustain, some Stam sustain, or flat Stam? Each can be utilised in a different way and creates slightly different builds, but still are different.

    Stamina? Orc.

    What all times? You need to sprint to gain that bonus and sprint stops your stam regen, so you can't sprint infinitely. While on bosmer it's really free 10% speed since in active combat you roll dodge at least on dodge fatigue cooldown.

    Orc is OP in PVE no doubt, but in PVP orc, bosmer, nord, dunmer - they are all great choices depending on what type of armor and weapons you use and what do you want more. Also don't forget that bosmer and nord and dunmer they all have useful extra damage resistances, which orc lacks.

    If ESO was game where majority plays PVP, i'll easily applaud racial changes, balance is very good (with exception of pair well-known lore breaches).
  • Supernatural
    Supernatural
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    Removing the health bonus seems ideal. Highest damage, at the cost of some survivability.
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • Luigi_Vampa
    Luigi_Vampa
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    ✭✭
    Daus wrote: »
    The fact that Orc is the go-to race for stam is ridiculous. I also hate the fact that Nords have been left in the dust since this game's inception as a DPS race even though they're supposed to be one of the best warriors if not the best. Heck in this game Dunmers are stronger warriors than them. Ridiculous.

    This has bugged me since the games inception. Nords, if I recall correctly have never been a tank race in lore or previous games. They were always meant to be (typically) lightly armored barbarianish warriors. It is the Orcs that were always described in lore as heavy armored shock troops. In my opinion if you swapped Nord and Orc racials it would make a lot more sense lore wise.
    PC/EU DC
  • RodneyRegis
    RodneyRegis
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    Vapirko wrote: »
    Actually it’s not really that simple. For example in PvP I can’t leverage my extra health at all if I want the sustain from the food which I need. Basically I’m stuck at 28k health even though I’d gladly give up about 1-2k in favor of more stam, stam recovery or mag recovery. In fact I’d gladly trade say 500 health and the health return for stam or mag return. Also Orcs are in the no way the dominating race in PvP and in PvE there will always be a top DPS race. It was redguard for years now it’s orc. So imo there’s really no reason to go back and adjust races rn.

    It kind of is. I'm not one for min-maxing, especially in PVP when skill is about 98% of the battle. But you can play around with health in many ways and leverage it. Use lava food and a couple of health enchants - you get your max stam.

    However, if you want to stack weapon damage, that 238 + multipliers from an orc cannot be replaced. I can't just run a Bosmer and enchant a 4th ring.
  • SodanTok
    SodanTok
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    JobooAGS wrote: »
    SodanTok wrote: »
    Vapirko wrote: »
    SodanTok wrote: »
    Vapirko wrote: »
    Actually it’s not really that simple. For example in PvP I can’t leverage my extra health at all if I want the sustain from the food which I need. Basically I’m stuck at 28k health even though I’d gladly give up about 1-2k in favor of more stam, stam recovery or mag recovery. In fact I’d gladly trade say 500 health and the health return for stam or mag return. Also Orcs are in the no way the dominating race in PvP and in PvE there will always be a top DPS race. It was redguard for years now it’s orc. So imo there’s really no reason to go back and adjust races rn.

    Spoken like true Orc :P Fact is, it takes about 5s to prove which race is simply best and there is no advantage (in PVE) to pick any other. In that sense I would say they failed to balance races correctly. Another fact is, that the only thing that separates Orc from other races, which are all on nearly equal ground is the added stat density of health passive. If they were stripped of it in favor of something more unique (and something not affecting pve dps) they would still remain on same level in PVE as the second best option. I think that is enough of proof.

    Won’t argue with you there I’ve been an orc for PvE and PvP since I started 4+ years ago. Red guard was always top dps but a good margins and no one said ***. Once it went orc people got their whine on. And you know what? I’d give up some health for something more unique and useful any day. Not all of it but certainly a good chunk. I could benefit from more phys resist more stam regen even more mag regen or even more sprint reduction. My main point is that people are bitching over a couple of percent dps on a target dummy in optimal situations. I bet you and the OP couldn’t even tell the dps difference between orc and redguard on a dummy never mind in an actual raid.

    Since you understand only PVP let me present you the data in simpler form:
    Switching from Orc Necromancer to Bosmer Necro, you trade 395 weapon damage to get 178 recovery and 480 stamina

    Where are you getting these numbers from? 395 more weapon damage? 178 recovery? 480 stam?...all 3 of these are wrong.

    Orc gets 258 more weapon damage, 1k more health, then the completely negligible heal, plus the sprint bonuses.

    Bosmer gets 258 more regen (completely offsetting the weapon damage difference), resistance to poison and its status effect (meh), and 10% move speed and 1500 pen after dodge rolling.

    If you roll dodge a lot in a medium build, the case can easily be made for bosmer being as good or better than an orc.

    I'm just very confused where you came up with the numbers I quoted. They get the exact same stamina bonus. And I don't know how you possibly reached the conclusion that orc gets 395 more weapon damage yet bosmer only gets 178 more recovery.

    The 395 weapon comes from 258 * the general weapon multipliers you would have as a stamcro. That is 20% from major brutality from 2h or potions, 10% from minor brutality from a friendly dk, 10% from continous attack, 15% from med armor and 3% from dawnbreaker which comes out to be about 407 weapon damage (382 without a dk, 369 with heavy armor and with a dk around) math is mostly right

    I am not sure where he is getting the stam regen difference of 178 regen and 480 stam from, even between foods. I can get a stam regen difference of 130 with dubious vs blue food and regen modifiers coming from 2h, 64 points in mooncalf cp, major endurance, 5 med armor, continous attack and vampire but this is the closest I can get without changing gear and even so, this favors orc

    Well if you are going to count every single possible buff for weapon damage, you should do the same for the regen. His comparison is flat out wrong and is disingenuous. And it doesn't make sense to take food into account, 1k health isn't going to change what food you use in pvp

    Edit: I see you did use multipliers for stam regen, but did so while accounting for using different food, which again doesn't make sense from a pvp perspective

    I wish you would first think before calling things wrong.
    And I never said this is PVP perspective. I am not comparing races as if they were in PVP, I am comparing stats that matter for PVE to showcase to those that understand PVE little how big the difference is.

    All cases include the food and all common multipliers those races on that class would have on them in real PVE setting. With the most efficient food for that choice. Because thats what matters. On paper 258 WD or regen look like they are equal, but they arent at all in game where different food options allow Orc to sacrifice less important stamina to gain same or better sustain than those 258 bosmer has. That is what creates the imbalance and that is what I was presenting.

    In the example of bosmer vs orc on necro. Orc Necro would use lava foot which is the most efficient choice of food for Orc Necro given the health passive Orc and Necro have. While Bosmer, for one wastes lots of value on health if using blue food (I am talking having 19k health you cant do jack sh*t about even tho you would rather trade 3k of that for stamina). But also too little of sustain. So Bosmer Necro would have to go arteum broth (which is the food used in the example).
    Edited by SodanTok on July 25, 2019 4:11PM
  • ATreeGnome
    ATreeGnome
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    Cathexis wrote: »
    ATreeGnome wrote: »
    Cathexis wrote: »
    Cathexis wrote: »
    Damage means nothing imo
    Speed is also nerfed rn

    At it's core it's just basically an imperial with a different style.
    There's a lot to consider when you look at racials, like how complimentary they are, and how effective they are practically, not just sheer numbers.

    Another problem is it's convenient to say "oh based on my play style, these X things are imbalanced." Well maybe, but maybe your play style is the problem.

    That's too many vague words. Damage is what most of ESO about, and with speed nerfed, racial speed bonus becomes all the more valuable.

    No bonuses are more versatile than that of orc's. Health gives a way to use regen food and synergizes with the new money-grab class. Weapon damage is easy to translate into sustain when needed, and extra stamina is an indirect source of extra sustain too. Speed is useful both in PvP and PvE, more so on motion-heavy fights; wherever you sprint even for a second to change position, orc starts giving you an edge.

    Even from PvP point of view, every playstyle is covered. Tank? Sure, here's your extra health, extra resources and damage that allows to swap one of offensive five-pieces for defensive one, orcs will feel the loss of 7th/Fury less than others. Brawler? Here's the weapon damage and health recovery. Ganker? Forget about khajiit, it was mentioned above that orc's higher base damage makes crits higher than 10% crit damage does, which is absurd as balancing goes - and speed bonus makes breaking the measure easier.

    Most races have some sort of access to resource pool bonuses which have equitable synergy. PvE balance doesn't really matter. It's PvE. It only matters in like... vMA or if you are one of those super hard-on for trial numbers, and even then its not really a significant impact. Khajit have stronger stealth assets and their bonus affects all pool types. Orcs do not get a health recovery bonus anymore, and the notion that this gives you an ability to compensate in a different area is true of all races.

    As for speed and damage, these things are more like style choices than gamebreaking imo at this point. You need to look at racials outside of their universal constants in that regard. You are probably perceiving racials as being stronger or weaker because they are more compatible with your style choices, or style choices that are meta-dictated.

    PvE balance matters to those of us who enjoy PvE, particularly endgame content. It's important that both combat oriented areas of the game be balanced as best as possible. In the case of Orcs it's not a matter of style or whether they are game breaking, it's a matter of basic math showing they get a quantifiable advantage with no tradeoffs when compared to other races. Meta aside, they simply get more health while enjoying the same or better damage bonuses of any other race. Do you really think the altmer resource passive is on par with 1000 extra health + health return?

    Ok but in the context of PvE, advantage over what? What thing are they over-advantaging that is game breaking. Completing content?

    In PvP, you can't "meta aside" with respect to racials because that plays a part in your choices.

    Fundamentally I think altmer passives are on par, because if you look at over all complimentary values of altmer passives they align differently than orcs.

    An advantage doesn't need to be "Game breaking" to be unbalanced. A trial group with 8 Orc stamcros is going to have an easier time clearing difficult content than an equally skilled group with 8 Dunmer stamcros. They will be able to score push to a significantly higher limit. Players trying to meet DPS requirements for guilds will have a noticeably easier time meeting them on an Orc stamcro than they would on a Dunmer. The gap gets even wider when you compare them to one of the lower tier stamina DPS oriented races. I'm using stamcros as an example because they are the class that makes the most use out of the health bonus but that's not to say that other classes wouldn't benifit either.

    In PvE you can't "meta aside" for racial passives either. Race is a very impactful choice in PvE for every role. You can, however, compare raw stats that would be useful for a role as part of an analysis of overall racial balance, which is mostly meta independent. No matter the meta, more health is more health and more damage is more damage. You can't simply throw this fact to the side.


    Could you elaborate on/provide an example of what you mean when you say "Fundamentally I think altmer passives are on par, because if you look at over all complimentary values of altmer passives they align differently than orcs."? I want to understand your point of view but that statement is fairly vague.


  • Cathexis
    Cathexis
    ✭✭✭✭✭
    ATreeGnome wrote: »
    Cathexis wrote: »
    ATreeGnome wrote: »
    Cathexis wrote: »
    Cathexis wrote: »
    Damage means nothing imo
    Speed is also nerfed rn

    At it's core it's just basically an imperial with a different style.
    There's a lot to consider when you look at racials, like how complimentary they are, and how effective they are practically, not just sheer numbers.

    Another problem is it's convenient to say "oh based on my play style, these X things are imbalanced." Well maybe, but maybe your play style is the problem.

    That's too many vague words. Damage is what most of ESO about, and with speed nerfed, racial speed bonus becomes all the more valuable.

    No bonuses are more versatile than that of orc's. Health gives a way to use regen food and synergizes with the new money-grab class. Weapon damage is easy to translate into sustain when needed, and extra stamina is an indirect source of extra sustain too. Speed is useful both in PvP and PvE, more so on motion-heavy fights; wherever you sprint even for a second to change position, orc starts giving you an edge.

    Even from PvP point of view, every playstyle is covered. Tank? Sure, here's your extra health, extra resources and damage that allows to swap one of offensive five-pieces for defensive one, orcs will feel the loss of 7th/Fury less than others. Brawler? Here's the weapon damage and health recovery. Ganker? Forget about khajiit, it was mentioned above that orc's higher base damage makes crits higher than 10% crit damage does, which is absurd as balancing goes - and speed bonus makes breaking the measure easier.

    Most races have some sort of access to resource pool bonuses which have equitable synergy. PvE balance doesn't really matter. It's PvE. It only matters in like... vMA or if you are one of those super hard-on for trial numbers, and even then its not really a significant impact. Khajit have stronger stealth assets and their bonus affects all pool types. Orcs do not get a health recovery bonus anymore, and the notion that this gives you an ability to compensate in a different area is true of all races.

    As for speed and damage, these things are more like style choices than gamebreaking imo at this point. You need to look at racials outside of their universal constants in that regard. You are probably perceiving racials as being stronger or weaker because they are more compatible with your style choices, or style choices that are meta-dictated.

    PvE balance matters to those of us who enjoy PvE, particularly endgame content. It's important that both combat oriented areas of the game be balanced as best as possible. In the case of Orcs it's not a matter of style or whether they are game breaking, it's a matter of basic math showing they get a quantifiable advantage with no tradeoffs when compared to other races. Meta aside, they simply get more health while enjoying the same or better damage bonuses of any other race. Do you really think the altmer resource passive is on par with 1000 extra health + health return?

    Ok but in the context of PvE, advantage over what? What thing are they over-advantaging that is game breaking. Completing content?

    In PvP, you can't "meta aside" with respect to racials because that plays a part in your choices.

    Fundamentally I think altmer passives are on par, because if you look at over all complimentary values of altmer passives they align differently than orcs.

    An advantage doesn't need to be "Game breaking" to be unbalanced. A trial group with 8 Orc stamcros is going to have an easier time clearing difficult content than an equally skilled group with 8 Dunmer stamcros. They will be able to score push to a significantly higher limit. Players trying to meet DPS requirements for guilds will have a noticeably easier time meeting them on an Orc stamcro than they would on a Dunmer. The gap gets even wider when you compare them to one of the lower tier stamina DPS oriented races. I'm using stamcros as an example because they are the class that makes the most use out of the health bonus but that's not to say that other classes wouldn't benifit either.

    In PvE you can't "meta aside" for racial passives either. Race is a very impactful choice in PvE for every role. You can, however, compare raw stats that would be useful for a role as part of an analysis of overall racial balance, which is mostly meta independent. No matter the meta, more health is more health and more damage is more damage. You can't simply throw this fact to the side.


    Could you elaborate on/provide an example of what you mean when you say "Fundamentally I think altmer passives are on par, because if you look at over all complimentary values of altmer passives they align differently than orcs."? I want to understand your point of view but that statement is fairly vague.


    I won't disagree with your issue about trial groups. That's fine, but that is indicative of a problem with trial scoring and not racials. Trial scoring is substantially easier and more fair to adjust than racials or pvp content. Trial scoring variables are significantly less complex systems that are an independent subset of game mechanics. Racials on the other hand interact with all content, and pvp itself is a significantly more delicate balance.

    When I say complimentary values what I mean to say is that they are variables that have a much higher degree of effective stacking, and how this impact plays out across classes and intended play styles.

    Look at it this way, let's say you are playing I don't know... (This is a hypothetical, non factual example) A medium armor high elf dragon knight. Maybe that spec is OK, maybe its bad. But an orc is going to look mighty appealing to you because it makes you tanky in a lot of ways you wouldn't be on a medium armor high elf. Because a medium armor high elf dragon knight isn't going to be optimized for a play style that say a heavy armor orc dragon knight might be, they aren't the same thing.
    Edited by Cathexis on July 26, 2019 3:19AM
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  • ATreeGnome
    ATreeGnome
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    Cathexis wrote: »
    ATreeGnome wrote: »
    Cathexis wrote: »
    ATreeGnome wrote: »
    Cathexis wrote: »
    Cathexis wrote: »
    Damage means nothing imo
    Speed is also nerfed rn

    At it's core it's just basically an imperial with a different style.
    There's a lot to consider when you look at racials, like how complimentary they are, and how effective they are practically, not just sheer numbers.

    Another problem is it's convenient to say "oh based on my play style, these X things are imbalanced." Well maybe, but maybe your play style is the problem.

    That's too many vague words. Damage is what most of ESO about, and with speed nerfed, racial speed bonus becomes all the more valuable.

    No bonuses are more versatile than that of orc's. Health gives a way to use regen food and synergizes with the new money-grab class. Weapon damage is easy to translate into sustain when needed, and extra stamina is an indirect source of extra sustain too. Speed is useful both in PvP and PvE, more so on motion-heavy fights; wherever you sprint even for a second to change position, orc starts giving you an edge.

    Even from PvP point of view, every playstyle is covered. Tank? Sure, here's your extra health, extra resources and damage that allows to swap one of offensive five-pieces for defensive one, orcs will feel the loss of 7th/Fury less than others. Brawler? Here's the weapon damage and health recovery. Ganker? Forget about khajiit, it was mentioned above that orc's higher base damage makes crits higher than 10% crit damage does, which is absurd as balancing goes - and speed bonus makes breaking the measure easier.

    Most races have some sort of access to resource pool bonuses which have equitable synergy. PvE balance doesn't really matter. It's PvE. It only matters in like... vMA or if you are one of those super hard-on for trial numbers, and even then its not really a significant impact. Khajit have stronger stealth assets and their bonus affects all pool types. Orcs do not get a health recovery bonus anymore, and the notion that this gives you an ability to compensate in a different area is true of all races.

    As for speed and damage, these things are more like style choices than gamebreaking imo at this point. You need to look at racials outside of their universal constants in that regard. You are probably perceiving racials as being stronger or weaker because they are more compatible with your style choices, or style choices that are meta-dictated.

    PvE balance matters to those of us who enjoy PvE, particularly endgame content. It's important that both combat oriented areas of the game be balanced as best as possible. In the case of Orcs it's not a matter of style or whether they are game breaking, it's a matter of basic math showing they get a quantifiable advantage with no tradeoffs when compared to other races. Meta aside, they simply get more health while enjoying the same or better damage bonuses of any other race. Do you really think the altmer resource passive is on par with 1000 extra health + health return?

    Ok but in the context of PvE, advantage over what? What thing are they over-advantaging that is game breaking. Completing content?

    In PvP, you can't "meta aside" with respect to racials because that plays a part in your choices.

    Fundamentally I think altmer passives are on par, because if you look at over all complimentary values of altmer passives they align differently than orcs.

    An advantage doesn't need to be "Game breaking" to be unbalanced. A trial group with 8 Orc stamcros is going to have an easier time clearing difficult content than an equally skilled group with 8 Dunmer stamcros. They will be able to score push to a significantly higher limit. Players trying to meet DPS requirements for guilds will have a noticeably easier time meeting them on an Orc stamcro than they would on a Dunmer. The gap gets even wider when you compare them to one of the lower tier stamina DPS oriented races. I'm using stamcros as an example because they are the class that makes the most use out of the health bonus but that's not to say that other classes wouldn't benifit either.

    In PvE you can't "meta aside" for racial passives either. Race is a very impactful choice in PvE for every role. You can, however, compare raw stats that would be useful for a role as part of an analysis of overall racial balance, which is mostly meta independent. No matter the meta, more health is more health and more damage is more damage. You can't simply throw this fact to the side.


    Could you elaborate on/provide an example of what you mean when you say "Fundamentally I think altmer passives are on par, because if you look at over all complimentary values of altmer passives they align differently than orcs."? I want to understand your point of view but that statement is fairly vague.


    I won't disagree with your issue about trial groups. That's fine, but that is indicative of a problem with trial scoring and not racials. Trial scoring is substantially easier and more fair to adjust than racials or pvp content. Trial scoring variables are significantly less complex systems that are an independent subset of game mechanics. Racials on the other hand interact with all content, and pvp itself is a significantly more delicate balance.

    When I say complimentary values what I mean to say is that they are variables that have a much higher degree of effective stacking, and how this impact plays out across classes and intended play styles.

    Look at it this way, let's say you are playing I don't know... (This is a hypothetical, non factual example) A medium armor high elf dragon knight. Maybe that spec is OK, maybe its bad. But an orc is going to look mighty appealing to you because it makes you tanky in a lot of ways you wouldn't be on a medium armor high elf. Because a medium armor high elf dragon knight isn't going to be optimized for a play style that say a heavy armor orc dragon knight might be, they aren't the same thing.

    Trials scoring is a much more simple formula, I can agree on that, but the variables in that equation are also much more rigid compared to PvP variables. If a group clear a trial faster, all other things being equal, they should get a better score, and that's exactly what a DPS advantage does, it lets you clear faster. Short of reworking every trial to punish excessive DPS I don't see how that can really be adjusted without breaking the entire system.

    On the other hand, from my point of view, adjusting the Orc max health passive to something that can't be as easily leveraged for a DPS gain in PvE but still keeps them tankier to maintain their playstyle throughout the game. Physical and/or spell resistance seems like the easiest choice to me but I'm open to other, more creative solutions.

    I think I get the gist of what you are saying - that an Orc and a highelf can't be compared directly because light, medium, and heavy builds in PvP play so differently from each other? I will admit that that is a valid point. The value of a utility passive in PvP can change quite a bit with different builds and make raw stat bonuses seem weaker in comparison. My hope though is that, by adjusting that health bonus to something that is still valuable in PvP and not so valuable in PvE, the PvP balance can be minimally disrupted while PvE balance is brought more in line.

    From the PvE perspective that extra health really is a big deal, particularly when it comes to stamina necromancers.
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