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Did they say that they will look at (some) racials again?

  • Opalblade
    Opalblade
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    Commancho wrote: »
    Opalblade wrote: »
    Commancho wrote: »
    How about fix performance and crashes, fix gamebreaking bugs, stop milking customers and reduce grind?
    Nope, racial passives are more important or "X custume makes my character to look fat OMG".

    You do realize that most MMOs have different groups of people working on different things, right? Just because there are worse problems out there doesn't mean that all other problems should be ignored.

    Hello Captain Obvious, I just wish major issues would get a half of attention that bosmer's passives get on these forums.

    I've been seeing a lot more posts about performance issues than passives lately. Why not complain in one of those threads instead, or make a new one if you think there aren't enough of them. At least the devs have acknowledged that there are performance issues, unlike the fact that there are currently 2 races who's passives don't match lore.
  • Ratzkifal
    Ratzkifal
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    Since everyone is throwing around their ideas for how they would rebalance all the races, I'm gonna throw my hat into the ring as well.

    These passives are mostly based around what ZOS has already provides us with and expands on them rather than completely overhaulling everything.

    Altmer
    1. Alaxon: Increases the bonus Mundus stones (aka Birthsigns) grant you by 5%
    2. Syrabane's boon stays as it is
    3. Elemental Talent stays as it is
      The Mundus buff to reflect their belief in fate, birthright and destiny and wanting to be the best at everything they do. The 5% thing seems like a lot but in the case of the Shadow it's only 1% crit damage and sets like Archer's mind give 5% crit damage without condition, so it's arguably still a bit underbudget if anything. It is also very versatile so that stamina or tank Altmer don't have to go without a bonus if they so choose.
    Argonian
    1. Marsh Guerilla: Argonians get 3m of Stealth and gain 75 stamina recovery while out of combat and sneaking. Increases Health by 1000 grants 2310 poison and disease resistance as well as immunity to the poisoned and diseased status effect.
    2. Adaptive Scales: Increases Magicka and Stamina by 2000. Adds 258 Health recovery.
    3. Hist Sap: When you drink a potion, you generate 20 ultimate over 10 seconds and restore 4000 points of health, magicka and stamina.
      Argonians have always been a stealth race in previous games and as such they are deserving of a stealth passive. Since stealth relies on stamina in ESO out of combat stamina recovery for sneaking is appropriate to throw our magic lizards that want to try out stealth a bone.
      Argonians are resistant to both poison AND disease. So they get both resistances, just like it used to be.
      The bonus to healing has been taken away because it is too specific and shoehorns them into healing roles, tanks or PvP. Instead they now have the often underappreciated health regen and moderate ult generation in its place, which benefits tanks, healers, DDs and PvPers alike as it increases ult uptime and everyone uses ults. I chose the value based on the Nord passive and made it be generated over time so that you don't waste your 20 ult if you need to refresh your potion buff just as your ult gets ready, so you don't lose out on any of it. Although it generates a lot faster than the Nord passive, it is tied to the potion cooldown which is currently at around 46seconds, so it should be balanced even with potion cooldown enchants. With three potion cooldown enchants it's better than Nord, with one it's about the same and with none it's a bit worse.
    Bosmer
    1. Camouflaged Predator: Bosmer get 3m of Stealth. Adds 1500 physical penetration.
    2. Resist Affliction: stays as it is
    3. Persistent: Adds 258 stam recovery. Gain 10% movementspeed for 6 seconds after dodgerolling.
      Bosmer need their stealth back. They also need a damage bonus to keep up with Orcs and Dunmer in times where it's easy for Orcs and Dunmer to get sustain but hard for Bosmer and Redguard to gain extra damage that Orc and Dunmer couldn't get. Since 1500 penetration can stand on its own as a passive, the movement speed was moved onto the recovery passive because it fits better thematically. On the topic of resistances, in lore, there are cases of Bosmer getting heavily decimated by disease and poison alike, so it's not easy to say which and if they should get one of these resistances and why. For simplicity's sake I left it as it is.
    Breton
    1. Manmer: Adds 2000 magicka and 100 stamina recovery.
    2. Spellattunement stays the same
    3. Magicka Mastery stays the same
      A lot of people want Bretons to get more stamina boni, especially compared to Highelfs, but anything beyond a mild bonus would make this already powerful race even more powerful, especially in PvP.
    Dunmer
    1. Dynamic Assassin: Adds 2000 stamina and magicka. Adds 3m radius of stealth.
      Rest stays as it is.
      Dunmer were always one of the stealth races, so they should be part of the club too. Otherwise there is not much to complain about.
    Imperial
    1. Colovian: Adds 2000 Stamina and 1000 health
    2. Nibenese: Adds 2000 Magicka and 1000 health
    3. Red Diamond stays the same
      Imperials have always been the jack of all trades and their red diamond passive reflects that very well. However it makes little sense to give a race renowned for their Battlemages only mediocre magic damage. So I changed that. Now they might look a bit similar to Argonians, but the bonus to stealth, health regen and ties to potions set them apart well enough.
    Khajiit
    1. Sharpened Claws: Adds 200 damage to your light and heavy attacks.
    2. Lunar Blessings: Adds 825 Health, Magicka and Stamina. Adds 100 Health Recovery and 85 magicka and stamina recovery.
    3. Feline Ambush stays the same
      Khajiit needed a slight damage boost to be able to compete better with Altmer, Dunmer Orc and Breton, but they should also feel unique in a way. Giving them flat damage to their light attacks should bring the gap a little closer although I am not sure what a good amount of bonus damage would be. 200 might already be too much or maybe far too little. Of course this could have been handled by changing the crit damage into crit chance, but the math behind that is a bit tough to grasp at the time of day that I am writing this on. However, adding flat damage to light attacks will also allow Khajiit to be better at weaponless combat which has been traditionally a specialty of theirs, even if it's not enough to make it a viable playstyle in ESO.
    Nord
    1. Tundrastrider: Adds 2000 health and 2310 Cold resistance. Gain Immunity to the chilled status effect.
    2. Stalwart: Adds 2000 stamina. When you take or deal damage you gain 5 ultimate. This effect can occur once every 10 seconds.
    3. Rugged stays the same
      Nords are have been seen as the most useless race for the longest time until they finally got buffed but were still not viable as anything but tanks. They are also generally regarded as tougher than Imperials within lore, so having less max health than them just cannot stand. The imperials make up for it through expertise, discipline and refined technique, which is reflected in their universal cost reduction which includes blocking.
    Orsimer
    1. Vigilant Warrior: Adds 3m of detection. Adds 2000 Stamina.
    2. Unflinching Rage: Adds 2000 health. Gain 258 critical resistance.
    3. Unyielding Berserker: Adds 258 weapon damage. Reduces the cost of Breakfree by 15%
      Since AD and EP both have 2 stealth races each, DC gets a counter on a race that has traditionally been the least stealthy and coincidentally also the only one with a mention of being vigilant. The Woodorcs have gotten good at spotting Bosmer who are trying to steal their stuff.
      It's a bit of a mystery to me why Orcs heal when they hit someone with a weapon, so they don't anymore but get more max health instead. With everyone now getting 2000 of their primary attribute and the tanks (except for Argonians) getting 2000 health, Orcs are not very special or unique anymore, so they get some crit resist sprinkled on top to separate them more from Nords. That Orcs run faster than everyone else seems wrong too, but it does make sense for them to be "unstoppable", so reduced breakfree cost they get.
    Redguard
    1. Martial Training: Reduces the cost of your weapon abilities by 10%. Reduces the cost of sprint by 12% Increases speed bonus of sprint by 10%.
    2. Conditioning: Adds 2000 Stamina
    3. Adrenaline Rush: When you deal direct damage, restore 950 stamina. This effect can occur once every 5 seconds. When attacking an enemy who is below 50% health gain 129 weapon damage and below 25% health 258 weapon damage for 10 seconds.
      Formerly the undisputed BiS stamina race and reference for the other races in Wrathstone, Redguards ended up getting the shortest stick of that update. Snare effect reduction is not a great effect compared to what the other races have been getting. In the Bergama New Life quest it was talked about how one Redguard warrior alerted the whole town of an approaching army by running towards all the signal fires and lighting them. They have had the fastest starting movementspeed in TES3 while Orcs had the slowest, so they are way more deserving of that sprint passive. The weapon cost reduction is a bit too specific, which is why I bumped it up to 10%. Just like Bosmer, Redguards face the problem of not having anything to offer in combat once sustain is provided, so my suggestion is that Redguards get higher damage during execute phases towards the end of the fight. Alternatively I could see them getting a bonus to or after using weapon ultimates to incentivize them to make use of their ultimate cost reduction on them.
    Edited by Ratzkifal on March 9, 2020 7:10AM
    This Bosmer was tortured to death. There is nothing left to be done.
  • Vildebill
    Vildebill
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    JobooAGS wrote: »
    Faulgor wrote: »
    Argonian
    Resourceful: Increased Magicka bonus from 1000 to 1875
    Argonian Resistance: Renamed to Marsh Guerilla. Changed Health bonus to 1875 Stamina bonus. Changed disease resistance to poison resistance. Added -50% movement speed penalty while sneaking or invisible.

    Bosmer
    Resist Affliction: Changed poison resistance to disease resistance.
    Hunter's Eye: Changed 3m increased detection radius to 3m reduced detection radius.

    Khajiit
    Feline Ambush: Changed 10% Critical Hit damage to 7% Weapon and Spell Critical Hit chance. Changed reduced detection radius to decrease time it takes to crouch by 50%.

    Imperial
    Red Diamond: Added +20% increased duration to all Minor buffs, Major buffs and damage shields.

    Nord
    Stalwart: Changed when taking damage condition to when in combat.

    Orc
    Brawny: Decreased Stamina bonus from 2000 to 1500.
    Swift Warrior: Renamed to Berserker. Added 1500 Spell Resistance. Removed sprint speed bonus.

    Redguard
    Martial Training: Added 8% cost reduction for dodge roll, block, and break free.
    Adrenaline Rush: Reduced cooldown from 5 seconds to 4 seconds.

    Many adjustments with regards to the lore. Gameplay-wise, I think only Argonians and possibly Khajiit need improvements.

    Argonians have always been skirmishers with a focus on stealth and non-damaging magic, never tanks. Orcs are canonically the slowest race, so their speed bonus (cost reduction remains) should make way for their usual resistance to magic. Tried to differentiate the three stealth races (Argonian, Bosmer, Khajiit) with unique bonuses - sorry cats, but you already have higher pickpocket chance as well. Imperials got a buff that closest resembles their usual interpersonal skills (Speechcraft, Mercantile), i.e. by improving their support.

    Or, whatever. I just want them to take another look at concerns we've raised over the last year.

    That's hardly balanced at all. You just screw orc, screw bosmer even more (that 3m reduction is useless outside of overland thieving), screw khajiit in PVP, buff nord even more, overbuff argonian, imperial and redguard to total OP in PVP.

    While I can see your opinion on
    Orc
    Yes this is a direct nerf, changing damage and sprint speed for spell resists, this I do not agree with op.
    Khajiit
    Khajiit should keep its stealth detect reduction, taking it away would bosmer the khajiit. As for the change from crit damage to crit chance, I am not sure which may be better overall. However 7% may be a bit too little, perhaps 8-9% would be more fair or simply leave the crit damage boni alone and buff max resources a bit.
    maybe Imperial
    It sounds interesting, but it would need some testing to ensure that this passive would not be op, up, or balanced.I am skeptical that this passive is balanced though as well.
    And Argonian
    Argonians in this case are trading tankiness for max stamina. Now that I think about it however, is the increased stats plus the speed increase would be a Gigabuff to gankers. Reducing that value significantly to something more balanced, like 5-10% and maybe the max resources to 1500 each would be acceptable. Though you will still lose the immunity to minor defile though disease damage so your heals are overall nerfed.

    I fail to see the rest of your concerns.

    Bosmer
    The bosmer changes would effectively bring back bosmer stealth. I see absolutely nothing wrong with this. Stealth radius reduction is useful for both pve and pvp. Plus bosmer is getting buffed further by being immune to disease, which means no minor defile from disease damage. That is huge!
    Nord
    This would hardly change anything for Nord at all. It would only be a buff for Nord nbs as they would spend less time getting hit than other classes due to cloak. Otherwise you would in most to nearly all cases be getting hit on cooldown when in combat
    Redguard
    This is just a sustain buff on a race that needs it. It currently is out performed by bosmer in every way unless you tape down your rmb or sprint button. And as mentioned before, the minor defile immunity will only make bosmer more attractive along with stealth radius reduction. If you think the dodge roll, break free and block cost reduction is too much, take away the snare reduction. Redguard will still be the only race without a hp or dmg resistance passive.

    Apologies on horrible formatting, on mobile

    Ok.
    1. Bosmer is now fine with roll-dodge builds, but reduced stealth radius doesn't have real combat application in practice. Given that Faulgor wants to considerably buff several races this all will immediately make bosmer 2nd worst race in the game for any builds and khajiit will be worst. Poison vs disease will be a buff yes, in current meta... but any nerf to blastbones and buff to stamDK and it'll became inferior.
    2. Khajiit - in PVE khajiit had 8% crit chance before, then devs replaced it to 10% crit damage which is same dps in PVE but much more valuable in PVP. Proposed 7% crit chance will be slight nerf for PVE and big nerf for PVP
    3. Nord - this is direct buff to already best race. If now that passive has 90% uptime or less, after this change it will be 100%
    4. Redguard - I agree that redguard desperately need buff. But 8% cost reduction to all... it is huge buff.

    You're wrong on Khajiit, the DPS is worse after the change to crit damage, there's a lot of graphs on that from the PTS iterations. That change was horrible since it effectively made other races crit better than the "crit damage race" due to how damage calculate. Especially when Khajiit was perfectly balanced in line with other DPS races, sometimes best parses, sometimes worst due to crit RNG.

    The person who made that change was completely missing how stuff works...
    EU PC
  • Elwendryll
    Elwendryll
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    Ok. So the last time they touched khajiit, they gave us magicka counterparts of every passive. Then they changed crit chance to crit damage/healing because it was OP on magicka.

    At first I didn't like that. Now I'm used to building around it. Not sure how I feel about it. On one hand I'd love more crit when I'm tanking, on the other, the crit damage/healing is quite unique. (It makes Khajiit work well with Mechanical Acuity where crit chance wouldn't do much, as an exemple).

    I play stam DD and Tank with my khajiit Sorcerer. I can pull 85k dps on the dummy and I can Tank any content. I don't really see where the race would need a buff, but I wouldn't mind one, for sure. What I like the most is the versatility, I will probably try healing serious content in the future.
    Vildebill wrote: »
    You're wrong on Khajiit, the DPS is worse after the change to crit damage, there's a lot of graphs on that from the PTS iterations. That change was horrible since it effectively made other races crit better than the "crit damage race" due to how damage calculate. works...

    And yes. That's absolutely true.
    Edited by Elwendryll on March 9, 2020 8:06AM
    PC - EU - France - AD
    Main character: Qojikrin - Khajiit Sorcerer Tank/Stamina DD - since March 25, 2015.
    Guildmaster of Oriflamme: Focus on 4 player endgame content.
    Member of Brave Cat Trade, Panda Division and Toadhuggers.

    All 4-man trifectas - TTT, IR, GH
  • MartiniDaniels
    MartiniDaniels
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    1. Bosmer is now fine with roll-dodge builds, but reduced stealth radius doesn't have real combat application in practice.
    Just what possible application does the detection have outside of PVP?

    Both (detection and decreased stealth) are fairly useless both in PVP and in PVE. Only useful application of reduced stealth radius is PVE stealing and PVP ganking. BUT! Khajiit's increased pickpocket chance and increased crit damage are more valuable for both... so even with this change bosmer will still be worse thief/ganker then khajiit. And with proposed buffs to other races, both khajiit and bosmer won't be good for anything other then role-playing. Orc and nord had just 1 set bonus more and that was enough to make orc dominating race for PVE dps and nord dominating race in PVP. Propositions like let's give argonians 1875 mag/stam + 6% healing done + resourceful passive will just throw all balance of races in trash bin.
    JobooAGS wrote: »
    JobooAGS wrote: »
    Faulgor wrote: »
    Argonian
    Resourceful: Increased Magicka bonus from 1000 to 1875
    Argonian Resistance: Renamed to Marsh Guerilla. Changed Health bonus to 1875 Stamina bonus. Changed disease resistance to poison resistance. Added -50% movement speed penalty while sneaking or invisible.

    Bosmer
    Resist Affliction: Changed poison resistance to disease resistance.
    Hunter's Eye: Changed 3m increased detection radius to 3m reduced detection radius.

    Khajiit
    Feline Ambush: Changed 10% Critical Hit damage to 7% Weapon and Spell Critical Hit chance. Changed reduced detection radius to decrease time it takes to crouch by 50%.

    Imperial
    Red Diamond: Added +20% increased duration to all Minor buffs, Major buffs and damage shields.

    Nord
    Stalwart: Changed when taking damage condition to when in combat.

    Orc
    Brawny: Decreased Stamina bonus from 2000 to 1500.
    Swift Warrior: Renamed to Berserker. Added 1500 Spell Resistance. Removed sprint speed bonus.

    Redguard
    Martial Training: Added 8% cost reduction for dodge roll, block, and break free.
    Adrenaline Rush: Reduced cooldown from 5 seconds to 4 seconds.

    Many adjustments with regards to the lore. Gameplay-wise, I think only Argonians and possibly Khajiit need improvements.

    Argonians have always been skirmishers with a focus on stealth and non-damaging magic, never tanks. Orcs are canonically the slowest race, so their speed bonus (cost reduction remains) should make way for their usual resistance to magic. Tried to differentiate the three stealth races (Argonian, Bosmer, Khajiit) with unique bonuses - sorry cats, but you already have higher pickpocket chance as well. Imperials got a buff that closest resembles their usual interpersonal skills (Speechcraft, Mercantile), i.e. by improving their support.

    Or, whatever. I just want them to take another look at concerns we've raised over the last year.

    That's hardly balanced at all. You just screw orc, screw bosmer even more (that 3m reduction is useless outside of overland thieving), screw khajiit in PVP, buff nord even more, overbuff argonian, imperial and redguard to total OP in PVP.

    While I can see your opinion on
    Orc
    Yes this is a direct nerf, changing damage and sprint speed for spell resists, this I do not agree with op.
    Khajiit
    Khajiit should keep its stealth detect reduction, taking it away would bosmer the khajiit. As for the change from crit damage to crit chance, I am not sure which may be better overall. However 7% may be a bit too little, perhaps 8-9% would be more fair or simply leave the crit damage boni alone and buff max resources a bit.
    maybe Imperial
    It sounds interesting, but it would need some testing to ensure that this passive would not be op, up, or balanced.I am skeptical that this passive is balanced though as well.
    And Argonian
    Argonians in this case are trading tankiness for max stamina. Now that I think about it however, is the increased stats plus the speed increase would be a Gigabuff to gankers. Reducing that value significantly to something more balanced, like 5-10% and maybe the max resources to 1500 each would be acceptable. Though you will still lose the immunity to minor defile though disease damage so your heals are overall nerfed.

    I fail to see the rest of your concerns.

    Bosmer
    The bosmer changes would effectively bring back bosmer stealth. I see absolutely nothing wrong with this. Stealth radius reduction is useful for both pve and pvp. Plus bosmer is getting buffed further by being immune to disease, which means no minor defile from disease damage. That is huge!
    Nord
    This would hardly change anything for Nord at all. It would only be a buff for Nord nbs as they would spend less time getting hit than other classes due to cloak. Otherwise you would in most to nearly all cases be getting hit on cooldown when in combat
    Redguard
    This is just a sustain buff on a race that needs it. It currently is out performed by bosmer in every way unless you tape down your rmb or sprint button. And as mentioned before, the minor defile immunity will only make bosmer more attractive along with stealth radius reduction. If you think the dodge roll, break free and block cost reduction is too much, take away the snare reduction. Redguard will still be the only race without a hp or dmg resistance passive.

    Apologies on horrible formatting, on mobile

    Ok.
    1. Bosmer is now fine with roll-dodge builds, but reduced stealth radius doesn't have real combat application in practice. Given that Faulgor wants to considerably buff several races this all will immediately make bosmer 2nd worst race in the game for any builds and khajiit will be worst. Poison vs disease will be a buff yes, in current meta... but any nerf to blastbones and buff to stamDK and it'll became inferior.
    2. Khajiit - in PVE khajiit had 8% crit chance before, then devs replaced it to 10% crit damage which is same dps in PVE but much more valuable in PVP. Proposed 7% crit chance will be slight nerf for PVE and big nerf for PVP
    3. Nord - this is direct buff to already best race. If now that passive has 90% uptime or less, after this change it will be 100%
    4. Redguard - I agree that redguard desperately need buff. But 8% cost reduction to all... it is huge buff.

    1. Bosmer: the reduced radius would be more useful and more lore friendly than the increased stealth detection passive due to stealth detection being entirely useless in pve. In pvp, it is useful for trying to stealth when you do not have tools like cloak especially when your group is trying to stealth around a keep or a resource in cyrodiil for scouting or the like. As long as we have the tank meta, defiles will still be in the meta meaning that bosmer would be fine here.
    2. Khajiit: There is no disagreement here, I even have the race listed as to why I see why you may be concerned.
    3. Nord: Now that I think about it, with the permacombat bugs that is plaguing cyrodiil, this change will be stupid op. I retract what I said in my previous post for Nord.
    4. Redguard: If you think it will end up being too op, 5% to block dodge and break free may sound more fair. Otherwise, what would you do?

    About redguard... I think that there are already too many builds which can roll-dodge and block non-stop, to add any other boosts to those. And this won't help redguard as PVE dps... so buffing adrenaline rush looks like fine solution. Though I'll prefer increased stamina restore then reduced cooldown. Maybe something like 1350 stamina once in 5 seconds will be fine.
  • Faulgor
    Faulgor
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    Faulgor wrote: »
    Argonian
    Resourceful: Increased Magicka bonus from 1000 to 1875
    Argonian Resistance: Renamed to Marsh Guerilla. Changed Health bonus to 1875 Stamina bonus. Changed disease resistance to poison resistance. Added -50% movement speed penalty while sneaking or invisible.

    Bosmer
    Resist Affliction: Changed poison resistance to disease resistance.
    Hunter's Eye: Changed 3m increased detection radius to 3m reduced detection radius.

    Khajiit
    Feline Ambush: Changed 10% Critical Hit damage to 7% Weapon and Spell Critical Hit chance. Changed reduced detection radius to decrease time it takes to crouch by 50%.

    Imperial
    Red Diamond: Added +20% increased duration to all Minor buffs, Major buffs and damage shields.

    Nord
    Stalwart: Changed when taking damage condition to when in combat.

    Orc
    Brawny: Decreased Stamina bonus from 2000 to 1500.
    Swift Warrior: Renamed to Berserker. Added 1500 Spell Resistance. Removed sprint speed bonus.

    Redguard
    Martial Training: Added 8% cost reduction for dodge roll, block, and break free.
    Adrenaline Rush: Reduced cooldown from 5 seconds to 4 seconds.

    Many adjustments with regards to the lore. Gameplay-wise, I think only Argonians and possibly Khajiit need improvements.

    Argonians have always been skirmishers with a focus on stealth and non-damaging magic, never tanks. Orcs are canonically the slowest race, so their speed bonus (cost reduction remains) should make way for their usual resistance to magic. Tried to differentiate the three stealth races (Argonian, Bosmer, Khajiit) with unique bonuses - sorry cats, but you already have higher pickpocket chance as well. Imperials got a buff that closest resembles their usual interpersonal skills (Speechcraft, Mercantile), i.e. by improving their support.

    Or, whatever. I just want them to take another look at concerns we've raised over the last year.

    That's hardly balanced at all. You just screw orc, screw bosmer even more (that 3m reduction is useless outside of overland thieving), screw khajiit in PVP, buff nord even more, overbuff argonian, imperial and redguard to total OP in PVP.
    JobooAGS wrote: »
    Faulgor wrote: »
    Argonian
    Resourceful: Increased Magicka bonus from 1000 to 1875
    Argonian Resistance: Renamed to Marsh Guerilla. Changed Health bonus to 1875 Stamina bonus. Changed disease resistance to poison resistance. Added -50% movement speed penalty while sneaking or invisible.

    Bosmer
    Resist Affliction: Changed poison resistance to disease resistance.
    Hunter's Eye: Changed 3m increased detection radius to 3m reduced detection radius.

    Khajiit
    Feline Ambush: Changed 10% Critical Hit damage to 7% Weapon and Spell Critical Hit chance. Changed reduced detection radius to decrease time it takes to crouch by 50%.

    Imperial
    Red Diamond: Added +20% increased duration to all Minor buffs, Major buffs and damage shields.

    Nord
    Stalwart: Changed when taking damage condition to when in combat.

    Orc
    Brawny: Decreased Stamina bonus from 2000 to 1500.
    Swift Warrior: Renamed to Berserker. Added 1500 Spell Resistance. Removed sprint speed bonus.

    Redguard
    Martial Training: Added 8% cost reduction for dodge roll, block, and break free.
    Adrenaline Rush: Reduced cooldown from 5 seconds to 4 seconds.

    Many adjustments with regards to the lore. Gameplay-wise, I think only Argonians and possibly Khajiit need improvements.

    Argonians have always been skirmishers with a focus on stealth and non-damaging magic, never tanks. Orcs are canonically the slowest race, so their speed bonus (cost reduction remains) should make way for their usual resistance to magic. Tried to differentiate the three stealth races (Argonian, Bosmer, Khajiit) with unique bonuses - sorry cats, but you already have higher pickpocket chance as well. Imperials got a buff that closest resembles their usual interpersonal skills (Speechcraft, Mercantile), i.e. by improving their support.

    Or, whatever. I just want them to take another look at concerns we've raised over the last year.

    That's hardly balanced at all. You just screw orc, screw bosmer even more (that 3m reduction is useless outside of overland thieving), screw khajiit in PVP, buff nord even more, overbuff argonian, imperial and redguard to total OP in PVP.

    While I can see your opinion on
    Orc
    Yes this is a direct nerf, changing damage and sprint speed for spell resists, this I do not agree with op.
    Khajiit
    Khajiit should keep its stealth detect reduction, taking it away would bosmer the khajiit. As for the change from crit damage to crit chance, I am not sure which may be better overall. However 7% may be a bit too little, perhaps 8-9% would be more fair or simply leave the crit damage boni alone and buff max resources a bit.
    maybe Imperial
    It sounds interesting, but it would need some testing to ensure that this passive would not be op, up, or balanced.I am skeptical that this passive is balanced though as well.
    And Argonian
    Argonians in this case are trading tankiness for max stamina. Now that I think about it however, is the increased stats plus the speed increase would be a Gigabuff to gankers. Reducing that value significantly to something more balanced, like 5-10% and maybe the max resources to 1500 each would be acceptable. Though you will still lose the immunity to minor defile though disease damage so your heals are overall nerfed.

    I fail to see the rest of your concerns.

    Bosmer
    The bosmer changes would effectively bring back bosmer stealth. I see absolutely nothing wrong with this. Stealth radius reduction is useful for both pve and pvp. Plus bosmer is getting buffed further by being immune to disease, which means no minor defile from disease damage. That is huge!
    Nord
    This would hardly change anything for Nord at all. It would only be a buff for Nord nbs as they would spend less time getting hit than other classes due to cloak. Otherwise you would in most to nearly all cases be getting hit on cooldown when in combat
    Redguard
    This is just a sustain buff on a race that needs it. It currently is out performed by bosmer in every way unless you tape down your rmb or sprint button. And as mentioned before, the minor defile immunity will only make bosmer more attractive along with stealth radius reduction. If you think the dodge roll, break free and block cost reduction is too much, take away the snare reduction. Redguard will still be the only race without a hp or dmg resistance passive.

    Apologies on horrible formatting, on mobile

    Ok.
    1. Bosmer is now fine with roll-dodge builds, but reduced stealth radius doesn't have real combat application in practice. Given that Faulgor wants to considerably buff several races this all will immediately make bosmer 2nd worst race in the game for any builds and khajiit will be worst. Poison vs disease will be a buff yes, in current meta... but any nerf to blastbones and buff to stamDK and it'll became inferior.
    2. Khajiit - in PVE khajiit had 8% crit chance before, then devs replaced it to 10% crit damage which is same dps in PVE but much more valuable in PVP. Proposed 7% crit chance will be slight nerf for PVE and big nerf for PVP
    3. Nord - this is direct buff to already best race. If now that passive has 90% uptime or less, after this change it will be 100%
    4. Redguard - I agree that redguard desperately need buff. But 8% cost reduction to all... it is huge buff.

    As I said, in terms of gameplay balance, I don't think most races need any changes. Most of my suggestions are about leaning more into the lore, which seemed in line with the often asked for reinstatement of the Bosmer stealth passive (which isn't really required for balance, either, just for flavor).
    With the other changes I oriented myself to what the community seems to be concerned about (e.g. Redguards), and I have given those considerably less thought. That means the magnitude of some changes are heavily up for debate (I'm always reluctant to make any suggestions because people get too hung up on the numbers, none of those are set in stone). But I'm happy to walk you through my thought process.

    Argonian
    Lore aside, where Argonians have never been conceptualized as tanks, or even durable creatures, they don't really shine in any role right now. Centering racials around tanking is in itself problematic insofar as racials are of very low concern for tanks. They make use of all stat pools anyway, and the magnitude of other bonuses is usually so low they merely add some flavor. They don't make or break a character the way they do for DPS. Likewise, healers are pretty modest in their demands as well.
    Overall it thus makes more sense to open up tanking and healing races (which are frankly just Argonians and Nords) to DPS roles, because any DPS race can easily tank or heal. Designing a race for tanking or healing unfairly limits them compared to other races.
    Taking this into consideration with the lore of Argonians as skirmishers, stealthy combatants with an affinity for non-damaging magic, I think the best route is for them to mimic Dunmer as a hybrid race, but instead of a damage bonus having a sustain bonus through their potion passive. The 1875 value for magicka and stamina are thus copied from Dunmer. In conjunction with the other passives, I agree that this boost in stat value (from 2000 total stats to 3750) might be too high, and something else would probably "have to give". But I'll leave it open what that should be.
    As for the sneak speed increase, and as I mentioned before, the idea was to give each stealth race (Argonians, Bosmer, Khajiit) something unique, lest everyone ask for reduced stealth detection. The details of which race gets which bonus, and at what magnitude, is entirely up for debate (-50% is half of Night's Silence set and Vampires, -20% might be more appropriate, in line with Concealed Weapon). I chose speed for Argonians because it seemed to mesh well with their swim speed bonus, and contribute to a "slippery" theme.

    Bosmer
    Increased stealth detection has even less applicability than reduced stealth detection, so I'm frankly unsure what your objection is. I have never seen anyone argue that the current Hunter's Eye is amazingly useful, only the contrary.
    Otherwise Bosmer are basically untouched, as they seem fine to me. Although to be fair, they are the only race I don't have a character of.

    Khajiit
    The cats have fallen quite a bit from initial PTS testing of the race changes a year ago. Many people have asked for buffs since, and I recall that they have been doing much better when they still had their crit chance bonus instead of crit damage. The issue is, as others have noted, the damage bonus for Dunmer/Altmer/Orc actually results in higher crits than the +10% bonus crit damage for Khajiits. I went the route of the familiar by reverting to crit chance, but it's of course possible to just increase the magnitude of the crit damage bonus. The Shadow mundus currently grants 13%, the Thief 7%, so I already increased the magnitude somewhat in relation to other buffs.
    As for the stealth detection, see my comment on Argonians.

    Imperial
    Personally I think Imperials are fine, but people keep bringing them up as a race that needs some buffs. The bonus to Minor/Major buffs was mostly geared to reflect their interpersonal skills in the lore. It's half of Jorvuld's Guidance, which reflect the bonuses of other races that use half a set bonus (e.g. Nord with Werewolf Hide). While 20% might seem powerful, increasing a 20 second buff to 24 seconds is not really a massive difference, especially in PvP where fights ideally don't last that long, and you don't have to keep such a tight rotation of 100% uptime that it would improve your resource use a lot. But again, Imperials would be fine without that flavor.

    Nord
    The absolute slightest of changes, just to make Nords a little more viable for DPS roles. I struggle to think of a situation in PvP where this would change things significantly. Where are you engaged in a fight for longer than 10 seconds without getting hit? And if so, how will that 5 ultimate make or break the fight?

    Orc
    What makes Orcs such a good race is that they are more stat dense for a specific role - stamina DPS - than any other race. On top of that they have health gain on hit and ridiculous sprint speed. It seems impossible to bring them in line without taking something away from them, and nerfs always suck.
    The changes I suggested to Swift Warrior are mostly rooted in lore, where Orcs are historically the slowest race and have a resistance to magic. It seemed a fitting trade-off without upsetting the balance significantly.
    The stat changes I think are mostly about the direction, not so much about the magnitude. 500 less stamina might actually be too much for example, as that would put Orcs behind Dunmer for many DPS builds. Alternatively Orcs could sacrifice some or all of their health bonus, making up for it with an increase in the health gain on weapon use or the aforementioned spell resistance.

    Redguard
    Similar story to Imperials. Lots of people ask for Redguard buffs, but I think they are mostly fine. I like mine. The 950 stamina / 5 secs works out to 380 stamina recovery equivalent, which is about the same as the Bosmer bonus with Major and Minor Endurance and Mooncalf 100 (374), while also working while blocking. I suggested a reduction in cooldown as a sort of leeway, because it's not always feasible to trigger the passive right when the cooldown ends. On the other hand, a longer cooldown might be beneficial in PvP because you don't always want to engage just to maintain your stamina gain. But if there is a buff to Redguards, it should be to Adrenaline Rush in some fashion.
    The cost reduction in Martial Training is pure flavor for a combat oriented race, and because people have bemoaned that the scope of weapon skill cost reduction is too narrow. It fits thematically, but I could do without it.

    I can only reiterate not to take these suggestions too seriously. It's just food for thought about the direction some races could be improved in, yes for gameplay, but also in terms of their lore.

    If I were just concerned with balance, I'd say adjust Argonian bonuses to be more useful for DPS, give Khajiit a stat boost, put Orcs down by a little bit (I know ZOS doesn't do small changes, but if) and call it a day.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • ZonasArch
    ZonasArch
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    I hope they never touch bosmer... It's so good right now! Roll roll roll, can't touch this! Roll roll roll...
  • deepseamk20b14_ESO
    deepseamk20b14_ESO
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    Don't touch my wood elf. Your problem isn't my problem.
    Hey everyone! Look! It's a signature!
  • BlueRaven
    BlueRaven
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    Don't touch my wood elf. Your problem isn't my problem.

    That works both ways.

    And bosmers are pretty awful right now, and hunters eye is the problem.
  • idk
    idk
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    Jaraal wrote: »
    idk wrote: »
    Granted, Zos does not always think things through but they deliberately ensured the article did not state that Zos was going to change the combat system.

    Well, CP has a major effect on combat. They said they were going to halt vertical progression until they could decide what to do with the CP system. Does that mean CP and progression of any sort is off the table? Are we going to remain in limbo for the next 10 years or however long before they become irrelevant among MMOs?

    It just might be that Zos will update the CP system before reviewing the race passives since that does affect combat. However, that is just a guess as Zos has not specifically commented on that in regards to reviewing the racial passives.

    As far as your hypothetical it seems a little salty so I will pass on it.
  • JobooAGS
    JobooAGS
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    Faulgor wrote: »
    Faulgor wrote: »
    Argonian
    Resourceful: Increased Magicka bonus from 1000 to 1875
    Argonian Resistance: Renamed to Marsh Guerilla. Changed Health bonus to 1875 Stamina bonus. Changed disease resistance to poison resistance. Added -50% movement speed penalty while sneaking or invisible.

    Bosmer
    Resist Affliction: Changed poison resistance to disease resistance.
    Hunter's Eye: Changed 3m increased detection radius to 3m reduced detection radius.

    Khajiit
    Feline Ambush: Changed 10% Critical Hit damage to 7% Weapon and Spell Critical Hit chance. Changed reduced detection radius to decrease time it takes to crouch by 50%.

    Imperial
    Red Diamond: Added +20% increased duration to all Minor buffs, Major buffs and damage shields.

    Nord
    Stalwart: Changed when taking damage condition to when in combat.

    Orc
    Brawny: Decreased Stamina bonus from 2000 to 1500.
    Swift Warrior: Renamed to Berserker. Added 1500 Spell Resistance. Removed sprint speed bonus.

    Redguard
    Martial Training: Added 8% cost reduction for dodge roll, block, and break free.
    Adrenaline Rush: Reduced cooldown from 5 seconds to 4 seconds.

    Many adjustments with regards to the lore. Gameplay-wise, I think only Argonians and possibly Khajiit need improvements.

    Argonians have always been skirmishers with a focus on stealth and non-damaging magic, never tanks. Orcs are canonically the slowest race, so their speed bonus (cost reduction remains) should make way for their usual resistance to magic. Tried to differentiate the three stealth races (Argonian, Bosmer, Khajiit) with unique bonuses - sorry cats, but you already have higher pickpocket chance as well. Imperials got a buff that closest resembles their usual interpersonal skills (Speechcraft, Mercantile), i.e. by improving their support.

    Or, whatever. I just want them to take another look at concerns we've raised over the last year.

    That's hardly balanced at all. You just screw orc, screw bosmer even more (that 3m reduction is useless outside of overland thieving), screw khajiit in PVP, buff nord even more, overbuff argonian, imperial and redguard to total OP in PVP.
    JobooAGS wrote: »
    Faulgor wrote: »
    Argonian
    Resourceful: Increased Magicka bonus from 1000 to 1875
    Argonian Resistance: Renamed to Marsh Guerilla. Changed Health bonus to 1875 Stamina bonus. Changed disease resistance to poison resistance. Added -50% movement speed penalty while sneaking or invisible.

    Bosmer
    Resist Affliction: Changed poison resistance to disease resistance.
    Hunter's Eye: Changed 3m increased detection radius to 3m reduced detection radius.

    Khajiit
    Feline Ambush: Changed 10% Critical Hit damage to 7% Weapon and Spell Critical Hit chance. Changed reduced detection radius to decrease time it takes to crouch by 50%.

    Imperial
    Red Diamond: Added +20% increased duration to all Minor buffs, Major buffs and damage shields.

    Nord
    Stalwart: Changed when taking damage condition to when in combat.

    Orc
    Brawny: Decreased Stamina bonus from 2000 to 1500.
    Swift Warrior: Renamed to Berserker. Added 1500 Spell Resistance. Removed sprint speed bonus.

    Redguard
    Martial Training: Added 8% cost reduction for dodge roll, block, and break free.
    Adrenaline Rush: Reduced cooldown from 5 seconds to 4 seconds.

    Many adjustments with regards to the lore. Gameplay-wise, I think only Argonians and possibly Khajiit need improvements.

    Argonians have always been skirmishers with a focus on stealth and non-damaging magic, never tanks. Orcs are canonically the slowest race, so their speed bonus (cost reduction remains) should make way for their usual resistance to magic. Tried to differentiate the three stealth races (Argonian, Bosmer, Khajiit) with unique bonuses - sorry cats, but you already have higher pickpocket chance as well. Imperials got a buff that closest resembles their usual interpersonal skills (Speechcraft, Mercantile), i.e. by improving their support.

    Or, whatever. I just want them to take another look at concerns we've raised over the last year.

    That's hardly balanced at all. You just screw orc, screw bosmer even more (that 3m reduction is useless outside of overland thieving), screw khajiit in PVP, buff nord even more, overbuff argonian, imperial and redguard to total OP in PVP.

    While I can see your opinion on
    Orc
    Yes this is a direct nerf, changing damage and sprint speed for spell resists, this I do not agree with op.
    Khajiit
    Khajiit should keep its stealth detect reduction, taking it away would bosmer the khajiit. As for the change from crit damage to crit chance, I am not sure which may be better overall. However 7% may be a bit too little, perhaps 8-9% would be more fair or simply leave the crit damage boni alone and buff max resources a bit.
    maybe Imperial
    It sounds interesting, but it would need some testing to ensure that this passive would not be op, up, or balanced.I am skeptical that this passive is balanced though as well.
    And Argonian
    Argonians in this case are trading tankiness for max stamina. Now that I think about it however, is the increased stats plus the speed increase would be a Gigabuff to gankers. Reducing that value significantly to something more balanced, like 5-10% and maybe the max resources to 1500 each would be acceptable. Though you will still lose the immunity to minor defile though disease damage so your heals are overall nerfed.

    I fail to see the rest of your concerns.

    Bosmer
    The bosmer changes would effectively bring back bosmer stealth. I see absolutely nothing wrong with this. Stealth radius reduction is useful for both pve and pvp. Plus bosmer is getting buffed further by being immune to disease, which means no minor defile from disease damage. That is huge!
    Nord
    This would hardly change anything for Nord at all. It would only be a buff for Nord nbs as they would spend less time getting hit than other classes due to cloak. Otherwise you would in most to nearly all cases be getting hit on cooldown when in combat
    Redguard
    This is just a sustain buff on a race that needs it. It currently is out performed by bosmer in every way unless you tape down your rmb or sprint button. And as mentioned before, the minor defile immunity will only make bosmer more attractive along with stealth radius reduction. If you think the dodge roll, break free and block cost reduction is too much, take away the snare reduction. Redguard will still be the only race without a hp or dmg resistance passive.

    Apologies on horrible formatting, on mobile

    Ok.
    1. Bosmer is now fine with roll-dodge builds, but reduced stealth radius doesn't have real combat application in practice. Given that Faulgor wants to considerably buff several races this all will immediately make bosmer 2nd worst race in the game for any builds and khajiit will be worst. Poison vs disease will be a buff yes, in current meta... but any nerf to blastbones and buff to stamDK and it'll became inferior.
    2. Khajiit - in PVE khajiit had 8% crit chance before, then devs replaced it to 10% crit damage which is same dps in PVE but much more valuable in PVP. Proposed 7% crit chance will be slight nerf for PVE and big nerf for PVP
    3. Nord - this is direct buff to already best race. If now that passive has 90% uptime or less, after this change it will be 100%
    4. Redguard - I agree that redguard desperately need buff. But 8% cost reduction to all... it is huge buff.

    As I said, in terms of gameplay balance, I don't think most races need any changes. Most of my suggestions are about leaning more into the lore, which seemed in line with the often asked for reinstatement of the Bosmer stealth passive (which isn't really required for balance, either, just for flavor).
    With the other changes I oriented myself to what the community seems to be concerned about (e.g. Redguards), and I have given those considerably less thought. That means the magnitude of some changes are heavily up for debate (I'm always reluctant to make any suggestions because people get too hung up on the numbers, none of those are set in stone). But I'm happy to walk you through my thought process.

    Argonian
    Lore aside, where Argonians have never been conceptualized as tanks, or even durable creatures, they don't really shine in any role right now. Centering racials around tanking is in itself problematic insofar as racials are of very low concern for tanks. They make use of all stat pools anyway, and the magnitude of other bonuses is usually so low they merely add some flavor. They don't make or break a character the way they do for DPS. Likewise, healers are pretty modest in their demands as well.
    Overall it thus makes more sense to open up tanking and healing races (which are frankly just Argonians and Nords) to DPS roles, because any DPS race can easily tank or heal. Designing a race for tanking or healing unfairly limits them compared to other races.
    Taking this into consideration with the lore of Argonians as skirmishers, stealthy combatants with an affinity for non-damaging magic, I think the best route is for them to mimic Dunmer as a hybrid race, but instead of a damage bonus having a sustain bonus through their potion passive. The 1875 value for magicka and stamina are thus copied from Dunmer. In conjunction with the other passives, I agree that this boost in stat value (from 2000 total stats to 3750) might be too high, and something else would probably "have to give". But I'll leave it open what that should be.
    As for the sneak speed increase, and as I mentioned before, the idea was to give each stealth race (Argonians, Bosmer, Khajiit) something unique, lest everyone ask for reduced stealth detection. The details of which race gets which bonus, and at what magnitude, is entirely up for debate (-50% is half of Night's Silence set and Vampires, -20% might be more appropriate, in line with Concealed Weapon). I chose speed for Argonians because it seemed to mesh well with their swim speed bonus, and contribute to a "slippery" theme.

    Bosmer
    Increased stealth detection has even less applicability than reduced stealth detection, so I'm frankly unsure what your objection is. I have never seen anyone argue that the current Hunter's Eye is amazingly useful, only the contrary.
    Otherwise Bosmer are basically untouched, as they seem fine to me. Although to be fair, they are the only race I don't have a character of.

    Khajiit
    The cats have fallen quite a bit from initial PTS testing of the race changes a year ago. Many people have asked for buffs since, and I recall that they have been doing much better when they still had their crit chance bonus instead of crit damage. The issue is, as others have noted, the damage bonus for Dunmer/Altmer/Orc actually results in higher crits than the +10% bonus crit damage for Khajiits. I went the route of the familiar by reverting to crit chance, but it's of course possible to just increase the magnitude of the crit damage bonus. The Shadow mundus currently grants 13%, the Thief 7%, so I already increased the magnitude somewhat in relation to other buffs.
    As for the stealth detection, see my comment on Argonians.

    Imperial
    Personally I think Imperials are fine, but people keep bringing them up as a race that needs some buffs. The bonus to Minor/Major buffs was mostly geared to reflect their interpersonal skills in the lore. It's half of Jorvuld's Guidance, which reflect the bonuses of other races that use half a set bonus (e.g. Nord with Werewolf Hide). While 20% might seem powerful, increasing a 20 second buff to 24 seconds is not really a massive difference, especially in PvP where fights ideally don't last that long, and you don't have to keep such a tight rotation of 100% uptime that it would improve your resource use a lot. But again, Imperials would be fine without that flavor.

    Nord
    The absolute slightest of changes, just to make Nords a little more viable for DPS roles. I struggle to think of a situation in PvP where this would change things significantly. Where are you engaged in a fight for longer than 10 seconds without getting hit? And if so, how will that 5 ultimate make or break the fight?

    Orc
    What makes Orcs such a good race is that they are more stat dense for a specific role - stamina DPS - than any other race. On top of that they have health gain on hit and ridiculous sprint speed. It seems impossible to bring them in line without taking something away from them, and nerfs always suck.
    The changes I suggested to Swift Warrior are mostly rooted in lore, where Orcs are historically the slowest race and have a resistance to magic. It seemed a fitting trade-off without upsetting the balance significantly.
    The stat changes I think are mostly about the direction, not so much about the magnitude. 500 less stamina might actually be too much for example, as that would put Orcs behind Dunmer for many DPS builds. Alternatively Orcs could sacrifice some or all of their health bonus, making up for it with an increase in the health gain on weapon use or the aforementioned spell resistance.

    Redguard
    Similar story to Imperials. Lots of people ask for Redguard buffs, but I think they are mostly fine. I like mine. The 950 stamina / 5 secs works out to 380 stamina recovery equivalent ONLY IN A VACCUM, which is about the same as the Bosmer bonus with Major and Minor Endurance and Mooncalf 100 (374), while also working while blocking. In reality, however, it is much less due than a bosmer’s regeneration due to various game mechanics that prevent you from landing a direct damage hit every 5 seconds on the 5 seconds.. I suggested a reduction in cooldown as a sort of leeway, because it's not always feasible to trigger the passive right when the cooldown ends. On the other hand, a longer cooldown might be beneficial in PvP because you don't always want to engage just to maintain your stamina gain. But if there is a buff to Redguards, it should be to Adrenaline Rush in some fashion.
    The cost reduction in Martial Training is pure flavor for a combat oriented race, and because people have bemoaned that the scope of weapon skill cost reduction is too narrow. It fits thematically, but I could do without it.

    I can only reiterate not to take these suggestions too seriously. It's just food for thought about the direction some races could be improved in, yes for gameplay, but also in terms of their lore.

    If I were just concerned with balance, I'd say adjust Argonian bonuses to be more useful for DPS, give Khajiit a stat boost, put Orcs down by a little bit (I know ZOS doesn't do small changes, but if) and call it a day.

    Fixed the italicized bolded quotes.
    Edited by JobooAGS on March 9, 2020 4:02PM
  • luizpaulom17
    luizpaulom17
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    idk wrote: »
    Ratzkifal wrote: »
    idk wrote: »
    Zos said they will not look at racial again until after they complete this combat overhaul.

    Even then I would expect we would only see minor adjustments.

    You are not up to date then. The statement of them not looking at racials again was followed later by a "they would look at stamina races again and see if adjustments were needed". They did not say anything further though and that is like half a year ago now with no news on it... So perhaps they decided adjustments weren't needed, but they didn't say that either. So, who knows. Perhaps after they are done with their current ability standards..?
    Eitherway, as long as there are issues that need fixing we should always speak our minds even if and especially if ZOS said they won't look at it again.

    Nope, it seems I am very much up to date since you are not saying anything that disagrees with my comment outside of your speculation.

    As for your speculation, Zos is not finished with the combat overhaul that began when they reworked the racial passives about a year ago. If a decent amount of time passives once they have finished this then your speculation might become reality but it is still just speculation.

    Edit: removed the tag as I do not need to be tagged on such small stuff. Especially if someone quotes this.

    Thing is: last combat changes made on Dragonh Hold patch were very impopular... dps overall got a 10%_15% nerf, which pissed off many players. Many stuff was changed last year and that was their main mistake I guess

    I remember they said more adjustments would be done, in especial with Class Identity issues but little was done this patch... only DK got some rework and they reverted AoE nerf back...
    I think they had plans but after all feedback they gave up many of those... so racials are probably not be changed for a while
    Edited by luizpaulom17 on March 9, 2020 4:11PM
  • idk
    idk
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    idk wrote: »
    Ratzkifal wrote: »
    idk wrote: »
    Zos said they will not look at racial again until after they complete this combat overhaul.

    Even then I would expect we would only see minor adjustments.

    You are not up to date then. The statement of them not looking at racials again was followed later by a "they would look at stamina races again and see if adjustments were needed". They did not say anything further though and that is like half a year ago now with no news on it... So perhaps they decided adjustments weren't needed, but they didn't say that either. So, who knows. Perhaps after they are done with their current ability standards..?
    Eitherway, as long as there are issues that need fixing we should always speak our minds even if and especially if ZOS said they won't look at it again.

    Nope, it seems I am very much up to date since you are not saying anything that disagrees with my comment outside of your speculation.

    As for your speculation, Zos is not finished with the combat overhaul that began when they reworked the racial passives about a year ago. If a decent amount of time passives once they have finished this then your speculation might become reality but it is still just speculation.

    Edit: removed the tag as I do not need to be tagged on such small stuff. Especially if someone quotes this.

    Thing is: last combat changes made on Dragonh Hold patch were very impopular... dps overall got a 10%_15% nerf, which pissed off many players. Many stuff was changed last year and that was their main mistake I guess

    I remember they said more adjustments would be done, in especial with Class Identity issues but little was done this patch... only DK got some rework and they reverted AoE nerf back...
    I think they had plans but after all feedback they gave up many of those... so racials are probably not be changed for a while

    We can probably do a lot of speculation about what Zos' plans were and are but that does not do much.
  • wsmith97ub17_ESO
    wsmith97ub17_ESO
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    I want to play a race i prefer with a set of modular passives. I hear the arguments for racial passives, but the stories show there can ALWAYS be exceptions to any rule in lore.
    It is the mind, that is the mind, confusing the mind. Do not leave the mind, oh mind, to the mind.
  • Jaraal
    Jaraal
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    Don't touch my wood elf. Your problem isn't my problem.


    lhEC1pT.png
  • Jaraal
    Jaraal
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    Don't touch my wood elf. Your problem isn't my problem.

    We had threads and threads saying this when the changes went to the PTS, but they ignored us and went ahead and butchered the passives. Unlikely they will listen to anyone today, either.

    The Vision™ will not be compromised.
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