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.
MartiniDaniels wrote: »MartiniDaniels 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
OrcYes this is a direct nerf, changing damage and sprint speed for spell resists, this I do not agree with op.KhajiitKhajiit 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 ImperialIt 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 ArgonianArgonians 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.
BosmerThe 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!NordThis 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 combatRedguardThis 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. works...
Cundu_Ertur wrote: »Just what possible application does the detection have outside of PVP?MartiniDaniels wrote: »1. Bosmer is now fine with roll-dodge builds, but reduced stealth radius doesn't have real combat application in practice.
MartiniDaniels wrote: »MartiniDaniels 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
OrcYes this is a direct nerf, changing damage and sprint speed for spell resists, this I do not agree with op.KhajiitKhajiit 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 ImperialIt 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 ArgonianArgonians 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.
BosmerThe 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!NordThis 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 combatRedguardThis 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?
MartiniDaniels 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.
MartiniDaniels wrote: »MartiniDaniels 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
OrcYes this is a direct nerf, changing damage and sprint speed for spell resists, this I do not agree with op.KhajiitKhajiit 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 ImperialIt 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 ArgonianArgonians 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.
BosmerThe 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!NordThis 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 combatRedguardThis 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.
deepseamk20b14_ESO wrote: »Don't touch my wood elf. Your problem isn't my problem.
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?
MartiniDaniels 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.MartiniDaniels wrote: »MartiniDaniels 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
OrcYes this is a direct nerf, changing damage and sprint speed for spell resists, this I do not agree with op.KhajiitKhajiit 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 ImperialIt 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 ArgonianArgonians 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.
BosmerThe 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!NordThis 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 combatRedguardThis 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.
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.
luizpaulom17 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
deepseamk20b14_ESO wrote: »Don't touch my wood elf. Your problem isn't my problem.