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Decouple pls race 3d model/appearance from passives

  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Sticking racial skill to appearance is an old-school outdated system that NEEDS to go! I don't care that it was that way in a 10/15/20 year old RPG. This is an MMO and this is 2021 we're talking.

    Racials should be either a skill tree where you pick: magical / stamina DPS, heal, tank, sustain builds with very slight differences for each race

    Or a standard set of skills that you can pick for those roles and are completely independent of the race you pick.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • Mettaricana
    Mettaricana
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    I’ve always been for the idea of being able to choose your race purely on lore and aesthetics and THEN being able to choose a blessing/ passives/ class DURING character creation. Creating a orc mag necro (and having good passives for it) would be awesome. I know orc got a spell dmg buff for some reason. I also know any race*can* work for every class but being able to pick a race for looks and passives that are BIS for what you want to do makes sense.

    I’m always for more options and customization.

    This exactly i want pretty elves not orcs (yes i know they are orsimer and technically elves)
  • Nolic1
    Nolic1
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    Marchastre wrote: »
    Could have been way much better to integrate the passives as a sort of progression, linked to the champion system instead of the current iteration of the passives / champions points.

    Have 10 tree of abilities, each representing one archetype of the races, each giving differents bonus you can pick from:
    • Orc - Pariah : Give differents bonus for the offtanking (increased regeneration after a parry, increased resistance after taking a large hit)
    • Argonian - Rootmender : Healer (Increase the heals and the magicka/stamina regen from a healer)
    • Altmer - Arcanist : Pve Magicka DPS (Give more crits, spell damage and bonus on hitting the same target)
    • Breton - Battlemage : PvP magicka dps ( Increase the magicka stats but also the ability to resist damages)
    • Dunmer - Hortator : Hybrid DPS (Bonus to magicka and stamina, bonus on the offstats of the characte, more penetration)
    • Bosmer - Hunter : PvP Stamina DPS (increased stamina damages against heavy armored target, increased detection range, decreased time period to enter in stealth)
    • Nord - Conqueror : Main tanking (Reduced damage taken, % of regeneration available when blocking, increased regeneration after taking a large hit)
    • Redguard - Blade Master : PvE Stamina dps (Increased crits, % of cleave damage, poison/bleed/disease dots improved)
    • Khajiit - Trickster : Utility (Increased movement speed, bonus given during combats when encountering certains thresholds/conditions, increased potions effect)
    • Imperial - Emperor : Synergy, groups and ultimates (Increased effects of synergy, increased ultimate generation, damage reduced depending of the positions of the allies)
    At beginning, the character is only stuck with the archetype of his own race but once you're gaining CP, you can unlock the passives of the others archetypes and equip them.

    But instead, we have the current system. Sigh.

    This sounds good really good on paper but not sure how well it would fit into the game if they stuck to the way the other TES games were it does not fit into the design ether but they could do something to a degree close to that where its focus is more on things like ORC has a better resistance in light armor and has a stronger damage to certain things not a flat across the board increase I think this is why so many racials do not fit as many call it the lore but its more like they do not match the other TES games bonuses. Cause if you really follow the lore most who become what they do is to training and learning the art of there chosen path weather it be a Warrior path and wizard path or a priest path they all have the ability to do it and many can excel at it.

    This has always been a problem with many MMO's that have racial stat increases it foot holds many into certain roles much like WoW did with its races only being allowed to play certain races and many others this creates an illusion that your race is specific to a certain role then you come across a character in the lore or story that is not like the others and you go I want to play that kind of character. But hey its there game there choice on what they do with it but this idea sounds really good.
    Sherman from Sherman's Gaming

    Youtube content creator that is dedicated to the Casual and Roleplay community for News, Lets Talks, Guides, Help and character builds.

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  • VLVDIMYR
    VLVDIMYR
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    It seems like most of the people that have posted in this thread so far feel like PvE is the only content in the game.
    "Do you really care about that extra 20k on a parse?" doesn't address racials for PvP where min/maxing stats for specific builds matters.

    There are those of us that have maxed out character slots and when they decide they're going to re-haul the racial passives (now yearly apparently), only get 3 free race change tokens for the 18 toons we've bought the slots to have.

    It would seem easier for the staff and the players to detach STAT passives from races (like most other MMOs already do) so ZOS can nerf/buff them all they want without causing all these issues with players rightly complaining about buying tokens and that their favorite aesthetic race is gimped.
    I'm not sure what the obsession is with some people not liking that someone else is playing a magic orc or a warrior breton but the problems at this point outweigh the 'muh immersion' argument imo.

    Flavor passives like swim speed, run speed, and experience increase with X weapon should be more than enough for people that feel they need the immersion.
    I've yet to see a strong argument against detaching STAT passives.
    PC NA
  • ZeroDPS
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    So maybe we need this guys?
  • JohnOfMarkarth
    JohnOfMarkarth
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    No. The racial passives are racial by nature. It is a key part of TES lore.

    Cant use argument of "lore" ... if lore doesnt apply to the passives themselves.

    Thats like saying "Sweets are bad for you. Thats why I eat candy instead"


    The passives do not adhere to lore by longshot after the last few patches. So theres 0. And I mean ZERO argument to be made about its mere presence being required to fill any kind of lore.

    The answer to "the lore was ignored to make certain passives" is not "throw out the lore entirely regarding passives."

    That's silly.

    The answer, for players who care about the lore, is to fix the current passives to better align with the lore and past TES games.

    And that has proven how very effective so far? Should we still hold our hopes out every year? That maybe... just maybe they will SUDDENLY... think that racials should be balanced between each race... and shouldnt be so important? And that they should stick to lore?

    How likely is that?

    I'll take "just silly" over "absurd, not fun, and utterly hopeless" any day me mayt
    I can't do this anymore. Every small ... petit change that went against any semblance of sense has snowballed into an avalanche of (Penn & Teller:) Bulls...!

    Gods, bless me with patience.
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