bosmer is pretty much useless now..
RandomKodiak wrote: »bosmer is pretty much useless now..
That 950 pen bonus is essentially a free 27 CP points that can be put into damage CPs. The new passive pen cp is 350 pen for 10 points/ 4 levels for 1400. Can't test right now but with them lowering (not to pre Markarth levels but halfway there) the extra regen might be handy on long fights. The 950 pen is definately nothing to sneeze at though. If the amount of pen to shoot for stays around 3200 for stam toons Bosmer are doing way better than they have been. If the number goes either way they are still in a pretty good spot since they will be able to put more points faster into damage CPs faster than other races.
RandomKodiak wrote: »bosmer is pretty much useless now..
That 950 pen bonus is essentially a free 27 CP points that can be put into damage CPs. The new passive pen cp is 350 pen for 10 points/ 4 levels for 1400. Can't test right now but with them lowering (not to pre Markarth levels but halfway there) the extra regen might be handy on long fights. The 950 pen is definately nothing to sneeze at though. If the amount of pen to shoot for stays around 3200 for stam toons Bosmer are doing way better than they have been. If the number goes either way they are still in a pretty good spot since they will be able to put more points faster into damage CPs faster than other races.
And constantly dodge roll will not result in dps loss?? imo, it break my weaving.. plus dodge roll is not free, it cost stamina.. which make it harder to sustain. plus, roll break stealth....
buff only last 6 second.. it is not a 24/7 buff. Maybe if they increase buff duration to something like 30 sec. I tried on trial dummy, dodge roll only decrease my overall dps.
RandomKodiak wrote: »bosmer is pretty much useless now..
That 950 pen bonus is essentially a free 27 CP points that can be put into damage CPs. The new passive pen cp is 350 pen for 10 points/ 4 levels for 1400. Can't test right now but with them lowering (not to pre Markarth levels but halfway there) the extra regen might be handy on long fights. The 950 pen is definately nothing to sneeze at though. If the amount of pen to shoot for stays around 3200 for stam toons Bosmer are doing way better than they have been. If the number goes either way they are still in a pretty good spot since they will be able to put more points faster into damage CPs faster than other races.
And constantly dodge roll will not result in dps loss?? imo, it break my weaving.. plus dodge roll is not free, it cost stamina.. which make it harder to sustain. plus, roll break stealth....
buff only last 6 second.. it is not a 24/7 buff. Maybe if they increase buff duration to something like 30 sec. I tried on trial dummy, dodge roll only decrease my overall dps.
RandomKodiak wrote: »bosmer is pretty much useless now..
That 950 pen bonus is essentially a free 27 CP points that can be put into damage CPs. The new passive pen cp is 350 pen for 10 points/ 4 levels for 1400. Can't test right now but with them lowering (not to pre Markarth levels but halfway there) the extra regen might be handy on long fights. The 950 pen is definately nothing to sneeze at though. If the amount of pen to shoot for stays around 3200 for stam toons Bosmer are doing way better than they have been. If the number goes either way they are still in a pretty good spot since they will be able to put more points faster into damage CPs faster than other races.
And constantly dodge roll will not result in dps loss?? imo, it break my weaving.. plus dodge roll is not free, it cost stamina.. which make it harder to sustain. plus, roll break stealth....
buff only last 6 second.. it is not a 24/7 buff. Maybe if they increase buff duration to something like 30 sec. I tried on trial dummy, dodge roll only decrease my overall dps.
TLDR: Racial passives as they currently are approached add value later in the game, rather than the beginning as they did in previous games, this is what prevents more build-flexibility for different races. The solution is not to abandon racial passives, but to approach them in a different manner that is more impactful at start and less so at endgame.
Which brings me to (B), why are the racial passives in ESO more impactful than in previous games. First, compare the bonuses from previous games (ignoring the Greater Abilities gained by each class, since we are considering passives). For purposes of the comparison, we will continue using Breton.
phantasmalD wrote: »You can't ignore Greater powers just because they have to be activated.
A; Having to activate them doesn't make them not a passive benefit of your race. [An active benefit would be something that you have to work to unlock, like a new perk in Skyrim]
B; there are several ESO racials that are similarly active passives, like for example: Resourceful - requires to actively consume a potion. Not that unsimilar to having to cast a spell to get better health generation (Histskin)
and C; they were often irreplacable; there was no other way to get effects like these. Like a crafted version of Orc:Berserk power would cost so much magicka it would be impossible to cast. Therefore these never truly become irrelevant.
Nordic__Knights wrote: »WrathOfInnos wrote: »Argonian
fits right in with the healer role lol
Argonians were never healers by lore. Why? Because of SELF HEAL racial in skyrim?
Its just zos excuse to make them bad on purpose
Btw even breton, ORC and high elf are better healers ( while high elf is also better damage dealer, stamina race orc got flat spell damage bonus now which is much stronger than argonians heal % buff)
Since this seems to be the current thread involving racials, I'll drop this here.TLDR: Racial passives as they currently are approached add value later in the game, rather than the beginning as they did in previous games, this is what prevents more build-flexibility for different races. The solution is not to abandon racial passives, but to approach them in a different manner that is more impactful at start and less so at endgame.
Lately, with the renewed talk about racial abilities, I (like others here) have been looking back at the previous Elder Scrolls games to compare the racial bonuses from this game to those games. My goal in doing so was to determine (A) how well the current racial passives held up to what we have seen previously and the established lore, and (B) to better understand why and how the racial passives in ESO are more impactful on build potential than they previously were.
There are some who would insist that (A) shouldn't even matter. That racial passives should be stripped away, and converted into set of choose-able bonuses and given a new name such as "Adventurer". While I understand these arguments, there does need to be a respect for the lore established in the previous games. The racial bonuses in these games helps exhibit the background, culture, and history of the different races. For instance, Bretons, being the manmer, the product of the mingling of Nedic/Nordic and Aldmer blood, boast racial passives in nearly all games that provide a boost to their ability to cast and protect against magic—the perfect mix of the magical prowess of mer and the hardiness of men. So, abandoning any sort of racial passives is abandoning established elements of lore.
But the argument of less end-game impactful race choices is appealing, and if one could create a Breton stealth archer or a Nordic mage in previous games with no difficulty, why should it not be possible in ESO? After all, High Rock is known for its Knightly Orders and Shalidor is one of the more well known magical figures. Should racial passives really be as impactful as they currently are?
Which brings me to (B), why are the racial passives in ESO more impactful than in previous games. First, compare the bonuses from previous games (ignoring the Greater Abilities gained by each class, since we are considering passives). For purposes of the comparison, we will continue using Breton.The notable observation is that bulk of these bonuses or rather those which are more play-style oriented are starting bonuses. Bretons don't receive a perpetual effectiveness in Conjuration, but rather a better starting off place. With enough work a Nordic studying Conjuration can perform just as well as a Breton. Likewise, a Breton can learn to wield a 2-Handed sword just as well as a Nord.
- In Skyrim, Bretons received as their passive bonuses 25% Resist Magic; +10 bonus to Conjuration; and +5 bonuses to Alchemy, Alteration, Illusion, Restoration, Speech. (See Skyrim: Races)
- In Oblivion, Bretons received bonuses to Intelligence and Willpower; reductions to Speed (M) or Strength (F) Agility, and, Endurance; +10 bonuses to Conjuration, Mysticism, and Restoration; +5 bonuses to Alchemy, Alteration, and Illusion; 50 Magic Resist; and +50 Magicka Bonus. (See Oblivion: Races)
- In Morrowind, Bretons received bonuses to Intelligence and Willpower; reductions to Speed (M) or Strength (F) Agility, and, Endurance; +10 bonuses to Conjuration, Mysticism, and Restoration; +5 bonuses to Alchemy, Alteration, and Illusion; 50 Magic Resist; and 0.50 Magicka Multiplier Bonus. (See Morrowind: Races)
In ESO, however, the racial bonuses are less important starting out and more important in the end-game; a reverse. Breton's +3000 Magicka bonus isn't a starting bonus, it's a bonus is gained in full closer to the end. (Even more impactful are those bonuses which provide Spell or Weapon Damage.). Looking back at our previous example, a Breton in ESO cannot wield a 2-Hander as effectively as a Nord since they miss out on a decent Stamina bonus. And a Nord cannot be as good a spell-caster since they miss out on the decent Magicka bonus.
It's like in the previous games, Bretons are those kids who pick up musical instruments quicker. They may be able to easily learn how to play piano or violin really well, but they are not going to be a pianist. They can end up a professional athlete or a business person just as well as the kid who was really good at football (soccer) could end up in a noteworthy orchestra. But in ESO, Bretons are kids who since they're good at piano or violin, are going to end up a pianist or part of an orchestra.
The issue in ESO, is that ZOS in designing an MMO as opposed to a Single Player RPG, chose a class system over the traditional ES skills. This meant that the only universal quantifiers for races to impact were Character Sheet stats. Rather than providing bonuses to a multitude of skills, each race has its universal skill that it learns quicker and then a collection of stats. This means that the racial bonuses are not starting points, but rather end
So, why bring this up? What's the point? Well, first it's begun some thoughts of my own regarding racial rebalancing (which I'm still working on). But more importantly, I wanted to bring to light why there are issues with racial passives in this game as compared to previous games and perhaps lend insight to fixing their effect. In order to truly rebalance the racial passives in a less restrictive manner, they need to be done in a manner that respects the previous games' lore while also minimizing their end-game impact. If they can be done in this manner, then it doesn't matter if a Breton has more Magic oriented passives opposed to a Nord with more Physical passives. Either would have the same potential to be a powerful mage or a great warrior. They'd just have an easier path towards one option over the other, instead of a weaker path as they do currently.
Since this seems to be the current thread involving racials, I'll drop this here.TLDR: Racial passives as they currently are approached add value later in the game, rather than the beginning as they did in previous games, this is what prevents more build-flexibility for different races. The solution is not to abandon racial passives, but to approach them in a different manner that is more impactful at start and less so at endgame.
Lately, with the renewed talk about racial abilities, I (like others here) have been looking back at the previous Elder Scrolls games to compare the racial bonuses from this game to those games. My goal in doing so was to determine (A) how well the current racial passives held up to what we have seen previously and the established lore, and (B) to better understand why and how the racial passives in ESO are more impactful on build potential than they previously were.
There are some who would insist that (A) shouldn't even matter. That racial passives should be stripped away, and converted into set of choose-able bonuses and given a new name such as "Adventurer". While I understand these arguments, there does need to be a respect for the lore established in the previous games. The racial bonuses in these games helps exhibit the background, culture, and history of the different races. For instance, Bretons, being the manmer, the product of the mingling of Nedic/Nordic and Aldmer blood, boast racial passives in nearly all games that provide a boost to their ability to cast and protect against magic—the perfect mix of the magical prowess of mer and the hardiness of men. So, abandoning any sort of racial passives is abandoning established elements of lore.
But the argument of less end-game impactful race choices is appealing, and if one could create a Breton stealth archer or a Nordic mage in previous games with no difficulty, why should it not be possible in ESO? After all, High Rock is known for its Knightly Orders and Shalidor is one of the more well known magical figures. Should racial passives really be as impactful as they currently are?
Which brings me to (B), why are the racial passives in ESO more impactful than in previous games. First, compare the bonuses from previous games (ignoring the Greater Abilities gained by each class, since we are considering passives). For purposes of the comparison, we will continue using Breton.The notable observation is that bulk of these bonuses or rather those which are more play-style oriented are starting bonuses. Bretons don't receive a perpetual effectiveness in Conjuration, but rather a better starting off place. With enough work a Nordic studying Conjuration can perform just as well as a Breton. Likewise, a Breton can learn to wield a 2-Handed sword just as well as a Nord.
- In Skyrim, Bretons received as their passive bonuses 25% Resist Magic; +10 bonus to Conjuration; and +5 bonuses to Alchemy, Alteration, Illusion, Restoration, Speech. (See Skyrim: Races)
- In Oblivion, Bretons received bonuses to Intelligence and Willpower; reductions to Speed (M) or Strength (F) Agility, and, Endurance; +10 bonuses to Conjuration, Mysticism, and Restoration; +5 bonuses to Alchemy, Alteration, and Illusion; 50 Magic Resist; and +50 Magicka Bonus. (See Oblivion: Races)
- In Morrowind, Bretons received bonuses to Intelligence and Willpower; reductions to Speed (M) or Strength (F) Agility, and, Endurance; +10 bonuses to Conjuration, Mysticism, and Restoration; +5 bonuses to Alchemy, Alteration, and Illusion; 50 Magic Resist; and 0.50 Magicka Multiplier Bonus. (See Morrowind: Races)
In ESO, however, the racial bonuses are less important starting out and more important in the end-game; a reverse. Breton's +3000 Magicka bonus isn't a starting bonus, it's a bonus is gained in full closer to the end. (Even more impactful are those bonuses which provide Spell or Weapon Damage.). Looking back at our previous example, a Breton in ESO cannot wield a 2-Hander as effectively as a Nord since they miss out on a decent Stamina bonus. And a Nord cannot be as good a spell-caster since they miss out on the decent Magicka bonus.
It's like in the previous games, Bretons are those kids who pick up musical instruments quicker. They may be able to easily learn how to play piano or violin really well, but they are not going to be a pianist. They can end up a professional athlete or a business person just as well as the kid who was really good at football (soccer) could end up in a noteworthy orchestra. But in ESO, Bretons are kids who since they're good at piano or violin, are going to end up a pianist or part of an orchestra.
The issue in ESO, is that ZOS in designing an MMO as opposed to a Single Player RPG, chose a class system over the traditional ES skills. This meant that the only universal quantifiers for races to impact were Character Sheet stats. Rather than providing bonuses to a multitude of skills, each race has its universal skill that it learns quicker and then a collection of stats. This means that the racial bonuses are not starting points, but rather end
So, why bring this up? What's the point? Well, first it's begun some thoughts of my own regarding racial rebalancing (which I'm still working on). But more importantly, I wanted to bring to light why there are issues with racial passives in this game as compared to previous games and perhaps lend insight to fixing their effect. In order to truly rebalance the racial passives in a less restrictive manner, they need to be done in a manner that respects the previous games' lore while also minimizing their end-game impact. If they can be done in this manner, then it doesn't matter if a Breton has more Magic oriented passives opposed to a Nord with more Physical passives. Either would have the same potential to be a powerful mage or a great warrior. They'd just have an easier path towards one option over the other, instead of a weaker path as they do currently.
Let's not forget that those were singeplayer games and in single player games you want to be able to do everything in one playthrough if you wish to instead of discovering later on that you made a bad choice at the start and can't do XYZ anymore because of it. Also quite a few bonuses, like powers and resistances would be perpetual until the late stages of the game.
As a multiplayer game ESO is a little different. Now we could work with starting bonuses too, but part of multiplayer games is comparing your build and your choices to the choices of others. Build choices are meant to be more meaningful here so everyone isn't playing the exact same character. Part of this is that races should be different from each other. A Breton DK shouldn't be the exact same as a Nord DK, otherwise your choice doesn't matter.
Sure, we could do away with racial passives completely to avoid the drama or have them be starting bonuses only, but I feel the game would lose meaningful depth if we did that.
Any race other than ork, altmer or dunmer.
But Argonians are the bottom. Still my main and half of my other chars are argonian. Don't understand why so many people hate lizards
If I had to guess, Argonian is the race with the least players playing it.
Not many people enjoy playing a lizard.
That may be the reason why it is more RP centered and less effective in combat.
Anyway, ZOS should buff the Argonian race so it will be better in combat.
In terms of DPS, it's Argonians, because Argonians have 1k max stamina/magicka as their only offensive boost since sustain is irrelevant. Argonians are however decent healers and decent tanks (decent - not good, but at least not bad).
In terms of everything, it's Redguards, because they are at the bottom of the stamina barrel with 2k max stamina as their only offensive bonus, slightly ahead of Argonians as stamina dps, probably even with Imperials now while Imperials are also great tanks, and 950 Physical Penetration behind Bosmer. Even Altmer are now better stamina DPS because 258 weapon damage just means so much more than 2k stamina.
In terms of DPS, it's Argonians, because Argonians have 1k max stamina/magicka as their only offensive boost since sustain is irrelevant. Argonians are however decent healers and decent tanks (decent - not good, but at least not bad).
In terms of everything, it's Redguards, because they are at the bottom of the stamina barrel with 2k max stamina as their only offensive bonus, slightly ahead of Argonians as stamina dps, probably even with Imperials now while Imperials are also great tanks, and 950 Physical Penetration behind Bosmer. Even Altmer are now better stamina DPS because 258 weapon damage just means so much more than 2k stamina.
In terms of DPS, it's Argonians, because Argonians have 1k max stamina/magicka as their only offensive boost since sustain is irrelevant. Argonians are however decent healers and decent tanks (decent - not good, but at least not bad).
In terms of everything, it's Redguards, because they are at the bottom of the stamina barrel with 2k max stamina as their only offensive bonus, slightly ahead of Argonians as stamina dps, probably even with Imperials now while Imperials are also great tanks, and 950 Physical Penetration behind Bosmer. Even Altmer are now better stamina DPS because 258 weapon damage just means so much more than 2k stamina.
Wow if this is true and they both are indeed the worst, just wow. Well I'll wait till after the next racial tweaks for the PTS and see what they do.
In terms of DPS, it's Argonians, because Argonians have 1k max stamina/magicka as their only offensive boost since sustain is irrelevant. Argonians are however decent healers and decent tanks (decent - not good, but at least not bad).
In terms of everything, it's Redguards, because they are at the bottom of the stamina barrel with 2k max stamina as their only offensive bonus, slightly ahead of Argonians as stamina dps, probably even with Imperials now while Imperials are also great tanks, and 950 Physical Penetration behind Bosmer. Even Altmer are now better stamina DPS because 258 weapon damage just means so much more than 2k stamina.
Wow if this is true and they both are indeed the worst, just wow. Well I'll wait till after the next racial tweaks for the PTS and see what they do.
Honestly I was more shocked about something else but it's way too bad to be true, at least I hope. I mean I searched around a bit and no other game with a reptilian race has this much hate. It almost feels like Argonians are a substitute so they can hide it better. I just hope it's coincidence, but after last 4 years man that is just bad I don't even know what to say considering it's a game. Seriously do they actually listen to the PTS feedback or get it somewhere else? I wanted to wait and see but, I can't help but notice a few things. That's it I went from shocked to pissed, ZoS needs to step up and stop using the bs excuse no name no shame to let people use so called "Fake" racism. You can't say anything bad about this game even a little, but they allow that? I didn't even say anything that bad about the game and they deleted my post and gave me a warning. How is that worse? I'm starting to question a lot right now. I mean they have an RP section in the forums, yet I see more people RP in the other sections, and it's always racist bile. I can understand in game RP like a real RP not zone chat, but the forums and in sections not for it? I mean I figured a game like this would attract certain people but, wtf. So I watched a video of a person spewing real life racism in game. Someone got annoyed went and killed him in pvp, said this person is still playing in 2021 and the video was from 2020. So because the game has fantasy racism you don't ban real racists? I think I learned all I need to, any other game I played since EQ in 1999 would ban people like that.