It's weird that they apparently decided to leave the Racial Passives in an unfinished state when they are addressing the other stuff like Potions and Buffs.
Why do Bretons have Spell Resistance, but Nords have Armor?
Why do Bosmer have Stam Regen, but Khajiit have Health/Stam/Mag Regen?
Why do Redguards have Weapon Abilities Cost Reduction, but Imperials have All Abilities Cost Reduction?
Lore can no longer be used as an excuse since the last rework made it clear that it's no longer a concern for ZOS.
Racial Passives are flavour text.
Any differences can be overcome by skill and builds.
old_mufasa wrote: »Racial Passives are flavour text.
Any differences can be overcome by skill and builds.
That's factually inaccurate. No amount of skills or builds overcomes certain racial perks. An example is khajiit their innate crit buffs will always make them better in crit builds no other race is going to be able to compensate with their build, skills or gear because a khajiit player can do the same with their build and gear and will still be better.
They're not overcoming the racial they can try to mitigate as much as possible but the top end races are the top end races for a reason not just for flavor.
M4RSHM4LL0W_CL0UD wrote: »There's no cap for weapon or spell damage though. Altmer/Dunmer/Orsimer all get a whole extra infused jewelery enchantment's worth of damage for free. Arguably the difference between races is most apparent with high end players because they can exploit every little bonus to its utmost.

old_mufasa wrote: »Racial Passives are flavour text.
Any differences can be overcome by skill and builds.
That's factually inaccurate. No amount of skills or builds overcomes certain racial perks. An example is khajiit their innate crit buffs will always make them better in crit builds no other race is going to be able to compensate with their build, skills or gear because a khajiit player can do the same with their build and gear and will still be better.
They're not overcoming the racial they can try to mitigate as much as possible but the top end races are the top end races for a reason not just for flavor.
In organised group, the whole group is at the critical damage cap of 125%. The passive is redundant.
PeacefulAnarchy wrote: »Just make them selectable independent of race and call them regional passives. Then my Argonian who grew up in wrothgar can take the "orc" passives, or my Breton from Morrowind can take the "dark elf" passives. Anyone who wants to keep things the same can do so, but anyone who doesn't can swap to a different set. The sets would be the same so there's no balancing issues, just more flexibility.
It's weird that they apparently decided to leave the Racial Passives in an unfinished state when they are addressing the other stuff like Potions and Buffs.
Why do Bretons have Spell Resistance, but Nords have Armor?
Why do Bosmer have Stam Regen, but Khajiit have Health/Stam/Mag Regen?
Why do Redguards have Weapon Abilities Cost Reduction, but Imperials have All Abilities Cost Reduction?
Lore can no longer be used as an excuse since the last rework made it clear that it's no longer a concern for ZOS.
M4RSHM4LL0W_CL0UD wrote: »There's no cap for weapon or spell damage though. Altmer/Dunmer/Orsimer all get a whole extra infused jewelery enchantment's worth of damage for free. Arguably the difference between races is most apparent with high end players because they can exploit every little bonus to its utmost.
An absolutely amazing DD with perfect weaving, timing, and the ability to predict the future to maximise damage output on as many mobs as possible will benefit from the passive, compared to playing with a different passive.
For the rest of us mere mortals it makes no discernable difference.
Linking a literal shower thought I had on this subject before
https://forums.elderscrollsonline.com/en/discussion/691796/an-idea-on-how-to-redo-racial-passives#latest
"Current racial passives are both not the best balanced, restrictive and honestly forgettable but the new class passives have inspired me a bit to brainstorm something
What if that first basic passive that doesn't cost any points we had now stayed pretty much the same, tiny % of XP or a niche resist, small things that don't really matter but the 3 actual passives that needed investment into were replaced by something more like an "origin" where you could only pick 1.
Obviously for game play reasons they would still need to be built roughly around the games tank, healer, dps roles but instead of a Breton being a healer and okay mag dps they had an origin around being from a "knightly" background that was tanking focus, a healing focused druid (pretty much the current lines) and a DPS origin based around the elf heritage.
One of the stronger examples I thought of would be argonians having origins about being born under the sign of the shadow getting a crit focus, a simple hist follower origin that works like the current and a born slave origin around tanking.
Clearly the names and the exact bonuses are just me spit balling but the idea should get across. I just feel like this would definitely help with the "play how you want" idea the devs say they want while both balancing it for those who want it and adding a small RP aspect to those it doesn't really matter to
This was literally a shower thought and thank you for reading if for some reason you did"
Of course it does, the numerical difference is there all the same. The only difference is that if I can parse say 120 on dark elf and only 105 on argonian you can respond "git good 120 is certainly possible on argonian", which is true but if I were good enough to get 120 on argonian I'd be getting 130+ on dark elf. The gap is always there and it is noticeable for anyone making an effort to optimize even of they are not at the top.M4RSHM4LL0W_CL0UD wrote: »There's no cap for weapon or spell damage though. Altmer/Dunmer/Orsimer all get a whole extra infused jewelery enchantment's worth of damage for free. Arguably the difference between races is most apparent with high end players because they can exploit every little bonus to its utmost.
An absolutely amazing DD with perfect weaving, timing, and the ability to predict the future to maximise damage output on as many mobs as possible will benefit from the passive, compared to playing with a different passive.
For the rest of us mere mortals it makes no discernable difference.
old_mufasa wrote: »old_mufasa wrote: »Racial Passives are flavour text.
Any differences can be overcome by skill and builds.
That's factually inaccurate. No amount of skills or builds overcomes certain racial perks. An example is khajiit their innate crit buffs will always make them better in crit builds no other race is going to be able to compensate with their build, skills or gear because a khajiit player can do the same with their build and gear and will still be better.
They're not overcoming the racial they can try to mitigate as much as possible but the top end races are the top end races for a reason not just for flavor.
In organised group, the whole group is at the critical damage cap of 125%. The passive is redundant.
That's 100% irrelevant because to get to cap quicker meaning you can put points someplace else mean you still have more resources to put in a location plus the game doesn't revolve around just organize PVE so that argument is completely invalidated
PeacefulAnarchy wrote: »Of course it does, the numerical difference is there all the same. The only difference is that if I can parse say 120 on dark elf and only 105 on argonian you can respond "git good 120 is certainly possible on argonian", which is true but if I were good enough to get 120 on argonian I'd be getting 130+ on dark elf. The gap is always there and it is noticeable for anyone making an effort to optimize even of they are not at the top.M4RSHM4LL0W_CL0UD wrote: »There's no cap for weapon or spell damage though. Altmer/Dunmer/Orsimer all get a whole extra infused jewelery enchantment's worth of damage for free. Arguably the difference between races is most apparent with high end players because they can exploit every little bonus to its utmost.
An absolutely amazing DD with perfect weaving, timing, and the ability to predict the future to maximise damage output on as many mobs as possible will benefit from the passive, compared to playing with a different passive.
For the rest of us mere mortals it makes no discernable difference.