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As for human races, I hate them, Redguard is good because of the passives but the rest are useless, besides playing human in RPGs is the most boring thig ever.
https://www.youtube.com/watch?v=H8A59ZEtJ5s
- Bretons are just as magic-focused as High Elves in terms of starting skills, and while they don't get quite as much of a magicka bonus the difference isn't that significant and they also get quite possibly the best racial ability (50% resistance to magicka, which can pretty easily become complete immunity to magic with a bit of equipment) and one of the better racial powers (50% shield for 60 seconds, once per day) whereas High Elves get objectively the worst racial ability (25% weakness to fire, frost, and lightning) and no racial power; Restoration is also, somewhat ironically, a pretty good school for offensive magic due to containing the Absorb X effect family.
- The only things Khajiits really have going for them as thieves are +5 Sneak and +5 Security, but Wood Elves have a better Sneak bonus (+10), if you're good at the lockpicking minigame then +5 Security skill isn't useful while if you're bad at the lockpicking minigame +5 Security skill isn't that helpful, and Wood Elves' +5 Alchemy is probably better than Khajiits' +5 Mercantile for profiting from theft since turning pilfered food items into potions significantly increases the value of your ill-gotten gains, bypasses the need to find a fence, and reduces the number of stolen goods that you'll have on you if you happen to get caught.
- Redguards' Adrenalin Rush is generally better than Orcs' Berserk for warriors, and while 75% poison & disease resistance might be more niche than 25% magic resistance it certainly isn't a bad racial bonus. Orcs also have the most highly-focused racial skill bonuses, which can be either good or bad depending on what you want, and have lower base strength, agility, and speed than either Redguards or Nords, which is a weakness for them as a warrior chassis.
Anyways, if we wanted an 'objective' metric for 'best,' I would tend to suggest that the racial abilities, and to a lesser extent the racial powers, are much more important than the racial skill and attribute bonuses, especially once the character gets beyond the first couple levels. A racial ability like 50% resistance to magic or 25% weakness to elemental damage types is kind of a big deal all game long and some of the racial powers are at least kind of useful even at high levels; a +10 or especially a +5 bonus to a skill or attribute, on the other hand, is probably kind of irrelevant by level 5 even when it's a something you actually care about for the character you want to build.
People who´s favorite race are Bretons are the same people who played Ryu/Ken on Street Fighter, the normies that would never do daedric quests because they chug main quest and then unistall game, the ones that go around forums saying "why TES6 can´t be like The Witcher" without understanding how both franchises differ and nowadays I pressume a high percentage of them base their personas on the one of a tik tok influencer or some mentally handicap thing like that.
And same could be said about all human races. THey used to have cool lore and then it was removed, from Bretons being partially elf looking, to Cyrodill being a jungle, to the entire Nord culture being changed to basically "Vikings" on Skyrim when they used to be so complex... forget humans, they exist so there´s something familiar in game, and I´m SO GLAD that after TES6 we are finally done with all the human zones, TES7 has to be weird like Morrowind YES OR YES. And that will only make the series stand out, something it has being lacking in Oblivion and SKyrim, games I love, but still lorewise Morrowind was a million times more interesting.
TES7: High Isles, Elsweyr, Valenwood or Black Marsh... men, that´s gonna be awesome, no matter which one.
I will also point out that it is generally not a good idea to make assumptions about whether - or why - other people do or do not like something. Judging by the number of times I've built High Elf Apprentice spellcasters and the amount of time I've played them compared to the amount of time I've played other characters in the decade and a half or so that I've played Oblivion, High Elf Apprentice spellcasters are my favorite characters. These characters do not, however, reflect any build that I would put forward as a 'best' build in Oblivion by any objective metrics other than perhaps maximum potential magicka and ease of dying to stray magical damage effects - pretty much the only real advantage that they have over an equivalent build on a Breton chassis is 50 more magicka and maybe a small amount more health, which even in the early part of the game is largely inconsequential and becomes more or less completely irrelevant, at least for practical spellcasting, at higher levels.
That said, Atronach's still a pretty decent defensive birthsign for a noncaster build.
The races are imbalanced in this game, so it's not just choosing magic vs combat vs stealth. The magic races get a huge boost that puts their absolute maximum above anyone else, while the combat races don't truly have a higher maximum at what they do, nor do the stealth ones.
If it doesn´t count why is the Warp in the West mentioned constantly on future games on books and Dragon Breaks have become a staple of all installements? XDXDXDXDXD
You realize the entire Orcs lore makes mentions of the events of Daggerfall right? XDXDXDXD
"doesn´t count" XDDDDDDDDDDDDDDDDDDDDDDDDDD good one kid
Well, daggerfall also took place in hammerfell. So either daggerfall doesn't count (just like arena, which you went to all provinces), or daggerfall does count and that means they are just redoing provinces, so there's no guarantee they won't just do high rock, or cyrodil again in the future and stick to human lands.
So basically you don´t like Daggerfall and are making stupid excuses to imply it´s not part of the series, is that what´s happening here? Or are you really so ignorant about Daggerfall that you honestly think that games "doesn´t count" just because you haven´t play it? XDXDXDXD
Seriously, stop for a second and read what you´re saying. Does Morrowind also doesn´t count because it´s not the entire Morrowind area? Does Oblivion doesn´t count because it´s not a jungle as sugested by lore? Skyrim is in another era and yet it seems to be from a previous time due to all the stuff missing and old fashion nords are,does that mean Skyrim doesn´t count either?
Men I hope TES6 counts, otherwise this franchise may even not exist in reality apparently XDXDXDXDXDXD
Where did I say I don't like daggerfall? I actually think it's the second best tes game.
Im saying cus people are assuming that there are no more human lands to explore because tes 6 is in hammerfell, that that's a bad assumption to make. Because clearly they already made a game in hammerfell, so that doesn't mean they won't go back to high rock or cyrodil again in the future and stick to human lands.
I mean they are already repeating themselves. Or Bethesda themselves figure daggerfall doesn't "count" when it comes to establishing that we've already been to that region - because like arena, it was just random generated generic towns.
And this is Bethesda, they like to stick to cliche and easy, so there is a high likelihood that tes 7 is in high rock and human lands again.
And if you liked Daggerfall then you´ll know the area of Hammerfell we were given to explore was minimal compared to the totality of Hammerfell, and that dungeons, townpeople´s names or quest were randomized, but not towns. Daggerfall, Wayrest, Glenumbra... all those regions are allways the same, their capitals are allways the same and are always in the same spot, and while building positions is randomized the first time you go there, there will always be the same amount of relevant buildings, the knight order in the region is always the same, the temples are always devoted to the same divine...
Plus, if you think a game the size of DF could be made manually designing every single zone then you´re just a crazy person. It takes more to travel from one point of a region to the other point, than doing the same with Skyrim or any of the modern ones (so imaging with other games that are not Bethesda or Rockstar, since hardly any other developer can compare to this two when creating huge sandboxes).
In other words, DF is not "random generated generic towns", it´s a huge game made with limited assets, so it uses those assets cleverly. The fact a farm in the middle of nowhere could be called Oldhearth Farm in one game and in the other The Wicksley Farmhouse hardly means the entire game is being constantly randomly generated.
The world was generated from the beginning, the town's were generated. Just like oblivion world was procedurally generated (the only modern Bethesda game that has been). It doesn't mean it's generated every time, it means the world was initially generated.
This applies to arena as well. Yes daggerfall was so big it needed to be generated, resulting in 99% of the town's being generic carbon copies of eachother, as I said.
Daggerfall was half of hammerfell and half of high rock, basically equal parts of both of those countries. So yes, according to Bethesda, daggerfall "doesn't count" when it comes to exploring new provinces we haven't been to yet - OR they don't care, and will likely do high rock in the next game after tes 6 because weird alien lore places don't sell like generic medieval human places.
All I'm saying is that just because it's been done before doesn't mean they won't do it again, as is clearly shown with tes 6 being in hammerfell. Whether this is because Bethesda feels like the place didn't get justice because it was generic random generated crap, or they don't care and want easy relatable worlds that don't require lots of alien concepts and lore.
You´ve explain yourself, but I don´t see any valid points beyond "the entire region was not presented", when it´s not the first time it happens. Morrowind was not the entire region, Skyrim was only missing islands and one was added as DLC. But even if we ignore islands and we count Skyrim complete like Oblivion was for Cyrodill, they did so by rescalling like crazy and making the zones more homogenous.
We never got the lust jungles, and deep swamps of Cyrodill but rather they tried to give us pieces (specially the swamps, at least near the black marsh borders you could see them, but they were just a small portion of what the lore described for Cyrodill). And Skyrim only midly tried the frozen tundras in the northern areas of the map and didn´t went as hardcore as the lore made it sound, only the Skald in Solsthein represent that true Nord that existed in lore until Skyrim came in.
If we, like you say, exclude High Rock (which was the focus of Daggerfall, not Hammerfell the same way it wasn´t Orsinium despite several of it´s areas being also present) and Hammerfell out of Daggerfall; shouldn´t we exclude all games because they were also not cannonically "the whole deal"?
Yes, Bethesda could go back to High Rock, but like I´ve being trying to say, for the pourpose of allways visiting new areas like it seems is the goal, we are indeed DONE with all human regions. This doesn´t mean that TES Black Marsh/Shadows of the Hist won´t have tons of Imperials presence and the western areas will be more Imperial than Argonian, or that in TES Elsweyr we won´t get tons of Boosmer towns and areas; or that High Rock won´t have an important area an relevance if we get TES Orsinium/Wrotghar/The Wandering Tribe... But HIgh Rock being the focus again will still count as going BACK. Not moving forward as you imply due to your perception of Daggerfall within the franchise.