Wasn't sure where to post this, so it will be here for all to see until moved. Was hesitant to put this in "Add-ons and UI Mod's" Because I don't feel it quite belongs there. Introducing:Bardom(No, not Boredom, we got enough of that in beta. [Kidding, of course.])
But first, a little back story.
Ever since Oblivion, I would spend several minutes staring at the lute, be it in a bard's hands at the local inn, or on the floor somewhere gathering dust. Then Skyrim came out, and after a bit of dragon-slaying, again I was brought back to the same question, "What if the player could grab a lute, flute, or harp and start playing it?" Shortly after, I finished most of the quests around the Bard's College, but I really never was satisfied. Sure, returning a lutes fun and all, but stealing one to tell your own tales at the local inn would be more so.
Which brings me to Bardom, here in the most online of Elder Scrolls.
Imagine if you will, the Imperial City.
As a single massive guild, known as Drunken Hallow, holds control over its entirety. As has happened many times before, a small army charges towards the seemingly most protected gate, hoping to take control over the city, but this time, instead of charging in, they stop, with enough distance between them and the city's walls for the Drunken Hallow to produce a much more massive and impressive army to defend the gate.
Both armies are ready for a massive battle, but the larger of the two knows they will crush the other, as they have done many times before. However, before the battle starts, a feint battle-cry is heard off in the distance. Just then a small party of players charges through a clearing, not holding weapons, but instead-
Drums!
As the party beats on their drums, an army of the dead rises from the ground, and the echo of thousands of battle-ready spirits combined with the war cry of the small army terrifies the larger army, who, together, run back to the city to find refuge from the coming attack.
This is a small taste of what power a bard, or group of bards could hold in a large scale battle, bolstering the team's confidence, while demoralizing the opposing force.
"Barding" would not be limited to large scale attacks, however. Players should be able to use a skill line of a type of instrument to summon spirits, occasionally resurrect players, temporarily immobilize enemies, or even (in extreme cases) smash the opponent with the curved edge of a lute.
[Imagine how proud Sven would feel knowing the history of the bards. Proud enough to play for 16 hours straight in Riverwood DAILY?]
As far as lore goes, Bards haven't had much time in the sun. (Might as well call them vampires)
Besides a few small guilds and groups (a big one being the Bard's College), there isn't much to go on as far as storyline, but then again, we know there is story to go off of, considering the presence of inn-bards in Oblivion as well as Skyrim. You could potentially have
'players become the bards and hand down the traditions to future generations which show up in the later series of games.'
Of course, this might need to be cleared with Bethesda. I dunno, I don't work for ZOS. (Man that'd be cool though)
Maybe I spend too much time in Cheesemonger's Hollow, but if I'm making any sense, here's a bit more of an explanation.
As far as I've thought about it, there should be one new skill line for music in general. Much like you can only use Dual Wield for Flurry, you should only be able to use an instrument for the skill line availability. Higher level players can take advantage of weapon swapping for full functionality. This would significantly add to combat processing without sacrificing playability.
Skills that I have thought up myself, will be listed at the end of the post for ease.
As for leveling up the skill line, well, that was a difficult subject. As far as I can see it, players should ge small amounts of experience by acctually using the skills. However, players should occasionally be able to find "Scraps" of parchment, where musical notes have been scribbled down for later use and forgotten. (Possibly in bookcases)
Players who "Play" (Use) these notes, will discover that the sequence of rythms played cause mesterious effects to occur, and combining different notes and pitches reveals more intresting occurances (Leveling the player in that skill line further.).
As far as cost, Instruments should be purchasable from a "Bard" (Bard, scribe, luteist, I don't know.) merchant, and should be fairly expensive, considering the professionalism that goes into making one. 1k-4k gold each. Specially designed instruments should be purchasable from the crown store as well. That said, there should also be certain places in the world where a random instrument will spawn every so often, that can be stolen by players. Yes, stolen, and launderable for half the value than normal.
Also, the player should probably only be able to sell instruments for 1/6 to 1/10 the cost to keep the economy in check.
Now that we've discussed bringing Bardom into the game, we should discuss how one can actually
play the instruments. And yes, this should be a thing, otherwise its just another useless skill line no one will use. In addition to using abilities with an instrument equipped and "unsheathed" players should be able to create their own
music files much like the way LOTRO handles the music system. It doesn't have to be the same, but I feel that it gives a good reference point. Not only can players use abilities while in combat, but also, when players are out of combat, they should be able to get together (if they want) and share their collections of music with each other. This leisure playing of instruments could either have no effect other than sounding good, or give the surrounding area buffs and the such.
[
It really should be as simple as creating a notepad document with numbers and letters, each character outputting a different note for that instrument, and dropping it into a folder. (maybe even use spaces as rests, idk?)]
This would add yet another fantastic game mechanic that I believe people would enjoy doing while in a leisure state, running around the crafting halls, or preparing for a group dungeon. One player going solo, or a group, synced with each other, each member with a different instrument that come together in an amazing quartet.
[A sync feature isn't really necessary, but I believe players would enjoy being able to play a song together]
Now, ESO:TU is fairly new, and I don't expect this to be implemented immediately, or at all. However, I'm sure this can all be thrown into one big "Bardering Update" eventually, if enough people want to see this in game. That all said, if none of this is implemented, please,
PLEASE incorporate some form of sync function and new music for the /lute, /flute, and /drum emotes.
Alright, I'll be stepping off my soap box now. Before I go however, below will be listed a list of active and passive skills, as well as a selection of ultimate abilities. Note that these can be changed, debated, or used in any manner anyone sees fit. Also, I don't expect anything to be implemented into the game in the exact manner I have specified here. The entire post is debatable, and was intended to get feedback from the other players, and maybe even ZOS.
Side note on the number of abilities, I don't expect them ALL or even one of them to make it into the game if an instrument system is made. I'm simply giving an idea of what can be done, without totally abusing the skill system.
Here goes nothing.
Green = Possible Skill
Orange = Probably won't be a skill
Red = Definitely wont be a skill
Active:
Melodic Blessing
Cast Time: 6 seconds
Range: 20m
Cost: 50 Stamina
Allies near you receive +5% run speed and +5% health regeneration for 30 seconds. (This effect does not stack)
-Chanted Blessing: Increases duration by 15 seconds
-Chromatic Blessing: Allies also receive a bonus +5% spell resistance for duration.
Ancient Grasp
Cast Time: 1 second
Range: 30m
Area: 5m
Duration:6 seconds
Cost: 35 Stamina
Spectral hands rise from the ground snaring targets in the area 60%.
-Ancient Call: Summons a spirit until unsummoned or killed that deals X cold damage
-Grave Betrayal: Forces a nearby dead body to fight for you for 30 seconds. (Acts as a companion of that level until killed or expired)
Life's Encore
Cast Time: Instant
Range:50m
Duration:Until Canceled (Movement or attacking will cause player to stop playing skill song)
While active, nearby allies receive 10% health regeneration.
-Death's Encore: While active, allies have a 10% chance to deal 50 additional damage.
-Life's Reveille: while active, allies have +10% armor.
Sheogorath's Harmony
Cast Time: 3 seconds
Range: 15m
Cost: 75 stamina
Target is set off balance for 4 seconds.
-Song of Madness: 5% chance to Wabajack target. (Excludes "bosses" and players)
-Insanity's Ballad
40% chance to set off balance for 10 seconds.
-CHEESE: 20% chance to encase target in cheese for 14 seconds. Target cannot deal damage or be attacked.
Passive:
Enharmonic Aura
While an instrument is equipped, +5% health
Battle Bard
+4% Stamina Regen in combat
Soulful Melody
When you are dealt damage by undead, 1% chance to apply Soul Trap for 10 Seconds.
Klangfarbenmelodic Mastery
Gain +5% additional damage while an instrument is equipped
Ultimate:
Pentatnical Surge
Cast Time: 3 seconds
Radius:8m
Cost:150 Ultimate
Deal 35 magic damage to nearby enemies.
Enemies have a 5% chance to be staggered.
-Pentatnical Tone:
50% chance on hit to heal nearby allies 5% your health total
-Vivacial Finale:
15% chance on hit to deal 100 additional magic damage.
Resonant Ember
Cast Time: 2 seconds
Radius: 10m
Cost:100 Ultimate
Enemies in area take 20 fire damage every second for 5 seconds. This effect can stack up to 5 times.
-Scorching Finale:
If targets die while effected, 5%chance to explode causing a copy of this effect.
-Sundering Note:
40% chance targets will take an additional 60 fire damage for 5 seconds.
Theme of Hircine
Cast Time:Instant
Duration:5 Seconds
Radius:50m
Cost:500 Ultimate
Call a stampede of hunters and hunted, staggering, knocking back, and dealing 50 magic damage per second to enemies in front of you.
-Hircine's Howl:
Affected enemies are also feared for 10 seconds.
-Packmaster's Hunt:
Affected enemies take an additional 50 poison damage.
If I've forgotten anything, this will be updated to reflect so.
Love it? Hate it? Want to suggest skills?
I want to hear your ideas! Post away!