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Concept: Learned skill tree/Cultural passives

RAGUNAnoOne
RAGUNAnoOne
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This one may be a hard one to code but here goes. Basically this concept adds a new shrine to capital cities and a training special orb to in game merchants. When used on a group member in a way similar to the rings of mara you get access to one of the three group members class skill trees. the skill tree picked is random and you can only have one at a time, if you change it you regain all skill points used. also, a similar method for racial passives can be used (call it cultural skill instead). I feel this will greatly increase build diversity and help encourage teaming up, plus it will encourage people to actually read about the skill trees best of all, 100% lore friendly. what do you think?
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  • MrDerrikk
    MrDerrikk
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    Unfortunately, this would probably just be a short gold-sink until people find out what combinations would work for the next FOTM build, and get that skill line/racial passives off their mates. Then it'd go back to being as it is now, except just a different set of builds dominating, and them being harder to get.

    Really, softcaps are the best way to increase diversity as then things like racial passives don't matter nearly as much.
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  • Artjuh90
    Artjuh90
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    good ol'softcaps :'(
  • TheShadowScout
    TheShadowScout
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    Just say no to cross-class skills. We need less FotM, not people who cherr-ypick all the "best" skills, as they would if they could.

    The general idea of a "cultural passives" skill tree on the other hand...

    I'd love being able to have more build diversity, and adding a slot for a freely selectable "cultural" passives tree would be nifty!

    And here I am think about stuff like something character-background related... as in, difference between a dunmer house noble, a dunmer commoner and a dunmer ashlander... or a city-born breton and a country bumpkin breton and a highborn noble third son breton... et cetera. Freely selectable, but very difficult to respec (not like there is a history of people easily changing their background after all)

    Said cultural skill tree might include a lot of non-combat benefits... a noble might get better deals from merchants, a countrywise character might have an edge in gathering, a common laborter might have an edge in crafting - options like those. But possibly also some things combat related... some extra combat training for nobles would have historic precedent, some toughness boosts for wildlings might make sense, some sneakyness boosts for street rats could be a possibility, whatever.
  • Gidorick
    Gidorick
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    What do you mean by 100% lore friendly? Are there lorebooks speaking of these kinds of partnerships?

    I do love the idea of there being a synergy between players. Kind of like in my Expanded Pledge of Mara Concept (http://forums.elderscrollsonline.com/en/discussion/236167/expanded-pledge-of-mara-a-marriage-concept/p1) where if two players meet a criteria, they get a benefit.

    For cultural benefits I would LOVE to see Racial grouping have a synergistic effect on players. Imagine if you got certain benefits and hindrances for grouping with your own race, and certain benefits and hindrances for grouping with another race.

    For just being able to access group member skill trees... ehh.. for some reason it sits wrong with me. I could see there being something like...
    • Each race or class having a small set of skills (lets say 3) that they can choose from.
    • The level of the skill is dependent the player who owns the skill.
    • When they group, each member is able to place one of those three skills in the Temporarily formed Group Skills Tree.
    • The Group skill tree has as many slots as there are group members. Two members = Two Slots. Four members = Four slots.
    • These group skills are Synnergy skills and allow more than one player to activate them. After activation by the first player, the skill on the other player's bars glows or lights up or three seconds.
    • If the skill is pressed within the time limit and there are no other members of the group, the skill activates.
    • If the skill is pressed within the time limit and there ARE other members of the group, the timer starts again but 1 second less. If the skill is not pressed again the skill activates with the power of the two players.

    So it would work like this in a 4 player group:
    • Player 1 presses skill
    • Skill timer 3 seconds
    • Player 2 presses skill
    • Skill timer 2 seconds
    • Player 3 presses skill
    • Skill timer 1 second
    • Player 4 presses skill
    • Skill Activates for all 4 players with 4X synergy

    If any player doesn't activate the skill within the time limit the skill simply activates with the number of players that activated the skill. The more players activating the skill, the greater the effect.

    Skills could be offensive, defensive, magical, physical, regenerating or damaging. Oh, and players should be allowed to fight and use their other skills while the timers tick away.

    Just a few thoughts.
    Edited by Gidorick on February 9, 2016 7:08AM
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