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Racial Passive Revision Concept

Kalifas
Kalifas
✭✭✭
I would like ZoS to rethink racial passives and here is my wishlist. I included two options, though I would preferably enjoy seeing option 2 more personally. The thing that inspired me was Swift and Carnage from the Orc and Khajit race. I noticed a more tangible difference from playing those races and others. I enjoy reasons to do alts and would like to see more things like that.

#1- Proposed Revision of Racial Passives:
I propose a different magical resist and talent per race to allow diversity between spell builds. Each race also has a unique magical or physical boon. The only odd man out I had on magic lines was imperial since it is not part of the base game and to have a race for people who don't like dabbling with magic as much.
Altmer
  • Destruction Talent Increases experience gain with the Destruction Staff Skill Line by 15%.
  • Spellcharge Increases Magicka Recovery while in combat by 3/6/9%
  • Lightning Resist Increases Lightning Resistance by 525/1050/1575.* Increases Maximum Magicka by 1/2/3%
  • Lightning Talent Increases spell damage with Lightning by 3/5/7%.
  • Inert Reduce cost of magicka spells by 2/4/6% and decreases sprint speed by 3/6/10%. Increase damage of damage spells by 2/4/6% when standing still for 3 seconds.
Bosmer
  • Archery Expertise Increases experience gain with Bow Skill Line by 15%.
  • Vigor Increases Stamina Recovery while in combat by 3/6/9%.
  • Nature Resist Increases nature Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Nature Talent Increases spell damage with nature by 3/5/7%.
  • Lurker Decrease Stealth radius by 1/2/3 meters. Increases damage done while stealthed by 3/6/10%. Increases weapon criticals by 2/4/6% when standing at max distance allowed for initiating combat.
Khajit
  • Medium Armor Expertise Increases experience gain with the Medium Armor Skill Line by 15%.
  • Wind Resist Increase Wind Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Wind Talent Increases spell damage with wind by 3/5/7%.
  • Carnage Increases Weapon Critical by 2/4/6%.
  • Stealthy Decrease Stealth radius by 1/2/3 meters. Increases damage done while Stealthed by 3/6/10%. Standing behind an enemy stealthed increases weapon criticals by 2/4/6%.
Breton
  • Light Armor Affinity Increases experience gain with the Light Armor Skill Line by 15%
  • Gift of Magnus Increases Maximum Magicka by 4/7/10%.
  • Earth Resist Increases earth resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Earth Talent Increases spell damage with earth by 3/5/7%.
  • Instigator Increases the cost of dot spells by 1/2/3%.Increases the damage of dots by 4% and the duration of damage over time spells by 1/3/5 seconds when standing in the line of fire.
Orismer
  • Heavy Armor Expertise Increases experience gain with the Heavy Armor Skill Line by 15%.
  • Brawny Increases Maximum Health and Maximum Stamina by 2/4/6%.
  • Disease Resist Disease resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Disease Talent Increases spell damage with Disease by 3/5/7%.
  • Swift Reduces Sprint Cost by 4/8/12% and increases Sprint speed by 3/6/10%. Increase damage on Charge attacks by 2/4/6%.
Redguard
  • Shield Affinity Increases experience gain with the One-Handed and Shield Skill Line by 15%..
  • Conditioning Increases Maximum Stamina by 4/7/10%.
  • Water Resist Increases Water Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Water Talent Increases Spell Damage with water effects by 3/5/7%
  • Adrenaline Rush Restores 24/48/72 Stamina to player when damaging an enemy with a Melee attack. This can happen no more than once every 5/3/3 seconds.*
Argonian
  • Restoration Expertise Increases experience gain with the Restoration Skill Line by 15%.
  • Amphibious Increases swimming speed by 50% and the effectiveness of potions by 5/10/15%.
  • Poison Resist Increases Poison Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Poison Talent Increases spell damage with poison effects by 3/5/7%.
  • Cautious Increases the cost of restoration skills by 1/2/3%. Increases healing done over time by 4% and the duration of healing over time spells by 1/3/5 seconds when no enemy is focused on you.
Dunmer
  • Ambidexterity Increases experience gain with the Dual Wield Skill Line by 15%.
  • Dynamic Increases Maximum Magicka and Stamina by 2/4/6%.
  • Flame Resist Increases Flame Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Flame Talent Increases Spell Damage with Fire effects by 3/5/7%.
  • Quickening Reduces roll dodge Cost by 4/8/12% and increases Sprint speed by 3/6/10%. Increases damage on light attacks by 2/4/6%.
Nord
  • Two-Handed Weapon Expertise Increases experience gain with Two-Handed Weapon Skill Line by 15%.
  • Robust Increases Health Recovery while in combat by 10/20/30%.
  • Resist Frost Increases Frost Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Frost Talent Increases Spell Damage with frost effects by 3/5/7%
  • Rugged Reduce incoming damage by 4/8/12%.
  • Enraged Reduce stamina cost of weapon based skills by 2/4/6% and decrease magicka recovery by 2/4/6%. Increase damage of two handed weapon skill by 2/4/6% when standing directly in front of an enemy.
Imperials
  • Shield Affinity Increases experience gain with the One-Handed and Shield Line by 15%
  • Tough Increases Maximum Health by 4/8/12%.
  • Conditioning Increases Maximum Stamina by 4/8/12%.
  • Physique Increases stamina regeneration during Combat by 5/10/20%
  • Red Diamond Melee attacks have a 10% chance to restore 64/128/192 Health.

#2- Alternate Proposed Revision of Racial Passives:
I proposed option 1 for players who enjoy each playthough on multiple characters being unique or locked in. This might not be what some players wish. So I am proposing option 2 which would function as select-able passives at character creation. This would provide more freedom to create a character but since things wouldn't be pre-defined, stuff would not be as pronounced in character creation. During character selection you could select one resist, one talent, one dynamic, and one personality. I think dynamic specialization would be really cool because it reflects emotions in the playstyle. It would even be cooler if these specializations were select-able throughout a playthrough outside combat to be more accessible. The 3 specializations are embodied within as a mind(Element), body(Dynamic), spirit(Personality) mantra.

The Element Specialization:
  • Lightning Resist Increases Lightning Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%
  • Lightning Talent Increases spell damage with Lightning by 3/5/7%.Increases Lightning Spell cost by 1/2/3%.
  • Nature Resist Increases nature Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Nature Talent Increases spell damage with nature by 3/5/7%. Increases Nature Spell cost by 1/2/3%.
  • Wind Resist Increases Wind Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Wind Talent Increases spell damage with wind by 3/5/7%. Increases Wind spell cost by 1/2/3%.
  • Earth Resist Increases earth resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Earth Talent Increases spell damage with earth by 3/5/7%.Increases Earth spell cost by 1/2/3%
  • Disease Resist Disease resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Disease Talent Increases spell damage with Disease by 3/5/7%. Increases Disease spell cost by 1/2/3%.
  • Water Resist Increases Water Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Water Talent Increases Spell Damage with water effects by 3/5/7%. Increases Water spell cost by 1/2/3%.
  • Poison Resist Increases Poison Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Poison Talent Increases spell damage with poison effects by 3/5/7%.Increases Poison spell cost by 1/2/3%.
  • Flame Resist Increases Flame Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Flame Talent Increases Spell Damage with Fire effects by 3/5/7%. Increases Flame spell cost by 1/2/3%.
  • Resist Frost Increases Frost Resistance by 525/1050/1575. Increases Maximum Magicka by 1/2/3%.
  • Frost Talent Increases Spell Damage with frost effects by 3/5/7%.Increases Frost spell cost by 1/2/3%.

The Dynamic Specialization:
  • Inert Reduce cost of magicka spells by 2/4/6% and decreases sprint speed by 3/6/10%. Increase damage of damage spells by 2/4/6% when standing still for 3 seconds.
  • Lurker Decrease Stealth radius by 1/2/3 meters. Increases damage done while stealthed by 3/6/10%. Increases weapon criticals by 2/4/6% when standing at max distance allowed for initiating combat.
  • Stealthy Decrease Stealth radius by 1/2/3 meters. Increases damage done while Stealthed by 3/6/10%. Standing behind an enemy stealthed increases weapon criticals by 2/4/6%.
  • Instigator Increases the cost of dot spells by 1/2/3%.Increases the damage of dots by 4% and the duration of damage over time spells by 1/3/5 seconds when an enemies focus is on you.
  • Swift Reduces Sprint Cost by 4/8/12% and increases Sprint speed by 3/6/10%. Increase damage on Charge attacks by 2/4/6%
  • Adrenaline Rush Restores 24/48/72 Stamina to player when damaging an enemy with a Melee attack. This can happen no more than once every 5/3/3 seconds.
  • Cautious Increases the cost of restoration skills by 1/2/3%. Increases healing done over time by 4% and the duration of healing over time spells by 1/3/5 seconds when no enemy is focused on you.
  • Energetic Reduces roll dodge Cost by 4/8/12% and increases Sprint speed by 3/6/10%. Increases damage on light attacks by 2/4/6%.
  • Enraged Reduces stamina cost of weapon based skills by 2/4/6% and decrease magicka recovery by 2/4/6%. Increase damage of two handed weapon skill by 2/4/6% when standing in front of an enemy.
  • Spacious Decreases damage of AoE skills by 1/2/3%.Decreases the cost of AoE magicka and stamina skills by 2/3/4%. Increases the radius of AoE skills by 1/2/3 meters.
  • Hot and Bothered Increases magicka cost of magic damage skills by 2/4/6% and increases stamina recovery by 2/4/6%.Increases the damage of staff attacks by 3/6/8%.
  • Dualistic Increases the stamina cost of dual wielding skills by 2/4/6%. Increases stamina recovery by 2/4/6%. Grants the ability to attack with both weapons simultaneously doing 2x damage per light or heavy attack while an enemies focus is on you.Increases the damage of stamina based dual wield skills by 1/2/3%.
The Personality Specialization:
The personality specialization would at the core give a boon based on what mood your character is in. This boon would be 1% solo and would be group wide. So if you are in a party of twelve, the total group boon could be 12% if everyone was set to the same emotion. It could encourage grouping and could give something for roleplayers to indulge in. If the personality specialization went beyond boons and added character emotes, walks, stances,facial expressions, and sounds that personified what mood a character was set to. If the worry is 12% would be too big then it can have diminishing returns as the group grows larger.
  • Heavy-Hearted Healing Received increased by 1%.
  • Generous Healing done increased by 1%.
  • Playful Sprint Speed increased by 1%.
  • Reserved Incoming damage reduced by 1%.
  • Candid Outgoing damage increased by 1%.
  • Spunk Health recovery increased by 1%.
  • Curious Magicka recovery increased by 1%
  • Pumped Stamina recovery increased by 1%.
  • Awake Max health increased by 1%.
  • Drowsy Max magicka increased by 1%
  • Antsy Max stamina increased by 1%.
Edited by Kalifas on June 9, 2016 5:18PM
An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • LiquidSchwartz
    LiquidSchwartz
    ✭✭✭✭✭
    Not for me..
    May the Schwartz be with you.
    EP/XB1/NA

  • Vercingetorix
    Vercingetorix
    ✭✭✭✭✭
    No, Racial passives are fine aside from the bugs with some of them not working. Robust is the weakest passive and an argument could be made to replace it entirely, but everything else is fine as is. Your proposed changes just add more complication to keeping the game balanced.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • Kalifas
    Kalifas
    ✭✭✭
    No, Racial passives are fine aside from the bugs with some of them not working. Robust is the weakest passive and an argument could be made to replace it entirely, but everything else is fine as is. Your proposed changes just add more complication to keeping the game balanced.
    If race change was balanced then why is there a race change feature coming up? Are you saying that it will be purely cosmetic and racial passives stay locked?

    Other than maybe a few numbers needing tweaked. I think a selective passive system is easier to balance because then X race won't be better by default. And the idea lends itself better for the possibility of future classes or races not being hamstrung in because all the best passives are already taken.
    An Avid fan of Elder Scrolls Online. Check out my Concepts Repository!
  • Vangy
    Vangy
    ✭✭✭✭✭
    Kalifas wrote: »
    No, Racial passives are fine aside from the bugs with some of them not working. Robust is the weakest passive and an argument could be made to replace it entirely, but everything else is fine as is. Your proposed changes just add more complication to keeping the game balanced.
    If race change was balanced then why is there a race change feature coming up? Are you saying that it will be purely cosmetic and racial passives stay locked?

    Other than maybe a few numbers needing tweaked. I think a selective passive system is easier to balance because then X race won't be better by default. And the idea lends itself better for the possibility of future classes or races not being hamstrung in because all the best passives are already taken.

    We have race changes coming up because some potatoes did 0 research on the toon they were going to play.

    1. They happily made a toon ie: Bosmer
    2. Decided to go full potato and make that toon into a mag DPS.
    3. Learnt about racial passives when they got to end game.
    4. Decided that other toons with 10% mag bonus and mag recovery were also magDPS and that this difference was paramount.
    5. Instead of making a new toon, they wah wah to get race change.

    Ofcourse we also have legit players who were affected by many of ZOS balance changes such as dunmer etc, who got affected by things like stamDK morphs being fire etc. But for the most part, race changes is just to satisfy those people who whine about min maxing when they picked a toon which dosent suit their end game needs. Between races though, racials are mostly balanced with the few odd ones sucking.
    Edited by Vangy on June 24, 2016 6:37AM
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Lenikus
    Lenikus
    ✭✭✭✭✭
    ...What?

    No.
    just no.
    ... Mai cave. >:3
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    Vangy wrote: »
    Kalifas wrote: »
    No, Racial passives are fine aside from the bugs with some of them not working. Robust is the weakest passive and an argument could be made to replace it entirely, but everything else is fine as is. Your proposed changes just add more complication to keeping the game balanced.
    If race change was balanced then why is there a race change feature coming up? Are you saying that it will be purely cosmetic and racial passives stay locked?

    Other than maybe a few numbers needing tweaked. I think a selective passive system is easier to balance because then X race won't be better by default. And the idea lends itself better for the possibility of future classes or races not being hamstrung in because all the best passives are already taken.

    We have race changes coming up because some potatoes did 0 research on the toon they were going to play.

    1. They happily made a toon ie: Bosmer
    2. Decided to go full potato and make that toon into a mag DPS.
    3. Learnt about racial passives when they got to end game.
    4. Decided that other toons with 10% mag bonus and mag recovery were also magDPS and that this difference was paramount.
    5. Instead of making a new toon, they wah wah to get race change.

    Ofcourse we also have legit players who were affected by many of ZOS balance changes such as dunmer etc, who got affected by things like stamDK morphs becoming fire etc. But for the most part, race changes is just to satisfy those people who whine about min maxing when they picked a toon which dosent suit their end game needs. Between races though, racials are mostly balanced with the few odd ones sucking.

    https://forums.elderscrollsonline.com/en-GB/discussion/comment/3106318/#Comment_3106318
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Vangy
    Vangy
    ✭✭✭✭✭
    Xvorg wrote: »
    Vangy wrote: »
    Kalifas wrote: »
    No, Racial passives are fine aside from the bugs with some of them not working. Robust is the weakest passive and an argument could be made to replace it entirely, but everything else is fine as is. Your proposed changes just add more complication to keeping the game balanced.
    If race change was balanced then why is there a race change feature coming up? Are you saying that it will be purely cosmetic and racial passives stay locked?

    Other than maybe a few numbers needing tweaked. I think a selective passive system is easier to balance because then X race won't be better by default. And the idea lends itself better for the possibility of future classes or races not being hamstrung in because all the best passives are already taken.

    We have race changes coming up because some potatoes did 0 research on the toon they were going to play.

    1. They happily made a toon ie: Bosmer
    2. Decided to go full potato and make that toon into a mag DPS.
    3. Learnt about racial passives when they got to end game.
    4. Decided that other toons with 10% mag bonus and mag recovery were also magDPS and that this difference was paramount.
    5. Instead of making a new toon, they wah wah to get race change.

    Ofcourse we also have legit players who were affected by many of ZOS balance changes such as dunmer etc, who got affected by things like stamDK morphs becoming fire etc. But for the most part, race changes is just to satisfy those people who whine about min maxing when they picked a toon which dosent suit their end game needs. Between races though, racials are mostly balanced with the few odd ones sucking.

    https://forums.elderscrollsonline.com/en-GB/discussion/comment/3106318/#Comment_3106318

    Yeah I sympathise with the dunmers who got a little screwed over... But let's face it, there was no way around it for stamknights. Splitting of their inconic DOTS into elemental while being stamina was really bad in terms of CP allocation. Dunmer DKS also got stronger with the change since 25% from might is > than 7% fire damage. Its just that, now dunmer stam knights arent any better than other races stamn knights. That race change will address this problem you have if you are unwilling to go to magicka. Dunmers are still the best in terms of DPS for any magicka based flame caster. By a fair margin.
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Van_0S
    Van_0S
    ✭✭✭✭✭
    Vangy wrote: »
    Kalifas wrote: »
    No, Racial passives are fine aside from the bugs with some of them not working. Robust is the weakest passive and an argument could be made to replace it entirely, but everything else is fine as is. Your proposed changes just add more complication to keeping the game balanced.
    If race change was balanced then why is there a race change feature coming up? Are you saying that it will be purely cosmetic and racial passives stay locked?

    Other than maybe a few numbers needing tweaked. I think a selective passive system is easier to balance because then X race won't be better by default. And the idea lends itself better for the possibility of future classes or races not being hamstrung in because all the best passives are already taken.

    We have race changes coming up because some potatoes did 0 research on the toon they were going to play.

    1. They happily made a toon ie: Bosmer
    2. Decided to go full potato and make that toon into a mag DPS.
    3. Learnt about racial passives when they got to end game.
    4. Decided that other toons with 10% mag bonus and mag recovery were also magDPS and that this difference was paramount.
    5. Instead of making a new toon, they wah wah to get race change.

    Ofcourse we also have legit players who were affected by many of ZOS balance .

    Bosmer is a good race for magicka and stamina because you need good stamina regen in PvP as well the stealth bonus is hard to miss.

    But it boils down to your playstyle.
  • Joesthar
    Joesthar
    ✭✭✭
    Kalifas wrote: »
    Imperials
    • Shield Affinity Increases experience gain with the One-Handed and Shield Line by 15%
    • Tough Increases Maximum Health by 4/8/12%.
    • Conditioning Increases Maximum Stamina by 4/8/12%.
    • Physique Increases stamina regeneration during Combat by 5/10/20%
    • Red Diamond Melee attacks have a 10% chance to restore 64/128/192 Health.

    Lol.
  • Xundiin
    Xundiin
    ✭✭✭✭
    These are horrible, there isn't even Wind, nature, or water spells in game. So you'd take the current racials and make them worse.
    #SavePlayer1
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