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Racial Passive Revision Concept
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!