Gilliamtherogue wrote: »I would love to see something done with the Stealthy passives in the game at the moment. Currently Stealth is a non-existent mechanic in non-questing PvE, and remains one of the most frustrating systems to be on the receiving end on in PvP. Reworking Stealth as a whole would do wonders for the game, both in PvE and PvP. Retracting from burst damage, and instead awarding weaving in and out of stealth to gain temporary buffs seems like a much better system in terms of interacting with the current game play.
That being said; redesigning the racials would be one of the 2ndary steps; removing front loaded "burst" amps, and instead giving temporary or sustained amps. This could be done in a variety of ways, which could either incorporate a redesigned stealth system, or something completely different.
Non Stealth Approach
Giving Wood Elves a minor Poison and Disease damage (from a lore standpoint it makes total sense, they're forest dwelling beings who hunt regularly. Understanding poisons and diseases is one of their fortes). I'd think 3% of each would be a solid start.
Khajiits in previous games have always had amplifications to melee damage in some sort. Either higher raw efficiency, or flat damage added to unarmed. While unarmed doesn't exist in the game, having it apply to Melee bound attacks would still make sense. Adding a small % chance to apply a Bleed would be a unique and very potent tool with some builds. Adding a modifier to Bleed damage could also work, but would remain rather niche. Or playing into the Critical Strike setup we have now, reintroducing the old Critical Hit Modifier bonus would be very helpful to PvE and PvP players, as well as incentivizing Khajiits to Caster/Magicka based builds as well.
Stealth Approach
If ZoS were to redesign Stealth to operate as a buff system that gave unique advantages and disadvantages to the player for both actively sneaking, and being out of stealth- this route would have almost endless possibilities in terms of racial bonuses playing into that favor. Simple duration or potency increases to whatever buff is associated with both could be fun, or adding additional mechanics for successful sneak attacks as well. Again, this would rely heavily on a redesigned Stealth system, as currently Stealth is either too damn weak, or too damn toxic.
Shadow_Viper_vX wrote: »Racial Passives are fine as is
No change needed
Vanthras79 wrote: »What about a bow damage buff for wood elves and a duel wield buff for khajiit? yes?
Vanthras79 wrote: »What about a bow damage buff for wood elves and a duel wield buff for khajiit? yes?
I can't figure out why High Elf gets elemental damage bonus, dark elf gets fire damage bonus, but wood elf doesn't get bow damage bonus.
Gilliamtherogue wrote: »I would love to see something done with the Stealthy passives in the game at the moment. Currently Stealth is a non-existent mechanic in non-questing PvE, and remains one of the most frustrating systems to be on the receiving end on in PvP. Reworking Stealth as a whole would do wonders for the game, both in PvE and PvP. Retracting from burst damage, and instead awarding weaving in and out of stealth to gain temporary buffs seems like a much better system in terms of interacting with the current game play.
That being said; redesigning the racials would be one of the 2ndary steps; removing front loaded "burst" amps, and instead giving temporary or sustained amps. This could be done in a variety of ways, which could either incorporate a redesigned stealth system, or something completely different.
Non Stealth Approach
Giving Wood Elves a minor Poison and Disease damage (from a lore standpoint it makes total sense, they're forest dwelling beings who hunt regularly. Understanding poisons and diseases is one of their fortes). I'd think 3% of each would be a solid start.
Khajiits in previous games have always had amplifications to melee damage in some sort. Either higher raw efficiency, or flat damage added to unarmed. While unarmed doesn't exist in the game, having it apply to Melee bound attacks would still make sense. Adding a small % chance to apply a Bleed would be a unique and very potent tool with some builds. Adding a modifier to Bleed damage could also work, but would remain rather niche. Or playing into the Critical Strike setup we have now, reintroducing the old Critical Hit Modifier bonus would be very helpful to PvE and PvP players, as well as incentivizing Khajiits to Caster/Magicka based builds as well.
Stealth Approach
If ZoS were to redesign Stealth to operate as a buff system that gave unique advantages and disadvantages to the player for both actively sneaking, and being out of stealth- this route would have almost endless possibilities in terms of racial bonuses playing into that favor. Simple duration or potency increases to whatever buff is associated with both could be fun, or adding additional mechanics for successful sneak attacks as well. Again, this would rely heavily on a redesigned Stealth system, as currently Stealth is either too damn weak, or too damn toxic.
My suggestions:
Bosmer - replace the sneak passive with:
Cannibalism: restores 10% of your max health when you kill an enemy.
Khajiit - replace the sneak passive with:
Night eye: increases your physical penetration based on level.