RACE PASSIVES - A comprehensive and well researched suggestion

  • Detector
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    del
    Edited by Detector on March 5, 2018 11:09AM
  • digitalprowlerb14_ESO
    i have mentioned a similar change in more discussion oriented guild but in a different format than what the OP has suggested. My idea was instead of having individual skills with random stamina morphs in the class trees they could have simply added a 1 point passive to all class skill lines and weapon skill lines that altered the damage scaling from mag to stam or vice versa.

    for example: I want to be a wood elf arcane archer, i pick sorc, take the stam altering passive in the class trees and whala! my stam race bonus passives and bow xp are all useful now....i can use class abilities such as lightning splash among others and them be effective along with my weapon skills....this scenario could be flipped for say a high elf with magicka regen race passive to make the bow use and scale with magicka.

    atm there aren't really arcane archers or spellswords, i mean technically you caaaan make one but really, how effective is it? lol

    i feel this would of been a lot easier to balance and provide way more options to the player than the way they have it atm...plus if you use stamina some class skills are rendered basically useless...and the opposite is true of magicka. some tweaking and balancing would have to be done, but i think it would make it much more enjoyable than how it is now..... i notice in a lot of cases the healing or health return morphs in almost allll class trees suffer with stamina builds....medium armor already makes you the squishiest in the game lol, good thing you can roll all over the place am i right?

    this being said, i do like the proposal of the OP, and he/she is headed in the right direction, but this changes what is unique about all the races.....which is why i suggest the skill line passive route.

    Edited by digitalprowlerb14_ESO on March 5, 2018 11:21AM
  • JaXx64
    JaXx64
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    JaXx64 wrote: »
    @Tonturri My Bosmer will gain approximately 200 magicka regen and 3-4k magicka if I switched her to an Altmer.

    For your bosmer to gain 200 regen from the 9% regen passive that high elfs have you would need to have a BASE regen of 2222. There is absolutely no way you have this short of a lich proc.

    She would, as a result of the change, lose about...140, 150 stamina regen and 573 stamina. On my pvp stamina builds, such passives are worth about...300-400 stamina regen and 1.5-2k stamina?

    Same here, to get 400 regen out of the 21% regen passive you would need a base regen of 1905. I have no idea how you would get that on a Stam build and still be able to kill someone.

    1905 in stamina build is nothing lol .

    Do you understand how percentage amps work in this game? Let me show you.

    percent amps, like the 20% from pots and the 9% from being a high elf do not stack like that. they are additive, not multiplicative.

    my warden healer is a nord, he runs 2k regen but that is after all percent amps. base would be 514(base)+124(set)+124(set)+319(food)+300(atro with 4 6.5% divines)= 1381 then all other percent amps are calculated off that and then added to it. like Flourish, 12% adds 166, Recovery from light armor, 24% cause i have on 6 light adds 331, 14% from cp adds 193, bringing the total to 2071. 9% more would only be 124 more regen.

    so what happens is that the 1381 is the BASE regen and then all the other percent amps are ADDED up.
    like this

    4878711bd7ac361df53260ae19f9cae5.png

    Sub in serpant for Stam in the above calulation.

    so the it would look like this, (514+124+124+319+300)* (36%+14%)= 690.5 and that would be ADDED to 1381, which then would be 2071 , with the 9% from a high elf, it would look like this, (514+124+124+319+300)* (45%+14%) = 814.79 , which then would be 2195, which is just a 6% increase in regen from 2071. come on people this is not hard math. it only gets worse the more percent regen you add.

    with pots it would be (514+124+124+319+300)* (65%+14%) = 1091 and added to 1381 is 2472, only a 12% increase in regen. do you see what i mean yet?

    So you say 1900 regen on a Stam build is nothing, show me how you get 1900 BASE regen, Without using any percentage amplifiers.

    Cool u edited ur base message .

    See u kid .
  • leothedino
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    My DK tank is an Altmer, what I lose in max-health passives, I gain in Magicka. I redistribute attributes to accommodate for this. Shoot me. :*
  • klowdy1
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    The one question I have is why did you switch every race's main focus? Orc and redgaurd are mag races, high elf is a stam race. The ideas are good, but it seems like you changed up a good amount of lore to get to where you are.
  • TheShadowScout
    TheShadowScout
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    I would think...

    Homeland - resistance or effect (like stealth for example) bonus. Like:
    • Skyrim - cold resistance (duh, its the land of ice and snow after all)
    • Morrowind - fire resistance (In the shadow of Red Mountain!)
    • Auridion - spell resistance (since everyone and their granny is slinging them?)
    • Black Marsh - disease resistance (if you managed to grow up there, you probably got through the worst!)
    • Valenwood - stealth bonus (as avoid being eaten by your friendly neighborhood bosmer. Or any of the other critters there)
    • Elsweyr - stealth detection bonus (gotta watch your puse there!)
    (No idea for Hammerfell, High Rock and Cyrodil - yet. Where would poison and lighting resistance fit? Hmmm... lighting for high rock, maybe, with all the "stormhaven" thing, and rivenspire weather? Poison for cyrodil, with imperial cooking and possibly the old roman empire custom of taking small doses of poison to gain immunity in case of poisoning attempts? and hammerfell could have... stun resistance, maybe, from keeping your wits in the desert sun? Other ideas?)

    Upbringing - max stat bonus (shifting it there from all racial passives, while keeping regen for the racial skills)
    • Noble - max magica bonus (from all the mind-traing through tutors and books which nobles can afford)
    • Commoner - max stamina bonus (from all the helping out in the family workship/farm)
    • Outcast - max health bonus (from all the "roughing it" living out in the wilds or the streets)

    Vocation - skill perk. And here we could have many, many, many ideas... one for almost every non-class (since those are the special heroic part, not everyday life stuff?), non-guild (because those usually have a different advancement setupo then mere experience) skill line, certainly... giving both an advantage in raising that skill line, and an little extra effect that matches the theme... plus an drawback... some ideas:
    • Blacksmith - advancing blacksmithing & temper improvement chance bonus, but penalty to pickpocketing (heavy handed)
    • Carpenter - advancing woodworking & temper improvement chance bonus, but penalty to pickpocketing (finger injuries are common in that job)
    • Tailor - advancing clothier & temper improvement chance bonus, but penalty to stealth detection (that work is hard on the eyes...)
    • Cook - advancing provisioning & cook one extra food serving, but small penalty to stealth (the smell lingers!)
    • Brewer - advancing provisioning & cook one extra drink serving, but penalty to pickpocketing (slightly drunk still...)
    • Alchemist - advancing alchemy & make one extra potion/poison, but small penalty to stealth (the stench lingers!)
    • Enchanter - advancing enchanting & increased gathering rune quality chance, but penalty to stealth detection (that work is hard on the eyes as well...)
    • Farmer - advancing provisioning & bonus for plant resource gathering, but penalty to gold vendors (as shrewed merchants take advantage of the country rube)
    • Treasure Hunter - advancing legerdemain & increased chances for good stuff in chests, but penalty to crafting skill advancement (finding it, not making it)
    • Cutpurse - advancing legerdemain & pickpocketing chance bonus, but increased bounty gain (known criminal)
    • Burglar - advancing legerdemain & lockpicking time bonus, but crafting penalty (stealing not making)
    • Knight - advancing heavy armor & horse stamina bonus, but penalty to crafting skill advancement (beneath their station)
    • Guard - advancing heavy armor & stealth detection bonus, but penalty to paying off bounty (bad reputation among criminals)
    • Mercenary - advancing medium armor & enemy drops bonus (skilled in looting), but increased bounty gain (bad reputation)
    • Soldier - advancing medium armor & alliance point gain, but penalty to quest rewards (just doing their duty)
    • Magician - advancing light armor & reduced mages guild skill costs, but penalty to paying off bounties (mages are rich, let em pay extra!)
    • Scholar - advancing light armor & bonus from finding skill books, but penalty to gold vendors (too bookish to haggle)
    • Marauder - advancing one-hand&shield & slightly reduced sprinting cost, but increased bounty gain (bad reputation)
    • Legionaire - advancing one-hand&shield & alliance point gain, but penalty to quest rewards (just doing their duty)
    • Barbarian - advancing two-handed & slight critical resistance, but penalty to gold vendors (as shrewed merchants take advantage again)
    • Raider - advancing two-handed & alliance point gain, but penalty to quest rewards (just doing their duty)
    • Duelleist - advancing dual wield & slightly reduced dodge roll costs, but increased bounty gain (all those illegal duels behind the temple annoy the city guard...)
    • Skirmisher - advancing dual wield & alliance point gain, but penalty to quest rewards (just doing their duty)
    • Hunter - advancing bow & increased drop chances from animals (both crafting resources and trophies), but penalty to gold vendors (as shrewed merchants take advantage again)
    • War Archer - advancing bow & alliance point gain, but penalty to quest rewards (just doing their duty)
    • Evoker - advancing destruction & increased magica recovery on heavy attacks, but penalty to crafting ("Fireballs!" -giggle-)
    • Battlemage - advancing destruction & alliance point gain, but penalty to quest rewards (just doing their duty)
    • Healer - advancing restoration & bonus to all healing, but penalty to damage done (the bigger perk is balanced by a heftier penalty)
    • War Medic - advancing restoration & alliance point gain, but penalty to quest rewards (just doing their duty)
    (Just a very rough collection of ideas off the top of my head, this... prolly needs loads of work...)
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    JaXx64 wrote: »
    JaXx64 wrote: »
    @Tonturri My Bosmer will gain approximately 200 magicka regen and 3-4k magicka if I switched her to an Altmer.

    For your bosmer to gain 200 regen from the 9% regen passive that high elfs have you would need to have a BASE regen of 2222. There is absolutely no way you have this short of a lich proc.

    She would, as a result of the change, lose about...140, 150 stamina regen and 573 stamina. On my pvp stamina builds, such passives are worth about...300-400 stamina regen and 1.5-2k stamina?

    Same here, to get 400 regen out of the 21% regen passive you would need a base regen of 1905. I have no idea how you would get that on a Stam build and still be able to kill someone.

    1905 in stamina build is nothing lol .

    Do you understand how percentage amps work in this game? Let me show you.

    percent amps, like the 20% from pots and the 9% from being a high elf do not stack like that. they are additive, not multiplicative.

    my warden healer is a nord, he runs 2k regen but that is after all percent amps. base would be 514(base)+124(set)+124(set)+319(food)+300(atro with 4 6.5% divines)= 1381 then all other percent amps are calculated off that and then added to it. like Flourish, 12% adds 166, Recovery from light armor, 24% cause i have on 6 light adds 331, 14% from cp adds 193, bringing the total to 2071. 9% more would only be 124 more regen.

    so what happens is that the 1381 is the BASE regen and then all the other percent amps are ADDED up.
    like this

    4878711bd7ac361df53260ae19f9cae5.png

    Sub in serpant for Stam in the above calulation.

    so the it would look like this, (514+124+124+319+300)* (36%+14%)= 690.5 and that would be ADDED to 1381, which then would be 2071 , with the 9% from a high elf, it would look like this, (514+124+124+319+300)* (45%+14%) = 814.79 , which then would be 2195, which is just a 6% increase in regen from 2071. come on people this is not hard math. it only gets worse the more percent regen you add.

    with pots it would be (514+124+124+319+300)* (65%+14%) = 1091 and added to 1381 is 2472, only a 12% increase in regen. do you see what i mean yet?

    So you say 1900 regen on a Stam build is nothing, show me how you get 1900 BASE regen, Without using any percentage amplifiers.

    Cool u edited ur base message .

    See u kid .

    What does this mean? I don't understand.

    If it means that I somehow edited my first post, the one that you responded to my saying 1900 regen is nothing, to make it more damming to your response, check the edited time on it. It was last edited a minute before you made yours. They are identical as well. So I really have no idea what you are on about.
    Edited by Lightspeedflashb14_ESO on March 5, 2018 12:34PM
  • swippy
    swippy
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    even just at the very beginning of this proposal, it's looking like the simplest healing skill would make an Orc mage better than a Breton mage. this isn't something the lore supports, and fails the "comprehensive and well researched" bit.

    you don't get bonuses for something you're historically bad at. there are exceptions to every stereotype (like Shalidor), but those are individuals who overcame, not people who chose to have different in-born benefits.

    yes, if you put 100 Irishmen and 100 Nigerians out in a sunburn-tolerance contest, at the end of the day there would surely still be 2 Micks out there (leaking pus from their foreheads and probably calling each other terrible names) too stubborn to quit. but there'd be more Nigerians about, looking fit and bold and having a comfortable day of it.

    this is how races are thought of in TES also. some things are easy, some things take practice, and some things you have to work harder at than other people if you want to be good at them. while the numbers and details change with every game, the flavor of the racial bonuses is consistent. lore-wise, suddenly making half the Redguards nearly magickally on par with Altmer is like saying Akatosh is now and always has been The Water Goddess of Joy (oh but also still the Dragon God of Time.)
    incongruent.
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Dragath wrote: »
    No.
    If you are willing to break the lore, then the only way to create a System where you can choose your Race without any min-maxing in mind, is a System where Passives are not bound to Races.

    Not exactly lore-breaking. There is mages, stamina, tanks and healer NPCs of every race throughout the game.

    That.. That isn't even a damned argument. It's just "Not everyone specializes in what their Race is specialized in, so obviously that means different versions that Min-max for that race doing different things exist"

    A real world example - I'm Irish and I don't even drink.... Often....

    Being born a Breton with gifted talent in Magicka doesn't mean you won't just pick up a sword and run around chopping things to bits because it feels right to you.
    A person with an Olympic-level physique who wants to be a Clown isn't a Different Racial Sub-type... They're just weird.
    Doesn't detract from their physical prowess - Just mean's it's likely not being used to it's full potential.

    I really dislike the idea of changing Racial Passives for the sake of Min-Maxing someone's OTP instead of taking the small statistical hit - But trying to "lore justify" this crap is just vulgar.

    I disagree. There are many lore examples for things such as Khajiiti mages who mind the Moon Temples. Breton knights who serve the King. Literally Altmer knights too who serve their Queen. Nords and Orcs in the mages guild, that are actually good mages. Orcs have their wise women and poison makers. The Ashlanders from Dunmer lore generally are dual wielders and archers, they are more stamina oriented however the wise woman is more magic based. Wood Elves have what they call Spinners who use magic. Imperial mages are literally a thing since forever. Argonian warriors and guerilla fighters are well known from the rebellions against their Dark Elf slave masters. So I don't see how it is "vulgar" when it truly does fit the lore.

    Again, I point out, just because an Altmer is a Knight doesn't mean they don't have the same potential with Magicka - They just aren't using it to a significant degree.
    Racial passives are just a set of things that said race is generally talented at.
    If your entire family is nothing but Cops and you turn out to be a Taxidermist, you didn't get another set of "family passives" - You just didn't follow the trope.

    Actually in lore not all Altmer have magic it’s true most are naturally gifted in magic but many are born with no magic at all.

    People too often forget that the races of Tamriel are not all born with magic or physical skills (stamina). In fact the Altmer in The Elder Scrolls V: Skyrim can be heard saying that the “wizards look down on them.” Even in this game ESO the main story line of AD the Veiled Queen was an Altmer that was believed to have been born with no magic. So it’s not a stretch.

    In game dialogue between NPCs talking about not getting into the mages guild in if the race is Altmer, Breton and Dummer they express that they are unable to join so being born with the magic just cause you’re a Elf in not a thing.

    Also keep in mind the most powerful Arch Mage for The Mages Guild was Shalidor a Nord. It stands to reason that if a Nord was more powerful with more then another Arch Mage in history which includes Dark and High Elf that lived hundreds of years then he must have been very gifted. Hard work is one thing but in game pound for pound matching set for set some races will always just be better in game at least with race stats as they are.

    We know Altmer are better mages but in the Great War Imperial, Nord and Breton Battle Mages fought Armies of Elves killing many how did they die to weaker mages?
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  • Tonturri
    Tonturri
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    @Tonturri My Bosmer will gain approximately 200 magicka regen and 3-4k magicka if I switched her to an Altmer.

    For your bosmer to gain 200 regen from the 9% regen passive that high elfs have you would need to have a BASE regen of 2222. There is absolutely no way you have this short of a lich proc.

    She would, as a result of the change, lose about...140, 150 stamina regen and 573 stamina. On my pvp stamina builds, such passives are worth about...300-400 stamina regen and 1.5-2k stamina?

    Same here, to get 400 regen out of the 21% regen passive you would need a base regen of 1905. I have no idea how you would get that on a Stam build and still be able to kill someone.

    Perhaps you'd like to reread somewhere near the bottom of my post :) As I recall, I mentioned that they're 'napkin' numbers, or something to that effect. I had hoped the gist of the idea would get through, and I'd be able to avoid someone commenting purely on the numbers and contributing nothing else. I am also under no illusions that my setups are anywhere near meta.

    I would hope ZOS'd know to get the current meta builds or what-have-you, calculate how much the passives are worth, and then implement those as flat numbers. Or perhaps you have some suggestions of your own?
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Tonturri wrote: »
    @Tonturri My Bosmer will gain approximately 200 magicka regen and 3-4k magicka if I switched her to an Altmer.

    For your bosmer to gain 200 regen from the 9% regen passive that high elfs have you would need to have a BASE regen of 2222. There is absolutely no way you have this short of a lich proc.

    She would, as a result of the change, lose about...140, 150 stamina regen and 573 stamina. On my pvp stamina builds, such passives are worth about...300-400 stamina regen and 1.5-2k stamina?

    Same here, to get 400 regen out of the 21% regen passive you would need a base regen of 1905. I have no idea how you would get that on a Stam build and still be able to kill someone.

    Perhaps you'd like to reread somewhere near the bottom of my post :) As I recall, I mentioned that they're 'napkin' numbers, or something to that effect. I had hoped the gist of the idea would get through, and I'd be able to avoid someone commenting purely on the numbers and contributing nothing else. I am also under no illusions that my setups are anywhere near meta.

    I would hope ZOS'd know to get the current meta builds or what-have-you, calculate how much the passives are worth, and then implement those as flat numbers. Or perhaps you have some suggestions of your own?

    i think the racials we have are fine. no real changes needed. they are the opst balanced they have been since the game has been released. personally i don't like flat bonuses, i like being reward for doing one thing well. like when they gutted repentance, or the helping hands passive or the battle roar passive or shards. all those are a flat value when they were percent of your stats before. they are much less impactful now.
  • Tonturri
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    Tonturri wrote: »
    @Tonturri My Bosmer will gain approximately 200 magicka regen and 3-4k magicka if I switched her to an Altmer.

    For your bosmer to gain 200 regen from the 9% regen passive that high elfs have you would need to have a BASE regen of 2222. There is absolutely no way you have this short of a lich proc.

    She would, as a result of the change, lose about...140, 150 stamina regen and 573 stamina. On my pvp stamina builds, such passives are worth about...300-400 stamina regen and 1.5-2k stamina?

    Same here, to get 400 regen out of the 21% regen passive you would need a base regen of 1905. I have no idea how you would get that on a Stam build and still be able to kill someone.

    Perhaps you'd like to reread somewhere near the bottom of my post :) As I recall, I mentioned that they're 'napkin' numbers, or something to that effect. I had hoped the gist of the idea would get through, and I'd be able to avoid someone commenting purely on the numbers and contributing nothing else. I am also under no illusions that my setups are anywhere near meta.

    I would hope ZOS'd know to get the current meta builds or what-have-you, calculate how much the passives are worth, and then implement those as flat numbers. Or perhaps you have some suggestions of your own?

    i think the racials we have are fine. no real changes needed. they are the opst balanced they have been since the game has been released. personally, i don't like flat bonuses, i like being reward for doing one thing well. like when they gutted repentance, or the helping hands passive or the battle roar passive or shards. all those are a flat value when they were percent of your stats before. they are much less impactful now.
    I am all for rewarding players - to some extent - for doing whatever it is they're doing, though I feel that in this case - where it's a passive attached to your character model being fluffy vs short w/horns vs tall and snooty vs green - it's a tad...weird. Furthermore, there are percentage increases pretty much all over the place, which results in rewarding players more and more for investing in just a few things until not only is doing so optimal, it's so much better than anything else you could possibly do. I really don't mind if it's optimal, but I do think it's a healthy move for the game if we try to at least bridge the gap in a way that doesn't detract from the meta.

    ZOS could get the meta setups for stam/mag, figure out what bonuses they get from racials, then turn 'em into flat numbers, resulting no change whatsoever to meta builds but giving off-meta setups (or those who cannot stand the appearance of one race or another, who knows, there's a bunch of reasons not to use a meta race for whatever you're doing) a bit of a boost. Opening up alternate setups has been, in my experience and opinion, always a good thing.

    Racials are fine...if you play purely within the meta for whatever area of the game you prefer. But the moment you step outside that small area of meta-ness, a lot of things become wonky looking.

    TLDR: All is well and good with rewarding people for doing things well, but let's not punish other people for trying to hybridize a little.
  • aeowulf
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    CP tree should be expanded to include things like sneaking/swimming/runspeed and racial bonuses converted into +x CP in whatever skill. Makes it more flavoursome for your character. Always felt a bit odd everyone (bar argonian) swam at exactly the same speed. Should sink in heavy armour right?
  • dovakiin5574
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    Tonturri wrote: »
    TLDR: All is well and good with rewarding people for doing things well, but let's not punish other people for trying to hybridize a little.

    Thank you
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  • dovakiin5574
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    aeowulf wrote: »
    CP tree should be expanded to include things like sneaking/swimming/runspeed and racial bonuses converted into +x CP in whatever skill. Makes it more flavoursome for your character. Always felt a bit odd everyone (bar argonian) swam at exactly the same speed. Should sink in heavy armour right?

    I agree with this! Little details, its all in those little details
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  • TamrielSaviour215
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    I mean I can see both sides to this. I am all for it. I said in an earlier post that I created that I wanted the passives of an Argonian but I didn't want to be an Argonian. So tell me where in the lore that it specifically says "No Dunmer ever possessed the basic skills of an Argonian. A Dunmer could never compare to an Argonian". Maybe if you read the lore of a bias Argonian. But I think what people are pointing out is that just because you choose one race, it doesn't mean someone from that race won't possess the qualities that the majority of another race has. There are always outliers in everything.

    I had suggested creating your own race which is lore sacrilege. I get it. But thinking that there is no such thing as a hard hitting Altmer or incredible mages amongst the Khajiit or Nords is ridiculous. I just think that you should not be forced to have an Argonian to have the best tank stats. That was my point when I made my post before. If I could select an Altmer but with passives that support a tank......that would be ideal. Are you telling me that in all that lore, there is no such thing as a beast of a Altmer that can defend his people with a sword and shield but possesses little to no magic ability? Its nature that these things would occur. Just sayin....
    Edited by TamrielSaviour215 on March 6, 2018 9:53PM
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  • Yzalirk
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    I think the suggestion is great but not sure if it should be handled the way it is suggested.

    It does seem very silly that one race is inherently better at one thing compared to another. For example, sword fighting. Being a great swordsman involves tons of training and practice. You cannot be born a master. Not all Redguards are master sword fighters just like how all Imperials are not Diplomats.

    However, I do believe races should get a specific unique bonus making them stand out. Orcs have always been known to be very brutal combatants so something should reflect on that.
  • dovakiin5574
    dovakiin5574
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    Yzalirk wrote: »
    I think the suggestion is great but not sure if it should be handled the way it is suggested.

    It does seem very silly that one race is inherently better at one thing compared to another. For example, sword fighting. Being a great swordsman involves tons of training and practice. You cannot be born a master. Not all Redguards are master sword fighters just like how all Imperials are not Diplomats.

    However, I do believe races should get a specific unique bonus making them stand out. Orcs have always been known to be very brutal combatants so something should reflect on that.

    Exactly my point - No one regardless of race can pick up X weapon or X skill and immediately be a master
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  • ol_BANK_lo
    ol_BANK_lo
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    Sixty5 wrote: »
    I don't mind the suggestion, but the numbers and bonuses you are suggesting are either far too strong, or are utter trash.

    Be more constructive than "utter trash".
  • ol_BANK_lo
    ol_BANK_lo
    ✭✭✭✭✭
    I have seen a lot of people complain that they are stuck to certain roles depending on their race. I agree, so I have done some research on racial passives and I believe I have found a simple solution that would be easy to implement and should make players happy. In short... RACIAL TYPES! I suggest having TWO types of each race: One with a stamina emphasis, one with a magic emphasis. This could be implemented either as a bound on creation passive system or it could be made to work just like Werewolf and Vampire skill lines that only allow you to unlock the ones while you are that "Type". For example you would have to go to a shrine similar to the skill and attribute ones and pay a hefty fee to change your "Type". As for what new passives should be given for each race's new type, I have some suggestions which I will list below along with the original passives. ~~~ Let me know your thoughts


    BRETON

    Arcane Adept (ORIGINAL)
    Max Magicka + 10%
    Spell Resistance 3960
    Reduced Magicka cost -3%

    Knight of the Moors (NEW)
    Max Stamina +10%
    Physical Penetration +1500 (OR LOWER NUMBER)
    Reduced Stamina cost -3%


    ORC

    Berserker (ORIGINAL)
    Max Health and Max Stamina +10%
    Increased Healing Received +5% and Health Recovery +20%
    Increases your damage with melee weapon attacks by 4% and Reduces Sprint cost by 12% and increases Sprint speed by 10%

    Mage of the Wild (NEW)
    Max Health and Max Magicka +10%
    Increased Healing Done +5% and Health Recovery +20%
    Increases your damage with staff weapon attacks by 4% and Reduces Spell cost by 3% and increases Movement speed by 4%


    REDGUARD

    Alikir Warrior (ORIGINAL)
    Stamina Recovery +9%
    Max Stamina +10%
    Your melee attacks restore 792 Stamina - This effect can occur once every 5 seconds

    Outcast Sand Walker (NEW)
    Magicka Recovery +9%
    Max Magicka +10%
    Your magic attacks restore 792 Magicka - This effect can occur once every 5 seconds


    ARGONIAN

    Hist-Blessed (ORIGINAL)
    Increases your Max Magicka by 3% and Whenever you drink a potion you restore 4620 Health, Magicka, and Stamina
    Increases Max Health by 9% and Poison and Disease Resistance by 1485
    Increases your healing done and received by 5%

    Shadow-Scale (NEW)
    Increases your Max Stamina by 3% and Whenever you drink a potion you restore 4620 Health, Magicka, and Stamina
    Increases Max Health by 9% and Poison and Disease Damage done by +10% (OR 4%)
    Your melee attacks have a 10% chance to decrease the enemies Health, Magicka, and Stamina resource restore and recovery by 5% (OR 3%)


    DARK ELF

    Tribunal Acolyte (ORIGINAL)
    Increases Max Magicka and Max Stamina by 6%
    Increases Max Magicka by 3% and Flame Resistance by 2079
    Increases your Flame Damage by 7% and Increases your Frost and Shock Damage by 2%

    Ashlander (NEW)
    Increases Max Magicka and Max Stamina by 6%
    Increases Max Stamina by 3% and Flame Resistance by 2079
    Increases your Physical and Environmental Damage Resistance by 7% and Increases your Bleed Damage by 2%


    NORD

    Bard (ORIGINAL)
    Increases Max Stamina by 6% and Health Recovery by 20%
    Increases Max Health by 9% and Cold Resistance by 2079
    Increases damage reduction by 6%

    Dragon-Blooded (NEW)
    Increases Max Magicka by 6% and Health Recovery by 20%
    Increases Max Health by 9% and Cold and Flame Resistance by 1200
    Increases Spell Resistance by 3960


    HIGH ELF

    Archmage (ORIGINAL)
    Increased Magicka Recovery by 9%
    Increases Max Magicka by 10%
    Increases your Flame, Frost and Shock Damage by 4%

    Tribune (NEW)
    Increased Stamina Recovery by 9%
    Increases Max Stamina by 10%
    Increased Class Skill Damage by 4%


    WOOD ELF

    Shadow Hunter (ORIGINAL)
    Increases Stamina Recovery by 21%
    Increases your Max Stamina by 6% and Poison and Disease Resistance by 1485
    Reduces your detection radius in Stealth by 3m and Increases damage done while in Stealth by 10%

    Spinner (NEW)
    Increases Magicka Recovery by 21%
    Increases your Max Magicka by 6% and Fire and Shock Resistance by 1485
    Increases area of effect radius by 3m and Increases area of effect damage by 2%


    Khajiit

    Champion of the Moons (ORIGINAL)
    Increases your Health Recovery by 20% and Stamina Recovery by 10%
    Reduces your detection radius in Stealth by 3m and Increases damage done while in Stealth by 10%
    Increases Weapon Critical by 8%

    Lunar Mage (NEW)
    Increases your Health Recovery by 20% and Magicka Recovery by 10%
    Increases area of effect radius by 3m and Increases area of effect damage by 2%
    Increases Spell Critical by 8%


    IMPERIAL

    Emperor's Guard (ORIGINAL)
    Increases Max Health by 12%
    Increases Max Stamina by 10%
    Your melee attacks have a 10% chance to restore 6% of your Max Health

    Moth Priest (NEW)
    Increases your healing done and received by 5%
    Increases Max Magicka by 10%
    Your ranged attacks have a 10% chance to restore 2% of your Max Health and 2% of your Max Magicka

    I have no idea about the lore, and I have no idea if the numbers work, but props to you for a very well thought-out, constructive idea.
  • Maryal
    Maryal
    ✭✭✭✭✭
    no
  • dovakiin5574
    dovakiin5574
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    I have no idea about the lore, and I have no idea if the numbers work, but props to you for a very well thought-out, constructive idea.

    Thank you :smile:
    PAPSMEAR - Positively Against Paws SMEAR campaign - Say YES to crown crates
  • dovakiin5574
    dovakiin5574
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    I'm necroing this because some of these old ideas of mine seem to fit the new changes. And people thought I was crazy lol
    PAPSMEAR - Positively Against Paws SMEAR campaign - Say YES to crown crates
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