Kidgangster101 wrote: »To make them versatile they don't need to get rid of Stamina and Health, they already took a lot of that away, they had 12% health and 10% stam. If they will leave those two stats as is and still want to make them versitile in their own nitch, work on the red diamond passive, the chosen of Akatosh, and let the power shine. If they are given 750 health, 500 Stam, 500 Magicka every 5 seconds on direct damage and 5% reduced cost to all their abilities, this could compete and make them unique and versatile and not just into one nitch. Like someone said they will not be the best damage dealers (for stamina they could hit as hard as anyone in bursts before but ok forget that now the Orcs and Dark Elves are coming) but could play magicka with almost the same cost reduction as a breton, with some sets they could be good in certain situations and the fact that the reduction would be all their abilities it could make them attractive in some scenarios. For tanking and Stamina classes they would also be hard to overlook, take away damage but have rivaling sustain with others.
No that would be way to much. I am an imperial main and just wanted to make it balanced not busted lol.
I agree 100% though with this one said earlier.
2000 health
2000 magica
2000 stam
500 health stam and magic on red diamond every 5
It just gives them nice pools with good sustain no damage no cost reduction. It literally will make imperials what they should be, the ability to play any role in the game. Not the best at that role but be good at it.
If this end up going live I will swap my warden back to imperial.
Kidgangster101 wrote: »To make them versatile they don't need to get rid of Stamina and Health, they already took a lot of that away, they had 12% health and 10% stam. If they will leave those two stats as is and still want to make them versitile in their own nitch, work on the red diamond passive, the chosen of Akatosh, and let the power shine. If they are given 750 health, 500 Stam, 500 Magicka every 5 seconds on direct damage and 5% reduced cost to all their abilities, this could compete and make them unique and versatile and not just into one nitch. Like someone said they will not be the best damage dealers (for stamina they could hit as hard as anyone in bursts before but ok forget that now the Orcs and Dark Elves are coming) but could play magicka with almost the same cost reduction as a breton, with some sets they could be good in certain situations and the fact that the reduction would be all their abilities it could make them attractive in some scenarios. For tanking and Stamina classes they would also be hard to overlook, take away damage but have rivaling sustain with others.
No that would be way to much. I am an imperial main and just wanted to make it balanced not busted lol.
I agree 100% though with this one said earlier.
2000 health
2000 magica
2000 stam
500 health stam and magic on red diamond every 5
It just gives them nice pools with good sustain no damage no cost reduction. It literally will make imperials what they should be, the ability to play any role in the game. Not the best at that role but be good at it.
If this end up going live I will swap my warden back to imperial.
I think most people would support this for Imperial...of course, realistically speaking...ZOS wont listen to most people anyway, so dont expect too much out of these threads.
Brenton right? xD Crazy 100 mag recovery and appx another 100 of that spell cost reduction. Well, Imperial just got 133 mag and stam recovery in perfect situation. Crazy, crazyKidgangster101 wrote: »
Orc- hard hitting
Brenton- crazy sustain
High elf- hard hitting
Dark elf- hard hitting
Nord- ultimate generation
Khajit- critical damage
Argonians- sustain
Redguard- sustain
Bosmer- sustain
So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.
So you are telling me mediocre recovery in 3 stats is better than the Breton mediocre recovery+ cost reduction in a single stat? For what? Magicka DPS? It would certainly be better than a Breton for Stamina DPS...but thats not saying anything that isnt blatantly obvious to begin with. And besides...it wont ever be 133 recovery because in this game you have to survive while playing so average will be closer to 90-100, lower in fights that require a lot of movement and situational awareness, only occasionally will you approach 133
I'm going to go out on a limb and say you didn't read the post to which I linked.Kidgangster101 wrote: »The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.FilteredRiddle wrote: »As I posted in the relevant thread:However, I still think Imperial ought to be focused on martial skills given their game history. Originally, I suggested:FilteredRiddle wrote: »This is definitely a step in the right direction. However, I still think it needs to be pushed further, either by reducing the cooldown to 2 seconds or increasing the restoration to 830 Health, Magicka, and Stamina with a 5 second cooldown.Imperial
Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.
In either case, it makes it so that - assuming 100% uptime of direct damage every 2 or 5 seconds - there is ~166 recovery of the three stats. That is useful, while I'm not sure that 333 H/M/S ever 5 seconds necessarily is (although, again, this is far superior to the previous iteration).Given their recent changes, I think it a suitable merger of the new and old would be:FilteredRiddle wrote: »Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 2000.
- New Passive → Increase Melee Weapon Damage by 258
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 1750 and restore 950 Stamina.
*Two-Handed, Dual-Wield, and One Hand and ShieldImperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon Damage by 258
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
We were the worst race on test by far in everything that shows you we need something to even compete. So tell me how doing what was presented earlier would make us op? Look at argonians with their passive they were close to last place on DPS boards so you really Think that us gaining 2000 in a stat and 500 Regan will make us op? LOLOL you do know that it pretty much only works like we are gaining 1 stat? Magic users can will only look for high magic pool. Stam users will only look for high stam pool.
The only one that would benefit from all 3 would be tank which it would still be hard to pass on Nord and argonian but at least imperial would be a very good option too.
Look at what other races get and I would gladly trade my imperial passives for any one of them hands down that's when you know the race is in a terrible spot lol.It's better than before.
It's not actually better than before imo. And why should imperials just settle on being last? Lol we SHOULD be able to compete just like everyone else. We don't get spell damage or attack bonus, we get a terrible Regen, we don't get crit, we don't get cost reduction, so what do we get bad tri stat you won't actually notice? Sounds fair to me lol.
The case I'm.trying to make is every race finally has something that makes them stand out.
Orc- hard hitting
Brenton- crazy sustain
High elf- hard hitting
Dark elf- hard hitting
Nord- ultimate generation
Khajit- critical damage
Argonians- sustain
Redguard- sustain
Bosmer- sustain
So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.
I don't think "we all" are trying to make that point. Most people who currently have Imperials - that I've seen on the forums with issues, myself included - made them as Tanks or Stamina DPS. I think it'd be more apropos to say, "you vocal few" are trying to make that point, and I think it ignores TES lore. Instead of linking to my post addressing that, I'm going to simply quote it.The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.
Yes, Skyrim does have the largest skill boost in magic and one other magic boost. However, every other boost is martial and canonically every previous boost is martial. What about the lore regarding the people, beyond this?General:
Imperials, in Lore, are known for their civility, diplomacy, order, and wealth. They are inspired by RL Romans.
Morrowind:
- +10 Speechcraft
- +10 Mercantile
- +10 Long Blade
- +5 Blunt Weapon
- +5 Light Armor
- +5 Hand-to-hand
- Absorb Fatigue 200 pts on target
- Charm 25 to 50 pts for 15 seconds on target
Oblivion:
- +10 Mercantile
- +10 Speechcraft
- +10 Heavy Armor
- +5 Blade
- +5 Blunt
- +5 Hand to Hand
- Absorb Fatigue 100 points on Touch, once per day
- Charm 30 points for 30 seconds on Target, once per day
Skyrim
- +10 Restoration
- +5 Block
- +5 Destruction
- +5 Enchanting
- +5 Heavy Armor
- +5 One-handed
- Anywhere gold coins might be found, Imperials always seem to find a few more, constant
- Calms nearby people for 60 seconds, once per day
The consistent bonuses are to various weapon types, fatigue (stamina), military background, and speech/charming.
Colovia is the western part of Cyrodiil and is known for its austere, martial culture and rugged population of Nordic descendants. The Colovian region has traditionally contributed its sons to the Imperial Legion, making up the bulk of its ranks in native legions.
NibeneseTheir culture developed different from their eastern counterparts, with a dislike for magic and industry, instead preferring warfare and plundering. Upon conquering the entirety of western Cyrodiil, these Colovians also became masters of seafaring, creating fleets whose earliest voyages allowed them to raid the Illiac Bay and the Cape of the Blue Divide annually, until the arrival of the Yokudan Navies, which were superior.
Being self-sufficient, hearty, extremely loyal, hard work, tough-mindedness, and uncomplicated. They also pride themselves in their reputation for being independent, rough, and rebellious, with much of their income coming from the export of wood. When the Empire suffers a weak ruler, the Colovians withdraw onto their own land and take care of their own, believing they kept the national spirit alive. At the same time, when a mighty Emperor has the throne, the Colovians gladly serve in his ranks. Many Colovians take up positions in the Imperial Legions and Navy, proud for their role within the army, not caring for courtly life.
The Nibenese culture is considered esoteric and philosophical, with focus on elaborate ceremony. n opposition to the oppression from the Ayleids, the role of the battlemage was conceived, and these mages went on to become the ruling class of the Nibenese people.
Of the two Cyrodiilic peoples, 50% of them are martial in nature (Colovians). The other 50% (Nibenese) are philosophical, mercantile, and religious. It is only those of the patrician class - their nobles, religious leaders, and aristocracy - that are magical; the every day man is not himself magical. There are no breakdowns of Imperial nobility percentage of population, so for arguments sake let's say that the merchant-nobility is double the real-life percentage of the noble class of England to its overall population: that would mean 10% of Nibenese population is the merchant nobility. We'll continue with liberal numbers and say that 5% of the population is religious leaders and 5% of the total population of Nibenay are Battlemage. Where does that leave us, in terms of cultural values or beliefs?The people of Nibenay are seen as the soul of Cyrodiil, being famous for their kindness towards defeated enemies, tolerance, and administrative capabilities. Within the Nibenay Valley the Cyro-Nordic tribes learned a self-reliance which managed to seperate them both culturally and economically from Skyrim. The Nibenese around this time also formed a support troop for their armies, the Battlemage. When the Alessian Doctrines had come to pass, these Battlemages had become the ruling body of the Nibenese, but were quickly replaced by the Alessian Priesthood. The Eight Divines were put aside in favor of ancestor spirits and animal gods, which were encouraged by the Alessian faith. Nibenean culture would adapt to this religious reform greatly, resulting in restrictions on certain kinds of meat, alongside the increasing sentiment for animal cults, made agriculture and husbandry nearly impossible in the east. As such, many of eastern Cyrodiil became merchants, over time allowing their lands to become the wealthiest of Cyrodiil. Even so, the merchants were reminded the priesthood held the real power, being forced to pay many coins to the priesthood.
The people of Nibenay from [sic] the heart of the Empire, as well as its cultural center. But one that is fragile, and only held together by a strong Emperor. Above the farmers are the merchant-nobility, the temple priests and cult leaders, and yet above those is the aristocracy of the Battlemages. The highest power of Nibenean culture is granted to the Emperor.
Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
FilteredRiddle wrote: »I'm going to go out on a limb and say you didn't read the post to which I linked.Kidgangster101 wrote: »The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.FilteredRiddle wrote: »As I posted in the relevant thread:However, I still think Imperial ought to be focused on martial skills given their game history. Originally, I suggested:FilteredRiddle wrote: »This is definitely a step in the right direction. However, I still think it needs to be pushed further, either by reducing the cooldown to 2 seconds or increasing the restoration to 830 Health, Magicka, and Stamina with a 5 second cooldown.Imperial
Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.
In either case, it makes it so that - assuming 100% uptime of direct damage every 2 or 5 seconds - there is ~166 recovery of the three stats. That is useful, while I'm not sure that 333 H/M/S ever 5 seconds necessarily is (although, again, this is far superior to the previous iteration).Given their recent changes, I think it a suitable merger of the new and old would be:FilteredRiddle wrote: »Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 2000.
- New Passive → Increase Melee Weapon Damage by 258
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 1750 and restore 950 Stamina.
*Two-Handed, Dual-Wield, and One Hand and ShieldImperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon Damage by 258
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
We were the worst race on test by far in everything that shows you we need something to even compete. So tell me how doing what was presented earlier would make us op? Look at argonians with their passive they were close to last place on DPS boards so you really Think that us gaining 2000 in a stat and 500 Regan will make us op? LOLOL you do know that it pretty much only works like we are gaining 1 stat? Magic users can will only look for high magic pool. Stam users will only look for high stam pool.
The only one that would benefit from all 3 would be tank which it would still be hard to pass on Nord and argonian but at least imperial would be a very good option too.
Look at what other races get and I would gladly trade my imperial passives for any one of them hands down that's when you know the race is in a terrible spot lol.It's better than before.
It's not actually better than before imo. And why should imperials just settle on being last? Lol we SHOULD be able to compete just like everyone else. We don't get spell damage or attack bonus, we get a terrible Regen, we don't get crit, we don't get cost reduction, so what do we get bad tri stat you won't actually notice? Sounds fair to me lol.
The case I'm.trying to make is every race finally has something that makes them stand out.
Orc- hard hitting
Brenton- crazy sustain
High elf- hard hitting
Dark elf- hard hitting
Nord- ultimate generation
Khajit- critical damage
Argonians- sustain
Redguard- sustain
Bosmer- sustain
So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.I don't think "we all" are trying to make that point. Most people who currently have Imperials - that I've seen on the forums with issues, myself included - made them as Tanks or Stamina DPS. I think it'd be more apropos to say, "you vocal few" are trying to make that point, and I think it ignores TES lore. Instead of linking to my post addressing that, I'm going to simply quote it.The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.Yes, Skyrim does have the largest skill boost in magic and one other magic boost. However, every other boost is martial and canonically every previous boost is martial. What about the lore regarding the people, beyond this?General:
Imperials, in Lore, are known for their civility, diplomacy, order, and wealth. They are inspired by RL Romans.
Morrowind:
- +10 Speechcraft
- +10 Mercantile
- +10 Long Blade
- +5 Blunt Weapon
- +5 Light Armor
- +5 Hand-to-hand
- Absorb Fatigue 200 pts on target
- Charm 25 to 50 pts for 15 seconds on target
Oblivion:
- +10 Mercantile
- +10 Speechcraft
- +10 Heavy Armor
- +5 Blade
- +5 Blunt
- +5 Hand to Hand
- Absorb Fatigue 100 points on Touch, once per day
- Charm 30 points for 30 seconds on Target, once per day
Skyrim
- +10 Restoration
- +5 Block
- +5 Destruction
- +5 Enchanting
- +5 Heavy Armor
- +5 One-handed
- Anywhere gold coins might be found, Imperials always seem to find a few more, constant
- Calms nearby people for 60 seconds, once per day
The consistent bonuses are to various weapon types, fatigue (stamina), military background, and speech/charming.
ColoviansColovia is the western part of Cyrodiil and is known for its austere, martial culture and rugged population of Nordic descendants. The Colovian region has traditionally contributed its sons to the Imperial Legion, making up the bulk of its ranks in native legions.NibeneseTheir culture developed different from their eastern counterparts, with a dislike for magic and industry, instead preferring warfare and plundering. Upon conquering the entirety of western Cyrodiil, these Colovians also became masters of seafaring, creating fleets whose earliest voyages allowed them to raid the Illiac Bay and the Cape of the Blue Divide annually, until the arrival of the Yokudan Navies, which were superior.
Being self-sufficient, hearty, extremely loyal, hard work, tough-mindedness, and uncomplicated. They also pride themselves in their reputation for being independent, rough, and rebellious, with much of their income coming from the export of wood. When the Empire suffers a weak ruler, the Colovians withdraw onto their own land and take care of their own, believing they kept the national spirit alive. At the same time, when a mighty Emperor has the throne, the Colovians gladly serve in his ranks. Many Colovians take up positions in the Imperial Legions and Navy, proud for their role within the army, not caring for courtly life.The Nibenese culture is considered esoteric and philosophical, with focus on elaborate ceremony. n opposition to the oppression from the Ayleids, the role of the battlemage was conceived, and these mages went on to become the ruling class of the Nibenese people.Of the two Cyrodiilic peoples, 50% of them are martial in nature (Colovians). The other 50% (Nibenese) are philosophical, mercantile, and religious. It is only those of the patrician class - their nobles, religious leaders, and aristocracy - that are magical; the every day man is not himself magical. There are no breakdowns of Imperial nobility percentage of population, so for arguments sake let's say that the merchant-nobility is double the real-life percentage of the noble class of England to its overall population: that would mean 10% of Nibenese population is the merchant nobility. We'll continue with liberal numbers and say that 5% of the population is religious leaders and 5% of the total population of Nibenay are Battlemage. Where does that leave us, in terms of cultural values or beliefs?The people of Nibenay are seen as the soul of Cyrodiil, being famous for their kindness towards defeated enemies, tolerance, and administrative capabilities. Within the Nibenay Valley the Cyro-Nordic tribes learned a self-reliance which managed to seperate them both culturally and economically from Skyrim. The Nibenese around this time also formed a support troop for their armies, the Battlemage. When the Alessian Doctrines had come to pass, these Battlemages had become the ruling body of the Nibenese, but were quickly replaced by the Alessian Priesthood. The Eight Divines were put aside in favor of ancestor spirits and animal gods, which were encouraged by the Alessian faith. Nibenean culture would adapt to this religious reform greatly, resulting in restrictions on certain kinds of meat, alongside the increasing sentiment for animal cults, made agriculture and husbandry nearly impossible in the east. As such, many of eastern Cyrodiil became merchants, over time allowing their lands to become the wealthiest of Cyrodiil. Even so, the merchants were reminded the priesthood held the real power, being forced to pay many coins to the priesthood.
The people of Nibenay from [sic] the heart of the Empire, as well as its cultural center. But one that is fragile, and only held together by a strong Emperor. Above the farmers are the merchant-nobility, the temple priests and cult leaders, and yet above those is the aristocracy of the Battlemages. The highest power of Nibenean culture is granted to the Emperor.
50% Martial
30% Farming
10% Mercantile
05% Religious (Restoration)
05% Battlemages (Destruction)
Again, how would we translate this to ESO? Well, martial is easy: stamina DPS, tanking, robustness in general, etc. Farming, with a religious flair? I guess we could throw that in the tank department? Religious beliefs & priesthood plus battlemages are a clear nod to magicka DPS and healing. Should we change Imperials to being magicka based, perhaps at detriment to stamina DPS, because 10% of 50% of their population (the aristocracy of half of their culture) is magical? Heck. No.
At best. AT BEST. I could see their skills changed to:Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
I dont own an Imperial but I just bought the pack so I can make one, would really love it if they were not just good for Tanking.
Brenton right? xD Crazy 100 mag recovery and appx another 100 of that spell cost reduction. Well, Imperial just got 133 mag and stam recovery in perfect situation. Crazy, crazyKidgangster101 wrote: »
Orc- hard hitting
Brenton- crazy sustain
High elf- hard hitting
Dark elf- hard hitting
Nord- ultimate generation
Khajit- critical damage
Argonians- sustain
Redguard- sustain
Bosmer- sustain
So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.
So you are telling me mediocre recovery in 3 stats is better than the Breton mediocre recovery+ cost reduction in a single stat? For what? Magicka DPS? It would certainly be better than a Breton for Stamina DPS...but thats not saying anything that isnt blatantly obvious to begin with. And besides...it wont ever be 133 recovery because in this game you have to survive while playing so average will be closer to 90-100, lower in fights that require a lot of movement and situational awareness, only occasionally will you approach 133
I just tried to ridicule the emphasis on word "crazy". I'm sorry I wasn't clear enough = it isn't crazy, Redguard is crazy sustain imo, not breton.
Kidgangster101 wrote: »
So instead of critizing word choices maybe talk about the contents of the post
FilteredRiddle wrote: »I'm going to go out on a limb and say you didn't read the post to which I linked.Kidgangster101 wrote: »The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.FilteredRiddle wrote: »As I posted in the relevant thread:However, I still think Imperial ought to be focused on martial skills given their game history. Originally, I suggested:FilteredRiddle wrote: »This is definitely a step in the right direction. However, I still think it needs to be pushed further, either by reducing the cooldown to 2 seconds or increasing the restoration to 830 Health, Magicka, and Stamina with a 5 second cooldown.Imperial
Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.
In either case, it makes it so that - assuming 100% uptime of direct damage every 2 or 5 seconds - there is ~166 recovery of the three stats. That is useful, while I'm not sure that 333 H/M/S ever 5 seconds necessarily is (although, again, this is far superior to the previous iteration).Given their recent changes, I think it a suitable merger of the new and old would be:FilteredRiddle wrote: »Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 2000.
- New Passive → Increase Melee Weapon Damage by 258
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 1750 and restore 950 Stamina.
*Two-Handed, Dual-Wield, and One Hand and ShieldImperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon Damage by 258
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
We were the worst race on test by far in everything that shows you we need something to even compete. So tell me how doing what was presented earlier would make us op? Look at argonians with their passive they were close to last place on DPS boards so you really Think that us gaining 2000 in a stat and 500 Regan will make us op? LOLOL you do know that it pretty much only works like we are gaining 1 stat? Magic users can will only look for high magic pool. Stam users will only look for high stam pool.
The only one that would benefit from all 3 would be tank which it would still be hard to pass on Nord and argonian but at least imperial would be a very good option too.
Look at what other races get and I would gladly trade my imperial passives for any one of them hands down that's when you know the race is in a terrible spot lol.It's better than before.
It's not actually better than before imo. And why should imperials just settle on being last? Lol we SHOULD be able to compete just like everyone else. We don't get spell damage or attack bonus, we get a terrible Regen, we don't get crit, we don't get cost reduction, so what do we get bad tri stat you won't actually notice? Sounds fair to me lol.
The case I'm.trying to make is every race finally has something that makes them stand out.
Orc- hard hitting
Brenton- crazy sustain
High elf- hard hitting
Dark elf- hard hitting
Nord- ultimate generation
Khajit- critical damage
Argonians- sustain
Redguard- sustain
Bosmer- sustain
So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.I don't think "we all" are trying to make that point. Most people who currently have Imperials - that I've seen on the forums with issues, myself included - made them as Tanks or Stamina DPS. I think it'd be more apropos to say, "you vocal few" are trying to make that point, and I think it ignores TES lore. Instead of linking to my post addressing that, I'm going to simply quote it.The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.Yes, Skyrim does have the largest skill boost in magic and one other magic boost. However, every other boost is martial and canonically every previous boost is martial. What about the lore regarding the people, beyond this?General:
Imperials, in Lore, are known for their civility, diplomacy, order, and wealth. They are inspired by RL Romans.
Morrowind:
- +10 Speechcraft
- +10 Mercantile
- +10 Long Blade
- +5 Blunt Weapon
- +5 Light Armor
- +5 Hand-to-hand
- Absorb Fatigue 200 pts on target
- Charm 25 to 50 pts for 15 seconds on target
Oblivion:
- +10 Mercantile
- +10 Speechcraft
- +10 Heavy Armor
- +5 Blade
- +5 Blunt
- +5 Hand to Hand
- Absorb Fatigue 100 points on Touch, once per day
- Charm 30 points for 30 seconds on Target, once per day
Skyrim
- +10 Restoration
- +5 Block
- +5 Destruction
- +5 Enchanting
- +5 Heavy Armor
- +5 One-handed
- Anywhere gold coins might be found, Imperials always seem to find a few more, constant
- Calms nearby people for 60 seconds, once per day
The consistent bonuses are to various weapon types, fatigue (stamina), military background, and speech/charming.
ColoviansColovia is the western part of Cyrodiil and is known for its austere, martial culture and rugged population of Nordic descendants. The Colovian region has traditionally contributed its sons to the Imperial Legion, making up the bulk of its ranks in native legions.NibeneseTheir culture developed different from their eastern counterparts, with a dislike for magic and industry, instead preferring warfare and plundering. Upon conquering the entirety of western Cyrodiil, these Colovians also became masters of seafaring, creating fleets whose earliest voyages allowed them to raid the Illiac Bay and the Cape of the Blue Divide annually, until the arrival of the Yokudan Navies, which were superior.
Being self-sufficient, hearty, extremely loyal, hard work, tough-mindedness, and uncomplicated. They also pride themselves in their reputation for being independent, rough, and rebellious, with much of their income coming from the export of wood. When the Empire suffers a weak ruler, the Colovians withdraw onto their own land and take care of their own, believing they kept the national spirit alive. At the same time, when a mighty Emperor has the throne, the Colovians gladly serve in his ranks. Many Colovians take up positions in the Imperial Legions and Navy, proud for their role within the army, not caring for courtly life.The Nibenese culture is considered esoteric and philosophical, with focus on elaborate ceremony. n opposition to the oppression from the Ayleids, the role of the battlemage was conceived, and these mages went on to become the ruling class of the Nibenese people.Of the two Cyrodiilic peoples, 50% of them are martial in nature (Colovians). The other 50% (Nibenese) are philosophical, mercantile, and religious. It is only those of the patrician class - their nobles, religious leaders, and aristocracy - that are magical; the every day man is not himself magical. There are no breakdowns of Imperial nobility percentage of population, so for arguments sake let's say that the merchant-nobility is double the real-life percentage of the noble class of England to its overall population: that would mean 10% of Nibenese population is the merchant nobility. We'll continue with liberal numbers and say that 5% of the population is religious leaders and 5% of the total population of Nibenay are Battlemage. Where does that leave us, in terms of cultural values or beliefs?The people of Nibenay are seen as the soul of Cyrodiil, being famous for their kindness towards defeated enemies, tolerance, and administrative capabilities. Within the Nibenay Valley the Cyro-Nordic tribes learned a self-reliance which managed to seperate them both culturally and economically from Skyrim. The Nibenese around this time also formed a support troop for their armies, the Battlemage. When the Alessian Doctrines had come to pass, these Battlemages had become the ruling body of the Nibenese, but were quickly replaced by the Alessian Priesthood. The Eight Divines were put aside in favor of ancestor spirits and animal gods, which were encouraged by the Alessian faith. Nibenean culture would adapt to this religious reform greatly, resulting in restrictions on certain kinds of meat, alongside the increasing sentiment for animal cults, made agriculture and husbandry nearly impossible in the east. As such, many of eastern Cyrodiil became merchants, over time allowing their lands to become the wealthiest of Cyrodiil. Even so, the merchants were reminded the priesthood held the real power, being forced to pay many coins to the priesthood.
The people of Nibenay from [sic] the heart of the Empire, as well as its cultural center. But one that is fragile, and only held together by a strong Emperor. Above the farmers are the merchant-nobility, the temple priests and cult leaders, and yet above those is the aristocracy of the Battlemages. The highest power of Nibenean culture is granted to the Emperor.
50% Martial
30% Farming
10% Mercantile
05% Religious (Restoration)
05% Battlemages (Destruction)
Again, how would we translate this to ESO? Well, martial is easy: stamina DPS, tanking, robustness in general, etc. Farming, with a religious flair? I guess we could throw that in the tank department? Religious beliefs & priesthood plus battlemages are a clear nod to magicka DPS and healing. Should we change Imperials to being magicka based, perhaps at detriment to stamina DPS, because 10% of 50% of their population (the aristocracy of half of their culture) is magical? Heck. No.
At best. AT BEST. I could see their skills changed to:Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
FilteredRiddle wrote: »I'm going to go out on a limb and say you didn't read the post to which I linked.Kidgangster101 wrote: »The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.FilteredRiddle wrote: »As I posted in the relevant thread:However, I still think Imperial ought to be focused on martial skills given their game history. Originally, I suggested:FilteredRiddle wrote: »This is definitely a step in the right direction. However, I still think it needs to be pushed further, either by reducing the cooldown to 2 seconds or increasing the restoration to 830 Health, Magicka, and Stamina with a 5 second cooldown.Imperial
Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.
In either case, it makes it so that - assuming 100% uptime of direct damage every 2 or 5 seconds - there is ~166 recovery of the three stats. That is useful, while I'm not sure that 333 H/M/S ever 5 seconds necessarily is (although, again, this is far superior to the previous iteration).Given their recent changes, I think it a suitable merger of the new and old would be:FilteredRiddle wrote: »Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 2000.
- New Passive → Increase Melee Weapon Damage by 258
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 1750 and restore 950 Stamina.
*Two-Handed, Dual-Wield, and One Hand and ShieldImperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon Damage by 258
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
We were the worst race on test by far in everything that shows you we need something to even compete. So tell me how doing what was presented earlier would make us op? Look at argonians with their passive they were close to last place on DPS boards so you really Think that us gaining 2000 in a stat and 500 Regan will make us op? LOLOL you do know that it pretty much only works like we are gaining 1 stat? Magic users can will only look for high magic pool. Stam users will only look for high stam pool.
The only one that would benefit from all 3 would be tank which it would still be hard to pass on Nord and argonian but at least imperial would be a very good option too.
Look at what other races get and I would gladly trade my imperial passives for any one of them hands down that's when you know the race is in a terrible spot lol.It's better than before.
It's not actually better than before imo. And why should imperials just settle on being last? Lol we SHOULD be able to compete just like everyone else. We don't get spell damage or attack bonus, we get a terrible Regen, we don't get crit, we don't get cost reduction, so what do we get bad tri stat you won't actually notice? Sounds fair to me lol.
The case I'm.trying to make is every race finally has something that makes them stand out.
Orc- hard hitting
Brenton- crazy sustain
High elf- hard hitting
Dark elf- hard hitting
Nord- ultimate generation
Khajit- critical damage
Argonians- sustain
Redguard- sustain
Bosmer- sustain
So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.I don't think "we all" are trying to make that point. Most people who currently have Imperials - that I've seen on the forums with issues, myself included - made them as Tanks or Stamina DPS. I think it'd be more apropos to say, "you vocal few" are trying to make that point, and I think it ignores TES lore. Instead of linking to my post addressing that, I'm going to simply quote it.The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.Yes, Skyrim does have the largest skill boost in magic and one other magic boost. However, every other boost is martial and canonically every previous boost is martial. What about the lore regarding the people, beyond this?General:
Imperials, in Lore, are known for their civility, diplomacy, order, and wealth. They are inspired by RL Romans.
Morrowind:
- +10 Speechcraft
- +10 Mercantile
- +10 Long Blade
- +5 Blunt Weapon
- +5 Light Armor
- +5 Hand-to-hand
- Absorb Fatigue 200 pts on target
- Charm 25 to 50 pts for 15 seconds on target
Oblivion:
- +10 Mercantile
- +10 Speechcraft
- +10 Heavy Armor
- +5 Blade
- +5 Blunt
- +5 Hand to Hand
- Absorb Fatigue 100 points on Touch, once per day
- Charm 30 points for 30 seconds on Target, once per day
Skyrim
- +10 Restoration
- +5 Block
- +5 Destruction
- +5 Enchanting
- +5 Heavy Armor
- +5 One-handed
- Anywhere gold coins might be found, Imperials always seem to find a few more, constant
- Calms nearby people for 60 seconds, once per day
The consistent bonuses are to various weapon types, fatigue (stamina), military background, and speech/charming.
ColoviansColovia is the western part of Cyrodiil and is known for its austere, martial culture and rugged population of Nordic descendants. The Colovian region has traditionally contributed its sons to the Imperial Legion, making up the bulk of its ranks in native legions.NibeneseTheir culture developed different from their eastern counterparts, with a dislike for magic and industry, instead preferring warfare and plundering. Upon conquering the entirety of western Cyrodiil, these Colovians also became masters of seafaring, creating fleets whose earliest voyages allowed them to raid the Illiac Bay and the Cape of the Blue Divide annually, until the arrival of the Yokudan Navies, which were superior.
Being self-sufficient, hearty, extremely loyal, hard work, tough-mindedness, and uncomplicated. They also pride themselves in their reputation for being independent, rough, and rebellious, with much of their income coming from the export of wood. When the Empire suffers a weak ruler, the Colovians withdraw onto their own land and take care of their own, believing they kept the national spirit alive. At the same time, when a mighty Emperor has the throne, the Colovians gladly serve in his ranks. Many Colovians take up positions in the Imperial Legions and Navy, proud for their role within the army, not caring for courtly life.The Nibenese culture is considered esoteric and philosophical, with focus on elaborate ceremony. n opposition to the oppression from the Ayleids, the role of the battlemage was conceived, and these mages went on to become the ruling class of the Nibenese people.Of the two Cyrodiilic peoples, 50% of them are martial in nature (Colovians). The other 50% (Nibenese) are philosophical, mercantile, and religious. It is only those of the patrician class - their nobles, religious leaders, and aristocracy - that are magical; the every day man is not himself magical. There are no breakdowns of Imperial nobility percentage of population, so for arguments sake let's say that the merchant-nobility is double the real-life percentage of the noble class of England to its overall population: that would mean 10% of Nibenese population is the merchant nobility. We'll continue with liberal numbers and say that 5% of the population is religious leaders and 5% of the total population of Nibenay are Battlemage. Where does that leave us, in terms of cultural values or beliefs?The people of Nibenay are seen as the soul of Cyrodiil, being famous for their kindness towards defeated enemies, tolerance, and administrative capabilities. Within the Nibenay Valley the Cyro-Nordic tribes learned a self-reliance which managed to seperate them both culturally and economically from Skyrim. The Nibenese around this time also formed a support troop for their armies, the Battlemage. When the Alessian Doctrines had come to pass, these Battlemages had become the ruling body of the Nibenese, but were quickly replaced by the Alessian Priesthood. The Eight Divines were put aside in favor of ancestor spirits and animal gods, which were encouraged by the Alessian faith. Nibenean culture would adapt to this religious reform greatly, resulting in restrictions on certain kinds of meat, alongside the increasing sentiment for animal cults, made agriculture and husbandry nearly impossible in the east. As such, many of eastern Cyrodiil became merchants, over time allowing their lands to become the wealthiest of Cyrodiil. Even so, the merchants were reminded the priesthood held the real power, being forced to pay many coins to the priesthood.
The people of Nibenay from [sic] the heart of the Empire, as well as its cultural center. But one that is fragile, and only held together by a strong Emperor. Above the farmers are the merchant-nobility, the temple priests and cult leaders, and yet above those is the aristocracy of the Battlemages. The highest power of Nibenean culture is granted to the Emperor.
50% Martial
30% Farming
10% Mercantile
05% Religious (Restoration)
05% Battlemages (Destruction)
Again, how would we translate this to ESO? Well, martial is easy: stamina DPS, tanking, robustness in general, etc. Farming, with a religious flair? I guess we could throw that in the tank department? Religious beliefs & priesthood plus battlemages are a clear nod to magicka DPS and healing. Should we change Imperials to being magicka based, perhaps at detriment to stamina DPS, because 10% of 50% of their population (the aristocracy of half of their culture) is magical? Heck. No.
At best. AT BEST. I could see their skills changed to:Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
Lughlongarm wrote: »
Altmer spell damage is almost a 5 piece Julianos set. (Same for orc and dunmer)
Nord resistances are almost a 5 piece Fortified Brass .
Do you see the consistency here? If anything, the Breton bonus is the one to suffer the most from diminishing returns.
How is it going to suffer the most from diminishing returns when they took out cost reduction passives from CP lmao, your Breton passive is almost a 5pc Seducer set, it's shy of 1%.Lughlongarm wrote: »
Altmer spell damage is almost a 5 piece Julianos set. (Same for orc and dunmer)
Nord resistances are almost a 5 piece Fortified Brass .
Do you see the consistency here? If anything, the Breton bonus is the one to suffer the most from diminishing returns.
FilteredRiddle wrote: »Most people who currently have Imperials - that I've seen on the forums with issues, myself included - made them as Tanks or Stamina DPS. I think it'd be more apropos to say, "you vocal few" are trying to make that point, and I think it ignores TES lore.
Kidgangster101 wrote: »
So instead of critizing word choices maybe talk about the contents of the post
Well, you criticise new Imperial change and compare it to other races with resource recovery. I've said that your comparison isn't acurate, maybe in a childlish way, but I did.
Go and test the racial passive next week, once the new imperial one will work. You can go and try Breton and Redguard aswell. Then you can claim statements about their sustains. If you did, I'll take my words back.
Anyways, didn't want to offend you.
FilteredRiddle wrote: »I'm going to go out on a limb and say you didn't read the post to which I linked.Kidgangster101 wrote: »The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.FilteredRiddle wrote: »As I posted in the relevant thread:However, I still think Imperial ought to be focused on martial skills given their game history. Originally, I suggested:FilteredRiddle wrote: »This is definitely a step in the right direction. However, I still think it needs to be pushed further, either by reducing the cooldown to 2 seconds or increasing the restoration to 830 Health, Magicka, and Stamina with a 5 second cooldown.Imperial
Red Diamond: Reworked this passive so when you deal Direct Damage now, you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. It also will reduce the cost of Block and Bash by 5%.
In either case, it makes it so that - assuming 100% uptime of direct damage every 2 or 5 seconds - there is ~166 recovery of the three stats. That is useful, while I'm not sure that 333 H/M/S ever 5 seconds necessarily is (although, again, this is far superior to the previous iteration).Given their recent changes, I think it a suitable merger of the new and old would be:FilteredRiddle wrote: »Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 2000.
- New Passive → Increase Melee Weapon Damage by 258
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 1750 and restore 950 Stamina.
*Two-Handed, Dual-Wield, and One Hand and ShieldImperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee Skill Line* by 15%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon Damage by 258
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
We were the worst race on test by far in everything that shows you we need something to even compete. So tell me how doing what was presented earlier would make us op? Look at argonians with their passive they were close to last place on DPS boards so you really Think that us gaining 2000 in a stat and 500 Regan will make us op? LOLOL you do know that it pretty much only works like we are gaining 1 stat? Magic users can will only look for high magic pool. Stam users will only look for high stam pool.
The only one that would benefit from all 3 would be tank which it would still be hard to pass on Nord and argonian but at least imperial would be a very good option too.
Look at what other races get and I would gladly trade my imperial passives for any one of them hands down that's when you know the race is in a terrible spot lol.It's better than before.
It's not actually better than before imo. And why should imperials just settle on being last? Lol we SHOULD be able to compete just like everyone else. We don't get spell damage or attack bonus, we get a terrible Regen, we don't get crit, we don't get cost reduction, so what do we get bad tri stat you won't actually notice? Sounds fair to me lol.
The case I'm.trying to make is every race finally has something that makes them stand out.
Orc- hard hitting
Brenton- crazy sustain
High elf- hard hitting
Dark elf- hard hitting
Nord- ultimate generation
Khajit- critical damage
Argonians- sustain
Redguard- sustain
Bosmer- sustain
So what does imperial fall into that it is really good at? Lol see my problem I would never choose imperial over any of those races at all.I don't think "we all" are trying to make that point. Most people who currently have Imperials - that I've seen on the forums with issues, myself included - made them as Tanks or Stamina DPS. I think it'd be more apropos to say, "you vocal few" are trying to make that point, and I think it ignores TES lore. Instead of linking to my post addressing that, I'm going to simply quote it.The problem with your idea is that it puts them right back into not fitting a mage role at all, and the point we are all trying to make is that imperial does ALL ROLES not just tank or not just tank and stam DPS.Yes, Skyrim does have the largest skill boost in magic and one other magic boost. However, every other boost is martial and canonically every previous boost is martial. What about the lore regarding the people, beyond this?General:
Imperials, in Lore, are known for their civility, diplomacy, order, and wealth. They are inspired by RL Romans.
Morrowind:
- +10 Speechcraft
- +10 Mercantile
- +10 Long Blade
- +5 Blunt Weapon
- +5 Light Armor
- +5 Hand-to-hand
- Absorb Fatigue 200 pts on target
- Charm 25 to 50 pts for 15 seconds on target
Oblivion:
- +10 Mercantile
- +10 Speechcraft
- +10 Heavy Armor
- +5 Blade
- +5 Blunt
- +5 Hand to Hand
- Absorb Fatigue 100 points on Touch, once per day
- Charm 30 points for 30 seconds on Target, once per day
Skyrim
- +10 Restoration
- +5 Block
- +5 Destruction
- +5 Enchanting
- +5 Heavy Armor
- +5 One-handed
- Anywhere gold coins might be found, Imperials always seem to find a few more, constant
- Calms nearby people for 60 seconds, once per day
The consistent bonuses are to various weapon types, fatigue (stamina), military background, and speech/charming.
ColoviansColovia is the western part of Cyrodiil and is known for its austere, martial culture and rugged population of Nordic descendants. The Colovian region has traditionally contributed its sons to the Imperial Legion, making up the bulk of its ranks in native legions.NibeneseTheir culture developed different from their eastern counterparts, with a dislike for magic and industry, instead preferring warfare and plundering. Upon conquering the entirety of western Cyrodiil, these Colovians also became masters of seafaring, creating fleets whose earliest voyages allowed them to raid the Illiac Bay and the Cape of the Blue Divide annually, until the arrival of the Yokudan Navies, which were superior.
Being self-sufficient, hearty, extremely loyal, hard work, tough-mindedness, and uncomplicated. They also pride themselves in their reputation for being independent, rough, and rebellious, with much of their income coming from the export of wood. When the Empire suffers a weak ruler, the Colovians withdraw onto their own land and take care of their own, believing they kept the national spirit alive. At the same time, when a mighty Emperor has the throne, the Colovians gladly serve in his ranks. Many Colovians take up positions in the Imperial Legions and Navy, proud for their role within the army, not caring for courtly life.The Nibenese culture is considered esoteric and philosophical, with focus on elaborate ceremony. n opposition to the oppression from the Ayleids, the role of the battlemage was conceived, and these mages went on to become the ruling class of the Nibenese people.Of the two Cyrodiilic peoples, 50% of them are martial in nature (Colovians). The other 50% (Nibenese) are philosophical, mercantile, and religious. It is only those of the patrician class - their nobles, religious leaders, and aristocracy - that are magical; the every day man is not himself magical. There are no breakdowns of Imperial nobility percentage of population, so for arguments sake let's say that the merchant-nobility is double the real-life percentage of the noble class of England to its overall population: that would mean 10% of Nibenese population is the merchant nobility. We'll continue with liberal numbers and say that 5% of the population is religious leaders and 5% of the total population of Nibenay are Battlemage. Where does that leave us, in terms of cultural values or beliefs?The people of Nibenay are seen as the soul of Cyrodiil, being famous for their kindness towards defeated enemies, tolerance, and administrative capabilities. Within the Nibenay Valley the Cyro-Nordic tribes learned a self-reliance which managed to seperate them both culturally and economically from Skyrim. The Nibenese around this time also formed a support troop for their armies, the Battlemage. When the Alessian Doctrines had come to pass, these Battlemages had become the ruling body of the Nibenese, but were quickly replaced by the Alessian Priesthood. The Eight Divines were put aside in favor of ancestor spirits and animal gods, which were encouraged by the Alessian faith. Nibenean culture would adapt to this religious reform greatly, resulting in restrictions on certain kinds of meat, alongside the increasing sentiment for animal cults, made agriculture and husbandry nearly impossible in the east. As such, many of eastern Cyrodiil became merchants, over time allowing their lands to become the wealthiest of Cyrodiil. Even so, the merchants were reminded the priesthood held the real power, being forced to pay many coins to the priesthood.
The people of Nibenay from [sic] the heart of the Empire, as well as its cultural center. But one that is fragile, and only held together by a strong Emperor. Above the farmers are the merchant-nobility, the temple priests and cult leaders, and yet above those is the aristocracy of the Battlemages. The highest power of Nibenean culture is granted to the Emperor.
50% Martial
30% Farming
10% Mercantile
05% Religious (Restoration)
05% Battlemages (Destruction)
Again, how would we translate this to ESO? Well, martial is easy: stamina DPS, tanking, robustness in general, etc. Farming, with a religious flair? I guess we could throw that in the tank department? Religious beliefs & priesthood plus battlemages are a clear nod to magicka DPS and healing. Should we change Imperials to being magicka based, perhaps at detriment to stamina DPS, because 10% of 50% of their population (the aristocracy of half of their culture) is magical? Heck. No.
At best. AT BEST. I could see their skills changed to:Imperial:
- Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → Increases Experience gain in any Melee or Staff Skill Line by 10%, extra 1% Gold gain
- 12% Max Health + 10% Max Stamina → Increases your Max Health and Max Stamina by 1000.
- New Passive → Increase Melee Weapon or Staff Damage by 258, based on your highest maximum resource.
- 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you restore 650 Health and either Stamina or Magicka based on your highest maximum resource. This effect has a 5 second cooldown. Reduces the cost of your Block and Bash abilities by 5%.
Kidgangster101 wrote: »Breton and redguard gets seducer
Nord gets fortified brass
Dunmer and orc and altmer get julianos
Khajit gets mother's sorrow
Kidgangster101 wrote: »Breton and redguard gets seducer
Nord gets fortified brass
Dunmer and orc and altmer get julianos
Khajit gets mother's sorrow
Imperial = Bloodthorn's Touch? Which has seen play in the past.