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Imperial race skills

SandroLordOfDarkness
Good day!
I would like to discuss with you the "injustice" of the current situation among racial passive skills.
I think everyone who is familiar with the lore of the TEC world knows that the Imperial race is a union of two peoples - the Colovians and the Nibenians.
As we know, the Colovians - the descendants of the Nords who came to the aid of the Alessian slave revolt (they are also called the Syro-Nords) - are the backbone from which the units of legionnaires are formed - warriors, the Colovians, at their core, have a pronounced bias towards the military affairs.
The Nibenians, the descendants of these same Nords, with representatives of the Nedi tribes, the very "slaves", the Nedi (with the exception of some peoples such as the Kotring) were very sophisticated in magic, and achieved stunning results in its study, which modern measures have no idea about. It is because of the Nedian descendants that modern Nibenese have a penchant for magic, trade and diplomacy, by the way, the Nibenese are no less versed in magic than the Bretons, but in its other aspects.
So, racial skills, in their structure, are a reflection of the culture and strengths of the Colovians, of the characteristics that reflect the Nibenese essence, only 1% increase in the arrival of gold, which is clearly small, in comparison with the Colovian "set" that I, as an ardent Nibenese is clearly "pinched" (my inner Abnur Tarn, just seething with injustice)
Therefore, I want to put up for discussion the possibility of changing the racial skills of the Imperials, so that they reflect the characteristics of both peoples.
To begin with, I propose to make them universal, that is, to the bonus to the stamina, add a bonus to the magic, I think this will not affect the balance, because the race is not very popular now, 0 and it will not give any advantage.
As an option, make a sustained alternative to the Dunmer.
Thank.
  • Ratzkifal
    Ratzkifal
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    What I dislike about the Imperial passives from a lore standpoint is that they have more max health than Orcs and Nords, which i think is just silly.
    But I also don't think that should be nerfed simply because that has been their gimmick since the start. They were the race with the biggest bonus to max health since the beginning of the game and although ZOS has nerfed max health builds time and time again, I still think that it would be unfair to take that away from the max health builds who intentionally picked Imperial for the greatest bonus available.

    To address the Colovia/Nibenese issue, a simple 2000 max magicka boost would be enough, which is comparable to what Dunmer are getting, since Red Diamond already works for magicka skills.

    An alternative that would also probably make roleplayers happy but would be entirely unfeasible, if you could choose a background in addition to your race at the start of the game which comes with a little bit of lore description.
    So after choosing Imperial you could then choose whether to be Nibenese or Colovian. Argonians could choose different types of Argonians (I know that Argonians lose their special tribe features if they go too far away from their Hist, but it would be cool), Khajiit could pick different furstock (if only the game could handle that), Dunmer could join a Great House, Orc could join a clan, Bretons a city/kingdom of High Rock or a Reach Clan, Nords could join one of the holds or the Skaal, the Redguards could pick between Forebears or Crowns and the Bosmer... well the Bosmer could probably also pick which part of Valenwood they are from.
    Most of these probably wouldn't have an impact on racial passives and would just be for worldbuilding and immersion, but for some these options could define which set of racial passives they get, like in the case of the Imperials. It would just suck for the people that like to change specs every now and then because they'd need a race change token. So it'll probably be wishful thinking forever.
    Edited by Ratzkifal on February 20, 2021 11:42PM
    This Bosmer was tortured to death. There is nothing left to be done.
  • YandereGirlfriend
    YandereGirlfriend
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    I think that the 6% cost-reduction to all skills adequately reflects the fact that Imperials are talented at basically all pursuits.

    @Ratzkifal I really like your idea, though trying to map each set of stats to a TES sub-race would be a difficult task. It's probably easier to do what is common in other RPGs and allow you to pick the occupation/history of your character and to have that translate more intuitively to stat bonuses. You could even use Morrowind-like introductory questions to add even more roleplaying to it. I think that it would also be important to have the backstory stats stack with your chosen race rather than to be a substitute for it.
  • Ratzkifal
    Ratzkifal
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    I think that the 6% cost-reduction to all skills adequately reflects the fact that Imperials are talented at basically all pursuits.

    @Ratzkifal I really like your idea, though trying to map each set of stats to a TES sub-race would be a difficult task. It's probably easier to do what is common in other RPGs and allow you to pick the occupation/history of your character and to have that translate more intuitively to stat bonuses. You could even use Morrowind-like introductory questions to add even more roleplaying to it. I think that it would also be important to have the backstory stats stack with your chosen race rather than to be a substitute for it.

    True. I just saw this "background" system in Conqueror's Blade and thought it was pretty cool that they would do some of their worldbuilding like that. It's unfit for ESO, but if the game had been designed with such a system in mind it could have been really awesome.
    This Bosmer was tortured to death. There is nothing left to be done.
  • SandroLordOfDarkness
    I think that the 6% cost-reduction to all skills adequately reflects the fact that Imperials are talented at basically all pursuits.

    @Ratzkifal I really like your idea, though trying to map each set of stats to a TES sub-race would be a difficult task. It's probably easier to do what is common in other RPGs and allow you to pick the occupation/history of your character and to have that translate more intuitively to stat bonuses. You could even use Morrowind-like introductory questions to add even more roleplaying to it. I think that it would also be important to have the backstory stats stack with your chosen race rather than to be a substitute for it.

    And yet, if you look at the Dunmers, they, too, would have had enough of the bonus of 2k to the magic and stamina, and it was not necessary to do another 258 to the power of magic / weapon damage.
    Because in terms of balance, dunmers have 5 bonuses, each equivalent to the bonuses of other races.
    By the way, it would be logical to make an alternative to the Danmers among the human races, according to skill trends, I see that all people have a tendency to sustain, and elves to damage, so you need to add the human race of universals, with a bias towards sustain.
    And so, I think for role players it will be insulting that in order to be universal, they need to play for elves, instead of for great descendants of nomadic Ehlnofey
    Edited by SandroLordOfDarkness on February 21, 2021 8:04AM
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