While the racial passives aren’t equal and there is some room for improvement, I hope no changes would be made to them ever again. Last time i had to race change like 5 characters and made the new ones with races that complimented their roles. Doing it again would be expensive and souldraing, pls no.
Billium813 wrote: »I came up with some ideas for non-combat oriented racial passives.The thought was:
1 passive for XP gains in a skill line,
1 passive that is really trivial,
1 passive that is niche but good,
and 1 passive that could have end game potential but isn't THAT important.
Argonian
- Increases your experience gain with the Restoration Staff skill line by 15%
- +100% swim speed
- +5% chance to gain double the yield from Alchemical plant resource nodes*
- Whenever you use a potion or poison you have a 5% chance to not consume it
Breton
- Increases your experience gain with the Light Armor skill line by 15%
- Immune to traps and 50% resistence to environmental damage
- +5% chance to gain double the yield from Clothing resource nodes*
- +5% chance to create an extra provision and potion
Dunmer
- Increases your experience gain with the Dual Wield skill line by 15%
- -25% cost for Wayshrine usage
- +5% chance to find a second furnishing plan whenever you find a furnishing plan
- +5% chance to gain increased quality items when looting stolen items. +25% value for fenced items.
Altmer
- Increases your experience gain with the Destruction Staff skill line by 15%
- Your Weapon Enchants decay 50% slower and your armor takes 50% less durability damage
- +5% chance to gain double the yield from Runestone resource nodes*
- Whenever you consume a provision you have a 5% chance to not consume it
Imperial
- Increases your experience gain with the Alliance War skill line by 15%
- +5% gold selling to merchants
- +5% chance to gain double the yield from Heavy Sack resource nodes
- +5% Alliance Point drop bonus
Khajiit
- Increases your experience gain with the Medium Armor skill line by 15%
- +10% increased success chance at pickpocketing and forcing locks
- +5% chance to double the yield while Fishing
- +5% chance to gain increased quality items from treasure chests
Nord
- Increases your experience gain with the Two Handed skill line by 15%
- +10 minutes to food and drink provisions
- +5% chance to recieve Monster Trophies and double drops on Epic quality Treasures
- +5% gold dropped from enemies
Orc
- Increases your experience gain with the Heavy Armor skill line by 15%
- -25% cost to repair armor and whenever you consume a repair kit you have a 50% chance to not consume it
- +5% chance to gain double the yield from Ore resource nodes*
- +5% chance for 1 material to be returned when improving an item at a Blacksmith, Clothing, or Woodworking station
Redguard
- Increases your experience gain with the One Hand and Shield skill line by 15%
- After winning a duel, gain Major Expedition and Major Gallop for 10 minutes
- Decrease the time it takes for a fish to bite by 10%
- +5% chance to increase the yield from Woodworking, Blacksmithing, and Clothing crafting materials when deconstructing
Bosmer
- Increases your experience gain with the Bow skill line by 15%
- -10% fall damage
- +5% chance to gain double the yield from Wood resource nodes*
- +5% chance to add 5 minutes to your active provision after leaving combat and having killed an enemy
*Note: all of the resource node buffs includes furnishing materials from their respective nodes
Billium813 wrote: »I came up with some ideas for non-combat oriented racial passives.The thought was:
1 passive for XP gains in a skill line,
1 passive that is really trivial,
1 passive that is niche but good,
and 1 passive that could have end game potential but isn't THAT important.
Argonian
- Increases your experience gain with the Restoration Staff skill line by 15%
- +100% swim speed
- +5% chance to gain double the yield from Alchemical plant resource nodes*
- Whenever you use a potion or poison you have a 5% chance to not consume it
Breton
- Increases your experience gain with the Light Armor skill line by 15%
- Immune to traps and 50% resistence to environmental damage
- +5% chance to gain double the yield from Clothing resource nodes*
- +5% chance to create an extra provision and potion
Dunmer
- Increases your experience gain with the Dual Wield skill line by 15%
- -25% cost for Wayshrine usage
- +5% chance to find a second furnishing plan whenever you find a furnishing plan
- +5% chance to gain increased quality items when looting stolen items. +25% value for fenced items.
Altmer
- Increases your experience gain with the Destruction Staff skill line by 15%
- Your Weapon Enchants decay 50% slower and your armor takes 50% less durability damage
- +5% chance to gain double the yield from Runestone resource nodes*
- Whenever you consume a provision you have a 5% chance to not consume it
Imperial
- Increases your experience gain with the Alliance War skill line by 15%
- +5% gold selling to merchants
- +5% chance to gain double the yield from Heavy Sack resource nodes
- +5% Alliance Point drop bonus
Khajiit
- Increases your experience gain with the Medium Armor skill line by 15%
- +10% increased success chance at pickpocketing and forcing locks
- +5% chance to double the yield while Fishing
- +5% chance to gain increased quality items from treasure chests
Nord
- Increases your experience gain with the Two Handed skill line by 15%
- +10 minutes to food and drink provisions
- +5% chance to recieve Monster Trophies and double drops on Epic quality Treasures
- +5% gold dropped from enemies
Orc
- Increases your experience gain with the Heavy Armor skill line by 15%
- -25% cost to repair armor and whenever you consume a repair kit you have a 50% chance to not consume it
- +5% chance to gain double the yield from Ore resource nodes*
- +5% chance for 1 material to be returned when improving an item at a Blacksmith, Clothing, or Woodworking station
Redguard
- Increases your experience gain with the One Hand and Shield skill line by 15%
- After winning a duel, gain Major Expedition and Major Gallop for 10 minutes
- Decrease the time it takes for a fish to bite by 10%
- +5% chance to increase the yield from Woodworking, Blacksmithing, and Clothing crafting materials when deconstructing
Bosmer
- Increases your experience gain with the Bow skill line by 15%
- -10% fall damage
- +5% chance to gain double the yield from Wood resource nodes*
- +5% chance to add 5 minutes to your active provision after leaving combat and having killed an enemy
*Note: all of the resource node buffs includes furnishing materials from their respective nodes
The_Titan_Tim wrote: »Billium813 wrote: »I came up with some ideas for non-combat oriented racial passives.The thought was:
1 passive for XP gains in a skill line,
1 passive that is really trivial,
1 passive that is niche but good,
and 1 passive that could have end game potential but isn't THAT important.
Argonian
- Increases your experience gain with the Restoration Staff skill line by 15%
- +100% swim speed
- +5% chance to gain double the yield from Alchemical plant resource nodes*
- Whenever you use a potion or poison you have a 5% chance to not consume it
Breton
- Increases your experience gain with the Light Armor skill line by 15%
- Immune to traps and 50% resistence to environmental damage
- +5% chance to gain double the yield from Clothing resource nodes*
- +5% chance to create an extra provision and potion
Dunmer
- Increases your experience gain with the Dual Wield skill line by 15%
- -25% cost for Wayshrine usage
- +5% chance to find a second furnishing plan whenever you find a furnishing plan
- +5% chance to gain increased quality items when looting stolen items. +25% value for fenced items.
Altmer
- Increases your experience gain with the Destruction Staff skill line by 15%
- Your Weapon Enchants decay 50% slower and your armor takes 50% less durability damage
- +5% chance to gain double the yield from Runestone resource nodes*
- Whenever you consume a provision you have a 5% chance to not consume it
Imperial
- Increases your experience gain with the Alliance War skill line by 15%
- +5% gold selling to merchants
- +5% chance to gain double the yield from Heavy Sack resource nodes
- +5% Alliance Point drop bonus
Khajiit
- Increases your experience gain with the Medium Armor skill line by 15%
- +10% increased success chance at pickpocketing and forcing locks
- +5% chance to double the yield while Fishing
- +5% chance to gain increased quality items from treasure chests
Nord
- Increases your experience gain with the Two Handed skill line by 15%
- +10 minutes to food and drink provisions
- +5% chance to recieve Monster Trophies and double drops on Epic quality Treasures
- +5% gold dropped from enemies
Orc
- Increases your experience gain with the Heavy Armor skill line by 15%
- -25% cost to repair armor and whenever you consume a repair kit you have a 50% chance to not consume it
- +5% chance to gain double the yield from Ore resource nodes*
- +5% chance for 1 material to be returned when improving an item at a Blacksmith, Clothing, or Woodworking station
Redguard
- Increases your experience gain with the One Hand and Shield skill line by 15%
- After winning a duel, gain Major Expedition and Major Gallop for 10 minutes
- Decrease the time it takes for a fish to bite by 10%
- +5% chance to increase the yield from Woodworking, Blacksmithing, and Clothing crafting materials when deconstructing
Bosmer
- Increases your experience gain with the Bow skill line by 15%
- -10% fall damage
- +5% chance to gain double the yield from Wood resource nodes*
- +5% chance to add 5 minutes to your active provision after leaving combat and having killed an enemy
*Note: all of the resource node buffs includes furnishing materials from their respective nodes
This direction with passives would solve the problem w/certain races being blatantly better than others, although I have to say, I would rearrange some of these passives…
Dunmer is overperforming yet again with these passives, while Breton is looking pretty horrible.
Billium813 wrote: »The_Titan_Tim wrote: »Billium813 wrote: »I came up with some ideas for non-combat oriented racial passives.The thought was:
1 passive for XP gains in a skill line,
1 passive that is really trivial,
1 passive that is niche but good,
and 1 passive that could have end game potential but isn't THAT important.
Argonian
- Increases your experience gain with the Restoration Staff skill line by 15%
- +100% swim speed
- +5% chance to gain double the yield from Alchemical plant resource nodes*
- Whenever you use a potion or poison you have a 5% chance to not consume it
Breton
- Increases your experience gain with the Light Armor skill line by 15%
- Immune to traps and 50% resistence to environmental damage
- +5% chance to gain double the yield from Clothing resource nodes*
- +5% chance to create an extra provision and potion
Dunmer
- Increases your experience gain with the Dual Wield skill line by 15%
- -25% cost for Wayshrine usage
- +5% chance to find a second furnishing plan whenever you find a furnishing plan
- +5% chance to gain increased quality items when looting stolen items. +25% value for fenced items.
Altmer
- Increases your experience gain with the Destruction Staff skill line by 15%
- Your Weapon Enchants decay 50% slower and your armor takes 50% less durability damage
- +5% chance to gain double the yield from Runestone resource nodes*
- Whenever you consume a provision you have a 5% chance to not consume it
Imperial
- Increases your experience gain with the Alliance War skill line by 15%
- +5% gold selling to merchants
- +5% chance to gain double the yield from Heavy Sack resource nodes
- +5% Alliance Point drop bonus
Khajiit
- Increases your experience gain with the Medium Armor skill line by 15%
- +10% increased success chance at pickpocketing and forcing locks
- +5% chance to double the yield while Fishing
- +5% chance to gain increased quality items from treasure chests
Nord
- Increases your experience gain with the Two Handed skill line by 15%
- +10 minutes to food and drink provisions
- +5% chance to recieve Monster Trophies and double drops on Epic quality Treasures
- +5% gold dropped from enemies
Orc
- Increases your experience gain with the Heavy Armor skill line by 15%
- -25% cost to repair armor and whenever you consume a repair kit you have a 50% chance to not consume it
- +5% chance to gain double the yield from Ore resource nodes*
- +5% chance for 1 material to be returned when improving an item at a Blacksmith, Clothing, or Woodworking station
Redguard
- Increases your experience gain with the One Hand and Shield skill line by 15%
- After winning a duel, gain Major Expedition and Major Gallop for 10 minutes
- Decrease the time it takes for a fish to bite by 10%
- +5% chance to increase the yield from Woodworking, Blacksmithing, and Clothing crafting materials when deconstructing
Bosmer
- Increases your experience gain with the Bow skill line by 15%
- -10% fall damage
- +5% chance to gain double the yield from Wood resource nodes*
- +5% chance to add 5 minutes to your active provision after leaving combat and having killed an enemy
*Note: all of the resource node buffs includes furnishing materials from their respective nodes
This direction with passives would solve the problem w/certain races being blatantly better than others, although I have to say, I would rearrange some of these passives…
Dunmer is overperforming yet again with these passives, while Breton is looking pretty horrible.
I would be interested in hearing how you are comparing the passives and coming to the conclusion that 1 class's passives > another. Some of the passives are there for lore specific reasons, but some can certainly be moved around and/or rebalanced to be more "fair".
Billium813 wrote: »I came up with some ideas for non-combat oriented racial passives.The thought was:
1 passive for XP gains in a skill line,
1 passive that is really trivial,
1 passive that is niche but good,
and 1 passive that could have end game potential but isn't THAT important.
Argonian
- Increases your experience gain with the Restoration Staff skill line by 15%
- +100% swim speed
- +5% chance to gain double the yield from Alchemical plant resource nodes*
- Whenever you use a potion or poison you have a 5% chance to not consume it
Breton
- Increases your experience gain with the Light Armor skill line by 15%
- Immune to traps and 50% resistence to environmental damage
- +5% chance to gain double the yield from Clothing resource nodes*
- +5% chance to create an extra provision and potion
Dunmer
- Increases your experience gain with the Dual Wield skill line by 15%
- -25% cost for Wayshrine usage
- +5% chance to find a second furnishing plan whenever you find a furnishing plan
- +5% chance to gain increased quality items when looting stolen items. +25% value for fenced items.
Altmer
- Increases your experience gain with the Destruction Staff skill line by 15%
- Your Weapon Enchants decay 50% slower and your armor takes 50% less durability damage
- +5% chance to gain double the yield from Runestone resource nodes*
- Whenever you consume a provision you have a 5% chance to not consume it
Imperial
- Increases your experience gain with the Alliance War skill line by 15%
- +5% gold selling to merchants
- +5% chance to gain double the yield from Heavy Sack resource nodes
- +5% Alliance Point drop bonus
Khajiit
- Increases your experience gain with the Medium Armor skill line by 15%
- +10% increased success chance at pickpocketing and forcing locks
- +5% chance to double the yield while Fishing
- +5% chance to gain increased quality items from treasure chests
Nord
- Increases your experience gain with the Two Handed skill line by 15%
- +10 minutes to food and drink provisions
- +5% chance to recieve Monster Trophies and double drops on Epic quality Treasures
- +5% gold dropped from enemies
Orc
- Increases your experience gain with the Heavy Armor skill line by 15%
- -25% cost to repair armor and whenever you consume a repair kit you have a 50% chance to not consume it
- +5% chance to gain double the yield from Ore resource nodes*
- +5% chance for 1 material to be returned when improving an item at a Blacksmith, Clothing, or Woodworking station
Redguard
- Increases your experience gain with the One Hand and Shield skill line by 15%
- After winning a duel, gain Major Expedition and Major Gallop for 10 minutes
- Decrease the time it takes for a fish to bite by 10%
- +5% chance to increase the yield from Woodworking, Blacksmithing, and Clothing crafting materials when deconstructing
Bosmer
- Increases your experience gain with the Bow skill line by 15%
- -10% fall damage
- +5% chance to gain double the yield from Wood resource nodes*
- +5% chance to add 5 minutes to your active provision after leaving combat and having killed an enemy
*Note: all of the resource node buffs includes furnishing materials from their respective nodes
Not sure about the “ +5% chance to gain double the yield from Wood resource nodes” for Bosmers. Bosmers venerate plants too much for this to be lore friendly.
Maybe change it to a bonus to meat/raw leather yields from animals?
Also stealth. Kahjit, bosmer, even Dunmer and argonians could receive a bonus to stealth.
The_Titan_Tim wrote: »Billium813 wrote: »The_Titan_Tim wrote: »Billium813 wrote: »I came up with some ideas for non-combat oriented racial passives.The thought was:
1 passive for XP gains in a skill line,
1 passive that is really trivial,
1 passive that is niche but good,
and 1 passive that could have end game potential but isn't THAT important.
Argonian
- Increases your experience gain with the Restoration Staff skill line by 15%
- +100% swim speed
- +5% chance to gain double the yield from Alchemical plant resource nodes*
- Whenever you use a potion or poison you have a 5% chance to not consume it
Breton
- Increases your experience gain with the Light Armor skill line by 15%
- Immune to traps and 50% resistence to environmental damage
- +5% chance to gain double the yield from Clothing resource nodes*
- +5% chance to create an extra provision and potion
Dunmer
- Increases your experience gain with the Dual Wield skill line by 15%
- -25% cost for Wayshrine usage
- +5% chance to find a second furnishing plan whenever you find a furnishing plan
- +5% chance to gain increased quality items when looting stolen items. +25% value for fenced items.
Altmer
- Increases your experience gain with the Destruction Staff skill line by 15%
- Your Weapon Enchants decay 50% slower and your armor takes 50% less durability damage
- +5% chance to gain double the yield from Runestone resource nodes*
- Whenever you consume a provision you have a 5% chance to not consume it
Imperial
- Increases your experience gain with the Alliance War skill line by 15%
- +5% gold selling to merchants
- +5% chance to gain double the yield from Heavy Sack resource nodes
- +5% Alliance Point drop bonus
Khajiit
- Increases your experience gain with the Medium Armor skill line by 15%
- +10% increased success chance at pickpocketing and forcing locks
- +5% chance to double the yield while Fishing
- +5% chance to gain increased quality items from treasure chests
Nord
- Increases your experience gain with the Two Handed skill line by 15%
- +10 minutes to food and drink provisions
- +5% chance to recieve Monster Trophies and double drops on Epic quality Treasures
- +5% gold dropped from enemies
Orc
- Increases your experience gain with the Heavy Armor skill line by 15%
- -25% cost to repair armor and whenever you consume a repair kit you have a 50% chance to not consume it
- +5% chance to gain double the yield from Ore resource nodes*
- +5% chance for 1 material to be returned when improving an item at a Blacksmith, Clothing, or Woodworking station
Redguard
- Increases your experience gain with the One Hand and Shield skill line by 15%
- After winning a duel, gain Major Expedition and Major Gallop for 10 minutes
- Decrease the time it takes for a fish to bite by 10%
- +5% chance to increase the yield from Woodworking, Blacksmithing, and Clothing crafting materials when deconstructing
Bosmer
- Increases your experience gain with the Bow skill line by 15%
- -10% fall damage
- +5% chance to gain double the yield from Wood resource nodes*
- +5% chance to add 5 minutes to your active provision after leaving combat and having killed an enemy
*Note: all of the resource node buffs includes furnishing materials from their respective nodes
This direction with passives would solve the problem w/certain races being blatantly better than others, although I have to say, I would rearrange some of these passives…
Dunmer is overperforming yet again with these passives, while Breton is looking pretty horrible.
I would be interested in hearing how you are comparing the passives and coming to the conclusion that 1 class's passives > another. Some of the passives are there for lore specific reasons, but some can certainly be moved around and/or rebalanced to be more "fair".
As far as gold is concerned, having 25% reduced Wayshrine cost, a chance at double furnishing drops, and better thieving.
That thieving passive would much better fit Khajiit, I can say that for certain straightaway.