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New racial passive system proposal (featuring all 9 Alliance races)

tinythinker
tinythinker
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There has been talk among players of revising the racial passive system and having it allow for more customization (but along lore friendly lines that still offer racial distinctions). I suggest a system here based on that idea. There would still be passive for a weapon or armor type with one point to spend, but there would be four passives in which you could spend up to 3 skill points. There would a cap of 9 skill points for racial passives as per the current system (which only gives 9 choices), so you would have to pick and choose how to build your character.

The first point would be a base-bonus that must be taken to gain access to unlock additional bonuses in that passive. Additional points could then be used to customize. The (*) in the examples below means you have to take this first to unlock the other choices for the passive. Unlocked choices are indicated with (_), and you can spend a second point on the same bonus to make it more effective.

All nine Alliance races are featured. I make no claim of fixing all balance concerns though races like Argonian and Nord are buffed. The effects/values are intended for illustration of the concept of customization. The thinking behind each example is included with the example in a new spoiler tag.

Example One: Argonians
Under the system proposed (again with a cap of 9 points total) you could choose from options such as:

Restoration Expertise: Free passive.
Increases experience gain with the Restoration Staff skill line by 15%.

Amphibious
(*) Increases Swimming Speed by 50% and reduces damage taken while swimming by 50%.
(_) Reduces potion cool-down by 4 seconds and returns 8% of your Max Health, Magicka, and Stamina when a potion is consumed.
(_) Reduces potion cool-down by 8 seconds and returns 10% of your Max Health, Magicka, and Stamina when a potion is consumed.

Argonian Resistance
(*) Increases Poison and Disease Resistance by X and Physical Resistance by Y.
(_) Increases Max Health by 4%.
(_) Increases Max Health by 8%.

Histskin
(*) Increases healing received by 10%.
(_) Increases Health Regeneration by 15%.
(_) Increases Health Regeneration by 30%.

Shadowscale
(*) Allows you to enter stealth more quickly and increases speed while stealthed by 10%.
(_) Increases out of combat Stamina and Magicka regeneration by 15% while in stealth.
(_) Increases out of combat Stamina and Magicka regeneration by 30% while in stealth.

The Logic
Argonians have long been at the bottom of the passives ranking by most players who comment on such things. The goal here, in addition to showing off what can be done with racial customization, is to continue with the lore-friendly niche ZOS has made for the Saxhleel but expand it to allow Argonians to be both powerful and flexible in their builds. The health/rapid healing/resistance to disease and poison are still there, buffed, but with the new passive Shadowscale other lore-based elements come into play.

Being good at sneaking, which made Argonians decent thieves in previous games, is back. But it also has the feel of being a skill trained for while in a resistance cell, perhaps by an actual Shadowscale. No, there isn't a direct bonus to magicka or stamina damage, but you can pop instantly into stealth (preferably the first point of the Shadowscale bonuses would stack with vamp) and gain massive regen on magicka and stamina before launching your next attack. This helps them to be better balanced alongside other races and to live up to the descriptions they have received for ESO.

And both swim speed and the potion passive live on, buffed to be useful for particular builds. But because of the option for customization, they can be skipped entirely, as many would prefer to do. Rapid Mending is renamed Histskin in a nod to previous Elder Scrolls games. Argonian Resistance adds in Physical Resistance to reflect the scaly hide Argonians naturally possess.

In summary, Argonians in this scheme are very good for stealthy/sustain type builds which can support a number of roles.


Here is what Argonian passives are going to look like in 2.1 for comparison:
Restoration Expertise
Increases experience gain with the Restoration Staff skill line by 15%.

Amphibious
Increases Swimming Speed by 50% and whenever you drink a potion gain 2%/5%/8% of your Max Health, Magicka, and Stamina.

Argonian Resistance
Increases Maximum Health by 2%/4%/6% and Poison and Disease Resistance by 80/150/220.

Quick to Mend
Increases healing received by 3%6%/9%.

Example Two: Nords
Under the system proposed (again with a cap of 9 points total) you could choose from options such as:

Two Handed Weapon Expertise: Free passive.
Increases gain with the Two Handed Weapon skill line by 15%.

Hardy
(*) Increases health regeneration by 20%.
(_) Increases Max Stamina by 3%.
(_) Increases Max Stamina by 6%.

Resist Frost
(*) Increases Cold Resistance by X.
(_) Increases Max Health 3%.
(_) Increases Max Health 6%.

Rugged
(*) Reduces length of immobilizing status effects by 50%.
(_) Decrease incoming damage by 3%
(_) Decrease incoming damage by 6%

Kyne's Grace
(*) Gain a 3% chance of negating the cost of a stamina ability.
(_) Gain a 4% chance to absorb any projectile for 500 stamina**.
(_) Gain an 8% chance to absorb any projectile for 500 stamina.

**For a VR14. This number would scale up/down as appropriate.

The Logic
Many players are not happy with Robust in 1.6/2.1, so it has been buffed. Rugged now makes you resistance to roots and snares. The new passive Kyne's Grace adds to damage reduction and stamina management. This racial example shows off some of the fun of having options for customization. Depending on how you want to play, do you take Hardy or Kyne's Grace, for instance? Or perhaps both but leave out something else?

Example Three: Dunmer
Under the system proposed (again with a cap of 9 points total) you could choose from options such as:

Ambidexterity: Free passive.
Increases gain with the Dual Wield skill line by 15%.

Dynamic
(*) Weapon attack speed increased by 3%.
(_) Increases Max Magicka and Stamina by 3%.
(_) Increases Max Magicka and Stamina by 5%.

Flame Talent
(*) Increases Fire Resistance by X.
(_) Increases Spell Damage by Fire Effects by 3%.
(_) Increases Spell Damage by Fire Effects by 7%.

Blessings of the Three
(*) Increases the strength of damage shields by 5%.
(_) Increases Max Magicka by 1%.
(_) Increases Max Magicka by 3%.

Alchemical Mastery
(*) Potions created are 8% more effective.
(_) Increases the length of the effects from any potion by 10%.
(_) Increases the length of the effects from any potion by 20%.

The Logic
Dark Elves are already powerful and balanced, so the idea here was to spread things out a bit. If you are a stam build, for example the extra magicka previously under Resist Flame is now part of the Blessings of the Three. Maybe instead you'd rather boost your potions with the new passive Alchemical Mastery. It's up to you, but this example shows how you changes in the proposed system don't have to involve a massive overhaul of something that is already working fine.

Example Four: Altmer
Under the system proposed (again with a cap of 9 points total) you could choose from options such as:

Destruction Talent: Free passive.
Increases gain with the Destruction Staff skill line by 15%.

Spellcharge
(*) Reduces time needed to absorb energy from skyshards by 50%.
(_) Increases Magicka Regeneration by 9% and decreases Spell Resistance by 3000**.
(_) Increases Magicka Regeneration by 18% and decreases Spell Resistance by 6000.

Gift of Magnus
(*) Gives a 3% chance of negating the cost of a spell.
(_) Increases Max Magicka by 4%.
(_) Increases Max Magicka by 7%.

Elemental Talent
(*) Increase the chance for a critical strike with Cold, Shock, or Fire spells by 4%.
(_) Increases damage with Cold, Fire or Shock effects by 3% and damage from such effects by 1%.
(_) Increases damage with Cold, Fire or Shock effects by 6% and damage from such effects by 3%.

Auri-El's Boon
(*) Reduces the cost of ultimate abilities by 4%.
(_) Increases Spell Resistance by 1500.
(_) Increases Spell Resistance by 3000.

**Specific numbers, rather than X and Y, given to better illustrate the concept. The numbers would scale with level to be meaningful, including those in Auri-El's Boon. Could also use percentages instead for Spell Resistance if that would work better in making that aspect of the passives a balancing mechanism. But it is there to balance out the major advantages of being so powerful by making the player have to give something up somewhere or live with the risks.

The Logic
I like the idea of High Elves being these bad ass magic wielders who can just burn through enemies with their sorcery, but, part of the premise of this customization idea is having to make choices. So, on the one hand, altmer get a similar buff to Magicka recovery to the one initially floated for Update 2.1, but, they get the lore-based weakness to magic as well.

I could see increasing the regen or decreasing Spell Resistance a bit more depending on how well the numbers/percentages for the weakness scale to give a good trade off. The same idea is behind Elemental Talent and my thoughts about tweaking what I wrote. All of that extra magicka and magicka regen and elemental damage potentially available, yet a noticeable weakness as well. Being so bound up in magicka, altmer also become vulnerable to it as well, as the lore goes.

Again, the numbers can be played with, but this seems so fun having to choose how to deal with this. Min-maxers have to make trade-offs. You could skip Auri-El's Boon, and use a significant investment in the relevant gear/Championship Points to help offset the weaknesses, or take fewer bonuses elsewhere to get the offset from three points spent in that passive. The vulnerability should be such that Boon is really tempting.

Even if you just take the first level of Boon, what are you going to give up? The extra Magicka regen? The extra Max Magicka? The extra elemental damage? For Boon, again, the number/percentages can be altered to make it more tempting though cutting the penalties for Spellcharge in half already seems a bit tempting to me. Honestly I think going to a flat percentage (hence "unfixable" by any CP spent/gear used) might be the way to go for balance, but I'm not sure what percent to take away for the Spellcharge penalty or to mitigate using the Auri-El's boon penalty.

Example Five: Bosmer
Under the system proposed (again with a cap of 9 points total) you could choose from options such as:

Archery Expertise: Free passive.
Increases gain with the Bow skill line by 15%.

Y'ffre's Endurance
(*) Reduces cost of Break Free by 10%.
(_) Increases Stamina Regeneration by 14%.
(_) Increases Stamina Regeneration by 21%.

Resist Affliction
(*) Increases Poison and Disease Resistance by X.
(_) Increase Health Regeneration by 10%.
(_) Increase Health Regeneration by 20%.

Stealthy
(*) Improves stealth radius by 3 meters.
(_) Increases damage done while Stealthed by 4.5%
(_) Increases damage done while Stealthed by 9%

Green Pact
(*) Otherwise hostile animals native to Nirn are neutral unless attacked.
(_) Increases Max Stamina by 1%
(_) Increases Max Stamina by 3%.

The Logic
No huge changes here. Much like the Dunmer, or even more so, it's about spreading the options out a bit and like the example for Altmer, players really have to choose what to add or leave out based on what they want to make up with other passives, gear, food/drink choices, etc. Plus some lore friendliness for the first point in Green Pact :) Would be even more effective if disease were more fully implemented in the game...

Example Six: Khajiit
Under the system proposed (again with a cap of 9 points total) you could choose from options such as:

Medium Armor Expertise: Free passive.
Increases gain with the Medium Armor skill line by 15%.

Robust Constitution
(*) Reduces cost of Break Free by 10%.
(_) Increases your Health and Stamina Regeneration by 10%.
(_) Increases your Health and Stamina Regeneration by 20%.

Stealthy
(*) Improves stealth radius by 3 meters.
(_) Increases damage done while Stealthed by 4.5%
(_) Increases damage done while Stealthed by 9%

Carnage
(*) Increases melee attack speed by 3%.
(_) Increases critical rating for melee attacks by 3%.
(_) Increases critical rating for melee attacks by 6%.

Bright Moons
(*) Physical and Spell Resistance increase by 4000 when the Moons are in the sky.**
(_) Gain a 8% Dodge chance versus basic weapon attacks.
(_) Gain an 16% Dodge chance versus basic weapon attacks.

**For a VR14. This number would scale up/down as appropriate.

The Logic (including an alternate version of Bright Moons)
The familiar passives aren't much changed from the proposed 2.1 version. The new passive, Bright Moons, compliments the Khajiit's natural affinities and talents.

This was an early version of Bright Moons to increase versatility of build for Khajiit characters, but it just didn't fit the lore and seemed too out of place.

Bright Moons
(*) Increases spell critical rating by 4% .
(_) Increases Max Magicka and Magicka Regeneration by 2%.
(_) Increases Max Magicka and Magicka Regeneration by 4%.

There was also a version where Weapon Damage was boosted by the Moons ascending but it seemed too situational.

Example Seven: Bretons
Under the system proposed (again with a cap of 9 points total) you could choose from options such as:

Light Armor Affinity: Free passive.
Increases gain with the Light Armor skill line by 15%.

Gift of Magnus
(*) Gives a 3% chance of negating the cost of a spell.
(_) Increases Max Magicka by 4%.
(_) Increases Max Magicka by 7%.

Dragonskin
(*) Increases Spell Resistance by X.
(_) Gain a 4% chance to absorb a spell projectile for 750 magicka**.
(_) Gain an 8% chance to absorb a spell projectile for 750 magicka.

Magicka Mastery
(*) Increases Spell Damage by 200**.
(_) Reduces the Magicka cost of spells by 4%.
(_) Reduces the Magicka cost of spells by 8%.

Adamantine Tower
(*) Increase Physical Resistance by Y.
(_) Increase Resistance to Elemental Damage by Y.
(_) Increase Spell Resistance by Z.

**For a VR14. This number would scale up/down as appropriate.

The Logic
The familiar passives aren't much changed from the proposed 2.1 version. The addition of a small chance to negate the cost of a spell to the Gift of Magnus passive listed for the Altmer is here as well, and Spell Resistance (renamed Dragonskin) has added a chance to absorb spell projectiles in a nod to the Dragonskin ability as it worked in TES: Skyrim.

The new passive, Adamantine Tower, offers a nod toward the Bretons' human heritage and gives some flexibility in build type:

"While lacking in physical skill, they make up for it in their ability to resist and cast spells that overwhelm most people... Intermingling with elven blood has given Bretons an affinity for magic, though hardiness is also part of their heritage." - http://elderscrolls.wikia.com/wiki/Breton

Basically, take what you would think would be a really nice Spell Resistance that is a day's ride from base of the mountain of OPness, deduct what you'd get for the light armor passive and 30-40 CP points in Spell Shield, then take what is left and put about 35% of that in Dragonskin and 65% in Adamantine Tower. So, you would still not really be OP even with 7 light/120 CP Spell Shield, but it would still be really good. The buffs to Physical and Elemental Damage Resistance would be modest.

Example Eight: Orsimer
Under the system proposed (again with a cap of 9 points total) you could choose from options such as:

Heavy Armor Expertise: Free passive.
Increases gain with the Heavy Armor skill line by 15%.

Brawny
(*) Increases your maximum bag space by 10.
(_) Increases Maximum Health and Maximum Stamina by 3%.
(_) Increases Maximum Health and Maximum Stamina by 6%.

Malacath's Favor
(*) Increases Physical and Spell Resistance by X.
(_) Increases Health Regeneration by 15%.
(_) Increases Health Regeneration by 30%.

Swift Warrior
(*) Reduces Sprint cost by 10% and increases Sprint Speed by 12%.
(_) Increases the speed of regular (light and heavy) weapon attacks and their resulting damage by 6%.
(_) Increases the speed of regular (light and heavy) weapon attacks and their resulting damage by 12%.

Berserker Rage
(*) Fully charged heavy attacks with Melee Weapons do an 6% extra damage.
(_) Increases Weapon Damage by 200 when below 20% health.
(_) Increases Weapon Damage by 400 when below 20% health.

The Logic
The familiar passives somewhat changed from the proposed 2.1 version. Robust is renamed Malacath's Favor and includes a bonus to Physical Resistance. Putting the "swift" in Swift Warrior, it now has bonuses to Sprint Speed and to any weapon attacks, not just melee weapons like One Handed+Shield, Two Handed, and Dual Wield. Instead, the new passive Berzerker Rage, named after a traditional Elder Scrolls ability, gives an additional bonus for fully charged Melee Weapon attacks. The bonus for such attacks when combined with Swift Warrior is a solid 10%, and with that faster speed (especially with a weighted weapon) you can pummel your opponents.

Berserker Rage is a lore friendly idea that makes Orcs especially dangerous when their backs are against the wall, but even if you want to go Bow, the other three passives support your play style. Mix and match passives with your preferred gear and play style to punish your foes.

Example Nine: Redguards
Under the system proposed (again with a cap of 9 points total) you could choose from options such as:

Shield Affinity: Free passive.
Increases gain with the One Hand and Shield skill line by 15%.

Yokudan Vigor
(*) Reduces Sprint cost by 10%.
(_) Increases Stamina Recovery by 4.5%.
(_) Increases Stamina Recovery by 9%.

Ra Gada Conditioning
(*) Reduces Sneak cost by 10%.
(_) Increases Max Stamina by 5%.
(_) Increases Max Stamina by 10%.

Adrenaline Rush
(*) Increases damage from Charging Attacks by 6%.
(_) Restores X stamina to player when damaging an enemy with a melee attack. This can happen no more than once
every 3s.
(_) Restores Y stamina to player when damaging an enemy with a melee attack. This can happen no more than once
every 3s.

Sword Singer
(*) Fully charged heavy attacks generate 10 ultimate points per hit.
(_) Gives an 5% chance for attacks to ignore Dodge and Block.
(_) Gives an 10% chance for attacks to ignore Dodge and Block.

The Logic
The familiar passives aren't much changed from the proposed 2.1 version. There is some renaming and the addition of an opening bonus to each passive tree. The new passive, Sword Saint, refers to the lost art of the ancient Yokudan Masters. While there abilities have not been regained, the attempt to recover them has nonetheless yielded benefits. That passive tree is a good replacement for those who enjoy the benefit of increased stamina and stam recovery but want to run a hybrid or even a unique magicka build.


Edit history (to make sense of comments referring to things not available at a particular time):
-Argonians and Nords included in original post.
-Dunmer added August 10th.
-Altmer, Bosmer, Khajiit, Bretons, Orsimer, and Redguards added August 11th.
Edited by tinythinker on November 21, 2015 2:43PM
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  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    This is a great idea, and I think would satisfy everyone. I think if you added healing given to Argonian Resistance it would be perfect, and cover all the things people have been asking for to make Argonians an interesting, yet competitive choice.

    Although the stats you list in the 2.1 spoiler section are incorrect unless you're waiting for the changes to actually be implemented); max health is being raised to 6% and healing received to 9%.
    Gore-of-the-Forest Argonian Nightblade
    Wode Earthrender Breton Dragonknight
    Ceol the Last Baron Redguard Dragonknight
    Wayra High Elf Sorceress
    Erebain Salothran Dark Elf Templar
    Rituals-of-the-Forest Argonian Warden
  • tinythinker
    tinythinker
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    This is a great idea, and I think would satisfy everyone. I think if you added healing given to Argonian Resistance it would be perfect, and cover all the things people have been asking for to make Argonians an interesting, yet competitive choice.

    Although the stats you list in the 2.1 spoiler section are incorrect unless you're waiting for the changes to actually be implemented); max health is being raised to 6% and healing received to 9%.
    Copied and pasted the wrong text. Correcting it...

    Also added Nords as a second example.
    Edited by tinythinker on August 5, 2015 2:51PM
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  • 21jws10
    21jws10
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    Problem, the argonian 50% damage thing in water in cyrodiil.. tell that to the slaughterfish.
    PS4 | EU | falout565 | Looking for PvP group, messsage me, BWB
  • Jar_Ek
    Jar_Ek
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    The idea would be okay if you also included a general category from which you could choose only one. This would have stat bonuses in. Why? Because otherwise you are still in the same place you are now - with some races having great racials to choose from and otners hàving garbage ones.

    Maybe if you also put in an altmer, bosmer and imperial suggestion set you'll see what i mean.
    Edited by Jar_Ek on August 5, 2015 5:58PM
  • 13igTyme
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    As it stands now we don't have to spend a skill point to get weapon bonuses. Why make us in your idea? Also you don't have to type, "Must take previous bonus first to spend point here." I think it's assumed that we can't skip it and get the final bonus with only one skill point.
    PS4 | NA | l3igTyme

    Thinking about coming back to play...
  • tinythinker
    tinythinker
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    21jws10 wrote: »
    Problem, the argonian 50% damage thing in water in cyrodiil.. tell that to the slaughterfish.
    It would be fun to swim around in them slightly longer before dying. You'd still be unable to scale the cliffs of IC :) Or it could dropped or altered to work for player damage only. Not really that important.
    Jar_Ek wrote: »
    The idea would be okay if you also included a general category from which you could choose only one. This would have stat bonuses in. Why? Because otherwise you are still in the same place you are now - with some races having great racials to choose from and otners hàving garbage ones.

    Maybe if you also put in an altmer, bosmer and imperial suggestion set you'll see what i mean.
    The framework was used based on elaboration of current passives. They can be changed to address balance concerns. The examples are just that. Both Nords and Argonians were buffed in this example/slightly altered, but this idea isn't about the debate over balance but rather having more options for customization.
    13igTyme wrote: »
    As it stands now we don't have to spend a skill point to get weapon bonuses. Why make us in your idea? Also you don't have to type, "Must take previous bonus first to spend point here." I think it's assumed that we can't skip it and get the final bonus with only one skill point.
    The weapon bonus issue was an oversight. Didn't have much time when I was writing it up, but you are correct. As for the notification, not everyone reads the original description. And when I first wrote it up, there was actually more than one set per passive. It helped in that case to know which ones went with/required which. That's also why each header had "A maximum of 3 skill points can be spent in this passive" next to it. The original post has been edited to reflect that these are no longer needed.


    Great points/observation made so far, but what about the general concept of lore friendly options for customization that allow for more flexibility? Whether you would re-balance the passives or not is also a fine discussion to include but secondary to the basic concept presented. Obviously I think having to pick and choose in customization would be more fun, but I'd like to know if that idea appeals to anyone else.
    Edited by tinythinker on August 5, 2015 6:31PM
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  • WyldfireWyrm
    WyldfireWyrm
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    Seems like a great idea. Keep this going do ZOS sees it!
  • Jar_Ek
    Jar_Ek
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    Customisation is a fine idea but cannot can should not be divorced from balance. There will always be a min/max optimisation for a specific builds and race. This idea would help somewhat in allowing for a greater diversity when it comes to which races fit which builds. But unless the gross racial imbalances are also addressed it won't actually make any difference to the current racial domination.

    So if Altmer had, for example:
    3pts of options into max magicka,
    3pts of options into magicka regeneration,
    3pts of options into elemental damage or magical damage,
    1pt option for a weapon or armour training bonus
    3pt options into spell cost reduction.

    Who do you think is going to choose an alternative race for a spell caster unless they have a similar set of options or they love the looks/lore.
  • Bash-ley
    Bash-ley
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    I LOVE this idea - it would make for much more individualism. It will also add more depth to role players (if you like that sort of thing); they will be able to make an Imperial that is different to another Imperial and justify it with regional differences. This is a much better system than the current "all Imperials have the same innate abilities". ESO basically plays into stereotyping, such as white guys cant jump! Just kidding... kinda (I'm very white and cant play basket ball for my life! lol)
    Edited by Bash-ley on August 6, 2015 4:43PM
  • tinythinker
    tinythinker
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    Seems like a great idea. Keep this going do ZOS sees it!
    Bash-ley wrote: »
    I LOVE this idea - it would make for much more individualism.
    Thanks! Comments help keep this visible. Lots of people never look on some forums and topics can sink quickly.

    (Edited out some tag errors. Sorry 'bout that/)



    Edited by tinythinker on August 11, 2015 12:17PM
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  • AshTal
    AshTal
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    I would support this because then my Argonians can drop the pointless healing when I drink a potion
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    As a player that has all 8 Argonians (played this series my whole life and always as an Argonian) never thought I was say this but you made all the in game passive a useful even amphibious
    Chaos Shadow-Scale: Shadow Archer
    Chaos Death-Scale: Shadow Knight
    Tanks-With-Sap-Essence: Dark Mage
    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
    Chaos Light-Scale: Marsh Paladin
    Chaos Lightning-Scale: Daedric Master
    Hurricane Chaos: Storm Archer
    Bask-In-My-Light: Warrior of The Light
    Forged-In-Dragon-Fire: Pyro Mage
    Guardian of The Hist: Light Mender
    Chaos of Black Marsh: Master of The Burning Sword
    Star of Chaos: Frost Blade Champion
    Chaos-Lightning-Tower: Lightning Shield Master

    For the King of Argonia
    May Sithis hold back his Void
  • tinythinker
    tinythinker
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    Jar_Ek wrote: »
    Customisation is a fine idea but cannot can should not be divorced from balance. There will always be a min/max optimisation for a specific builds and race. This idea would help somewhat in allowing for a greater diversity when it comes to which races fit which builds. But unless the gross racial imbalances are also addressed it won't actually make any difference to the current racial domination.

    So if Altmer had, for example:
    3pts of options into max magicka,
    3pts of options into magicka regeneration,
    3pts of options into elemental damage or magical damage,
    1pt option for a weapon or armour training bonus
    3pt options into spell cost reduction.

    Who do you think is going to choose an alternative race for a spell caster unless they have a similar set of options or they love the looks/lore.
    It depends. As a magicka NB, I might *really* like the Argonian passives that let me sneak faster and get tons of stam/magicka regen while stealthed, especially with being able to spend fewer points in my health attribute and enjoying better healing received. In any case, now that I've had time to finish up the Altmer example, you can see what it might look like in the system proposed (since you asked).
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  • tinythinker
    tinythinker
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    AshTal wrote: »
    I would support this because then my Argonians can drop the pointless healing when I drink a potion
    As a player that has all 8 Argonians (played this series my whole life and always as an Argonian) never thought I was say this but you made all the in game passive a useful even amphibious
    One for dropping it, one for keeping it (maybe), but that's the idea. You can each have it your way. :)
    Edited by tinythinker on August 11, 2015 12:24PM
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  • Kronuxx
    Kronuxx
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    Hey @tinythinker, I like some of the ideas you have there, although I'd probably change a couple of things. I probably wouldn't bother with the increased bag space under Brawny since this can be obtained through gold anyway, and I don't think too many people would want to waste a skill point on such a passive just to get to 6% stamina and health. In addition, I would recommend increasing health regeneration to be at least on par or greater than what is already offered by the current passive Robust rather than having it 10% lower. As for Swift Warrior, I think what ZOS what has done now is fine in regards to increasing melee attack damage, but if they could just fix it so that it affects all melee skill lines and not just a select few. Otherwise those suggestions look pretty good and well balanced in my opinion.
  • tinythinker
    tinythinker
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    Kronuxx wrote: »
    Hey @tinythinker, I like some of the ideas you have there, although I'd probably change a couple of things. I probably wouldn't bother with the increased bag space under Brawny since this can be obtained through gold anyway, and I don't think too many people would want to waste a skill point on such a passive just to get to 6% stamina and health. In addition, I would recommend increasing health regeneration to be at least on par or greater than what is already offered by the current passive Robust rather than having it 10% lower. As for Swift Warrior, I think what ZOS what has done now is fine in regards to increasing melee attack damage, but if they could just fix it so that it affects all melee skill lines and not just a select few. Otherwise those suggestions look pretty good and well balanced in my opinion.
    The bag space was just a filler and kind of a joke as it would still be more popular than some Argonian passives. I meant to go back and put something else in just forgot it was still there. The site I got my info from for Robust must have old info. What are the current regen buffs?
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
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  • Kronuxx
    Kronuxx
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    Kronuxx wrote: »
    Hey @tinythinker, I like some of the ideas you have there, although I'd probably change a couple of things. I probably wouldn't bother with the increased bag space under Brawny since this can be obtained through gold anyway, and I don't think too many people would want to waste a skill point on such a passive just to get to 6% stamina and health. In addition, I would recommend increasing health regeneration to be at least on par or greater than what is already offered by the current passive Robust rather than having it 10% lower. As for Swift Warrior, I think what ZOS what has done now is fine in regards to increasing melee attack damage, but if they could just fix it so that it affects all melee skill lines and not just a select few. Otherwise those suggestions look pretty good and well balanced in my opinion.
    The bag space was just a filler and kind of a joke as it would still be more popular than some Argonian passives. I meant to go back and put something else in just forgot it was still there. The site I got my info from for Robust must have old info. What are the current regen buffs?

    It's 30% now.

  • dodgehopper_ESO
    dodgehopper_ESO
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    I don't agree with the #'s or all of the suggested passives but in broad strokes I agree with the concept.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • psychotic13
    psychotic13
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    I don't agree with the #'s or all of the suggested passives but in broad strokes I agree with the concept.

    This thread is from last august...
    Edited by psychotic13 on July 16, 2016 12:20PM
  • Jar_Ek
    Jar_Ek
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    Still a decent idea tho, better than the current implementation as it explores the inherent diversity associated with different races. However it would need to be very carefully balanced to avoid monstrous combinations (Argonians with 10% healing done and received and 30% health regeneration type of thing).
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