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Now that we can change race, Let's reimagine races and factions!

PS4_ZeColmeia
PS4_ZeColmeia
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tl;dr: make racial and faction choices more of a "ESO Fashionable!" choice than a build choice for 92% of the player base by tying the choice to the champion system, racial and faction system give 10 and 15 CP that don't count against of cap in skil, charges, or guardians (makes more sense after reading), simplifies comparisons of races for ultra min/maxing while not requiring anything for any particular build.

General Idea:
There are 10 races 3 per the 3 factions and 1 free race, there are 3 guardian consellations with 3 charges and a free constellation. In the champion system the 9 charges (Lady, Steed, Lord; Apprentice, Atronach, Ritual; Lover, Shadow, Tower) are separated by their guardians (Warrior, Mage, Thief). If we make the 5 star serpent constellation (doesn't exist) support the main champion system you give more flexibility to the champion system and to remove a large part of pigeonholing playstyles into certain race choices. This makes makes racial bonuses start to wash out in the long run.

Why the Champion System?
Getting 25 extra points (EP) that CAN STACK on top of your champion points (CP) sounds like a great way to give a your guy a boost! Think of this, if the serpent constellation is counted AFTER the current champion system it would allow for the %ages to naturally bend to the %ages of CP applied to that star. I believe 5 EP should equal 1% of the total bonus after 100 CP have been applied or apply the CP value when CP+EP<=100. This means you could get nearly half the bonus of a currently unattainable bonus (if you have a race and faction that align) or could get 5% extra bonus to a currently maxed star (if you have a race and faction that align). This would not OP any build after CP 100, thus this serves as an immediate lvl 50 bonus.

This could also allow for some fun in Cyrodiil with having only racial, faction cp campaigns. Since these are bonuses, they should be able to be switched for free.

The serpent constellations made up of 5 Unstars. I would use the first 3 unstars to correspond to the 3 Guardians. Those 3 unstars could be divided into a north, south and equator region to align to the 3 charges. Those 3 regions could be divided into 4 zones to align to the 4 constellations in the charge.

The 2 other unstars could just be divided into 3 regions which are either for base race, vampires, or werewolves. My thought would be to give base race a 10 EP investment per star equal to the first 37 CP investment in Elemental Defender in 1 star and Hardy in the other star equaling 12%. For a 10 EP investment per star Vampires get 75% health regen & 6% heal recieved in 1 star and 25 fire resist & 6% heal done. For a 10 EP investment per star Werewolves get +50% all the time stamina regen & when transformation time increases add 1 second in 1 star and +25 poison resist & heal for 5% of bleed damage in the other.

You have a choice of either putting EP in your racial/faction CP equivalents or putting into seperent unstars that help you based on being normal, werewolf or vampirism.

Faction/Racial Bonuses
I would assign Aldmeri to the Mage Guardian as they have the Altmer, I would assign Daggerfall to Warrior Guardian with the Redguard being nomadic and , and Ebonheart would be Thief Guardian. These are given Racial bonuses will be in 4 flavors: (1) Skill Line xp bonus (leave as is), (2) Racial CP bonus (10 bonus CP to Racial assigned charge), (3) Racial resist capped at 5% resist(s) or 1% all and -2% specific resist(s), (4) a racial skill or a 3 rank equivalent of a rank 1 skill passive.

Redguard
(2) The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant
(3) 3% Fire, 2% Ice
(4) rank 1 of One Hand and Shield passive Fortress Reduces the cost of One Hand and Shield abilities by 1/2/3% and reduces the cost of blocking by 3/6/9%.

Breton
(2) The Steed is one of the Warrior's Charges, and its Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another.
(3) 3% Physical, 2% Magic
(4) New version Orc racial skill Brawny: Health & Magic resource 3/6/9%

Orsimer
(2) The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs.


Altmer
(2) The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well.
(3) 2% Fire, 2% Ice, 2% Shock, -1% Magic
(4) Current Altmer racial skill Elemental Talent which will include magic 2/4/6%

Bosmer
(2) The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own.
(3) 1% Shock, 2% Poison, 2% Disease
(4) Current Bosmer racial skill Stealthy which includes a 5/9/14% stam regen

Khajiit
(2) The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines.
(3) 1% Physical, 1% Fire, 1% Ice, 1% Shock, 1% Magic
(4) Current Khajiit racial skill Carnage which will include spell critical 3/6/9%

Argonian
(2) The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate.
(3) 3% Poison, 3% Disease, -1% Fire
(4) Current Argonian racial skill Amphibious

Dunmer
(2) The Shadow's Season is Second Seed. The Shadow grants those born under the sign the ability to hide in shadows.
(3) 5% Fire resist
(4) Current Dunmer racial skill Dynamic in 3/6/9%

Nord
(2) The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds.
(3) 1% all, -1% Fire, -1% Disease
(4) Current Orc racial skill Brawny in 3/6/9%

Imperial
(1.5) all racial EP can be assigned to any charge
(2) The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed.
(3) 1% all, -1% Physical, -1% Magic
(4) Current Imperial racial skill Red Diamond

Other Thoughts:
The Any race, Any Faction should unlock assigning the faction points into any Guardian.
PSN: ***___Chan (3 _s)
Hybrid, All-Role NB
  • Bam_Bam
    Bam_Bam
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    Lol no.
    Joined January 2014
    PC EU - PvE & BGs & PvP (Vivec)
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  • PS4_ZeColmeia
    PS4_ZeColmeia
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    Forgot to finish this one
    Orsimer
    (2) The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs.
    (3) 5% Physical
    (4) Current Orsimer racial skill Swift Warrior: Reduces Sprint cost by 4/8/12% and increases Sprint speed by 3/6/9%, Increases your damage with melee weapon attacks by 1/2/3%
    PSN: ***___Chan (3 _s)
    Hybrid, All-Role NB
  • Shadesofkin
    Shadesofkin
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    You put a lot of thought into this.

    I disagree with all of it, but I applaud the thought.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • jcaceresw
    jcaceresw
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    They better allows us to change alliance and class and I will be most happy.
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