Nice idea....
but...
Gift of the Hist:
(free) Allows Argonians to have any green drink active at the same time as food
(+1) Allows Argonians to have any blue drink active at the same time as food.
(+2) Allows Argonians to have any purple drink active at the same time as food.
Ridiculously OP lol..... I can imagine orgoza's golden food + a blue drink for dual stat recovery insanity..... And what cost lol? Even with a basic purple food + blue drink its still ridiculously OP and purple food and blue drinks cost nothing lol. Most long term players like myself have lik 6 toons with 30+ writs being done a day.....
Interesting post...... "Gift of the hist"...... Nope nope nope, purple food and drinks cost what? 2k on GH? Guild mates do it for free. Do you even understand how insane that is, I could push 3k regen with just orsinium food and and blue drinks. But yes I do like the idea of giving players a racial tree, they can choose whether they wanna be tanks, heals, or dps
PlagueMonk wrote: »
An alternative to be sure but I have a few problems with it:
- As far as Argonians go, the racials make no sense. All you did was work with what the current racials are.
- It's an extremely complex/convoluted system in comparison to mine. I am striving for more complex than what we currently have but still simple enough to be readily understandable.
- You shouldn't be able to change your racial abilities basically on the fly. There needs to be a certain level of committment and penalty if you want to change things.
PlagueMonk wrote: »
An alternative to be sure but I have a few problems with it:
- As far as Argonians go, the racials make no sense. All you did was work with what the current racials are.
- It's an extremely complex/convoluted system in comparison to mine. I am striving for more complex than what we currently have but still simple enough to be readily understandable.
- You shouldn't be able to change your racial abilities basically on the fly. There needs to be a certain level of committment and penalty if you want to change things.
What part of Argonian doesn't make sense? It is based roughly around what ZoS already has.
I don't think it is complex at all.
1.You pick a racial passive set you cannot change. These are race specific systems that no other races can access, so every race isn't the same
2.Select a one dynamic stance modifier if you want to change how the character plays to suit a build without stealth.
These are party role systems that all races can access
- Defiant- Tank(Playstyle demands agrro to maximize damage)
- Mender-Healer(Playstyle demands keeping agrro to minimum to maximize healing)
- Instigator- DPS Damage over time master(Playstyle demands getting in fire to maximize damage)
- Inert- Burst DPS Damage specialization (Playstyle demands standing still for moments to maximize damage)
- Enraged- DPS(Playstyle allows you to dictate more damage/more incoming damage or less damage/less incoming damage)
- Energetic-DPS(Playstyle allows you to dictate crit up/less incoming damage or crit down/ more incoming damage)
- Swift Warrior-DPS(Playstyle allows you to do damage without worrying about situationals)
Or 2. Select a one dynamic stealth modifier if you want to change how the character plays to suit a build with stealth.
These are party role systems that all races can access
- Lurker-DPS (Ranged Critical Dmg when playing at max distance stealthed)
- Stealthy-DPS( Melee Crit dmg when playing stealthed up close)
- ShadowScourge-DPS(Dot Master when stealthed)
- ShadowBurst-DPS (Burst Damage master while stealthed)
- ShadowScaleTank/DPS(Magical tank playing with stealth)
- ShadowMender-Healer(Healing over time master while stealthed)
3.Select a Dynamic Support Modifier These are party support systems that all races can access
- Edge Has a 10% chance to decrease an enemies resistance to physical criticals by 2/4/6% with a melee attack. This can only happen every 10 seconds. Edge will increase allies in party weapon critical rate by 1/2/3% when Edge procs.
- Rot Has a 10% chance to decrease an enemies resistance to magical criticals by 2/4/6/% with a melee attack. This can only happen every 10 seconds. Edge will increase allies in party spell critical rate by 1/2/3% when Rot procs.
- Sunder Has a 10% chance to disorient an enemy with a melee attack. This can only happen every 10 seconds. Sunder will increase allies in party melee weapon damage by 1/2/3% when Sunder procs.
- Wit Has a 10% chance to restore 24/48/72 Magicka to player when damaging an enemy with a Melee attack. This can happen no more than once every 5 seconds. Wit will restore 24/48/72 magicka to any allies in party as well when Wit procs.
- Adrenaline Rush Has a 10% chance to restore 24/48/72 Stamina to player when damaging an enemy with a Melee attack. This can happen no more than once every 5 seconds. Adrenaline Rush will restore 24/48/72 stamina to any allies in party as well when Adrenaline Rush procs.
- Red Diamond Melee attacks Has a 30% chance to restore 64/128/192 Health. Red Diamond Melee Attacks will restore 64/128/192 health to allies in party as well when it procs.
4.Select one Personality Specialization. These are party support systems that all races can access.
- Assassin Critical hit rate increased by 1%.
- Heavy-Hearted Healing Received increased by 1%.
- Generous Healing done increased by 1%.
- Playful Sprint Speed increased by 1%.
- Reserved Incoming damage reduced by 1%.
- Candid Outgoing damage increased by 1%.
- Spunk Health recovery increased by 1%.
- Curious Magicka recovery increased by 1%
- Pumped Stamina recovery increased by 1%.
- Awake Max health increased by 1%.
- Drowsy Max magicka increased by 1%
- Antsy Max stamina increased by 1%
TLDR: Most suggestion I read are either make each race more unique or let everyone pick and choose every aspect. But none really change the way the game is played mechanically except for numbers. The argument is never why doesn't my character play differently from another one but why can't I do the same thing he is doing as good, why is his race better doing the same thing. I am suggesting not only numbers but a subtle difference in how each character plays moment to moment depending on situations.
So to achieve that, some things are change-able on the fly outside combat, the modifiers and personality.
But racial unique-ness is maintained with the racial passive locked in.
So here is a brief summary of what Argonians "should" be good at/have according to your link:PlagueMonk wrote: »PlagueMonk wrote: »
An alternative to be sure but I have a few problems with it:
- As far as Argonians go, the racials make no sense. All you did was work with what the current racials are.
- It's an extremely complex/convoluted system in comparison to mine. I am striving for more complex than what we currently have but still simple enough to be readily understandable.
- You shouldn't be able to change your racial abilities basically on the fly. There needs to be a certain level of committment and penalty if you want to change things.
What part of Argonian doesn't make sense? It is based roughly around what ZoS already has.
Ah yes herein lies the first problem. You use what Zenimax gave you but that really does NOT fit what Argonians should have. Stop drinking the Kool-Aid they are giving you and think for yourself.
If you want a comprehensive listing I did of all Argonian descriptions i could find from all previous games look here Nothing has been made up and all I did was cut and paste literally everything I could find, good or bad. Once you go read that and return, please tell me where it says Argonians should have more health and be the supposed best healers in the game (even though this has been proven to not be true either)
And just a little recap:
Well-versed in the use of magic, stealth, and subtle blades, the Argonians of Black Marsh are mysterious and hard to read. Experts at guerilla warfare, they often serve as scouts and skirmishers. Only they truly know the reason they’ve joined forces with the Dark Elves, their ex-slavers.
That was copied DIRECTLY from the ESO site. I see magic stealth and subtle blades, and guerilla warfare EXPERTS. Again not a lick about being ESOs great healing race.I don't think it is complex at all.
1.You pick a racial passive set you cannot change. These are race specific systems that no other races can access, so every race isn't the same
2.Select a one dynamic stance modifier if you want to change how the character plays to suit a build without stealth.
These are party role systems that all races can access
- Defiant- Tank(Playstyle demands agrro to maximize damage)
- Mender-Healer(Playstyle demands keeping agrro to minimum to maximize healing)
- Instigator- DPS Damage over time master(Playstyle demands getting in fire to maximize damage)
- Inert- Burst DPS Damage specialization (Playstyle demands standing still for moments to maximize damage)
- Enraged- DPS(Playstyle allows you to dictate more damage/more incoming damage or less damage/less incoming damage)
- Energetic-DPS(Playstyle allows you to dictate crit up/less incoming damage or crit down/ more incoming damage)
- Swift Warrior-DPS(Playstyle allows you to do damage without worrying about situationals)
Or 2. Select a one dynamic stealth modifier if you want to change how the character plays to suit a build with stealth.
These are party role systems that all races can access
- Lurker-DPS (Ranged Critical Dmg when playing at max distance stealthed)
- Stealthy-DPS( Melee Crit dmg when playing stealthed up close)
- ShadowScourge-DPS(Dot Master when stealthed)
- ShadowBurst-DPS (Burst Damage master while stealthed)
- ShadowScaleTank/DPS(Magical tank playing with stealth)
- ShadowMender-Healer(Healing over time master while stealthed)
3.Select a Dynamic Support Modifier These are party support systems that all races can access
- Edge Has a 10% chance to decrease an enemies resistance to physical criticals by 2/4/6% with a melee attack. This can only happen every 10 seconds. Edge will increase allies in party weapon critical rate by 1/2/3% when Edge procs.
- Rot Has a 10% chance to decrease an enemies resistance to magical criticals by 2/4/6/% with a melee attack. This can only happen every 10 seconds. Edge will increase allies in party spell critical rate by 1/2/3% when Rot procs.
- Sunder Has a 10% chance to disorient an enemy with a melee attack. This can only happen every 10 seconds. Sunder will increase allies in party melee weapon damage by 1/2/3% when Sunder procs.
- Wit Has a 10% chance to restore 24/48/72 Magicka to player when damaging an enemy with a Melee attack. This can happen no more than once every 5 seconds. Wit will restore 24/48/72 magicka to any allies in party as well when Wit procs.
- Adrenaline Rush Has a 10% chance to restore 24/48/72 Stamina to player when damaging an enemy with a Melee attack. This can happen no more than once every 5 seconds. Adrenaline Rush will restore 24/48/72 stamina to any allies in party as well when Adrenaline Rush procs.
- Red Diamond Melee attacks Has a 30% chance to restore 64/128/192 Health. Red Diamond Melee Attacks will restore 64/128/192 health to allies in party as well when it procs.
4.Select one Personality Specialization. These are party support systems that all races can access.
- Assassin Critical hit rate increased by 1%.
- Heavy-Hearted Healing Received increased by 1%.
- Generous Healing done increased by 1%.
- Playful Sprint Speed increased by 1%.
- Reserved Incoming damage reduced by 1%.
- Candid Outgoing damage increased by 1%.
- Spunk Health recovery increased by 1%.
- Curious Magicka recovery increased by 1%
- Pumped Stamina recovery increased by 1%.
- Awake Max health increased by 1%.
- Drowsy Max magicka increased by 1%
- Antsy Max stamina increased by 1%
TLDR: Most suggestion I read are either make each race more unique or let everyone pick and choose every aspect. But none really change the way the game is played mechanically except for numbers. The argument is never why doesn't my character play differently from another one but why can't I do the same thing he is doing as good, why is his race better doing the same thing. I am suggesting not only numbers but a subtle difference in how each character plays moment to moment depending on situations.
So to achieve that, some things are change-able on the fly outside combat, the modifiers and personality.
But racial unique-ness is maintained with the racial passive locked in.
I'm sure you don't think so but you made it so forgive me but I think you are a bit biased.
And yes, I read that before and all it does it prove my point. It's overly complex/ too many options and requires you to deal with FOUR separate sets of skills some of which you can change on the fly?
Two other points:
a) You have diluted the uniqueness of each "race" with class abilities. Sure you get your "racial" set but beyond that ALL tanks will take the same skills, ALL the NBs will take the same passives, etc.
b) It's all free. Zenimax wants you to spend those skill points.
This is of course my opinion.
TLDR: Most suggestion I read are either make each race more unique or let everyone pick and choose every aspect. But none really change the way the game is played mechanically except for numbers. The argument is never why doesn't my character play differently from another one but why can't I do the same thing he is doing as good, why is his race better doing the same thing. I am suggesting not only numbers but a subtle difference in how each character plays moment to moment depending on situations.
So to achieve that, some things are change-able on the fly outside combat, the modifiers and personality.
But racial unique-ness is maintained with the racial passive locked in.
So here is a brief summary of what Argonians "should" be good at/have according to your link:
- breathe underwater
- natural immunities to the diseases and poisons
- possess a thick scaly hide
- known for their intelligence, agility, and speed
- swim faster than any other race
- adept at any art involving the arcane, or involving thievery and sleight of hand
- Renowned Shadowscales, assassins, Witchhunters, skirmishers, thieves, scouts, and ambushers, NIGHTBLADES
- foremost experts in guerrilla warfare
- Then there are other things not mentioned like the Hist abilities
- Argonians can't breathe underwater but there is no point in that currently since there is no underwater created content.
- Argonians got the disease and poison resistances.
- Add a little Physical Resistance to Amphibian and that is fixed.
- My idea for stealth and stance modifers could very easily cover the lore of intelligence, agility, and speed allowing Argonian to play that style.
- They can swim faster than any race.
- I would classify any play on stealth guerilla warfare especially in swampy areas or arcane wit the stealth or stance modifier.
- Also other than maybe witchhunter, every class type listed at least gameplay wise exist in my modifiers.
- Stealth,speed,and agility is also present in my dynamic stance and stealth modifiers.
- Restricting full armor from Argonian would make Argonians less versatile than other races.
- My dynamic stealth and stance modifiers also provide a way for Argonian to play battlemage or scout.
Your Two other points:
a) You have diluted the uniqueness of each "race" with class abilities. Sure you get your "racial" set but beyond that ALL tanks will take the same skills, ALL the NBs will take the same passives, etc.
b) It's all free. Zenimax wants you to spend those skill points.
A)No, I added some definitive "roles" for party play which this game doesn't really define clearly. Class abilities would be if I added new skills to DK, NB, Templar, or Sorceror. I added no class locked skills. The passive modifiers are still racial skills, just not locked to one race.
All tanks use the same skills now, all NBs take the same passives now, the only difference is magicka or stamina based. With my system most of those true Argonian lore you quoted are playable in some form with my selective passives as the playstyle you described.
On the complex statement. You don't choose 4 only three.[/color]
- The 1st racial passive is locked to provide some meaning to choosing a race.
- Choose one out of one or the other only from Stealth or Stance.
- Choose on from the support modifier.
- Choose one personality.
tinythinker wrote: »Did someone mention options for racial passives?
I change no base mechanics here. Stealth already exist, stances already exist. All I do is add different ways to manipulate what already exist in game, manipulations that result in each race playing differently even though the base mechanics stay.PlagueMonk wrote:And there is your base problem, over and above everything else.......you are trying to change the was the base mechanics of the game work. That imho is WAY too far reaching and requires too much effort to change and keep things balanced.
My system yes, fits within the parameters of current system but I did that on purpose. It would be a large enough change that it would give each race options, but small enough that it doesn't require complex retooling of the game mechanics.
Yeah? I added not only a physical resistance but a magical resistance as well in mine.PlagueMonk wrote:HA, you stole from my other thread. In so doing you should also know I already addressed your dissenting points:
And I quote: "Some of these are also infeasible like underwater breathing (since ESO has no blow the water content) but others could easily be represented."
As for physical resistance, um its in my OP up there as an option as is poison/disease resist still
And your modifiers would basically make everything the same. I do like having uniqueness so giving everyone basically the same skills makes everyone generic. Having every NB using the same skills I would choose if I tried replicating a Shadowscale is the exact opposite of unique.
No, as I said I added no new things. If the current locked racials suck, that is on the hands of Mr. Wrobel. And I am not saying all of them do.People still play any race, as they do now. It is the min/maxers who avoid any race that isn't flavor of the month.PlagueMonk wrote:lol, each race gets the same things? Don't you see you've just taken the ESO flawed system and only made it more complex? If those racials suck, people will not play the race! That's the same damn problem the current system suffers from, having everyone bicker about how their static set of racials is inadequate compared with other races.
Again my system provides each player with racial OPTIONS that can be tuned to different roles or playstyles.
You also didn't address everyone getting these abilities for free. This once more falls into the category of changes that are too sweeping in scope and require re-tooling the game mechanics.
Your Argonian Build:PlagueMonk wrote:I was thinking about how the current racials in general pigeonhole races into certain classes/builds and think they should be re-tooled instead with options so one could tailor their race to have at least some sync with the class/build they would like to play.
To that end I would like to propose the following (using Argonians as an example):
(I have re-RE-tooled this after much reading of Argonian abilities from past ESO games)
- The first level in all options is FREE. It's what the race is. You don't have to spend points on them, you start with them
- You are then allowed to spend 6 pts on upgrades across the 5 options
- +1 abilities available at lvl 20
- +2 abilities available at lvl 40 (the number 2 shows total investment, so +1 more actual pt)
Gift of the Hist:
(free) Allows Argonians to have any green drink active at the same time as food *
(+1) Allows Argonians to have any blue drink active at the same time as food. *
(+2) Allows Argonians to have any purple drink active at the same time as food. *
* Note....all drinks work at 75% normal effectiveness when used in conjunction with food and you cannot "double-up" on the same stat. If there is crossover, ONLY the highest of the two stats is used.
Mage touched:
(free) Increase max magicka by 3%
(+1) Increase max magicka by 5%
(+2) Increase max magicka by 7%
Amphibian Physiology:
(free) Increases healing received by 4% and increases swimming speed by 50%
(+1) Increases healing received by 7% and health regeneration by 7%.
(+2) Increases healing received by 10% and health regeneration by 14%
Argonian Hardiness:
(free) Increases Poison /Disease Resistance by 600. Increase Physical Resistance by 400
(+1) Increases Poison /Disease Resistance by 1200. Increase Physical Resistance by 800. (must be lvl 20 to invest)
(+2) Increases Poison /Disease Resistance by 2400. Increase Physical Resistance by 1600. (must be 40 to invest)
Guerrilla Warfare Expertise:
(free) Increases speed while stealthed by 7%
(+1) Increases speed while stealthed by 14% and stamina/melee attacks from stealth do +3% damage
(+2) Increases speed while stealthed by 21% and stamina/melee attacks from stealth do +6% damage
Explanations:
Gift of the Hist - Some might think," WHOA thats some big ability......OPed!" Well yes is a nice ability BUT it does come with a price. It is the only ability that requires you to spend resources. No drink, no bonus. Unlike the previous potion passive however it is on until the drink wears off but does compensate us for the fact it costs Argonians money / time to keep that ability going.
Mage Touched - Argonians have an affinity for magic. Not as good as Altmer's of Bretons but still something to make any magicka player happy.
Amphibian Physiology - This represents Argonian love of the water and faster healing.
Argonian Hardiness - Represents an Argonians thick, scaly skin and their resistance to disease and poisons (from living in the swamps)
Guerrilla Warfare Expertise - And last but not least......gives those Shadowsacle players a reason why Argonians are renowned assassins.
Now THESE truly represent Argonian lore.
I only wrote up the Argonians because I'm pretty involved with them but This could just a s easily be created for every race. So a Nord can play a mage and not feel completely gimped or an Altmer a Stamina playstyle and be at least competent.
Way too much crap
Your Argonian Build:
Base:
- (free) Allows Argonians to have any green drink active at the same time as food *
- (free) Increase max magicka by 3%
- (free) Increases healing received by 4% and increases swimming speed by 50%
- (free) Increases Poison /Disease Resistance by 600. Increase Physical Resistance by 400
- (free) Increases speed while stealthed by 7%
Healer option? Max Magicka and Potions? Maybe Healing Received/Health Recovery? 6 Points
Tank Option?Healing Received/Health Recovery? Poison/Disease/Physical Resist? Max Magicka? 6 points
Stamina DPS? Guerilla expertise? Physiology?Potions? 6 points
You would still be inferior to magically strong races for healer or magicka DPS unless ZoS screwed them over to get your Argonian passives.
You would still be inferior to RedGuard or Nord for tanking unless ZoS screwed them over to get your Argonian passives.
You would still be inferior to some other race in healing that gets the healing done omitted here to get your Argonian passive.
You would still be inferior to Khajit Or Bosmer for Stamina DPS, unless ZoS screwed them over to get your Argonian passive.
The only role Argonian would be considered to be one of the best would be Assassin style DPS with your idea and even then you would be sub-par to a Khajit or Bosmer in Stamina DPS or a Altmer or Dunmer Or Breton in Magicka DPS because stamina/magicka is the major defining damage attributes in this game which your Argonian is now severely at a disadvantage to the above races.
Lastly, your free passives allow a race to build towards a role. But if every race has to be different then who gets the strongest free passives in certain builds? If all the free passives start off similar in numbers to allow different roles to be play on each race. Then the purpose of races is nothing more than flavor, generic, something I don't want to be a part of.
Your idea mostly only affects your character and their role solely.
I already have two of my own threads. It seems I have made you feel a certain way. Our opinions obviously differ. My intent typing here was not to do anything negative. So I will bow out.PlagueMonk wrote:Don't like my opinion? Great, but your system is WAY too damn complex for it's own good and trying to integrate it into ESO would require some major re-tooling to make sure things were "balanced". Your idea fits Rift a lot better than it would here.
My idea while yes, doesn't give players NEARLY the options you do, it IS much more easily integrable since I'm not trying to change everything, just giving each race the ability to tweak their racials to fit their class/role a bit closer.
If you don't agree with me about YOUR idea, how about you start your own thread instead of trying to derail my thread with your own agenda.
I like the idea of a diverse set of racial options, so using Argonian example we would have the following types of thing:
Guerrilla warfare, Shamanic healer, Hist skin, Argonian physiology, and Master alchemist.
These would give stealth related, magicka and healing done related, healing received and regeneration, poison/disease/physical resistances, some form of potion or food/drink related passive respectively.
But you could only spend 9pts total and would get a training and fluff passive for free. Each category would have 3 levels and would be tiered (ie cannot get level 2 without first getting level 1). So you would choose 9 from 15 passive levels. This would allow for alot of diversity and support multiple build types...
However the devil would be in the detail of the actual passive.
Forestd16b14_ESO wrote: »Sorry but no the racial passive aren't really even in for game play reasons but more for lore reasons.