DigitalShibby wrote: »No tl;dr? Shame.
I was hoping this would more relate to the lack of meaningful choices in building one's character, which is a much more important issue IMO
But sure. yeah.
This doesn't quite feel like a true Elder Scrolls game, so here's what I'd introduce with a Vvardenfell DLC
Racial Ultimates
- Nord [Woad]: Gain a damage shield of ice that circles your body equal to X% of your max health, dealing frost damage to anyone within range
- Dunmer [Ancestral Guardian]: Summon a Ancestral Ghost that will fight by your side. Deals damage with light attacks and winter's reach.
- Bosmer [Beast Tongue]: Summon a Spriggan to fight for you
- Breton [Dragon Skin]: Gain a damage shield equal to a portion of your max magicka. Has a 25% chance to also absorb spells, replenishing your magicka pool by the spells cost.
- Altmer [Magicka Anomaly]: I don't believe these guys had racial powers in Morrowind, but it wouldn't be very fair in ESO! Magicka Anomaly increases the Altmers magicka regeneration by 2,000, and spell damage by 600.
- Orc [Berserk]: Increases Max Health, Max Stamina, Stamina Regeneration, and adds minor berserk (8% damage)
- Imperial [Star of the West]: Absorbs 10k stamina and 12k health over a period of time from an enemy (OVER TIME, not all at once)
- Argonian [Histskin]: Increases health recovery by 50%
- Khajiit [Eye of Fear]: Fears all surrounding enemies, while also inflicting minor maim to all targets affected reducing their damage to you. Increases Stamina regeneration by 60%
- Redguard [Adrenaline Rush]: Gain Major Expedition, increases stamina regeneration by 50%, increases maximum stamina by 10%, increases weapon damage by 301
Probably lots more stuff I could write, but it's like 4:22am.
This doesn't quite feel like a true Elder Scrolls game, so here's what I'd introduce with a Vvardenfell DLC
Racial Ultimates
- Nord [Woad]: Gain a damage shield of ice that circles your body equal to X% of your max health, dealing frost damage to anyone within range
- Dunmer [Ancestral Guardian]: Summon a Ancestral Ghost that will fight by your side. Deals damage with light attacks and winter's reach.
- Bosmer [Beast Tongue]: Summon a Spriggan to fight for you
- Breton [Dragon Skin]: Gain a damage shield equal to a portion of your max magicka. Has a 25% chance to also absorb spells, replenishing your magicka pool by the spells cost.
- Altmer [Magicka Anomaly]: I don't believe these guys had racial powers in Morrowind, but it wouldn't be very fair in ESO! Magicka Anomaly increases the Altmers magicka regeneration by 2,000, and spell damage by 600.
- Orc [Berserk]: Increases Max Health, Max Stamina, Stamina Regeneration, and adds minor berserk (8% damage)
- Imperial [Star of the West]: Absorbs 10k stamina and 12k health over a period of time from an enemy (OVER TIME, not all at once)
- Argonian [Histskin]: Increases health recovery by 50%
- Khajiit [Eye of Fear]: Fears all surrounding enemies, while also inflicting minor maim to all targets affected reducing their damage to you. Increases Stamina regeneration by 60%
- Redguard [Adrenaline Rush]: Gain Major Expedition, increases stamina regeneration by 50%, increases maximum stamina by 10%, increases weapon damage by 301
Probably lots more stuff I could write, but it's like 4:22am.
So..you don't feel that some of these might be a bit OP?
TheShadowScout wrote: »I really would love to have more meaningful choiuces - and especially "either-or" kind of choices.
But sub-factions are a bit iffy, since any large addition would have to be viable for ALL kind of characters... so it would be iffy to make a dunmer house when that might be one little corner of the whole place, while the fighters guild or such havs its offices all over tamriel...
So any such major additions should be done in a "tamriel-wide" way...
TheShadowScout wrote: »Like... guilds! I would love it if they made some more and mutually exclusive guilds... like, say, add some choices that are incompartible with some other choices. A bardic guild and/or a smugglers association which won't accept dark brotherhood assassins. A merchants guild and/or a scholars circle which bar thieves from entry. (and the smugglers also would not accept scholars, and vice versea, while the bards would not accept merchants, and same in return) A city watch guild that accepts neither of the criminal guilds into their ranks. (and of course, a crown store "thieves guild retirement" and "dark brotherhood explusion" scroll). I would buy each of those if they came as DLC like DB and TG!
And... guild mastery! Of all the guilds, pick one, and your character gets something special in terms of rewards, title, bonus, special skill unlock, whatever - but you can pick only one so choose carefully...
TheShadowScout wrote: »I also really would like to have "background" selectibles for our characters. With small bonus to some sort of build... Like... that dunmer character, did she grow up in a noble family, studying magic (bonus to magica and spell-stuff) or in a commoner home doing labor (stamina & weapon bonus) or as ashlander out in the country, toiling the fields (health & toughness bonus)? That redguard over there, is he crown, forebear or ash'abah? That Breton, noble, city commoner, or country bumpkin? This Khajiit - which clan? Et cetera...
This doesn't quite feel like a true Elder Scrolls game, so here's what I'd introduce with a Vvardenfell DLC
Vampire Clans
- Turned by an Aundae Clan, you receive an increase to spell damage and magicka regeneration, along with some magicka based damage abilities.
- Turned by Berne Clan, you receive a bonus to bow damage, faster stealth movement, stamina regeneration.
- Turned by Quarra Clan, you receive maximum stamina and weapon damage.
Vampires bitten in Vvardenfell, while stronger than generic ones, are attacked on sight by NPC guards at level 4.
This doesn't quite feel like a true Elder Scrolls game, so here's what I'd introduce with a Vvardenfell DLC
Vampire Clans
- Turned by an Aundae Clan, you receive an increase to spell damage and magicka regeneration, along with some magicka based damage abilities.
- Turned by Berne Clan, you receive a bonus to bow damage, faster stealth movement, stamina regeneration.
- Turned by Quarra Clan, you receive maximum stamina and weapon damage.
Vampires bitten in Vvardenfell, while stronger than generic ones, are attacked on sight by NPC guards at level 4.
Skooma
- Taken as a potion, and crafted using the alchemy skill line with Moonsugar, this will increase your Weapon/Spell damage and give major expedition, while slightly decreasing max magicka and max stamina by a fixed amount. Drinking Skooma in a public area will give you a bounty, but it's cool, with major expedition you can run away fast enough
Silt Striders
- Wayshrines are replaced with Silt Striders. Activate the friendly Dunmer in front of it and he'll take you to where you need to go anywhere in Vvardenfell. Have a single wayshrine somewhere if you want to leave the entire zone.
Upgrades to Fighters/Mages/Thieves Guild
- For example, once you reach level 10 in Mages Guild and completed all the quests you become an Arch Mage. With the housing update you will receive the Arch-Mage chambers located in Balmora Mages Guild. Fighters Guild and Thieves Guild should work in a similar way.
Mudcrabs
- Mudcrabs are naturally hostile in Vvardenfell instead of neutral
- Mudcrab Merchant in the crown store who will sell you various items, like repair kits, potions, soul gems, etc, but also repair your gear.
- They should hit harder and have a higher health pool than the current ones do
- Mudcrabs are awesome
Scrolls
- Some of the waters in Vvardenfell are plagued with Slaughterfish. Buy yourself a levitation scroll to hover a short distance in the air to travel across the water. Not everywhere can be safely explored without the proper equipment.
Pack Guars
- Basically horses are replaced by Pack Guars
- A Pack Guar mount can be bought in the crown store. His max inventory space is increased from 60 to 160, and 30 slots are already filled out when you buy him.
Exploration is actually worth it
- As it stands, there is very little fun exploring Tamriel. It doesn't really push you, and you end up just farming the same spot over and over again. Include special 1 and 2pc sets that are randomly found inside kwama mines and ancestral tombs. A specific set piece should not exist in the same place every time. Also, as I mentioned with the scrolls, some places require specific items in order to reach them.
Delve diving needs to be a challenge
- What I loved about Morrowind was you couldn't just enter a dungeon and run through it like a tornado. You had to be careful about what was behind every door. My heart would race when I entered one of those places. Enemies like Hungers, Ancestral Ghosts, and Vampires should be very challenging.
Racial Ultimates
- Nord [Woad]: Gain a damage shield of ice that circles your body equal to X% of your max health, dealing frost damage to anyone within range
- Dunmer [Ancestral Guardian]: Summon a Ancestral Ghost that will fight by your side. Deals damage with light attacks and winter's reach.
- Bosmer [Beast Tongue]: Summon a Spriggan to fight for you
- Breton [Dragon Skin]: Gain a damage shield equal to a portion of your max magicka. Has a 25% chance to also absorb spells, replenishing your magicka pool by the spells cost.
- Altmer [Magicka Anomaly]: I don't believe these guys had racial powers in Morrowind, but it wouldn't be very fair in ESO! Magicka Anomaly increases the Altmers magicka regeneration by 2,000, and spell damage by 600.
- Orc [Berserk]: Increases Max Health, Max Stamina, Stamina Regeneration, and adds minor berserk (8% damage)
- Imperial [Star of the West]: Absorbs 10k stamina and 12k health over a period of time from an enemy (OVER TIME, not all at once)
- Argonian [Histskin]: Increases health recovery by 50%
- Khajiit [Eye of Fear]: Fears all surrounding enemies, while also inflicting minor maim to all targets affected reducing their damage to you. Increases Stamina regeneration by 60%
- Redguard [Adrenaline Rush]: Gain Major Expedition, increases stamina regeneration by 50%, increases maximum stamina by 10%, increases weapon damage by 301
Probably lots more stuff I could write, but it's like 4:22am.

Wandering_Ashlander wrote: »- another point I'd like to bring is the absolute lack of any difficult enigma/puzzle/platform game, the ones I've seen so far are of a nursery school level at best...
Lastly - as somebody who uses food and experience scrolls - any time I lose doing puzzles is too much. I don't get any reward for completing them - and thus I prefer dungeons/delves without them so I can just go in a straight line fighting and actually gaining something.
Wandering_Ashlander wrote: »I was hoping this would more relate to the lack of meaningful choices in building one's character, which is a much more important issue IMO
But sure. yeah.
Actually it is the purpose of this thread, since the character frequently makes some choices which I still have to see the consequences : it could be made so the players eventually have to follow either the hero or the daedric path due to his choices through questing.
Choosing the daedra path or the hero path would be exclusive eventually : for sure the mysticism skill set wouldn't be the same for both, and witches bloodpact as daedra cults would bring different skill sets than mage and fighter guilds indeed.
I think beasts skill sets (vampire and werewolf) should be available for both paths, yet they could add a kin skill set allowing to become a kin for good (vampire like but in a lesser daedra skin) and only available for players having choosed the daedra path.
Sub factions affiliations should also be exclusive (ex : only one dunmer house affiliation, one kajjit smuggler clan affiliation for they compete with each other).
It could not be that time consuming to make since they could reused some existing DLC quests, since some of those affiliations are quite close to the current guilds, example with dunmer :
- morag tong could use the dark brotherhood kind of quests to rank up
- house hlaalu could use the thieves guild kind of quests to rank up
- house redoran affiliation could use the fighter guild kind of quests to rank up
- house telvanni affiliation could use the mage guild kind of quests to rank up
- house indoril affiliation could use the astronomican kind of quests to rank up
- so called disappeared house dagoth would be in daedric side.
I think this kind of sub factions addition is possible for any great faction for at least one race, not knowing them all as good as dunmer, but bosmer could have various gods/spirits sub faction affiliations for example.
I didn't mean that, though. I was referring to building your character combat-wise. As of right now, there are three builds for each class; stamina, tank, or magicka. Maybe you'll slot a different ability or use one different gear-set but ultimately most creativity you might have is pointless and wasted.
It's from a balance point of view, not an "I chose the colour black over blue" point of view.
Wandering_Ashlander wrote: »- why no faction affiliation (ex : dunmer houses, bosmer gods, kajjit smuggler clans) with backstory elements to dig in the universe, to get some specific rewards from (titles, items, cosmetics) ?
This could lead to build some scenarios for in faction battles (ex : warrior guild vs smuggler clans) contests (ex : scripted crafting, races) for influence and power inside of a faction or between factions thanks to major guilds (warriors, mages, thieves and brotherhood). I'm disappointed the player can not even raise some hierarchy in the major guilds, after all I've done for the mage guild I'm still an adept...
Wandering_Ashlander wrote: »- Why no stats decreasing linked to armour durability, since durability is pointless at the moment but for HL sets maybe ?
TheShadowScout wrote: »
I also would love to see religion... make it possible for our characters to declare their allegiance to a divine power or daedric prince, or the tribunal, or whatever... and gain a small mini-passives line (so for example, followers of arkay might gain some boni for fighting undead, while followers of mephala might gain a little poison resistance, and tribunal followers some social bonus when in dunmer lands, etc.)
And then this one could be slowly levelled up by daily "faith" quests - gather heaing herbs for this temple, clear that dwelve for that temple, murder an innocent for mephala, being some cheese for sheogorath, whatever... and of course through generous donations to your local priets (gold sink). At higher levels, the priesthood migth even offer to sell faith-themed gear...
And blessings - pray at your diety shrine, get a blessing buff for a while...
I just wanted to say that this is my favorite thread ever. Such brilliant, creative ideas!
Religion is such an integral part of the real world. It is probably the greatest molder of human history.
So naturally a lot of depth and meaning is added to a game when fictionalized religion plays a role. It aids in the suspension of disbelief, adds meaning to your character, makes the world feel more real.
I would love to see your ideas implemented. And I would add PvP 'crusade' campaigns. Pit two religions against each other on their own map, run it for a week, and the winners get a small PvE bonus till the next battle is concluded. Many such campaigns could be run simultaneously so that everyone, regardless of deity chosen, could participate.
It is my hope to see such mechanics added in a future update or expansion.