peoples thoughts on adding daedra races as playable choices

AzuraKin
AzuraKin
✭✭✭✭✭
this would add more options to player looks.

short list of added races:

dark seducer

winged twilight

golden saint

attronach (fire, storm, ice look could be part of character creation process)

daedroth

clannfear

scamp

xivilai (independent form of dremora)

also possible for immersion rather then start in molag bal's dungeons, you do a beginner quest for azura, boethia and forget the other "good" daedra princes, in which you (the daedra) are sent to aid the mortals stop molag bal.

this could be cadwell's gold locked crown store purchase.
v160 spellsword (nightblade)
v160 restoration archmage (Templar)
v160 battlemage (sorcerer)
v160 restoration archmage (Templar)
v160 warrior (DragonKnight)
v160 assassin (nightblade)
v160 swordsman (sorcerer)
v160 spellsword (nightblade)
  • Enslaved
    Enslaved
    ✭✭✭✭✭
    ✭✭✭✭
    lol
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    oh and for racial traits:

    dark seducer: magicka race
    mage crit
    x% damage from class skills
    chance to restore x magicka when damaging opponents with class skills

    winged twilight: magicka race
    spell power
    mage regen
    increased stealth damage + max magicka

    golden saint: hybrid race
    spell power
    stam and magicka cost reduction
    weapon power

    attronach: mage race

    daedroth: stamina race

    clannfear: tank race

    scamp: ?? race

    xivilai: stamina race
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • JKorr
    JKorr
    ✭✭✭✭✭
    ✭✭✭
    Daedra really don't like humans. Except perhaps as a main course. We can make amusing prey for hunting fun as well apparently.

    How could any daedra interacting with men/mer on a normal basis be tortured out of a storyline?
  • Tryxus
    Tryxus
    ✭✭✭✭✭
    ✭✭✭✭✭
    My thoughts? NO!
    "Stand strong, stay true and shelter all."
    Tryxus - Guardian of the Green - Warden - PC/EU
  • Wing
    Wing
    ✭✭✭✭✭
    ✭✭✭✭✭
    perhaps as a "monster play" option in PvP similar to Lotro

    choose daedra and get a series of monster choices with preset abilities and stats. spawn at the bridges of the imperial city and attack anyone not a daedra in cyrodil
    ESO player since beta.
    previously full time subscriber, beta-2024, now off and on, game got too disappointing.
    PC NA
    ( ^_^ )

    You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods -Xenogears
    DK one trick
  • Jimmy
    Jimmy
    ✭✭✭✭✭
    NO
    PC NA
    @SkruDe
  • Rosveen
    Rosveen
    ✭✭✭✭✭
    ✭✭✭✭
    The story wouldn't make any sense and besides, most daedra aren't intelligent enough to be playable races. Clannfears don't even talk.
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    JKorr wrote: »
    Daedra really don't like humans. Except perhaps as a main course. We can make amusing prey for hunting fun as well apparently.

    How could any daedra interacting with men/mer on a normal basis be tortured out of a storyline?

    actually not true, daedric feelings towards humans is very similar to the fae feelings towards humans. some tolerate them, some dont. some help humans, some hurt humans, some are apathatic towards humans.

    you have the 4 corners of trouble, these are considered the bad daedra,

    Among the ancient ancestral spirits who accompanied Saint Veloth and the Chimer into the promised land of Morrowind, the four Daedra Lords, Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath, are known as the Four Corners of the House of Troubles. These Daedra Lords rebelled against the counsel and admonition of the Tribunal, causing great kinstrife and confusion among the clans and Great Houses.
    Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath are holy in that they serve the role of obstacles during the Testing. Through time they have sometimes become associated with local enemies, like the Nords, Akaviri, or Mountain Orcs.
    Malacath is the reanimated dung that was Trinimac, Malacath is a weak but vengeful god. The Dark Elves say he is Malak, the god-king of the orcs. He tests the Dunmer for physical weakness.
    Molag Bal is, in Morrowind, the King of ***. He tries to upset the bloodlines of Houses and otherwise ruin the Dunmer gene pool. A race of monsters, said to live in Molag Amur, are the result of his seduction of Vivec during the previous era.
    Sheogorath is the King of Madness. He always tests the Dunmer for mental weakness. In many legends he is called upon by one Dunmer faction against another; in half of these stories he does not betray those who called him, further confusing the issue of his place in the scheme of things (can he help us? is he not an obstacle?). He is often associated with the fear other races have of the Dunmer, especially those who, like the Empire, might prove as useful allies.
    Mehrunes Dagon is the god of destruction. He is associated with natural dangers like fire, earthquakes, and floods. To some he represents the inhospitable land of Morrowind. He tests the Dunmer will to survive and persevere.
    The worship of these four malevolent spirits is against the law and practice of the Temple. However, the Four Corners seldom fail to discover those greedy, reckless, or mad enough to serve them. By ancient Temple law and custom, and also by imperial law, the lives of witches and warlocks are forfeit, and Imperial garrisons join Ordinators and Buoyant Armigers of the Temple in tracking down and destroying these foul covens in the wilderness refuges and ancient ruins where they conceal their profane worships.


    and the good daedra

    The Daedra are powerful ancestor spirits, similar in form and substance to the Tribunal (Blessed Be Their Holy Names), but weaker in power, and more arbitrary and removed from the affairs of mortals. In old times, the Chimer worshiped [sic] the Daedra as gods. But they did not deserve this veneration, for the Daedra harm their worshippers as often as help them.
    The Advent of the Tribunal (Blessed Be Their Holy Names) changed this unhappy state. By the Apotheosis, the Tribunal (Blessed Be Their Holy Names) became the Protectors and High Ancestor Spirits of the Dunmer, and bade the Daedra to give proper veneration and obedience. The Three Good Daedra, Boethiah, Azura, and Mephala, recognized the Divinity of the Triune Ancestors (Blessed Be Their Holy Names). The Rebel Daedra, Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon, refused to swear fealty to the Tribunal (Blessed Be Their Holy Names), and their worshippers were cast out.
    These Rebel Daedra thus became the Four Corners of the House of Troubles, and they continue to plague our tranquility and tempt the unwary into Heresy and Dark Worship. The Priests of the Temple remain ever vigilant for signs of the Adversaries' return, sometimes aided by the loyal Three Good Daedra, who are familiar with the wiles of their rebellious kin.
    The Good Daedra are known to the Temple as the Anticipations, since they are the early ancestral anticipations of the loving patronage of the Tribunal. The Anticipations are the Daedra Lords Boethiah, Mephala, and Azura.
    Boethiah is the Anticipation of Almalexia but male to her female. Boethiah was the ancestor who illuminated the elves ages ago before the Mythic Era. He told them the truth of Lorkhan's test, and defeated Auriel's champion, Trinimac. Boethiah ate Trinimac and voided him. The followers of Boethiah and Trinimac rubbed the soil of Trinimac upon themselves and changed their skins.
    Mephala is the Anticipation of Vivec, but manifold and androgynous. Mephala taught the Chimer to evade their enemies or kill them with secret murder. Enemies were numerous in those days since the Chimer were a small [sic] with enemies on all sides. Mephala organized the clan systems that eventually became the Great Houses. Later, Mephala created the Morag Tong.
    Azura is the Anticipation of Sotha Sil, but female to his male. Azura was the ancestor who taught the Chimer how to be different from the Altmer. Her teachings are sometimes attributed to Boethiah. In the stories, Azura is often encountered more as a communal progenitor of the race as a whole rather than as an individual ancestor. She is associated with Dusk and Dawn, and is sometimes called the Mother Soul. Azura's Star, also called the Twilight Star, appears briefly at dawn and dusk low on the horizon below the constellation of the Steed. Azura is associated with mystery and magic, fate and prophecy.

    also as a mmo, you have a lot more leeway in regartds to playable races. in single player games a daedra wouldnt be the hero. but in an online game you dont have to be the hero. and what i am suggesting you could say is an advanced race as i am suggesting it being locked upon competing the primary content on a toon.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    I am assuming this is all in jest. Scamp and atto race. Lol.
  • AnviOfVai
    AnviOfVai
    ✭✭✭✭✭
    JKorr wrote: »
    Daedra really don't like humans. Except perhaps as a main course. We can make amusing prey for hunting fun as well apparently.

    How could any daedra interacting with men/mer on a normal basis be tortured out of a storyline?

    Daedra can be tamed though ;)

    Its an interesting idea, perhaps Sorc builds could transform into one, or perhaps a monster helm allows you to transform into A daedra in that time you can do extra damage (stamina based) on players/monsters. Although it would probably be going down a Transform Skill?

    "I appear at my lord's behest, or perhaps I was always here, and you merely lacked the ability to see me."

    PS4 - EU

    AD - Pet Sorcerer - Damage Dealer - 160
    DC - Warden - Werewolf - in - progress - 160
    DC - Templar - Tank - 160
    DC - Sorcerer - Damage Dealer - in - progress
    EP - Dragon Knight -Fire Tank - 160
    EP - Nightblade - Damage Dealer - 160

  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    JKorr wrote: »
    Daedra really don't like humans. Except perhaps as a main course. We can make amusing prey for hunting fun as well apparently.

    How could any daedra interacting with men/mer on a normal basis be tortured out of a storyline?

    Daedra can be tamed though ;)

    Its an interesting idea, perhaps Sorc builds could transform into one, or perhaps a monster helm allows you to transform into A daedra in that time you can do extra damage (stamina based) on players/monsters. Although it would probably be going down a Transform Skill?

    i actually would rather be an actualy daedra. this is easily my biggest regret about eso base design. a mmo elder scrolls game that does not allow players who wish to play for the more esoteric and darker side to es a fulfilling game experience.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • JKorr
    JKorr
    ✭✭✭✭✭
    ✭✭✭
    Still don't think so. Sorcerer summons, yes. Actual playable daedra, no. Imperial Library; wonderful place to get information on the world from the in-game books. https://www.imperial-library.info/content/spirit-daedra

    HOW YOU SHOULD KNOW US

    DEATH, DEFEAT, AND FEAR

    We do not die. We do not fear death.

    Destroy the Body, and the Animus is cast into The Darkness. But the Animus returns.

    But we are not all brave.

    We feel pain, and fear it. We feel shame, and fear it. We feel loss, and fear it. We hate the Darkness, and fear it.

    The Scamps have small thoughts, and cannot fear greatly.

    The Vermai have no thoughts, and cannot fear.

    The Dremora have deep thoughts, and must master fear to overcome it.

    THE CLAN BOND

    We are not born; we have not fathers nor mothers, yet we have kin and clans.

    The clan-form is strong. It shapes body and thought.

    In the clan-form is strength and purpose.

    THE OATH BOND

    We serve by choice. We serve the strong, so that their strength might shield us.

    Clans serve by long-practice, but practice may change.

    Dremora have long served Dagon but not always so.

    Practice is secure when oath-bonds are secure, and trust is shared.

    When oath-bonds are weak, there is pain, and shame, and loss, and Darkness, and great fear.

    HOW WE THINK ABOUT MAN

    Perhaps you find Scamps comic, and Vermai brutish.

    How then do you imagine we view you humans?

    You are the Prey, and we are the Huntsmen.

    The Scamps are the Hounds, and the Vermai the Beaters.

    Your flesh is sweet, and the chase is diverting.

    As you may sometimes praise the fox or hare, admiring its cunning and speed, and lamenting as the hounds tear its flesh, so do we sometimes admire our prey, and secretly applaud when it cheats our snares or eludes pursuit.

    But, like all worldly things, you will in time wear, and be used up. You age, grow ugly, weak, and foolish. You are always lost, late or soon.

    Sometimes the prey turns upon us and bites. It is a small thing. When wounded or weary, we fly away to restore. Sometimes a precious thing is lost, but that risk makes the chase all the sweeter.

    MAN'S MYSTERY

    Man is mortal, and doomed to death and failure and loss.

    This lies beyond our comprehension - why do you not despair?
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    I can only see this as some limited "other part of the war".

    Meaning it wouldn't be like existing character because questing wouldn't make sense.

    Crafting wise....sure but play-able race, no
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • TheShadowScout
    TheShadowScout
    ✭✭✭✭✭
    ✭✭✭✭✭
    Oh, this old idea again?
    Still the same opinion....
    a6984aabbb5d3a2249abac266b44bd266214648332f0aeb5bdd8b4fdd9d00331.jpg

    Point one - the story would make no sense. None at all. It is written for a "vestige", a mortal who died and escaped the underworld (in this case, coldharbour) to become a hero. Not for a "demon" who helps mortals. Remember the reactions your comrades had when Lyranth sided with them in coldharbour? They wouldn't even consider it! Not until the vestige acted as go-between. And even then they were pretty jumpy, waiting for the inevitable betrayal (that just did not come the way they expected, because Lyranth has different goals). Even though some daedra oppose molag bal, they would operate from the other side of the veil between to foil his plans (meaning, work in all the oblivion planes not in tamriel), or through mortal intermediaries (like a certain vestige). Making the story daedra-friendly would require a lot of reweites, basically a whole new intro... and a whole new faction... and a whole new story...

    Point two - Daedra are basically demons in TES lore, the NPC interactions would make no sense. You would have to be playing with a permanent "kill on sight" status, and not even the quest givers would trust you to do their questings - deadra have that reputation to only interact with mortals to mess with them as much as they can. Not someone you'd ask to save your kid or whatever. Not the kind of people you'd even let in the city. Not even most outlaws would consider letting unbound daedra into their sanctuaries - fellow criminals is one thing, that is only business after allbut those oblivion-spawn? They might kill you at a whim, skin your favorite pet for laught and piddle in the communal soup pot! So, if a deadra wanders into the mortal realms, pretty much everyone in tamiel would either run away, attack you first, ask questions later, or capture you for magical study. Not conductive to an adventurers career.

    Point three - most of the mentioned daedra are not quite intelligent. Most atronarchs and all the bestial daedra are more or less operating animal intelligence levels. Though there are several dremora-ish species, true enough.

    Point four - half the mentioned daedra could not wear armor or use weapons. Not the kind of thing you'd like as player. Still leaves the humanoid ones.

    Point five - Daedra cannot be tamed. They can be compelled, but like with all demonic tales, any summoner had better make darn sure he never looses control (as people should know, there are several quests where you get to clean up the mess of someone who thought summoning daedra was a good idea). Read "I was Summoned by a Mortal to see how daedra think about that sort of thing...


    The basic idea, an TES game where you play from the daedric side, quest through the diverse planes of oblivion and occasionally hop through gates to the mortal realms would be a neat thing. But that is an entirely different game from ESO, and likely one a bit too "niche" to ever be made. (but who knows, maybe someday someone will make a hell themed MMO where everyone can play damned souls workling their way up to demon... ;) )
  • Nyx2
    Nyx2
    ✭✭✭✭
    AzuraKin wrote: »
    JKorr wrote: »
    Daedra really don't like humans. Except perhaps as a main course. We can make amusing prey for hunting fun as well apparently.

    How could any daedra interacting with men/mer on a normal basis be tortured out of a storyline?

    Daedra can be tamed though ;)

    Its an interesting idea, perhaps Sorc builds could transform into one, or perhaps a monster helm allows you to transform into A daedra in that time you can do extra damage (stamina based) on players/monsters. Although it would probably be going down a Transform Skill?

    i actually would rather be an actualy daedra. this is easily my biggest regret about eso base design. a mmo elder scrolls game that does not allow players who wish to play for the more esoteric and darker side to es a fulfilling game experience.

    Some are good. But the amount of players wanting to be daedra would make this absolutely ridiculous. Clannfear, scamp, atronach. deadroths?! They couldn't interact properly in half the quests the game has. Given how most NPC are it's already questionable how vampires that look like demons walk around the city without any problems.

    I'd love these kind of things. Not just daedra but beast folk like lamia, nereids, giants, falmer (dunno the timeline for them). But it would have to be separated from cities as we know them. Otherwise this is asking for far too much that nobody will take serious. It would definitely require a lot of work and I can't imagine ZoS putting in that much effort and time. Polymorphs could perhaps be an alternative but even those are not too likely. There is actually a male dremora polymorph but there is of course no customizability.
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    JKorr wrote: »
    Still don't think so. Sorcerer summons, yes. Actual playable daedra, no. Imperial Library; wonderful place to get information on the world from the in-game books. https://www.imperial-library.info/content/spirit-daedra

    HOW YOU SHOULD KNOW US

    DEATH, DEFEAT, AND FEAR

    We do not die. We do not fear death.

    Destroy the Body, and the Animus is cast into The Darkness. But the Animus returns.

    But we are not all brave.

    We feel pain, and fear it. We feel shame, and fear it. We feel loss, and fear it. We hate the Darkness, and fear it.

    The Scamps have small thoughts, and cannot fear greatly.

    The Vermai have no thoughts, and cannot fear.

    The Dremora have deep thoughts, and must master fear to overcome it.

    THE CLAN BOND

    We are not born; we have not fathers nor mothers, yet we have kin and clans.

    The clan-form is strong. It shapes body and thought.

    In the clan-form is strength and purpose.

    THE OATH BOND

    We serve by choice. We serve the strong, so that their strength might shield us.

    Clans serve by long-practice, but practice may change.

    Dremora have long served Dagon but not always so.

    Practice is secure when oath-bonds are secure, and trust is shared.

    When oath-bonds are weak, there is pain, and shame, and loss, and Darkness, and great fear.

    HOW WE THINK ABOUT MAN

    Perhaps you find Scamps comic, and Vermai brutish.

    How then do you imagine we view you humans?

    You are the Prey, and we are the Huntsmen.

    The Scamps are the Hounds, and the Vermai the Beaters.

    Your flesh is sweet, and the chase is diverting.

    As you may sometimes praise the fox or hare, admiring its cunning and speed, and lamenting as the hounds tear its flesh, so do we sometimes admire our prey, and secretly applaud when it cheats our snares or eludes pursuit.

    But, like all worldly things, you will in time wear, and be used up. You age, grow ugly, weak, and foolish. You are always lost, late or soon.

    Sometimes the prey turns upon us and bites. It is a small thing. When wounded or weary, we fly away to restore. Sometimes a precious thing is lost, but that risk makes the chase all the sweeter.

    MAN'S MYSTERY

    Man is mortal, and doomed to death and failure and loss.

    This lies beyond our comprehension - why do you not despair?

    actually what you are referencing to is not all-inclusive. again i refer back to the irish mythologies in which the fae could be good or bad. that is the daedra. and daedra, not just the princes can come to mundus without being bound to a summoner, there are instances of this plus also instances of summons breaking free or even something other then the intended summon coming through.

    but from an objective point of view. allowing players to play deadric races would not break the game. it also is not lore breaking. also i think that eso is wasting its race-playing potential on limiting to the same races that you can play in a single player game. i mean come on. playing a deadra in eso, is like playing a sith in swtor.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • CapnPhoton
    CapnPhoton
    ✭✭✭✭✭
    It would probably be lore breaking to have a race that is consistently hostile to all other races, running around doing quests for them.
    Xbox One NA Aldmeri Dominion
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    Nyx2 wrote: »
    AzuraKin wrote: »
    JKorr wrote: »
    Daedra really don't like humans. Except perhaps as a main course. We can make amusing prey for hunting fun as well apparently.

    How could any daedra interacting with men/mer on a normal basis be tortured out of a storyline?

    Daedra can be tamed though ;)

    Its an interesting idea, perhaps Sorc builds could transform into one, or perhaps a monster helm allows you to transform into A daedra in that time you can do extra damage (stamina based) on players/monsters. Although it would probably be going down a Transform Skill?

    i actually would rather be an actualy daedra. this is easily my biggest regret about eso base design. a mmo elder scrolls game that does not allow players who wish to play for the more esoteric and darker side to es a fulfilling game experience.

    Some are good. But the amount of players wanting to be daedra would make this absolutely ridiculous. Clannfear, scamp, atronach. deadroths?! They couldn't interact properly in half the quests the game has. Given how most NPC are it's already questionable how vampires that look like demons walk around the city without any problems.

    I'd love these kind of things. Not just daedra but beast folk like lamia, nereids, giants, falmer (dunno the timeline for them). But it would have to be separated from cities as we know them. Otherwise this is asking for far too much that nobody will take serious. It would definitely require a lot of work and I can't imagine ZoS putting in that much effort and time. Polymorphs could perhaps be an alternative but even those are not too likely. There is actually a male dremora polymorph but there is of course no customizability.

    to be frank, one of the wonderful things about mmos of single player games is that you can do things you cannot do in the single player game. such as play as a race not traditionally allowed in the single player game.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • nordsavage
    nordsavage
    ✭✭✭✭✭
    I hope you like the word no. You are going to get plenty of it.
    I didn't choose tank life, tank life chose me.
  • CaptainVenom
    CaptainVenom
    ✭✭✭✭✭
    ESO Main villain is Molag Bal, a Daedric Prince... I doubt a Daedra would fight against his prince, so yeah, lorebreaking, a lot. Also they hate mortals;
    🌈 Ride with Pride🌈
    Magicka/Damage Sorcerer - PC - NA - DC
  • AtAfternoon
    AtAfternoon
    ✭✭✭
    Closest we're gonna get are the Argonians. IIRC, the Hist came from their own realm in Oblivion and created the Argonians to help them out on Nirn, putting souls and everything into them. Argonians are arguably glorified flesh atronachs.
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    CapnPhoton wrote: »
    It would probably be lore breaking to have a race that is consistently hostile to all other races, running around doing quests for them.

    you obviously dont know lore, the daedra are not consistantly hostile in the lore or in the single player games for that matter. and you could even set it up that player daedra choose one of the 3 good daedra or 4 house of troubles daedra: (7 of the daedric princes) molag bal, mehrunes dagon, sheogorath, malacath, azura, mephala, and boethia. then each of the scrolls in pvp plus control of imperial city control which faction you play for. and as i said this could be locked to completing the cadwells gold so you would be done with all quests except dlc's which is in no way even associated with the main story. this would bring control of scrolls and ic more importance, as by stealing enemy scrolls or control of ic to your side could force control of the associated prince's player daedra to your side. and lets face it, that would really shake up pvp.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    Closest we're gonna get are the Argonians. IIRC, the Hist came from their own realm in Oblivion and created the Argonians to help them out on Nirn, putting souls and everything into them. Argonians are arguably glorified flesh atronachs.

    well i have never studied argonian lore (personally all argonians should just become slaves to house telvanni, at least we treat our slaves well and give the magickally inclined ones a position in the house) but only the aedra have the power to create and the daedra have only the power to corrupt (change) life.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    ESO Main villain is Molag Bal, a Daedric Prince... I doubt a Daedra would fight against his prince, so yeah, lorebreaking, a lot. Also they hate mortals;

    rofl you do realize ALL vampires are servants of Molag Bal.
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • Nyx2
    Nyx2
    ✭✭✭✭
    AzuraKin wrote: »
    Nyx2 wrote: »
    AzuraKin wrote: »
    JKorr wrote: »
    Daedra really don't like humans. Except perhaps as a main course. We can make amusing prey for hunting fun as well apparently.

    How could any daedra interacting with men/mer on a normal basis be tortured out of a storyline?

    Daedra can be tamed though ;)

    Its an interesting idea, perhaps Sorc builds could transform into one, or perhaps a monster helm allows you to transform into A daedra in that time you can do extra damage (stamina based) on players/monsters. Although it would probably be going down a Transform Skill?

    i actually would rather be an actualy daedra. this is easily my biggest regret about eso base design. a mmo elder scrolls game that does not allow players who wish to play for the more esoteric and darker side to es a fulfilling game experience.

    Some are good. But the amount of players wanting to be daedra would make this absolutely ridiculous. Clannfear, scamp, atronach. deadroths?! They couldn't interact properly in half the quests the game has. Given how most NPC are it's already questionable how vampires that look like demons walk around the city without any problems.

    I'd love these kind of things. Not just daedra but beast folk like lamia, nereids, giants, falmer (dunno the timeline for them). But it would have to be separated from cities as we know them. Otherwise this is asking for far too much that nobody will take serious. It would definitely require a lot of work and I can't imagine ZoS putting in that much effort and time. Polymorphs could perhaps be an alternative but even those are not too likely. There is actually a male dremora polymorph but there is of course no customizability.

    to be frank, one of the wonderful things about mmos of single player games is that you can do things you cannot do in the single player game. such as play as a race not traditionally allowed in the single player game.

    player.setrace dremora
    tgm

    It's kind of the other way around due to console commands and mods. I can see this work out nicely in PvP. Either as a very minor play element or a whole faction on their own. But it's still pointless to discuss... it likely won't happen in any form. They're not even including classes / skills like necromancer or shaman. Playing daedra is like skipping 10 of these steps ahead. If you really want to make suggestions then about how to implement them reasonably. Because I can tell you that daedra as a "normal" race for the three factions will never happen under any circumstance.
    Edited by Nyx2 on December 7, 2016 3:38PM
  • Mettaricana
    Mettaricana
    ✭✭✭✭✭
    ✭✭✭
    I'd say nothing more than an illusion spell skin for cosemetics. Daedra are the enemy not friends they Definitely won't help us or anyone.
  • Nyx2
    Nyx2
    ✭✭✭✭
    I'd say nothing more than an illusion spell skin for cosemetics. Daedra are the enemy not friends they Definitely won't help us or anyone.

    They could be their own faction and some daedric princes have very big rivalries to one another. If that's your only issue at least.
    Edited by Nyx2 on December 7, 2016 3:44PM
  • WalksonGraves
    WalksonGraves
    ✭✭✭✭✭
    I want to make a sexy Sload
  • Lokryn
    Lokryn
    ✭✭✭✭
    AzuraKin wrote: »
    ESO Main villain is Molag Bal, a Daedric Prince... I doubt a Daedra would fight against his prince, so yeah, lorebreaking, a lot. Also they hate mortals;

    rofl you do realize ALL vampires are servants of Molag Bal.

    Not the ones we play in ESO. Lamae has you desecrate Molag's shrine.
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    Nyx2 wrote: »
    AzuraKin wrote: »
    Nyx2 wrote: »
    AzuraKin wrote: »
    JKorr wrote: »
    Daedra really don't like humans. Except perhaps as a main course. We can make amusing prey for hunting fun as well apparently.

    How could any daedra interacting with men/mer on a normal basis be tortured out of a storyline?

    Daedra can be tamed though ;)

    Its an interesting idea, perhaps Sorc builds could transform into one, or perhaps a monster helm allows you to transform into A daedra in that time you can do extra damage (stamina based) on players/monsters. Although it would probably be going down a Transform Skill?

    i actually would rather be an actualy daedra. this is easily my biggest regret about eso base design. a mmo elder scrolls game that does not allow players who wish to play for the more esoteric and darker side to es a fulfilling game experience.

    Some are good. But the amount of players wanting to be daedra would make this absolutely ridiculous. Clannfear, scamp, atronach. deadroths?! They couldn't interact properly in half the quests the game has. Given how most NPC are it's already questionable how vampires that look like demons walk around the city without any problems.

    I'd love these kind of things. Not just daedra but beast folk like lamia, nereids, giants, falmer (dunno the timeline for them). But it would have to be separated from cities as we know them. Otherwise this is asking for far too much that nobody will take serious. It would definitely require a lot of work and I can't imagine ZoS putting in that much effort and time. Polymorphs could perhaps be an alternative but even those are not too likely. There is actually a male dremora polymorph but there is of course no customizability.

    to be frank, one of the wonderful things about mmos of single player games is that you can do things you cannot do in the single player game. such as play as a race not traditionally allowed in the single player game.

    player.setrace dremora
    tgm

    It's kind of the other way around due to console commands and mods. I can see this work out nicely in PvP. Either as a very minor play element or a whole faction on their own. But it's still pointless to discuss... it likely won't happen in any form. They're not even including classes / skills like necromancer or shaman. Playing daedra is like skipping 10 of these steps ahead. If you really want to make suggestions then about how to implement them reasonably. Because I can tell you that daedra as a "normal" race for the three factions will never happen under any circumstance.

    hmm on classes we dont need more classes. i know games that after over 8 years still have the same original 7 classes. all they do is from time to time add in some new abilities. that all you need in eso as well. for example thieves guild, db.

    adding new races only adds more variance in classes, in build options. as well as a player wouldnt have to create a new toon, they could race change (and if you locked it to toons that have completed cadwell gold, you would have to race change to it).
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
Sign In or Register to comment.