notimetocare wrote: »If it were up to me, I would have every race's rebalance fall within these guidelines:
1. Every race gets 3000 maximum resources (distributed in some combination between health, magicka, and stamina with health receiving a 10% bonus consistent with all other sources of health in the game)
2. Every race gets a defensive bonus
3. Every race gets a unique sustain tool
4. Every race gets two 2-4 piece item set bonuses, copy pasted from pre-existing item sets in the game
5. Every race more or less resembles traditional TES lore
As such, my bosmer would look something like this:
1. 2000 max stam, 1000 max magicka
2. 2310 poison resistance + poison immunity
3. While the effects of one of your alchemical potions or weapon poisons are active, restore 400 magicka or stamina, whichever is higher. 4 second cool down.
4. 129 stamina recovery, 1487 spell/weapon penetration (kragh 1pc bonus, modified to allow for magicka specced bosmers as well)
5. Bosmers are traditionally very agile, stealthy, and adept in both archery and alchemy. The sustain tool reflects their proficiency in alchemy and the set bonuses reflect their proficiency in agility (stamina recovery) and archery (penetration, as archers find weak spots in enemies armor). I also see a bunch of bosmers using magic in ESO, so I experimented with adding magicka viability.
I actually did a complete rework of all the racial passives following these guidelines, accompanied by an in depth statistical analysis of these proposed changes. Here is a link to that thread:
https://forums.elderscrollsonline.com/en/discussion/459197/racial-rebalance-v4-3-x#latest
Your entire post is contradicting itself
@notimetocare
How so? Could you please elaborate?
generalmyrick wrote: »I was wondering what the bosmer passives should be?
one further = PRETEND THE STEALTH PASSIVE HAD TO GO ANYWAY, What Should the Bosmer Passives Be???
-fall damage
-all melee attacks deliver 500 extra disease dam
-stam recovery +20%
-receives no damage from the first blow from stealth, instead does the robot?
=================
whatcha got!? :-) BE CREATIVE AND SERIOUS!
notimetocare wrote: »notimetocare wrote: »If it were up to me, I would have every race's rebalance fall within these guidelines:
1. Every race gets 3000 maximum resources (distributed in some combination between health, magicka, and stamina with health receiving a 10% bonus consistent with all other sources of health in the game)
2. Every race gets a defensive bonus
3. Every race gets a unique sustain tool
4. Every race gets two 2-4 piece item set bonuses, copy pasted from pre-existing item sets in the game
5. Every race more or less resembles traditional TES lore
As such, my bosmer would look something like this:
1. 2000 max stam, 1000 max magicka
2. 2310 poison resistance + poison immunity
3. While the effects of one of your alchemical potions or weapon poisons are active, restore 400 magicka or stamina, whichever is higher. 4 second cool down.
4. 129 stamina recovery, 1487 spell/weapon penetration (kragh 1pc bonus, modified to allow for magicka specced bosmers as well)
5. Bosmers are traditionally very agile, stealthy, and adept in both archery and alchemy. The sustain tool reflects their proficiency in alchemy and the set bonuses reflect their proficiency in agility (stamina recovery) and archery (penetration, as archers find weak spots in enemies armor). I also see a bunch of bosmers using magic in ESO, so I experimented with adding magicka viability.
I actually did a complete rework of all the racial passives following these guidelines, accompanied by an in depth statistical analysis of these proposed changes. Here is a link to that thread:
https://forums.elderscrollsonline.com/en/discussion/459197/racial-rebalance-v4-3-x#latest
Your entire post is contradicting itself
@notimetocare
How so? Could you please elaborate?
Points 1-4 and point 5. None of the stat bonuses resemble tes lore at all. But, I dont think they should. Nor should they make every race viable for both magicka and stam unless we aim for no bonuses at all (which I prefer)
notimetocare wrote: »notimetocare wrote: »If it were up to me, I would have every race's rebalance fall within these guidelines:
1. Every race gets 3000 maximum resources (distributed in some combination between health, magicka, and stamina with health receiving a 10% bonus consistent with all other sources of health in the game)
2. Every race gets a defensive bonus
3. Every race gets a unique sustain tool
4. Every race gets two 2-4 piece item set bonuses, copy pasted from pre-existing item sets in the game
5. Every race more or less resembles traditional TES lore
As such, my bosmer would look something like this:
1. 2000 max stam, 1000 max magicka
2. 2310 poison resistance + poison immunity
3. While the effects of one of your alchemical potions or weapon poisons are active, restore 400 magicka or stamina, whichever is higher. 4 second cool down.
4. 129 stamina recovery, 1487 spell/weapon penetration (kragh 1pc bonus, modified to allow for magicka specced bosmers as well)
5. Bosmers are traditionally very agile, stealthy, and adept in both archery and alchemy. The sustain tool reflects their proficiency in alchemy and the set bonuses reflect their proficiency in agility (stamina recovery) and archery (penetration, as archers find weak spots in enemies armor). I also see a bunch of bosmers using magic in ESO, so I experimented with adding magicka viability.
I actually did a complete rework of all the racial passives following these guidelines, accompanied by an in depth statistical analysis of these proposed changes. Here is a link to that thread:
https://forums.elderscrollsonline.com/en/discussion/459197/racial-rebalance-v4-3-x#latest
Your entire post is contradicting itself
@notimetocare
How so? Could you please elaborate?
Points 1-4 and point 5. None of the stat bonuses resemble tes lore at all. But, I dont think they should. Nor should they make every race viable for both magicka and stam unless we aim for no bonuses at all (which I prefer)
In all prior games, bosmer receive bonuses to acrobatics, agility, and alchemy. They are also adept archers in every rendition of them.
I feel my bonuses to stamina and stamina recovery reflect acrobatics and agility quite well. I also believe that tying one of their abilities to the use of alchemical potions and poisons represent their prior bonuses to alchemy. These stat bonuses are also very complimentary to the archer style of gameplay, as in eso archery relies heavily on the use of stamina and stamina sustain. Penetration seems like it could conceivably fit hand in hand with a mastery in archery too, as skilled archers need to be able to penetrate their enemies armor with their arrows.
Magicka viability is admittedly a bit of a stretch, but they did receive a small bonus to alteration magic in morrowind.
Bosmer is probably the race I've strayed the farthest from the lore though. For most of my racial rebalance, I mirrored the lore for each race a bit closer. Bosmer was actually the one race I experimented with a bit.
If you gave the others a look through, I'm sure you would find this to be the case.
https://forums.elderscrollsonline.com/en/discussion/459197/racial-rebalance-v4-3-x#latest
notimetocare wrote: »If it were up to me, I would have every race's rebalance fall within these guidelines:
1. Every race gets 3000 maximum resources (distributed in some combination between health, magicka, and stamina with health receiving a 10% bonus consistent with all other sources of health in the game)
2. Every race gets a defensive bonus
3. Every race gets a unique sustain tool
4. Every race gets two 2-4 piece item set bonuses, copy pasted from pre-existing item sets in the game
5. Every race more or less resembles traditional TES lore
As such, my bosmer would look something like this:
1. 2000 max stam, 1000 max magicka
2. 2310 poison resistance + poison immunity
3. While the effects of one of your alchemical potions or weapon poisons are active, restore 400 magicka or stamina, whichever is higher. 4 second cool down.
4. 129 stamina recovery, 1487 spell/weapon penetration (kragh 1pc bonus, modified to allow for magicka specced bosmers as well)
5. Bosmers are traditionally very agile, stealthy, and adept in both archery and alchemy. The sustain tool reflects their proficiency in alchemy and the set bonuses reflect their proficiency in agility (stamina recovery) and archery (penetration, as archers find weak spots in enemies armor). I also see a bunch of bosmers using magic in ESO, so I experimented with adding magicka viability.
I actually did a complete rework of all the racial passives following these guidelines, accompanied by an in depth statistical analysis of these proposed changes. Here is a link to that thread:
https://forums.elderscrollsonline.com/en/discussion/459197/racial-rebalance-v4-3-x#latest
Your entire post is contradicting itself
@notimetocare
How so? Could you please elaborate?
10% movement speed while stealth and 10% movement speed after roll dodging
Chilly-McFreeze wrote: »notimetocare wrote: »If it were up to me, I would have every race's rebalance fall within these guidelines:
1. Every race gets 3000 maximum resources (distributed in some combination between health, magicka, and stamina with health receiving a 10% bonus consistent with all other sources of health in the game)
2. Every race gets a defensive bonus
3. Every race gets a unique sustain tool
4. Every race gets two 2-4 piece item set bonuses, copy pasted from pre-existing item sets in the game
5. Every race more or less resembles traditional TES lore
As such, my bosmer would look something like this:
1. 2000 max stam, 1000 max magicka
2. 2310 poison resistance + poison immunity
3. While the effects of one of your alchemical potions or weapon poisons are active, restore 400 magicka or stamina, whichever is higher. 4 second cool down.
4. 129 stamina recovery, 1487 spell/weapon penetration (kragh 1pc bonus, modified to allow for magicka specced bosmers as well)
5. Bosmers are traditionally very agile, stealthy, and adept in both archery and alchemy. The sustain tool reflects their proficiency in alchemy and the set bonuses reflect their proficiency in agility (stamina recovery) and archery (penetration, as archers find weak spots in enemies armor). I also see a bunch of bosmers using magic in ESO, so I experimented with adding magicka viability.
I actually did a complete rework of all the racial passives following these guidelines, accompanied by an in depth statistical analysis of these proposed changes. Here is a link to that thread:
https://forums.elderscrollsonline.com/en/discussion/459197/racial-rebalance-v4-3-x#latest
Your entire post is contradicting itself
@notimetocare
How so? Could you please elaborate?
4. Every race gets two 2-4 piece item set bonuses, copy pasted from pre-existing item sets in the game
4. 129 stamina recovery, 1487 spell/weapon penetration (kragh 1pc bonus, modified to allow for magicka specced bosmers as well)
By that I wish for my Dunmer "When you deal damage with a damage over time effect, you have an 8% chance to summon a meteor that deals 9000 Flame Damage to target and 4000 Flame Damage all other enemies within 5 meters. This effect can occur once every 5 seconds" + 129 weapon & spell damage (sload's 4p)
See what you did there?