Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

What Should the Bosmer Passives Be?

  • ezio45
    ezio45
    ✭✭✭✭✭
    ✭✭✭
    20% recovery
    1500 phys pen (active all times not just after rolldodge)
    reduced stealth detection
  • Wildberryjack
    Wildberryjack
    ✭✭✭✭✭
    Honestly, they just need their stealth bonus back. If you want to play a pure thief your only choice now is a Khajiit. We lost a race choice with this change.
    The purpose of art is washing the dust of daily life off our souls. ~Pablo Picasso
  • generalmyrick
    generalmyrick
    ✭✭✭✭✭
    some good ideas here!

    aslo, strong sentiment to keep stealth.
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • notimetocare
    notimetocare
    ✭✭✭✭✭
    twing1_ wrote: »
    twing1_ 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)
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    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!

    Cannibalize: Gain health and minor savagery from melee attacks.

    Venomous Darts: Deals added poison damage with bows.

    Camouflage: Blends with the environment when being still to become unseen. Cannot be used during combat.


    Edited by Jeremy on March 1, 2019 11:38PM
  • twing1_
    twing1_
    ✭✭✭✭
    twing1_ wrote: »
    twing1_ 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
  • AbysmalGhul
    AbysmalGhul
    ✭✭✭✭✭
    Passives

    1. Look cute
    2. Look cute eating other people
    3. Look cute hiding the evidence
    4. Gain 25% experience in everything for being cute
  • Narvuntien
    Narvuntien
    ✭✭✭✭✭
    ✭✭
    The penetration bonus should be weapon damage instead. Since it would effect heals and you can use spells like endless hail with the extra Weapon damage buff.
  • notimetocare
    notimetocare
    ✭✭✭✭✭
    twing1_ wrote: »
    twing1_ wrote: »
    twing1_ 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

    The problem is lore based cannot be power bonuses.
  • xaraan
    xaraan
    ✭✭✭✭✭
    ✭✭✭✭✭
    I think they should be able to feed like a werewolf on bodies to regen. Let the little cannibals do their thing!
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • A_Silverius
    A_Silverius
    ✭✭✭✭✭
    They should get their reduced stealth detection by 3m back.
    All over Tamriel, theres a sudden spike in Bosmers getting caught for their crimes. A sad day indeed... #FightForYourRite Give Bosmers back our stealth!
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    10% movement speed while stealth and 10% movement speed after roll dodging

  • Chilly-McFreeze
    Chilly-McFreeze
    ✭✭✭✭✭
    ✭✭✭✭
    twing1_ wrote: »
    twing1_ 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?
  • Arato
    Arato
    ✭✭✭✭✭
    Tasear wrote: »
    10% movement speed while stealth and 10% movement speed after roll dodging

    Underpowered and useless.

    See a set bonus for stealth is -2m vs the -3 of a racial trait for stealth. But a set bonus for stealth speed is IGNORES stealth speed penalty, same with a vampire passive and a skill morph for NB has 25% speed increase while stealthed (which is essentially removing the penalty) so any number lower than that is underpowered and useless as it'll be weak enough people will use other sources to overwrite it anyway.

    The speed after dodge, how many bosmer DON'T have a bow for one of their bars? Hasty retreat passive gives 30% movement speed after dodging. so a 10% after dodging is again, underpowered and useless.
  • twing1_
    twing1_
    ✭✭✭✭
    twing1_ wrote: »
    twing1_ 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?

    That would be a monster set 2 pc bonus. The penetration is a monster set 1 pc, which are the equivalent of a 2-4 pc item set bonus.

    1487 penetration is also on a few other 5 pc item sets as a 2-4 pc bonus, including icy conjuror and tzogvins warband.

    Icy conjuror bonuses:

    (2 items) Adds 1096 Max Magicka
    (3 items) Adds 129 Spell Damage
    (4 items) Adds 1487 Spell Penetration
    (5 items) Applying a minor debuff to your enemy summons a non-reflectable Ice Wraith that will charge into your enemy, dealing 18920 Frost Damage over 8 seconds. This effect can occur every 12 seconds.
    Edited by twing1_ on March 4, 2019 12:04AM
Sign In or Register to comment.