Icy_Waffles wrote: »I’ve always been for the idea of being able to choose your race purely on lore and aesthetics and THEN being able to choose a blessing/ passives/ class DURING character creation. Creating a orc mag necro (and having good passives for it) would be awesome. I know orc got a spell dmg buff for some reason. I also know any race*can* work for every class but being able to pick a race for looks and passives that are BIS for what you want to do makes sense.
I’m always for more options and customization.
Marchastre wrote: »Could have been way much better to integrate the passives as a sort of progression, linked to the champion system instead of the current iteration of the passives / champions points.
Have 10 tree of abilities, each representing one archetype of the races, each giving differents bonus you can pick from:At beginning, the character is only stuck with the archetype of his own race but once you're gaining CP, you can unlock the passives of the others archetypes and equip them.
- Orc - Pariah : Give differents bonus for the offtanking (increased regeneration after a parry, increased resistance after taking a large hit)
- Argonian - Rootmender : Healer (Increase the heals and the magicka/stamina regen from a healer)
- Altmer - Arcanist : Pve Magicka DPS (Give more crits, spell damage and bonus on hitting the same target)
- Breton - Battlemage : PvP magicka dps ( Increase the magicka stats but also the ability to resist damages)
- Dunmer - Hortator : Hybrid DPS (Bonus to magicka and stamina, bonus on the offstats of the characte, more penetration)
- Bosmer - Hunter : PvP Stamina DPS (increased stamina damages against heavy armored target, increased detection range, decreased time period to enter in stealth)
- Nord - Conqueror : Main tanking (Reduced damage taken, % of regeneration available when blocking, increased regeneration after taking a large hit)
- Redguard - Blade Master : PvE Stamina dps (Increased crits, % of cleave damage, poison/bleed/disease dots improved)
- Khajiit - Trickster : Utility (Increased movement speed, bonus given during combats when encountering certains thresholds/conditions, increased potions effect)
- Imperial - Emperor : Synergy, groups and ultimates (Increased effects of synergy, increased ultimate generation, damage reduced depending of the positions of the allies)
But instead, we have the current system. Sigh.
VaranisArano wrote: »JohnOfMarkarth wrote: »SaucyMcSauceface wrote: »No. The racial passives are racial by nature. It is a key part of TES lore.
Cant use argument of "lore" ... if lore doesnt apply to the passives themselves.
Thats like saying "Sweets are bad for you. Thats why I eat candy instead"
The passives do not adhere to lore by longshot after the last few patches. So theres 0. And I mean ZERO argument to be made about its mere presence being required to fill any kind of lore.
The answer to "the lore was ignored to make certain passives" is not "throw out the lore entirely regarding passives."
That's silly.
The answer, for players who care about the lore, is to fix the current passives to better align with the lore and past TES games.