Should devs add the Maormer race to the game alongside the release of ocean/pirate themed content?

  • randconfig
    randconfig
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    Yes
    Soarora wrote: »
    randconfig wrote: »
    Second thought I wouldnt mind it...also wouldnt require a lot of work for the devs I assume as they are already in game and use existing models, body shapes etc...

    But ONLY if we get at least 2 additional character slots

    What would be their racial traits?

    They are known as seafarers and storm mages... so maybe lightning or frost resistance, magicka+

    When i think of Maormer I always think of lol
    https://www.warhammer.com/en-WW/shop/age-of-sigmar/grand-alliance-order/idoneth-deepkin

    Well in the lore they're themed around the sea and serpents, so a few ideas:

    These don’t really match the style of racial passives we have. Whilst Maormer are non-Tamrielic and seem quite strong, the passives you suggested are also pretty OP.

    I think it could be something like this:
    1 - Increases your swimming speed by 15%. Reduces your damage taken by environmental slaughterfish by 50%. (Half of Argonian swim speed + adjusted Dunmer passive)

    2 - Increases your max magicka by 1000. Increases your weapon and spell damage by 258. (less max mag than Altmer and Breton, who have 2000, but also the weapon/spell damage of Altmer and Dunmer)

    3 - Increases your shock resistance by 4620. (Same as Nord)

    4. When you apply a status effect, gain 5 ultimate. This can apply once every 10 seconds. (Similar to Nord).

    There are several outlier or 'loaded' racial passives, so I disagree with your first statement.

    Argonian Resourceful Passive:
    "Increases your Max Magicka and Max Stamina by 1000. When you drink a potion, you restore 3125 Health, Magicka, and Stamina."

    This is a loaded passive with a proc that you have direct control over the activation of.

    High Elves Spell Recharge Passive:
    "When you activate an ability, you restore 625 Magicka or Stamina, based on whichever is lowest. This effect can occur once every 6 seconds. When you are using an ability with a channel or cast time, you take 5% less damage."

    This is a split resource return proc + passive damage reduction while casting or channeling.

    Breton Spell Attunement Passive:

    "Increases your Spell Resistance by 2310. This effect is doubled if you are afflicted with Burning, Chilled, or Concussed. Increases your Magicka Recovery by 130. "

    Gives passive magicka recovery, spell resistance, and a proc condition that further increases spell resistance.

    Just some of several examples, so the idea that having a racial passive with a proc condition doesn't really match the style of racial passives we have is just not true. And the main/loaded racial passive of a race being to cleanse a single debuff once every X seconds, or to allow you to restore resource/dodge one direct damage attack every X seconds is not overpowered considering what existing racial passives already offer.

    Also I don't mind reusing existing passives, but I'd rather stick to the existing pattern of all races getting something unique.
    Edited by randconfig on April 7, 2026 9:03AM
  • karthrag_inak
    karthrag_inak
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    Other
    yes, but only if they also add alfiq as playable race as well. Imagine the pvp! hordes of wee khajiit with shield turbans and shoulder-mounted lances
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  • Faltasë
    Faltasë
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    Yes

    I don't see why they wouldn't considering it already exists in game as NPC race.
    Edited by Faltasë on April 7, 2026 10:24PM

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    Please keep fixing the combat. It's good to fix the combat.

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  • Alp
    Alp
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    Other
    So a skin that matches them. Maybe add a cosmetic item for the ears?

    Adding them as a race means they would want to consider npcs reacting to it in some areas. But if it's just a cosmetic thing you could be a catfish etc with no problems.
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  • KingArthasMenethil
    KingArthasMenethil
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    No
    amig186 wrote: »
    ATM the issue is Summerset. They're kill on sight if my memory is working so things are very hostile there. If the game wasn't a you can do every zone then I wouldn't see an issue with player Maormer as they would be in other factions lands and would avoid the issues that being in Summerset would have since they'd never be able to go there.

    Are they though? Most of the ones there are invaders or pirates that would sooner skewer any altmer they came across than talk to them. If a maormer approached peacefully they'd probably be met with some suspicion but would be accepted once they proved they're not a member of a hostile faction. Not all altmer hate their watery cousins either, as the Sea Keep quest shows. Overall I don't see it as any different than going there with a Pact-loyal nord.

    If I recall Sea-Keep has the guy say that "Altmer don't suffer Maormer". Generally Altmer and Maormer are much more hostile and then Altmer and anyone else due to constant conflict they have during the first and second eras where Maormer are attacking Summerset nearly if not every year of those eras.
    Is also why I see the only reason the player character is going to be allowed on Pyandonea is going to be Orgnum himself. When ESO goes that that is.
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  • DMuehlhausen
    DMuehlhausen
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    ATM the issue is Summerset. They're kill on sight if my memory is working so things are very hostile there. If the game wasn't a you can do every zone then I wouldn't see an issue with player Maormer as they would be in other factions lands and would avoid the issues that being in Summerset would have since they'd never be able to go there.

    Technically though Dunmer or Argonia, Nord, Breton etc should be kill on site in Summerset to really and they aren't. They will eventually add in new races, and Maomer make sense, and will be a neutral race most likely.
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