Racials should get revamped in a patchexpansionDLC

Post » Wed Jun 06, 2012 5:09 pm

Would be a relatively simple improvement they could make that could potentially be a significant one as well.

How many of you are happy with your racials? Does anyone else think 24 hour cooldowns are a bit much?

I'm wondering what others feel about their main race(s) racial(s). I play Dunmer and I have found my ancestor's wrath ability to be utterly worthless, even if it had no cooldown I'd probably never use it. The passive fire resist is quite nice however.




Here's the list for convenient reference:

Spoiler

Argonian
Histskin : Invoke the power of the Hist to recover health ten times faster for 60 seconds.
Resist Disease : Your Argonian blood is 50% resistant to disease.
Water Breathing : Your Argonian Lungs can breath underwater.
Breton
Dragonskin : Absorb 50% of magicka from hostile spells for 60 seconds.
Magic Resistance : Breton blood grants a 25% resistance to magic.
Dunmer (Dark Elf)
Ancestor’s Wrath : For 60 seconds, opponents that get too close take 8 points per second of fire damage.
Resist Fire – Your Dunmer blood gives you 50% resistance to fire.
Altmer (High Elf)
Highborn : Regenerate magicka faster for 60 seconds.
Highborn : High Elves are born with 50 extra magicka.
Imperial
Voice of the Emperor : Calms nearby people for 60 seconds.
Imperial Luck : Anywhere gold coins might be found, Imperials always seem to find a few more.
Khajiit
Night Eye : Improved night vision for 60 seconds.
Claws : Khajiit claws do 15 points of damage.
Nord
Battle Cry : Target flees for 30 seconds.
Resist Frost: Your Nord blood gives you 50% resistance to frost.
Orsimer (Orc)
Berserker Rage : You take half damage and do double damage for 60 seconds.
Redguard
Adrenaline Rush : Stamina regenerates 10x faster for 60 seconds.
Resist Poison : Your Redguard blood gives you 50% resistance to poison.
Bosmer (Wood Elf)
Command Animal : Make an animal an ally for 60 seconds.
Resist Disease and Poison : Your Bosmer blood gives you 50% resistance to poison and disease.
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priscillaaa
 
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Post » Wed Jun 06, 2012 2:03 pm

I am Argonian and I never felt like using histskin, my fights are usually won from a distance with the bow and poison. I'm playing on adept and I'm almost 50 now. As for the water breathing it's great except that there are not enough underwater adventures to make advantage of it.
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remi lasisi
 
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Post » Wed Jun 06, 2012 1:47 pm

The Dunmer Greater Power and the Bosmer Greater Power are pretty crappy. "Ancestor's Wrath" is the exact same thing as a Fire Cloak, and "Command Animal" is completely outclassed by even a 1 word Animal Allegiance Shout. The Nord Greater Power "Battle Cry" is decent until you get the Dismay shout. The other races have pretty decent racials.
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dean Cutler
 
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Post » Thu Jun 07, 2012 1:15 am

I think all the passive abilities are fine, but the once-a-days should be much more powerful.

Be nice to see a dlc for them, but I'd rather have quest content than character content honestly. Probably better off just waiting for the next Elder Scrolls.

In all honesty, I think they should scrap racial abilities and develop racial perk trees... with a perk to reduce cooldown of top end racial perks and the like.
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Adrian Morales
 
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Post » Wed Jun 06, 2012 7:16 pm

this had been a problem not only with racial abilities but with shouts and other things due to enemies becoming stronger and these abilities becoming weaker I think for these there should be quests to unlock the true ability of racial abilities and shouts
edit: I just remmembered that this also applies to werewolves also
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le GraiN
 
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Post » Wed Jun 06, 2012 2:32 pm

Histskin is incredibly useful, when you think to use it. You use it more often when you are a low level but slowly as you level (on adept) it becomes less useful due to some of the dragon shouts out there.

The Dunmer Ancestor's Wrath could use some buffing, maybe having a larger area that it affects, (10m radius?) and more damage (scaling?).

The Orcs' berserker rage is very useful, so I feel it should be fine the way it is.

Khajiit, well I don't know how they could change it. Its good if you play unarmed but the Night Eye is hardly useful. I'm sure some other guys would have a better idea.

Imperial. Calm should be increased to at least 180 seconds, and maybe they should add a minor ability to buff them up a bit, such as slightly better buying and selling? (around 5%?)

Nord. Likewise, this should be increased to at least 120 seconds. Maybe they could have an ability that makes them swing faster for one minute? (50%)

Redguard. I haven't played these guys so I can't comment.

Bosmer. Their ability isn't the greatest, I wouldn't mind something else along with it like a minor detect life spell available off the start? Or a lesser ability detect life?

Altmer, their ability is very useful, but I haven't gotten a character above level 20.

Breton is similar to the Altmer for me and I haven't even used their ability.
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Kieren Thomson
 
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Post » Wed Jun 06, 2012 2:23 pm

Would be a relatively simple improvement they could make that could potentially be a significant one as well.

How many of you are happy with your racials? Does anyone else think 24 hour cooldowns are a bit much?

I'm wondering what others feel about their main race(s) racial(s). I play Dunmer and I have found my ancestor's wrath ability to be utterly worthless, even if it had no cooldown I'd probably never use it. The passive fire resist is quite nice however.




Here's the list for convenient reference:

Spoiler

Argonian
Histskin : Invoke the power of the Hist to recover health ten times faster for 60 seconds.
Resist Disease : Your Argonian blood is 50% resistant to disease.
Water Breathing : Your Argonian Lungs can breath underwater.
Breton
Dragonskin : Absorb 50% of magicka from hostile spells for 60 seconds.
Magic Resistance : Breton blood grants a 25% resistance to magic.
Dunmer (Dark Elf)
Ancestor’s Wrath : For 60 seconds, opponents that get too close take 8 points per second of fire damage.
Resist Fire – Your Dunmer blood gives you 50% resistance to fire.
Altmer (High Elf)
Highborn : Regenerate magicka faster for 60 seconds.
Highborn : High Elves are born with 50 extra magicka.
Imperial
Voice of the Emperor : Calms nearby people for 60 seconds.
Imperial Luck : Anywhere gold coins might be found, Imperials always seem to find a few more.
Khajiit
Night Eye : Improved night vision for 60 seconds.
Claws : Khajiit claws do 15 points of damage.
Nord
Battle Cry : Target flees for 30 seconds.
Resist Frost: Your Nord blood gives you 50% resistance to frost.
Orsimer (Orc)
Berserker Rage : You take half damage and do double damage for 60 seconds.
Redguard
Adrenaline Rush : Stamina regenerates 10x faster for 60 seconds.
Resist Poison : Your Redguard blood gives you 50% resistance to poison.
Bosmer (Wood Elf)
Command Animal : Make an animal an ally for 60 seconds.
Resist Disease and Poison : Your Bosmer blood gives you 50% resistance to poison and disease.

I think 24 HR cooldown abilities are silly. I think the way they need to restructure races is to add an alternate progression Perk tree called the "General Tree". There would be 4 branches, one branch is Race specific, one relates to Health & Mitigation, one relates to Athletics/Acrobatics & Stamina, and one relates to Magicka. This tree should not share Perk points with your standard Skills. Things like Silent Casting would then be moved to here. Perks that benefit all "casters" but are stuffed into a particular skill.
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Fiori Pra
 
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Post » Wed Jun 06, 2012 3:02 pm



I think 24 HR cooldown abilities are silly. I think the way they need to restructure races is to add an alternate progression Perk tree called the "General Tree". There would be 4 branches, one branch is Race specific, one relates to Health & Mitigation, one relates to Athletics/Acrobatics & Stamina, and one relates to Magicka. This tree should not share Perk points with your standard Skills. Things like Silent Casting would then be moved to here. Perks that benefit all "casters" but are stuffed into a particular skill.
I came up with an idea similar to this kind of like fallout 3 and skyrim combined every time you level up you get to select a "general perk that has active effects racials ect
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xemmybx
 
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Post » Wed Jun 06, 2012 10:57 pm

I think 24 HR cooldown abilities are silly. I think the way they need to restructure races is to add an alternate progression Perk tree called the "General Tree". There would be 4 branches, one branch is Race specific, one relates to Health & Mitigation, one relates to Athletics/Acrobatics & Stamina, and one relates to Magicka. This tree should not share Perk points with your standard Skills. Things like Silent Casting would then be moved to here. Perks that benefit all "casters" but are stuffed into a particular skill.

Pretty good idea actually.

Make a Hero tree of perks specific to each race, give Hero points for reaching hallmarks in other perk trees, and spend them in the Hero tree.

Would reward traditional archetypes, but would sort of punish jack-of-all-trades.
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Jerry Cox
 
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Post » Wed Jun 06, 2012 10:00 pm

I came up with an idea similar to this kind of like fallout 3 and skyrim combined every time you level up you get to select a "general perk that has active effects racials ect

Yeah, really anything that gives me more of a feeling of progression. The way leveling works now is just silly. I get 10HP, 10 Mana, or 10 Stamina points every level. Level 2 is the same as level 80. That is pretty defeating if you ask me. There should be a drive to level, a proverbial carrot on the end of a stick.
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CYCO JO-NATE
 
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Post » Thu Jun 07, 2012 1:27 am

I never used Night eye or other powers yet.
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Marquis T
 
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Post » Thu Jun 07, 2012 3:01 am

Some are okay, some could use work Overall though, I also wish NPCs would use racials, would spice up battles.
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Elea Rossi
 
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Post » Wed Jun 06, 2012 10:49 pm

Some are okay, some could use work Overall though, I also wish NPCs would use racials, would spice up battles.

How would the nords use theirs? The game takes control and you run away? :tongue:
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Kim Bradley
 
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Post » Wed Jun 06, 2012 7:19 pm

Racials should be unique to that race and unavailable by all other means.
Seems like every Racial ability can be used by other races by spell or potion.
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Chelsea Head
 
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Post » Wed Jun 06, 2012 11:51 am

How would the nords use theirs? THe gmae takes control and you run away? :tongue:

If that's what it takes. I'm not a fan of handicaps just because we are the player character.
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Ross
 
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