Elleh Posted April 27, 2013 Share Posted April 27, 2013 Oh, goody! I was wondering when you'd start thinking about bretons. I play bretons almost exclusively. Boring, I know. Leave me alone. It's kind of my thing. :P I'm really liking the idea of "moving points around" between stamina and magika. It could just be my play style, but I've felt that bretons operate well in that in-between area of mage-warrior-rogue. (Could be that whole half-man/half-mer theme?) The "Manmer Blood" could be exceedingly useful for observant players who like the push/pull of magic and weaponry, and for jack-of-all-trades type characters. ....Ah man.... I can have now, please? I was a hesitant about the "Zap" ability - because it seemed just a bit random - but then I remembered Mercer. And a rather successful mage/thief playthrough. I'm hoping this ability affects the stealth meter the way spells do - could introduce a little bit of tension when deciding to use it. One concern about "Harmonize": would it lead to stagger-locking opponents? That was one exploit while playing as a pure-mage that just made the game less fun. :( But I do like the idea of implementing something that requires careful observation and some quick-ish reflexes. Anyway.... I love the direction you're going in! I'm really excited to try it out. I spent that whole time babbling about bretons, but the rest of your ideas sound really clever as well! Could lead to some fun and more strategic gameplay once you get it all balanced out! Link to comment Share on other sites More sharing options...
EnaiSiaion Posted April 27, 2013 Author Share Posted April 27, 2013 Maybe this is more an animation thing, but just something I was thinking about. Casting spells if you're a two-handed users is annoying. When you pull out the spells from having your weapon out, the weapon just disappears and you suddenly have spells. Then when you switch back, you suddenly have to re-draw the weapon from your back, which is SLLLOOOOWW. It would be awesome if you could do like with one-handers, just take one hand off the weapon to cast with, then put it back on the weapon when ready to swing again. I haven't seen any mods that do this (I'm sure someone has to have had this same idea), so I'm suspecting it's probably not possible or very, very difficult to do. Since you seem quite a skilled modder, just thought I'd bring it up in case you might have an idea whether this is even possible or feasible. Not sure what this has to do with Excellent Racials Package. Oh, goody! I was wondering when you'd start thinking about bretons. I play bretons almost exclusively. Boring, I know. Leave me alone. It's kind of my thing. :P I'm really liking the idea of "moving points around" between stamina and magika. It could just be my play style, but I've felt that bretons operate well in that in-between area of mage-warrior-rogue. (Could be that whole half-man/half-mer theme?) The "Manmer Blood" could be exceedingly useful for observant players who like the push/pull of magic and weaponry, and for jack-of-all-trades type characters. ....Ah man.... I can have now, please? I was a hesitant about the "Zap" ability - because it seemed just a bit random - but then I remembered Mercer. And a rather successful mage/thief playthrough. I'm hoping this ability affects the stealth meter the way spells do - could introduce a little bit of tension when deciding to use it. One concern about "Harmonize": would it lead to stagger-locking opponents? That was one exploit while playing as a pure-mage that just made the game less fun. :( But I do like the idea of implementing something that requires careful observation and some quick-ish reflexes. Anyway.... I love the direction you're going in! I'm really excited to try it out. I spent that whole time babbling about bretons, but the rest of your ideas sound really clever as well! Could lead to some fun and more strategic gameplay once you get it all balanced out! I left them and Redguards until the end, not because I don't care about them but because I was trying to decide whether Bretons or Redguards were going to get the "Atronach playstyle" (no regeneration, but can leech off opponents). Then I also realised lesser powers require a ton of micro to use and forcing this on the player would be bad so I threw it out entirely. Zap is an RP thing. Bretons are "feytouched" and magically inclined, but don't make big fireworks. Opening locks with magic is a fantasy staple and seemed to fit well on Bretons especially because they needed some sort of thief bonus as well. Every race has abilities and powers for every build even if they don't look that way (Altmer High Barrier actually helps fighters more, despite being a magical shield scaling off magicka). This is intentional - I want to avoid favoured class syndrome with a passion. When you pick a mage, there should be 10 viable race choices, not just "Altmer or Breton?", and your Redguard bloody archmage should not be gimped just because he wasn't born in Summerset. Etc. Harmonize doesn't have a real cooldown beyond the usual lesser power cooldown, but once it affects an enemy, it cannot affect them again for 20 seconds. If they can't manage to get a few spells off during this time, they kind of deserve to die. Link to comment Share on other sites More sharing options...
EnaiSiaion Posted April 27, 2013 Author Share Posted April 27, 2013 (edited) Redguard proposition: Ability: Spirit of the Ra Gada+100 stamina and magicka, but you cannot regenerate stamina or magicka above 50% and lose 5 points per second. If either stat is above 75%, you gain 100 armor and 25 magic resistance. Ability: Battle TacticsPeriodically marks a nearby opponent, reducing its armor by 300 and magic resistance by 75% for 5 seconds. Ability: Clash (PC)Weapons and spells are 20% more powerful against targets that are swinging a weapon or casting a spell. Ability: Close The Ranks (NPC)Regenerate the lowest stat at a rate of 2 (+0.2 per level) per second. Power: Dervish ChargeGain a massive run speed bonus while slowing down time for 1 second. Sprinting extends the duration until you stop sprinting (hard cap of 5 seconds) and makes it so when the ability ends a shockwave is released that deals 35% max health in damage and staggers opponents (and autoselects Sandstorm for convenience's sake). Lesser power: SandstormYou can cast this at any time, but it only has an effect if at least one nearby friendly or enemy unit is below 50% health or staggered. In this case, a sandstorm is produced that drains 2 (+0.2 per level) magicka and 4 (+0.4 per level) stamina per second from each nearby opponent and gives four times this amount to you, for 30 seconds. I'm considering reducing the amount of racials you get at low levels so it isn't overwhelming for new players. You'd get 1 ability and 1 power, then another ability and power at 5, and a third ability at 10. Enemies would get their specific ability at 5 as well. Edited April 27, 2013 by EnaiSiaion Link to comment Share on other sites More sharing options...
EnaiSiaion Posted April 28, 2013 Author Share Posted April 28, 2013 Cat kit: Ability: Feline AgilityMovement speed increased by 40% out of combat and 20% in combat. Ability: Nine Lives (NPC)When reduced below 25% health, magicka or stamina for 15 uninterrupted seconds, a small free refill is received. Ability: Prowl (PC)While sneaking, you regenerate 2% max health and 4% max stamina and magicka per second and (if it's night) you gain nightvision.Ability: TakedownWhen out of combat, claws deal 250 bonus damage (yes, it's Sucker Punch on a more appropriate race) Power: MischiefAll opponents targetting you immediately drop out of combat. This is not useful in the open field, but if you find cover and cast this, they stop searching you. This does count for Takedown.Power: Ravage(1/day) For 90 seconds, claw damage is increased by 30 to 80 depending on level and you gain (and automatically equip for convenience) the Pounce lesser power. If you perform a killmove during this time, you are fully healed and claw damage is further increased by 150.Lesser power: PounceDash forwards at 250% increased speed for 1 second. Cooldown 6 seconds. Approaching release date... :) Link to comment Share on other sites More sharing options...
EnaiSiaion Posted April 29, 2013 Author Share Posted April 29, 2013 Breton Shield Dome http://i39.tinypic.com/k6lbc.jpg Bosmer Harrier http://i41.tinypic.com/2rhl3sl.jpg Nord Avatar http://i40.tinypic.com/333bfw8.jpg Link to comment Share on other sites More sharing options...
Strigvir Posted April 29, 2013 Share Posted April 29, 2013 That's just f*#@ing awesome is all that I can to say. Link to comment Share on other sites More sharing options...
Elleh Posted April 29, 2013 Share Posted April 29, 2013 YES PLEASE. Eager to try this! Link to comment Share on other sites More sharing options...
jackowonderful Posted April 30, 2013 Share Posted April 30, 2013 cool cool cool, as they say. Link to comment Share on other sites More sharing options...
EnaiSiaion Posted April 30, 2013 Author Share Posted April 30, 2013 Will be released tomorrow! Link to comment Share on other sites More sharing options...
Surinen Posted April 30, 2013 Share Posted April 30, 2013 no, you cannot release it in this form, it is a blasphemy against the Altmeri ! they should not suffer from magic more than anyone else - they breathe it!, do not nod to Magnus apologists who find this theory plausible, infinite in their wisdom supporters of Thalmor should never, ever succumb to such weakness, never! if anything then add them racial: spell eater that would c onsume incoming projectile and use it as bonus damage to the next destruction spell! Link to comment Share on other sites More sharing options...
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