User blog comment:IceFireWarden0/Elder Scrolls VI- An Analysis/@comment-1470368-20140529023323

Yo, IFW! :D

Here's one of my lists on some things I'd like to see in TES VI (not including the Province I'd like for the setting)

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I can easily see Athletics coming back as a Skill.

How to balance it? (For starters)

Restrict the experience-gain to using the Sprint Button, so you'd be forced to waste Stamina if you wanted to "exploit" Athletics.

Also, we should be able to use the Sprint button when Swimming through various bodies of water (unsure whether it should provide greater experience than on land or not). :P

Argonians could easily again have the greatest starting bonus to Athletics, especially underwater where they can already swim faster than all other Races (with a tadpole-esque animation). The beginning speed-difference in swimming between the Races should definitely be noticeable when holding down the Sprint button.

Acrobatics: < I can easily see this skill coming back as well, for similar reasons.

Khajiit can easily have the highest starting jump-height (& highest fall-damage resistance) out of all Races. It could either be influenced only by their bonus to Acrobatics, or a small passive bonus (or both).

Extra: Whether it will be through certain perks? Or if characters could do it right from the start?...How about finally including a Running Jump action?

^ While holding down the Sprint button, press the Jump button to leap in the direction you're heading. :D

As far as an Unarmed Skill goes? I say that the Block button (right-click, Left-Trigger, or L1), should stay as just that. It should always function to Block regardless of what weapons you have in each hand (even if you're Dual-Wielding), or even if you're using Spells.

^ Also just so you'd have a way to block attacks when unarmed, only down to your fists (or at least gauntlets).

In the case of Defensive Spells; when using spells like Wards, control of that kind of Spell would be allocated solely to the Block button when readied for casting.

Going back to the Unarmed topic:  I'd definitely like to see the style called "Rain-of-Sand" finally make it in as a unique martial-arts style that is almost entirely exclusive to Khajiit. Any other Race should take longer to really learn it (if they can)...with Argonians learning it at only a slightly slower rate.

There would remain a concern for "balancing", but when it comes down to it, as what we're talking about is TES VI (the next great single-player game in the series)...I'm willing to bet that the Unarmed Skill (like any other combat skill) might potentially become "broken"/"overpowered" depending on your character's build :P (including, but not limited to; speed of skill-progression, Perks, or even down to the character's Race)

^ Especially if you're a Khajiit (Meow :3)

The Climbing Skill from earlier games (Arena & Daggerfall, maybe Battlespire too?) should definitely make a return.

^ Both the Khajiit & Bosmer would have a large bonus to Climbing, with the Khajiit getting the higher bonus (depending on the Khajiit's breed)

Definitely would help with more quickly traversing awesome locations like Falinesti in Valenwood & the Tenmar Forest in Elsweyr.

That's right...the Khajiit also have multiple breeds that should get different skill-bonuses (but still keep mostly the same racial passives). You definitely should be able to choose your Khajiit character's breed via an exclusive Moon-Phase Menu depicting Masser & Secunda in each of their phases.

The Argonians actually also have different breeds, now that I think about it (depending on how much Hist Sap they ingested as saplings).

There are quite a few more Races that I'd like to see as playable in a future TES game (whether it's TES VI or the next). Here are the following Races I'd love to see:

 - Reachmen:  Alternatively called the "Forsworn" in TESV: Skyrim. They are certainly argued in Lore to be Breton-offshoots, but they've also interbred with Nords & even Orcs in the past. They'd likely have a special "Briarheart Geis" passive...if not, then just some other Magic-related bonuses (or "Hedge-magic" lesser powers).

- Skaal:  The other group of "Nords" descended from Atmorans who settled in Solstheim. Just like the groups of early Mer & Men who settled in different parts of Tamriel & eventually changed into very different people...the Atmorans who settled in Solstheim (though they've been listed as "Nords" before) are still a very different people known as the Skaal. They are certainly culturally different and practice a very different, arguably monotheistic, religion revolving around the All-Maker. I am unsure of this Race's skill-bonuses, but Passives & Greater/Lesser Powers could be somewhat related to the All-Maker Stones.

- Falmer:  The Race of Snow Elves is not "extinct" yet. The remaining unaffected populace of Falmer (those that haven't become the "Betrayed" are currently still in-hiding as of TESV's events.  I can see the Falmer getting a bonus to the re-introduced Spear Skill, the Restoration Skill (due to Sun Magic), even perhaps Destruction & Light Armor.  They should definitely have a stronger Frost Resistance than the Nords do...and the only Race to have a natural Resistance to Sun Damage. :3

- Lilmothiit:  The vulpine Beast-Race that once exclusively thrived in Black Marsh, possibly related to the Khajiit. This Race is only thought to be "extinct" since the outbreak of the Knahaten Flu so long ago, which purportedly killed or drove off all who weren't Argonians or Hist. Like the Falmer, they would seem to have largely hidden themselves from the rest of Tamrielic society. Same as the Khajiit and Argonians, they should also get a "Claws" damage bonus to their Unarmed Skill.

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This may be an unpopular opinion, but...

I personally think that the Class system should make a return, with all the classic Pre-Set Classes plus some new ones (and the ability to create a Custom Class).

Similarly to Morrowind, your starting Class should definitely have an effect on determining your character's starting Spells as well (if you'll even get any).

I honestly don't want to start with "Healing" & "Flames" regardless of my character's Race/Class. Even the extra novice-level Spell exclusive to 3 certain Races in TESV: Skyrim wasn't that big of an incentive. :P

Even the 8 Attributes from past games should make a return, if you ask me.