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Argonian Racial ideas

  • Fizzlewizzle
    Fizzlewizzle
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    Skiserony wrote: »
    Wait, so:
    - 9% stats gain on potion
    - 9% more health
    - 9% more healing received
    - 2400 poison/dissease resistance
    - AND 50% swimming increase?

    OP race here haha, really that's kind of ridiculous. It would be too strong, especially in combination with tripots. It's really not so simple to do that. And btw Argonian isn't that bad, they make great tanks. I'm not saying they are as strong as other (imperial ftw) but this is a bit too much buffed.
    Idk if you could call it OP or not... because in general they follow the same format as other classes.
    Currently the bonuses are low, but in return they get two bonuses instead of 1 (depending on the passive).

    Boosting it to the numbers you quoted might be a bit much, but at the same time those numbers are still below average, as well as 1 bonus being a Misc skill while the other is a protection against a more rare element in the game.
    My personal twist to those numbers would be:
    - 9% stats gain on potion
    - 12-15% more healing received
    - 4800 poison/disease resistance
    - AND 75% swimming increase + 75% reduced damage received from Slaughterfish.


    To explain why i choose these numbers:
    The pots are just something argonians were gives. I personally don't care too much about it (reason i kept it as it was in the quote).

    No more health bonus.
    3% bonus (current) or 0% bonus isn't that much of a difference. IF *** hits the fan it's often not your HP that counts, but if the healing you receive is sufficient enough to overcome the incoming damage.
    I was a bit doubtful about 12 or 15%. 15% sounds nicer than 12% (for multiple reasons), but it felt strange to go over double the current bonus.

    The poison and disease resistance is for the simple reason they are Argonians. Lore says that they are strong against it, so it would be proper to show it that way (its also not a very common element, so i doubt it will be really game breaking).

    75% swimming speed.
    I like swimming. Also, you can make it count up (more nicely) that way: 25/50/75%, depending on rank.
    75% resistance against Slaughterfish.
    The only bane for skinnydippers.
    For an Aquatic, scaled creature you would expect that they are more... adequate in dealing with Slaughterfish.
    Although it isn't that much of a useful trait to have, it would be fun being able to jump into lakes and streams in cyrodiil to evade players (without dying (as fast) because of Slaughterfish).




    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • ThatHappyCat
    ThatHappyCat
    ✭✭✭✭✭
    What I'd like to see for Argonians...



    Amphibious
    50% increased swimming speed and 3/6/9s reduced potion cooldown.

    Argonian Resistance
    As it is.

    Quick to Mend
    2/4/6% increased healing received and 3/6/9% increased health.



    This gives a more powerful potion passive and a much needed stat bonus (of 12% health, which is what Imperials have on top of their 10% stamina).

    Healing Received is, IMO, a bad bonus. The main killers in ESO in both PvP and PvE are burst damage, i.e. things that kill you before you have a chance to heal. That's why you need a minimum amount of health to do certain content. Having more health means you can divert more of your stats to magicka/stamina for higher DPS and sustain without putting your health below the minimum threshold. Extra healing received does not help you do that in any way.

    Plus, most healers are Templars using Breath of Life, which if you're abiding by the minimum health threshold will heal you up to full in one or two casts regardless of how much healing received you have, meaning most of that bonus is wasted. Healing received is only really useful for HoTs, which Templar healers don't rely on.
    Edited by ThatHappyCat on 7 June 2015 04:05
  • septvestige
    septvestige
    ✭✭
    passive: Lusty
    Description: 5% Lift its tail

    only cosmetic but would be fun
    Edited by septvestige on 7 June 2015 06:52
    You miss the lol button? It has been taken away for a reason. And the reason is how people used it for bash others who didn't share their opinion.
  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Problem with Robust Talent is you pretty much have to build around Stamina Regen or Magicka Regen in this game..Health Regen does you no good if ya can't fight back or defend yourself.
  • Skiserony
    Skiserony
    ✭✭✭
    Skiserony wrote: »
    Wait, so:
    - 9% stats gain on potion
    - 9% more health
    - 9% more healing received
    - 2400 poison/dissease resistance
    - AND 50% swimming increase?

    OP race here haha, really that's kind of ridiculous. It would be too strong, especially in combination with tripots. It's really not so simple to do that. And btw Argonian isn't that bad, they make great tanks. I'm not saying they are as strong as other (imperial ftw) but this is a bit too much buffed.
    Idk if you could call it OP or not... because in general they follow the same format as other classes.
    Currently the bonuses are low, but in return they get two bonuses instead of 1 (depending on the passive).

    Boosting it to the numbers you quoted might be a bit much, but at the same time those numbers are still below average, as well as 1 bonus being a Misc skill while the other is a protection against a more rare element in the game.
    My personal twist to those numbers would be:
    - 9% stats gain on potion
    - 12-15% more healing received
    - 4800 poison/disease resistance
    - AND 75% swimming increase + 75% reduced damage received from Slaughterfish.

    To explain why i choose these numbers:
    The pots are just something argonians were gives. I personally don't care too much about it (reason i kept it as it was in the quote).

    No more health bonus.
    3% bonus (current) or 0% bonus isn't that much of a difference. IF *** hits the fan it's often not your HP that counts, but if the healing you receive is sufficient enough to overcome the incoming damage.
    I was a bit doubtful about 12 or 15%. 15% sounds nicer than 12% (for multiple reasons), but it felt strange to go over double the current bonus.

    The poison and disease resistance is for the simple reason they are Argonians. Lore says that they are strong against it, so it would be proper to show it that way (its also not a very common element, so i doubt it will be really game breaking).

    75% swimming speed.
    I like swimming. Also, you can make it count up (more nicely) that way: 25/50/75%, depending on rank.
    75% resistance against Slaughterfish.
    The only bane for skinnydippers.
    For an Aquatic, scaled creature you would expect that they are more... adequate in dealing with Slaughterfish.
    Although it isn't that much of a useful trait to have, it would be fun being able to jump into lakes and streams in cyrodiil to evade players (without dying (as fast) because of Slaughterfish).

    Yeah, I do get Argonians do not compeet with a few other races, but the suggestions they made was a bit too much. 9% stat gain when drinking potion, that's like half the potion itself for what it increases. I like the idea of reduce cooldown better then.

    6% more healing received is actually quite beneficial, but imo it could be a bit more increased. 15% looks a bit too much for me though, that's a lot. But like 9, 10 or 12%max or something like that.

    If you would get 4200 dissease/poison resistance this could give some issues in PvP since certain build are build around that, which means an Argonian will be too powerful for them to take down, with the resistance and more healing received. Thing is you can't just do it because of the lore only, gameplay is what actually is a bit more important in an mmo.

    75% increased swimming speed sounds reasonable and the 75% reduced damage from slaughterfish could be useful in rare situations, but I don't think that useful enough to implement as a racial. Out of PvP is actually a complete useless passive then and even in PvP for like 99% of situations it's quite useless. I'd rather see the 3% increased health, maybe like 6% at max. 9% or above would be too strong if the other passives get increased too. Could you imagine, 9% increased health and 12% increased healing received with poison resistance over the rooftop and drinking a potion would fill complete resources? They would be too strong in PvP and amazingly strong tanks in PvE (which they already are now).

    I agree, it might have lesser passives than an Imperial, but if you buff it like people in this thread say, it would be wrong too. If they buff this race they should only buff one passive, not all of them.

  • Skiserony
    Skiserony
    ✭✭✭
    What I'd like to see for Argonians...

    Amphibious
    50% increased swimming speed and 3/6/9s reduced potion cooldown.

    Argonian Resistance
    As it is.

    Quick to Mend
    2/4/6% increased healing received and 3/6/9% increased health.


    This gives a more powerful potion passive and a much needed stat bonus (of 12% health, which is what Imperials have on top of their 10% stamina).

    Healing Received is, IMO, a bad bonus. The main killers in ESO in both PvP and PvE are burst damage, i.e. things that kill you before you have a chance to heal. That's why you need a minimum amount of health to do certain content. Having more health means you can divert more of your stats to magicka/stamina for higher DPS and sustain without putting your health below the minimum threshold. Extra healing received does not help you do that in any way.

    Plus, most healers are Templars using Breath of Life, which if you're abiding by the minimum health threshold will heal you up to full in one or two casts regardless of how much healing received you have, meaning most of that bonus is wasted. Healing received is only really useful for HoTs, which Templar healers don't rely on.

    I do like the passives you suggest, but I gotta disagree what you say about the healing received buff. It is extremely useful and that is what makes the Argonians unique. It might not defend you the best against burst but once the fight takes longer it's really useful. You have no idea what increase this does when you put up a HoT, or if you get healed by a healer, even for BoL. And in 1vX situation it proves really useful. This also makes Argonians good tanks. Don't understimate the power of healing received, it may just look kind of useless but it surely isn't.

    Imperials still are more beneficial than Argonians, but the Argonian is kind of like the underdog. Don't underestimate them. (Plus they have one of the coolest looks of all the racials.)
  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    Skiserony wrote: »
    Skiserony wrote: »
    Wait, so:
    - 9% stats gain on potion
    - 9% more health
    - 9% more healing received
    - 2400 poison/dissease resistance
    - AND 50% swimming increase?

    OP race here haha, really that's kind of ridiculous. It would be too strong, especially in combination with tripots. It's really not so simple to do that. And btw Argonian isn't that bad, they make great tanks. I'm not saying they are as strong as other (imperial ftw) but this is a bit too much buffed.
    Idk if you could call it OP or not... because in general they follow the same format as other classes.
    Currently the bonuses are low, but in return they get two bonuses instead of 1 (depending on the passive).

    Boosting it to the numbers you quoted might be a bit much, but at the same time those numbers are still below average, as well as 1 bonus being a Misc skill while the other is a protection against a more rare element in the game.
    My personal twist to those numbers would be:
    - 9% stats gain on potion
    - 12-15% more healing received
    - 4800 poison/disease resistance
    - AND 75% swimming increase + 75% reduced damage received from Slaughterfish.

    To explain why i choose these numbers:
    The pots are just something argonians were gives. I personally don't care too much about it (reason i kept it as it was in the quote).

    No more health bonus.
    3% bonus (current) or 0% bonus isn't that much of a difference. IF *** hits the fan it's often not your HP that counts, but if the healing you receive is sufficient enough to overcome the incoming damage.
    I was a bit doubtful about 12 or 15%. 15% sounds nicer than 12% (for multiple reasons), but it felt strange to go over double the current bonus.

    The poison and disease resistance is for the simple reason they are Argonians. Lore says that they are strong against it, so it would be proper to show it that way (its also not a very common element, so i doubt it will be really game breaking).

    75% swimming speed.
    I like swimming. Also, you can make it count up (more nicely) that way: 25/50/75%, depending on rank.
    75% resistance against Slaughterfish.
    The only bane for skinnydippers.
    For an Aquatic, scaled creature you would expect that they are more... adequate in dealing with Slaughterfish.
    Although it isn't that much of a useful trait to have, it would be fun being able to jump into lakes and streams in cyrodiil to evade players (without dying (as fast) because of Slaughterfish).

    Yeah, I do get Argonians do not compeet with a few other races, but the suggestions they made was a bit too much. 9% stat gain when drinking potion, that's like half the potion itself for what it increases. I like the idea of reduce cooldown better then.

    6% more healing received is actually quite beneficial, but imo it could be a bit more increased. 15% looks a bit too much for me though, that's a lot. But like 9, 10 or 12%max or something like that.

    If you would get 4200 dissease/poison resistance this could give some issues in PvP since certain build are build around that, which means an Argonian will be too powerful for them to take down, with the resistance and more healing received. Thing is you can't just do it because of the lore only, gameplay is what actually is a bit more important in an mmo.

    75% increased swimming speed sounds reasonable and the 75% reduced damage from slaughterfish could be useful in rare situations, but I don't think that useful enough to implement as a racial. Out of PvP is actually a complete useless passive then and even in PvP for like 99% of situations it's quite useless. I'd rather see the 3% increased health, maybe like 6% at max. 9% or above would be too strong if the other passives get increased too. Could you imagine, 9% increased health and 12% increased healing received with poison resistance over the rooftop and drinking a potion would fill complete resources? They would be too strong in PvP and amazingly strong tanks in PvE (which they already are now).

    I agree, it might have lesser passives than an Imperial, but if you buff it like people in this thread say, it would be wrong too. If they buff this race they should only buff one passive, not all of them.
    Bit curious... what builds focus so heavily on Poison/ Disease?
    Besides a few skills (bow skills mostly) i don't know anything that uses that element. I always though it wasn't that common.
    (Only real defense would be against meatbag catapults i think)

    I know that swimming (in Slaughterfish infested waters) is pretty uncommon now, but my guess would be that once the Imperial City is added into the game that they won't remove the Slaughterfish from the waters (would be stupid if they did).
    Being able to use any other way than a bride (which i assume will be common way to enter it) would be a special feature for Argonians.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Junkogen
    Junkogen
    ✭✭✭✭✭
    Nords are the tank race of the Pact, Dunmer are magicka oriented, so Argonians should be Stamina based. It would fit since they also have the poison resist which goes with the werewolf. Or they could give Argonians some decent magicka, stamina, and health regen or bonus to go with the potion passive. 6% boost across the board. Imperial gets 22% stat increase.
  • Skiserony
    Skiserony
    ✭✭✭
    Bit curious... what builds focus so heavily on Poison/ Disease?
    Besides a few skills (bow skills mostly) i don't know anything that uses that element. I always though it wasn't that common.
    (Only real defense would be against meatbag catapults i think)
    Bow users who got their skills morphed into poison who highly depend on that dps, that have equipped theirselves with the Morag's Tong set that increases poison damage and put all their CP into Thaumaturge which increases your poison damage and then also will have their weapons enchanted with poison.

    It's a good passive but 4200 posion/dissease resist is just too much.

    Know that those bow poison skills are of the most used skills in PvP, even for non poison builds. So it would basically affect every bow user and extremely hard those who are build around poison.
    I know that swimming (in Slaughterfish infested waters) is pretty uncommon now, but my guess would be that once the Imperial City is added into the game that they won't remove the Slaughterfish from the waters (would be stupid if they did).
    Being able to use any other way than a bride (which i assume will be common way to enter it) would be a special feature for Argonians.

    Hmm, I do see the usefulness of it, but it's not really something that will benefit everyone for every aspect in the game. Only PvP in that certain situation. Which could be extremely strong in that situation, which makes people gonna start complaining about that too.
    Edited by Skiserony on 7 June 2015 20:04
  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    Never been a bow user, so i didn't think it would be that much of a deal against them.

    I wouldn't call being able to cross a river strong, i would rather go for convenient.
    Even with 75% speed and 75% damage reduction i still doubt that you can cross every river, but that's just me.

    If i would go for another set-up i might go for:
    - Reduce potion cooldown time by 9 seconds.
    - 120% health regeneration.
    - 2400 poison/disease resistance.
    - 50% swimming increase.

    Poison and disease, as well as swimming back to original.
    Decreased potion cooldown time rather than give extra stats. If you plan to use pots anyway better be able to use them more often.
    INSANE health regeneration. To put it in 1 word: Hist skin.
    Argonians had very good health regeneration back in Skyrim, up to 400% extra compared to other classes.
    With the Robust passive giving other races 30% health regeneration you have to go pretty high to make the regen stand out among the others.
    The 120% Health regen would be instead of Healing received, as both have basically the same function (increase survivability).
    It would make argonians decent tanks for sure, but think that they would also have a decent advantage as mages with such a passive, simply because they are less affected by the stop (personal) healing received from the Equilibrium skill.

    Mending-The-Wounded, Aldmeri Dominion, Templar.
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