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Redguard Snare Reduction Should Be Stronger

sabresandiego_ESO
sabresandiego_ESO
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I think all other redguard passives are very well done, but the 15% snare reduction should be made stronger or changed because it is completely redundant with snare breaks and doesnt help at all against immobilizes. Please increase this snare reduction to at least 25% with longer immunity for immobilize after escaping; or change this to something else useful.
Edited by sabresandiego_ESO on 3 February 2021 19:13
Ali Dreadsabre -Necromancer
Ali Sabre -Nightblade
  • Benoftheflies
    Benoftheflies
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    give them a weapon duration bonus. Have a couple exceptions, like no channeled abilities or taunt duration increase. But if it is something like 2 seconds, my sorc redguard tank can have sick uptimes on the shield ult (8 seconds for 100 ult). This could also be strangely effective for healers, and could be interesting for damage dealers as well.
  • Ratzkifal
    Ratzkifal
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    I generally agree with your post, but there are some falsehoods there that I would like to clearup.
    After Wrathstone Redguards still have far better stamina sustain than Imperials. It's not even close.
    Also Redguards having worse sustain than Bosmer is only true for certain cases but not all of them. In PvE, yes, especially the current patch. In noCP PvP using no twohander (bow+DW for example) and using at least two weapon abilities, no.

    My personal favorite for how to fix Redguards is instead of giving them 8% cost reduction and snare reduction, they get a variable stat bonus depending on what weapon they have equiped, like Twin Blade and Blunt and Heavy Weapons do.
    For example this could be an extra bit of crit chance when using daggers, weapon/spell damage when using swords, crit damage&healing when using axes, penetration when using maces, crit chance when using bow, block cost reduction when using a shield, magicka recovery when using a healing staff, and spell penetration when using a destruction staff. Twohanded weapons would get double the bonus.
    Note that this would provide them a different bonus depending on which weapon they use together with a shield in addition to the block cost reduction, which currently is just a cosmetic difference but gives Redguards something unique that fits their theme of being the weapon masters while also allowing for off-meta builds like magicka Redguards.
    This Bosmer was tortured to death. There is nothing left to be done.
  • sabresandiego_ESO
    sabresandiego_ESO
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    Ratzkifal wrote: »
    I generally agree with your post, but there are some falsehoods there that I would like to clearup.
    After Wrathstone Redguards still have far better stamina sustain than Imperials. It's not even close.
    Also Redguards having worse sustain than Bosmer is only true for certain cases but not all of them. In PvE, yes, especially the current patch. In noCP PvP using no twohander (bow+DW for example) and using at least two weapon abilities, no.

    My personal favorite for how to fix Redguards is instead of giving them 8% cost reduction and snare reduction, they get a variable stat bonus depending on what weapon they have equiped, like Twin Blade and Blunt and Heavy Weapons do.
    For example this could be an extra bit of crit chance when using daggers, weapon/spell damage when using swords, crit damage&healing when using axes, penetration when using maces, crit chance when using bow, block cost reduction when using a shield, magicka recovery when using a healing staff, and spell penetration when using a destruction staff. Twohanded weapons would get double the bonus.
    Note that this would provide them a different bonus depending on which weapon they use together with a shield in addition to the block cost reduction, which currently is just a cosmetic difference but gives Redguards something unique that fits their theme of being the weapon masters while also allowing for off-meta builds like magicka Redguards.

    I agree that red guards do have better sustain running weapon builds than any other race. The 8% cost reduction is something I really like and want to see stay. I’d rather they just did something simple like making the snare reduction 30-50% instead of 15%
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
  • Faulgor
    Faulgor
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    If they are such weapon experts, maybe they should have a bonus to light/heavy attack damage.

    Or permanent Empower B)
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Ratzkifal
    Ratzkifal
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    Ratzkifal wrote: »
    I generally agree with your post, but there are some falsehoods there that I would like to clearup.
    After Wrathstone Redguards still have far better stamina sustain than Imperials. It's not even close.
    Also Redguards having worse sustain than Bosmer is only true for certain cases but not all of them. In PvE, yes, especially the current patch. In noCP PvP using no twohander (bow+DW for example) and using at least two weapon abilities, no.

    My personal favorite for how to fix Redguards is instead of giving them 8% cost reduction and snare reduction, they get a variable stat bonus depending on what weapon they have equiped, like Twin Blade and Blunt and Heavy Weapons do.
    For example this could be an extra bit of crit chance when using daggers, weapon/spell damage when using swords, crit damage&healing when using axes, penetration when using maces, crit chance when using bow, block cost reduction when using a shield, magicka recovery when using a healing staff, and spell penetration when using a destruction staff. Twohanded weapons would get double the bonus.
    Note that this would provide them a different bonus depending on which weapon they use together with a shield in addition to the block cost reduction, which currently is just a cosmetic difference but gives Redguards something unique that fits their theme of being the weapon masters while also allowing for off-meta builds like magicka Redguards.

    I agree that red guards do have better sustain running weapon builds than any other race. The 8% cost reduction is something I really like and want to see stay. I’d rather they just did something simple like making the snare reduction 30-50% instead of 15%

    But even at 50%, isn't snare immunity just better? What do you need this passive for if Race against time or Forward Momentum make you immune one demand. And if we consider that in the current PvE meta sustain is plenty for stamina and next patch is only making that worse, I think they could do with more damage boni instead.
    This Bosmer was tortured to death. There is nothing left to be done.
  • JobooAGS
    JobooAGS
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    Ratzkifal wrote: »
    I generally agree with your post, but there are some falsehoods there that I would like to clearup.
    After Wrathstone Redguards still have far better stamina sustain than Imperials. It's not even close.
    Also Redguards having worse sustain than Bosmer is only true for certain cases but not all of them. In PvE, yes, especially the current patch. In noCP PvP using no twohander (bow+DW for example) and using at least two weapon abilities, no.

    My personal favorite for how to fix Redguards is instead of giving them 8% cost reduction and snare reduction, they get a variable stat bonus depending on what weapon they have equiped, like Twin Blade and Blunt and Heavy Weapons do.
    For example this could be an extra bit of crit chance when using daggers, weapon/spell damage when using swords, crit damage&healing when using axes, penetration when using maces, crit chance when using bow, block cost reduction when using a shield, magicka recovery when using a healing staff, and spell penetration when using a destruction staff. Twohanded weapons would get double the bonus.
    Note that this would provide them a different bonus depending on which weapon they use together with a shield in addition to the block cost reduction, which currently is just a cosmetic difference but gives Redguards something unique that fits their theme of being the weapon masters while also allowing for off-meta builds like magicka Redguards.

    Not sure what build you run, but with 5 med armor and major endurance (forget about class passives cp, continuous attack and 2h), a bosmer gets 413 regen which is only stopped by blocking or sprinting. A redguard in the current patch has to constantly do direct damage to get its regen meaning any amount of time you spend not doing direct damage on cooldown be it healing/otherwise being on the defensive, running, finding a new target, requiring a target and etc is less sustain for you even so at the very best (which you have to be essentially a machine and yes latency does affect this) you get 380 regen.

    Weapon abilities are cheap as they are with some exceptions and the more % modifiers to cost reduction you have be it medium armor, the literal cost reduction passive in every stamina weapon line, class passive or otherwise the worse martial knowledge literally gets.

    This is because cost reduction is multiplicative instead of additive. If it were additive on a weapon skill that costs 100 stamina for example you would always get 8 stamina reduced from the cost as a redguard regardless if you have a total cost reduction of 8% or 80%. With it being multiplicative, the literal cost reduction you get from martial knowledge becomes less.

    Ie a weapon skill that costs 100 now becomes 20 after an 80% cost reduction. With martial knowledge instead of such skill costing 12, it costs 18 (18.4 but rounded down for the sake of whole numbers) MK in this case only is less than a 2% cost reduction. I know this is an extreme example but you get the point.

    However I do very much agree with you that giving redguards a variable bonus similar to TBaB or even a flat damage increase with weapon abilities in place of the current martial knowledge would be good overall in terms of balancing.
    Edited by JobooAGS on 2 February 2021 19:43
  • sabresandiego_ESO
    sabresandiego_ESO
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    Ratzkifal wrote: »
    Ratzkifal wrote: »
    I generally agree with your post, but there are some falsehoods there that I would like to clearup.
    After Wrathstone Redguards still have far better stamina sustain than Imperials. It's not even close.
    Also Redguards having worse sustain than Bosmer is only true for certain cases but not all of them. In PvE, yes, especially the current patch. In noCP PvP using no twohander (bow+DW for example) and using at least two weapon abilities, no.

    My personal favorite for how to fix Redguards is instead of giving them 8% cost reduction and snare reduction, they get a variable stat bonus depending on what weapon they have equiped, like Twin Blade and Blunt and Heavy Weapons do.
    For example this could be an extra bit of crit chance when using daggers, weapon/spell damage when using swords, crit damage&healing when using axes, penetration when using maces, crit chance when using bow, block cost reduction when using a shield, magicka recovery when using a healing staff, and spell penetration when using a destruction staff. Twohanded weapons would get double the bonus.
    Note that this would provide them a different bonus depending on which weapon they use together with a shield in addition to the block cost reduction, which currently is just a cosmetic difference but gives Redguards something unique that fits their theme of being the weapon masters while also allowing for off-meta builds like magicka Redguards.

    I agree that red guards do have better sustain running weapon builds than any other race. The 8% cost reduction is something I really like and want to see stay. I’d rather they just did something simple like making the snare reduction 30-50% instead of 15%

    But even at 50%, isn't snare immunity just better? What do you need this passive for if Race against time or Forward Momentum make you immune one demand. And if we consider that in the current PvE meta sustain is plenty for stamina and next patch is only making that worse, I think they could do with more damage boni instead.

    The idea is that if snare reduction was 30-50% then redguard could attempt to play without snare removal and it would be more viable than it is with just 15% snare reduction.

    The 8% weapon cost reduction is actually super good on a weapons build and should definitely stay although the ideas you’ve shared are creative.
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
  • JobooAGS
    JobooAGS
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    Ratzkifal wrote: »
    Ratzkifal wrote: »
    I generally agree with your post, but there are some falsehoods there that I would like to clearup.
    After Wrathstone Redguards still have far better stamina sustain than Imperials. It's not even close.
    Also Redguards having worse sustain than Bosmer is only true for certain cases but not all of them. In PvE, yes, especially the current patch. In noCP PvP using no twohander (bow+DW for example) and using at least two weapon abilities, no.

    My personal favorite for how to fix Redguards is instead of giving them 8% cost reduction and snare reduction, they get a variable stat bonus depending on what weapon they have equiped, like Twin Blade and Blunt and Heavy Weapons do.
    For example this could be an extra bit of crit chance when using daggers, weapon/spell damage when using swords, crit damage&healing when using axes, penetration when using maces, crit chance when using bow, block cost reduction when using a shield, magicka recovery when using a healing staff, and spell penetration when using a destruction staff. Twohanded weapons would get double the bonus.
    Note that this would provide them a different bonus depending on which weapon they use together with a shield in addition to the block cost reduction, which currently is just a cosmetic difference but gives Redguards something unique that fits their theme of being the weapon masters while also allowing for off-meta builds like magicka Redguards.

    I agree that red guards do have better sustain running weapon builds than any other race. The 8% cost reduction is something I really like and want to see stay. I’d rather they just did something simple like making the snare reduction 30-50% instead of 15%

    But even at 50%, isn't snare immunity just better? What do you need this passive for if Race against time or Forward Momentum make you immune one demand. And if we consider that in the current PvE meta sustain is plenty for stamina and next patch is only making that worse, I think they could do with more damage boni instead.

    The idea is that if snare reduction was 30-50% then redguard could attempt to play without snare removal and it would be more viable than it is with just 15% snare reduction.

    The 8% weapon cost reduction is actually super good on a weapons build and should definitely stay although the ideas you’ve shared are creative.

    with roots existing, any amount of snare resistance is not going to help against that. like Ratzfifal said, you may as well run RAT or shuffle and if you are already running either, the snare resistance passive is a dead one as you have shuffle or RAT to take care of snares. There is a reason why noone runs Ranger's Gait with its 50% snare resistance. It is useless when compared to nearly any other 5 piece in the game.
  • Kory
    Kory
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    Or increase the reduction to stamina ability costs if they can't get some sort of damage buff. That way Redguard becomes king/queen of stamina sustain.
  • YandereGirlfriend
    YandereGirlfriend
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    In the lore, Redguards have resistances to BOTH Poison and Disease.

    That is what should replace this essentially useless passive.

    I also think that giving them a global 8% cost reduction to Stamina abilities would make sense.
  • sabresandiego_ESO
    sabresandiego_ESO
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    I mean this snare reduction is silly when people are gonna hit race against time, forward momentum, or wear snow treaders. The 15% reduction doesnt help at all against immobilizes either so you cant really forego those items.
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
  • ke.sardenb14_ESO
    ke.sardenb14_ESO
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    Ratzkifal wrote: »
    I generally agree with your post, but there are some falsehoods there that I would like to clearup.
    After Wrathstone Redguards still have far better stamina sustain than Imperials. It's not even close.
    Also Redguards having worse sustain than Bosmer is only true for certain cases but not all of them. In PvE, yes, especially the current patch. In noCP PvP using no twohander (bow+DW for example) and using at least two weapon abilities, no.

    My personal favorite for how to fix Redguards is instead of giving them 8% cost reduction and snare reduction, they get a variable stat bonus depending on what weapon they have equiped, like Twin Blade and Blunt and Heavy Weapons do.
    For example this could be an extra bit of crit chance when using daggers, weapon/spell damage when using swords, crit damage&healing when using axes, penetration when using maces, crit chance when using bow, block cost reduction when using a shield, magicka recovery when using a healing staff, and spell penetration when using a destruction staff. Twohanded weapons would get double the bonus.
    Note that this would provide them a different bonus depending on which weapon they use together with a shield in addition to the block cost reduction, which currently is just a cosmetic difference but gives Redguards something unique that fits their theme of being the weapon masters while also allowing for off-meta builds like magicka Redguards.

    Failing these changes I would not mind a flat % increase in damage done with a weapon(buffing attacks or weapon abilities)
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