Those changes would be nice indeed. Considering my main character is a Redguard Stamden (a great choice for a PvE DD, I know), I'd welcome any buffs to the race.
Lore-wise, I don't think it would be too far-fetched to replace the reduced effectives to snares from Martial Training with a small critical chance buff too. Considering Redguards are well-trained and disciplined warriors, one can imagine that they'd be able to find an opening in their opponent's defense and strike at the right time (translating into a critical hit). Or something like that, anyways.
NordSwordnBoard wrote: »These are what Warrior passives look like:
Increases your weapon damage by 258
Reduces the cost of Sprint by 12% and increases the Movement Speed bonus of Sprint by 10%
Grants 1000 Max Health. When you deal damage, you heal for 2125 Health. This can occur once every 4 seconds.
Redguard passives are geared towards sustain, and few people need much sustain these days. Waiting for a META shift back to these being useful could be an indefinite wait.
StarOfElyon wrote: »These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost)."The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard
PASSIVES:
Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.
*Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.
Conditioning - Increases your Max Stamina by 2000.
*Adrenaline Rush - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 Stamina. This effect can occur once every 3 seconds.A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."
StarOfElyon wrote: »These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost)."The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard
PASSIVES:
Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.
*Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.
Conditioning - Increases your Max Stamina by 2000.
*Adrenaline Rush - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 Stamina. This effect can occur once every 3 seconds.A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."
StarOfElyon wrote: »Those changes would be nice indeed. Considering my main character is a Redguard Stamden (a great choice for a PvE DD, I know), I'd welcome any buffs to the race.
Lore-wise, I don't think it would be too far-fetched to replace the reduced effectives to snares from Martial Training with a small critical chance buff too. Considering Redguards are well-trained and disciplined warriors, one can imagine that they'd be able to find an opening in their opponent's defense and strike at the right time (translating into a critical hit). Or something like that, anyways.
If I was to choose any potential damage passive for the Redguards to receive, it would probably be a boost to weapon passives.
BXR_Lonestar wrote: »Some suggestions for helping them in this area:
1. Give them increased weapon and Spell Damage;
2. Give them innate increased crit chance
3. Give them increased penetration;
4. Or any of the above when a martial weapon is equipped (includes bows).
BXR_Lonestar wrote: »Some suggestions for helping them in this area:
1. Give them increased weapon and Spell Damage;
2. Give them innate increased crit chance
3. Give them increased penetration;
4. Or any of the above when a martial weapon is equipped (includes bows).
This is why I think an increased effectiveness of Weapon Traits, like a weaker version of Heartland Conqueror's 5th piece, would be cool. Depending on your weapon's trait, you could have more crit chance, more penetration, more weapon/ spell damage (via a stronger Infused Weapon Damage glyph) et cetera.
To me it also seems fitting to me that a race that is "innately more proficient with the use of weaponry than any other race" could wield their weapons to greater effect, which would fit the increased effectiveness of their traits.
But yeah, the current Martial Training is definitely underwhelming. On my Redguard Warden's off-meta Bow/Bow setup I use exactly one weapon skill, Volley, making that passive largely useless for me. Any damage buff would be welcomed by me...
I haven’t played in a few years but i think it’s hilarious they still haven’t buffed the weak races or even done a whole racial ability pass.
My idea from a few years back:
Weapon master: Increases the effectiveness of your weapon trait by 50%. This would give redguards some versatility and if your trait is damage focused, this would equal roughly 1600 penetration or 3.5% crit.
They can keep the stamina and the stamina proc.