In the recent patch, a few racials got buffed. Why didn't Argonians or Redguards get anything?
Argonians are stuck with racials that are situational and largely niche in their uses. And Redguards are tethered to stamina, which is still inferior in relation to magicka.
Are they done tweaking racials or were the ones they buffed just the ones they managed to get to?
I hope not. Does anyone have any insight?
I like all of the racial passives except for the stupid Argonian swim one. That is just ***.
Oddly, the skill I use the most. That's a typical land lubber mentality. Take to the seas my friend, travel at pace through water and you'll find a whole new world exists. It's so much faster than running.
Most of all, it's a perfect opportunity to "Stay Moist!"
dodgehopper_ESO wrote: »Argonian racials are useful all the time. What is wrong with a massive boost to incoming heals, and potion effectiveness? That in and of itself makes them awesome, and their self healing is the most reliable boost of any race. As for Redgards I do not think they are weak. When it comes to tirelessly wielding their weapons they do a fantastic job of it. It really just depends what ability and weapon combinations you put on them.
To be fair I've made/played most of the races and never noticed the Racials to have much of an effect either way?
Maybe Its my play style, but the racials have never affected my character choice.
I hope they overhaul all the racial stuff similar to the Nord change.. Racial choice should be meaningful. Anything that is affected by a Soft Cap should not be a racial attribute.
dodgehopper_ESO wrote: »I hope they overhaul all the racial stuff similar to the Nord change.. Racial choice should be meaningful. Anything that is affected by a Soft Cap should not be a racial attribute.
It is not exactly fair to change people's racials in a meaningful way though at this point is it. What if it meamingfully ruins character concepts and builds after you are Vet 12?
Don't get me wrong I think they did a great job on Nord, in large part because Armor is not good and damage resistance was needed. I'm hoping they actually apply this knowledge that Armor is crap, to Heavy and Medium armors to equalize a problem between melee and magic.
With regard to Argonians, I think it is preposterous to think they are weak. Being able to self heal is something YOU the player control, and its on at all times. Getting it that much stronger is weak how? Combat Regen is garbage for health, and while I'd personally love my Argonian to get a higher magnitude on his abilities, I don't know how necessary that is.
If anything is wrong with Redgard at all, it is the fact they do not have their traditional resistance to Poison.
dodgehopper_ESO wrote: »I hope they overhaul all the racial stuff similar to the Nord change.. Racial choice should be meaningful. Anything that is affected by a Soft Cap should not be a racial attribute.
It is not exactly fair to change people's racials in a meaningful way though at this point is it. What if it meamingfully ruins character concepts and builds after you are Vet 12?
Don't get me wrong I think they did a great job on Nord, in large part because Armor is not good and damage resistance was needed. I'm hoping they actually apply this knowledge that Armor is crap, to Heavy and Medium armors to equalize a problem between melee and magic.
With regard to Argonians, I think it is preposterous to think they are weak. Being able to self heal is something YOU the player control, and its on at all times. Getting it that much stronger is weak how? Combat Regen is garbage for health, and while I'd personally love my Argonian to get a higher magnitude on his abilities, I don't know how necessary that is.
If anything is wrong with Redgard at all, it is the fact they do not have their traditional resistance to Poison.
Sorry I didn't notice this question for some reason when I wrote my earlier post.dodgehopper_ESO wrote: »I hope they overhaul all the racial stuff similar to the Nord change.. Racial choice should be meaningful. Anything that is affected by a Soft Cap should not be a racial attribute.
It is not exactly fair to change people's racials in a meaningful way though at this point is it. What if it meamingfully ruins character concepts and builds after you are Vet 12?
Don't get me wrong I think they did a great job on Nord, in large part because Armor is not good and damage resistance was needed. I'm hoping they actually apply this knowledge that Armor is crap, to Heavy and Medium armors to equalize a problem between melee and magic.
With regard to Argonians, I think it is preposterous to think they are weak. Being able to self heal is something YOU the player control, and its on at all times. Getting it that much stronger is weak how? Combat Regen is garbage for health, and while I'd personally love my Argonian to get a higher magnitude on his abilities, I don't know how necessary that is.
If anything is wrong with Redgard at all, it is the fact they do not have their traditional resistance to Poison.
With regard to what you said about Argonians, it's only a 6% increase to heals. That's not much at all. I don't know why you keep saying it's massive. Can you please elaborate a little?
Argonian potion passive is one of the most powerful racial skills in the game. The reason is that you can use it with dps potions that increase criticals and power, especially spell criticals. Obviously, this bonus is useless for a level 20 character. But at high end v12, its one of the most powerful passives, especially when combined with NB. High end triple effect v5 potions are some of the most powerful items in the game.
+30 health regen for robust for Nords, etc. is not very good. When mobs are hitting you for a few hundred HPs per hit, a few extra regen almost makes no difference.
Overall, Argonians have one of the best set of passives.
Right now, all stamina-based racial bonuses are not effective, because stamina is weak.
As said by many others, Redguards and Argonians are pretty strong. It helps if you L2P and gear/stat up correctly. Stamina Builds work nicely, their only shortcoming is they don't have a fighters guild passive or something that reduces all stamina costs for all actions (but not roll dodge/block/etc).
This would "fix" the issue with Stamina Builds. Vampire and Werewolf both have passives that can help Stamina even if you don't prefer their actives. You can also get Stamina from food, enchants, potions, the real problem isn't that Stamina builds aren't good; the problem is there isn't enough ways to reduce the costs of stamina abilities.
As said by many others, Redguards and Argonians are pretty strong. It helps if you L2P and gear/stat up correctly. Stamina Builds work nicely, their only shortcoming is they don't have a fighters guild passive or something that reduces all stamina costs for all actions (but not roll dodge/block/etc).
This would "fix" the issue with Stamina Builds. Vampire and Werewolf both have passives that can help Stamina even if you don't prefer their actives. You can also get Stamina from food, enchants, potions, the real problem isn't that Stamina builds aren't good; the problem is there isn't enough ways to reduce the costs of stamina abilities.
L2P? Do you know of an easier way to switch potions besides the clumsy hold Q down and move your mouse? The potion boost seems great at face value, but it's so gimped by so many factors it becomes trash. Potions last for 10 secs at base value. How is a 15% boost to something that lasts 10 secs any good? It's not. If potions lasted longer I could see the argument that their racial is decent but as it stands it's pretty limited and meaningless.
And you even said in your post that stamina builds are weaker than magicka. That automatically puts Redguards at a disadvantage.
Again, I just think ZOS needs to be fair with these things. They gave buffs to pretty much every other race. It just put Redguards and Argonians that much more behind.
There are addons that allow you to swap potions with keybinds...
Potions are essential to endgame, and they never "run out" because you can craft more of them or get them from drops.
Right now, the strongest racial abilities are the ones that boost Magicka-related performance, for endgame. Incidentally, the Argonian potion ability belongs in this category because you can craft potions that restore magicka, increase spell power AND increase spell crit (all three effects in one potion).
Personally, I play Khajiit NB. The Khajiit +critical racial ability is useless for me since I don't even use weapon skills (but there's not that much purpose for weapon skills since I'm still stronger with magicka even without any racial passives to boost magicka).
There are addons that allow you to swap potions with keybinds...
Addons? Which ones? Also, that forces people to use addons which can mess up the game or introduce viruses into your computer. We shouldn't be forced to use addons to make something work well. I wish they would just introduce this to the game itself.
There are addons that allow you to swap potions with keybinds...
Addons? Which ones? Also, that forces people to use addons which can mess up the game or introduce viruses into your computer. We shouldn't be forced to use addons to make something work well. I wish they would just introduce this to the game itself.
I use greymind quick slot bar...
Originally, I wanted to play as a Bow/DW stealth character because that's how I played in Skyrim. So I selected Khajiit NB, since it match with this profile.Also, why did you pick Khajiit NB, if you don't mind me asking?
Racials are something that I believe needs a rework, the races that have the 15% experience buff are almost pointless and do nothing to help your toon move forward in the longterm, so I hope something is done with them in the future.
I'd like to see not the class be the thing that people are banging on about being Op but races instead, or perhaps race synergy linked with mundas stones, thats how I see things could be improved.