If you increase the max health value for Argonian Resistance by 2% for each rank and double the healing received value for Rapid Mending, those passives would be very viable in making Argonians more competitive. Not just for the stats, but as a particular approach to designing a character that is thoughtfully tied to a particular race. I like the health emphasis for Argonians and its lore connection to the hist.xsorusb14_ESO wrote: »Argonian - Argonian Resistance, the health portion is kind of low like the wood elf stamina bonus
Argonian - Quick to Mend, downright awful...6% increased healing is just bad and needs to be flat out replaced.
tinythinker wrote: »If you increase the max health value for Argonian Resistance by 2% for each rank and double the healing received value for Rapid Mending, those passives would be very viable in making Argonians more competitive. Not just for the stats, but as a particular approach to designing a character that is thoughtfully tied to a particular race. I like the health emphasis for Argonians and its lore connection to the hist.xsorusb14_ESO wrote: »Argonian - Argonian Resistance, the health portion is kind of low like the wood elf stamina bonus
Argonian - Quick to Mend, downright awful...6% increased healing is just bad and needs to be flat out replaced.
I think Bosmer and Argonians would benefit from making disease more meaningful and having a chance to "resist" disease effects altogether/reduce their duration as well as take less disease damage. The same could be done with poison.
As for Resist Frost for Nords, I see it like the swimming speed bonus for Argonians under Amphibious. In both cases, you have a fun lore friendly ability, and it is tied to a more valuable/usable game mechanic in the same passive. Would be nice to add that kind of fun little bonus to all races. Anyway, if you keep the resistance to cold damage, double the base value of the max health bonus for the Frost Resist passive (to 2%/4%/6%), and then triple that bonus whenever a Nord character is under (what? 25%, 35%, 45%?) health, the passive would be more useful in game. Might also help if there were more cold themed delves and dungeons, like the opposite of Veteran City of Ash, to take advantage of the cold damage resistance.
ThatNeonZebraAgain wrote: »tinythinker wrote: »If you increase the max health value for Argonian Resistance by 2% for each rank and double the healing received value for Rapid Mending, those passives would be very viable in making Argonians more competitive. Not just for the stats, but as a particular approach to designing a character that is thoughtfully tied to a particular race. I like the health emphasis for Argonians and its lore connection to the hist.xsorusb14_ESO wrote: »Argonian - Argonian Resistance, the health portion is kind of low like the wood elf stamina bonus
Argonian - Quick to Mend, downright awful...6% increased healing is just bad and needs to be flat out replaced.
I think Bosmer and Argonians would benefit from making disease more meaningful and having a chance to "resist" disease effects altogether/reduce their duration as well as take less disease damage. The same could be done with poison.
As for Resist Frost for Nords, I see it like the swimming speed bonus for Argonians under Amphibious. In both cases, you have a fun lore friendly ability, and it is tied to a more valuable/usable game mechanic in the same passive. Would be nice to add that kind of fun little bonus to all races. Anyway, if you keep the resistance to cold damage, double the base value of the max health bonus for the Frost Resist passive (to 2%/4%/6%), and then triple that bonus whenever a Nord character is under (what? 25%, 35%, 45%?) health, the passive would be more useful in game. Might also help if there were more cold themed delves and dungeons, like the opposite of Veteran City of Ash, to take advantage of the cold damage resistance.
Exactly. The passives themselves aren't bad, but they are underpowered. Their uniqueness could lend themselves to interesting builds and encounters if made more powerful/dynamic -- I'd love to see Nords rock for vet Direfrost Keep!
A fair solution for all...
madangrypally wrote: »A fair solution for all...
This would be an idea solution and would prevent future racial balancing issues.
I would like to tweak it though.
Ways to unlock other racial passives:
- Through long quest chains where the character helps a particle race.
- Achievements.
A player can only have 4 active racial passives active at a time. He must select the four out of all the ones he has unlocked.
An example of the above system:
My Nord Character has all 4 Nord Racials.
A quest chain to save a Breton Town from invasion. Start of quest through end of quest is all Breton related, including fighting off hordes of undead Breton. During the quest the Nord Character begins to have a deeper understanding of the Bretons life.
At quest chain completion one of the Breton Passive is unlocked. Other quests or achievements are needed to unlock the other passives.
Another example:
Killing 20,000 High Elves has allowed my Nord character to discover the secrets of the High Elves. A high elf passive is unlocked.
High Elves are attacking a zone and a quest is given to repel the invaders. After quest is finished I unlock a second high elf passive.
A dungeon is full of high elves cultist and scholars. While exploring the dungeons I discover a lore book that unlocks a third high elf passive.
There could be many ways for them to add unlocks into the game.
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That or just let us change races since many changes have been made since launch.
I created my characters during early access and what held true then does not hold true now.