What is the new racial passive and why can't I find it in the patch notes? Does it benefit anyone?
Guess what? Potion speed builds were probably never an intended mechanic for this game. Instead of complaining about this build we should try to come together as a community to figure out NEW ways of being viable, instead of creating this toxic "GIVE RACE CHANGE NAO" mentality so many of us seem to have.
If they change racial passives, every player of that race should have the option of changing their race. It's like you rolled a Templar to heal, and then a year later, they made the Templar a DPS class and gave all the good heals to a different class.
Ever noticed how all the ZOS vids, fluffers etc... always use Argonians? There passives may or may not be lore accurate, but they most definitely suck in terms of competiveness against the other races. I get that 1.6 is a huge change, but was very surprised to see no lizard love.
U dont know what bad is until u played Nord.
U can now drink any pot u wish and get those 3 attributes aswell. I wouldnt call that a nerf.
The damage resistance passive that Nords got is unique and pretty good, much better than the armor passive that it replaced.
You seem to be missing the point, though.
You can't drink potions nearly as much now, for one. When you double the cooldown on something and keep the percentage boost nearly the same, that is a 50% nerf. So yes, that is a nerf.
And the previous passive applied to ANY potion.
Now you can ONLY get health / magicka / stam. No more crit, weapon damage, spell damage, etc. No more choices.
PlagueMonk wrote: »I posted this a while ago in another thread.....
If I was to redesign our passives i would get rid of the stupid resto staff exp and do the following:
Guerrilla Warfare Expertise (3 ranks) – Increases stealth speed by (7/14/21)% and increases damage done while stealthed by (3/6/9)%
Amphibian Physiology (3 ranks) – Increases swimming speed by 50% and armor rating by (3/6/9)%
Argonian Resistance (3 ranks) – Increases maximum Health by (3/6/9)% and Poison/Disease resistance by (10/20/30). Disease resistance should apply directly to disease abilities, lessening their effect by a flat amount (including meatbag cats)
Quick to Mend (3 ranks) – Increases healing received by (4/8/12)% and health regen (7/14/21)%.
AND if/when underwater zones come, we should get the ability to breathe underwater dammit!
Note that most of the abilities I changed out are directly from other races.
You cannot get rid of a passive training ability as all races have them - but it could be changed to bows or dual wield.
With respect to the base passives, unless they change the current uncapped stats, not having a +10% stat is a huge limitation.
PlagueMonk wrote: »I posted this a while ago in another thread.....
If I was to redesign our passives i would get rid of the stupid resto staff exp and do the following:
Guerrilla Warfare Expertise (3 ranks) – Increases stealth speed by (7/14/21)% and increases damage done while stealthed by (3/6/9)%
Amphibian Physiology (3 ranks) – Increases swimming speed by 50% and armor rating by (3/6/9)%
Argonian Resistance (3 ranks) – Increases maximum Health by (3/6/9)% and Poison/Disease resistance by (10/20/30). Disease resistance should apply directly to disease abilities, lessening their effect by a flat amount (including meatbag cats)
Quick to Mend (3 ranks) – Increases healing received by (4/8/12)% and health regen (7/14/21)%.
AND if/when underwater zones come, we should get the ability to breathe underwater dammit!
Note that most of the abilities I changed out are directly from other races.
LOL.
Lets all get rid of the boring "experience" passive.
I've always taken the approach that playing an Argonian makes the game hard-mode due to the bad racial passives. So I suppose that will be even more the case in the future. If anyone thinks the game is too easy they need to go roll an Argonian.Lava_Croft wrote: »
So after over a 100 in-game days of having fun with and getting very attached to my Saxhleel alter ego, there's just no sane (read: gameplay-related) reason to be an Argonian if this makes it to Live.
A real shame, I must say.
Guess what? Potion speed builds were probably never an intended mechanic for this game. Instead of complaining about this build we should try to come together as a community to figure out NEW ways of being viable, instead of creating this toxic "GIVE RACE CHANGE NAO" mentality so many of us seem to have.
The only issue here is that ZOS is gutting those mechanics and rewriting them almost from scratch. It's hard enough to make sense of our current builds with the new 10x stats / CS points, but the game has undergone tremendous changes in both active and passive skills.
People have invested many hours levelling characters that could now be underpowered because of those changes, and may or may not have the time or patience to reroll. To me it doesn't sound unreasonable to allow a race change in these situations.
C0pp3rhead wrote: »When I bought this game in April, I rolled an Argonian templar as my main. The racial passives at the time were lackluster, but I still wanted to play as an Argonian. They are, after all, the Master Race. I am not what you would call a min-maxer; I am very happy with my character and I don't mind wearing v13 gear because I can't afford the v14 versions. Now however, I am starting to regret my decision, not because I no longer feel attachment to my reptilian toon, but instead because I am feeling unreasonably disadvantaged compared to other races.
My new passive gives me a 6% return on my primary attributes upon drinking a potion. Let's think about what that 6% means. Let's propose a character with 2.6k health 2.3k magicka, and 1.7k stamina, using live numbers for easy comparison. These stats are probably along the lines of what most magicka builds have, assuming they ate blue food (Fortified Sweetrolls).
6% of 2.6k = 156 health
6% of 2.3k = 138 magicka
6% of 1.7k = 102 stamina
As a magicka build, my magicka regen already around 138. For the other stats, this is around double a single regen tick. Our most unique racial stat gives us the equivalent of a +3 (health) regen only if we use potions every 45s. For the other attributes, even less. In sum, the return on our attributes:
1. Provides too small of a burst to be of immediate use.
2. Equals a stat increase that would be close to unnoticeable.
3. Requires us to chug potions every 45s, regardless of our build.
Moreover, the return is useless when at full health/magicka. Compare this with the damage bonuses that High and Dark Elves receive, or the crit bonuses of Khajiits.
C0pp3rhead wrote: »When I bought this game in April, I rolled an Argonian templar as my main. The racial passives at the time were lackluster, but I still wanted to play as an Argonian. They are, after all, the Master Race. I am not what you would call a min-maxer; I am very happy with my character and I don't mind wearing v13 gear because I can't afford the v14 versions. Now however, I am starting to regret my decision, not because I no longer feel attachment to my reptilian toon, but instead because I am feeling unreasonably disadvantaged compared to other races.
My new passive gives me a 6% return on my primary attributes upon drinking a potion. Let's think about what that 6% means. Let's propose a character with 2.6k health 2.3k magicka, and 1.7k stamina, using live numbers for easy comparison. These stats are probably along the lines of what most magicka builds have, assuming they ate blue food (Fortified Sweetrolls).
6% of 2.6k = 156 health
6% of 2.3k = 138 magicka
6% of 1.7k = 102 stamina
As a magicka build, my magicka regen already around 138. For the other stats, this is around double a single regen tick. Our most unique racial stat gives us the equivalent of a +3 (health) regen only if we use potions every 45s. For the other attributes, even less. In sum, the return on our attributes:
1. Provides too small of a burst to be of immediate use.
2. Equals a stat increase that would be close to unnoticeable.
3. Requires us to chug potions every 45s, regardless of our build.
Moreover, the return is useless when at full health/magicka. Compare this with the damage bonuses that High and Dark Elves receive, or the crit bonuses of Khajiits.