Tonnopesceb16_ESO wrote: »
You have to put in the equation even that you cannot use the potion random in 1.6
This will not be too much of a problem for templars dk and sorc since they have others ways to regenerate healt(wich btw will not stack with the potions) but it will be particulary unbalanced for nightblades since they dont have a class self heal, a DK can get the 45% of his healt back with a single GDB ^^ this is not balanced imho.
The best in 1.6 will be an argonian nightblade but since ZO$ have screwed up the passives of both ( class-race)
now the argonian builds are worthless for the potion use and even nightblades....(still stronger than other races but overhall weaker).
dodgehopper_ESO wrote: »There's always Swallow/Funnel, Sap Essence, Mages Guild heal, Shadowy Trail & the new Alliance War Stamina based heal. I realize that's not perfect, but just wanted to show some options here.
Let the bonus to healing apply to healing given as well as taken! At least give us something! Pretty please
utzpretzels wrote: »It shouldn't be considered too late to give Argonians bonuses to pickpocketing. I mean, that skill exists now. 5/10/15%.
Throw in some good sprinting stamina reductions 10/15/20% for the quick get away and you have passive that people would get excited about!
Also swimming is so useless, might as well make that a 100% boost.
Fizzlewizzle wrote: »A bonus is a bonus... be it PvP worthy or not.
The current bonus does nothing useful, be it PvP, PvE or for fun.
At least with better Pickpocket chances you can make some money.
cazlonb16_ESO wrote: »
And that would help my Argonian Templar how, exactly ? Newsflash: Argonian characters aren't all Nightblades.
im there with you fellow....
and i choose an argonian not for the passives.
but i do think they are really sh***y.
they could at least TRY!
You can already get Reduced Cooldown Jewelry, though i doubt anyone is using those.ThatNeonZebraAgain wrote: »
I think the new passive could be useful if they upped the % and/or added another value, such as reducing potion cooldown. Since everyone is already on an equal playing field for pickpocketing, and Argonians' weaknesses come through in combat situations, I don't see the sense in a passive that doesn't help Argonians where they actually need help :?
Fizzlewizzle wrote: »
Argonian Templar here. Passives aren't everything (though i love the swim speed).
You can already get Reduced Cooldown Jewelry, though i doubt anyone is using those.
When it comes to pickpocketing... its not about being equal, its about getting an advantage. A Dunmer doesn't have lower fire for which he needs the bonus, nor has a Bosmer less Stamina Regeneration.
I personally haven't had any problems when it comes to combat with my Argonian since 1.6, but it might be because i have always walked in heavy armor, while some people still count on light or medium to provide decent protection (like it could in 1.5).
If its combat you want you are wrong on an Argonian anyway. Imperial, Altmer and Khajit are already at the top on those fields. Personally i would love it if we had something special ourselves.
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.
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.
tinythinker wrote: »Maybe something like this?
Argonian Resistance
I. Increases Maximum Health by 1% and Poison and Disease resistance by 8. Reduction to healing taken reduction from Poison and Disease attacks mitigated by 25%
II. Increases Maximum Health by 2% and Poison and Disease resistance by 15. Reduction to healing taken reduction from Poison and Disease attacks mitigated by 50%
III. Increases Maximum Health by 3% and Poison and Disease resistance by 23. Reduction to healing taken reduction from Poison and Disease attacks mitigated by 75%
What do those who (want to) play Argonians think? It's a simple change that would really make Argonians stand out, especially in PvP.
For me, part of the problem is that the Argonian passives don't seem to have a real theme. They are a quasi-random selection of abilities that vaguely link to the lore. In ESO most of the Argonian NPCs I have met are healers, spiritualists and animists... and although there have been some assassin and their types they have not been the majority. Thus from an internal game logic viewpoint, Argonians should probably have passives that better link to the in game representation of the race. That would mean a bonus to healing output and maybe a damage reduction against magic.
PlagueMonk wrote: »We all know that Argonians got the short end of the stick on racials and then made even worse in 1.6 with the removal/replacement of potion efficiency. I would really like to hear from Zenimax that they at LEAST agree and are actively looking into it.
While we are at it though lets take a look at what exactly Argonians get shall we?
(I am also purposefully removing the training line because, quite frankly, they are pretty useless on every character and why Argonians are better with Resto staves bewilders me)
- Increase swim speed by 50%. This is mostly fluff and while it is fun to swim faster, it's virtually useless 95% of the time and 100% useless in Cyrodiil because slaughter fish are in every place deep enough to swim in....thanks Zenimax? Just so you know I do not want to get rid of it but just want it be known this holds very little weight in comparison to other racials.
...Gain 6% of max health, stamina and magicka on potion use- THIS is where Argonians got extra screwed. On live it currently makes ALL potions 15% better. Now that is a decent passive because any potion effect gets better. From longer durations to more of whatever the listed value was. So this "change" hurts quite a bit.
On top of that, with the potion cooldown going to 45 secs (up from 30 secs), this is now a nerf to that new skill. +6% to all stats on quaff is not an equal replacement. So they basically nerfed the nerf! Again thanks Zenimax?
- Poison/Disease Resist: 1440. In practice I have never seen these resists do much. Not to mention very few mobs do disease damage (Im sure someone is now going to post what mobs do disease damage ) and only a few do poison (only Scorpions come to mind). This would be more useful if more mobs actually did these types of damage unlike say Fire that is the single most common type of elemental damage.
...Max Health 3%. This is so low as to be minimally useful.
Adimttedly, most races have a similar resist/stat combo. The sad thing though is, this is the second best thing Argonians have while for others it's the worst thing.
- Increase Healing received: 6% While this passive isn't terrible, compared with other races who get 6% to say crit, it is horrible. 6% more healing /= +6% crit in any way shape or form. An abilities usefulness needs to be weighed and not simply 6% of X must = 6% of X. It does NOT.
I have revised and posted this before and will do so here hoping someone at Zenimax actually reads/responds to it:
Amphibian Physiology (3 ranks) – Increases swimming speed by 50% and health regen in and out of combat (7/14/21)%
Argonian Hardiness (3 ranks) – Increases maximum Health by (3/6/9)% and Increases Poison/Disease resistance by 1440. Disease resistance should apply directly to disease abilities, lessening their effect by a flat amount (including meatbag catapults)
Guerrilla Warfare Expertise (3 ranks) – Increases movement speed while stealthed by (7/14/21)% and increases non magicka based attacks while stealthed by (3/6/9)%
In thinking about it, I would also like to propose each race have a particular down side, something other races don't suffer from. For Argonians I wound suggest:
Susceptibility to cold - Argonians take 10% more damage from cold attacks.
Fizzlewizzle wrote: »They really need to look at this.
I think that from all the fixes this is one of the easiest ones they can do, just for the sake of balance.
Another suggestion for passives:
Restoration expertise (as it is now).
Quick to mend:
Boost the HP you get when healed dramatically or change it for the Robust passive (in combat 30% health regen bonus).
It would fit them when you look at the previous elder scroll games
Argonian Resistance:
Keep it as it is, or slightly increase the HP bonus.
Amphibious
- Increase swimming speed by 50/75/100%
- Decrease Potion cooldown by 5/10/15 seconds (or percentages).
Shouldn't be that different from what they are now, yet a lot more useful.