Argonians are supposed to be the scum of tamriel. Don't buff them.
Now I ain't no genius...but these here good Argonian Racial Passive replacements!
Now I ain't no genius...but these here good Argonian Racial Passive replacements!
Nobody wants to run around sippin purple drank for buffs. And increased swim speed???? WE ARE ON AN ISLAND YO...with no water combat....
Proposed Argonian Racials (I give these ones for free...I DONT EVEN HAVE A PATENT!):
1. Scaled Warrior - Increased Armor
2. Wicked Tongue - Increased Casting speed (because we recite our spells...see what I did there?)
3. Regen Renegade - Increased Health Regeneration
4. Slippery Devils - Increased Dodge Chance
5. Dunmer Slave Resistance - Increased Fire Resistance (Increased fire resistance from all the times a Dunmer used fire on you)
6. Stanky Trader - No one wants to do business with you because of how smelly you are...so traders offer discounts to get rid of you quicker.
7. Argonian Maid - Able to persuade or intimidate NPC's without spending any points in the Fighter's Guild or Mage's Guild
asuitandtyb14_ESO wrote: »Good ideas, here are my thoughts. Overall in the TES games, if we choose to start from Morrowind, and look at Oblivion and Skyrim we see consistently reflecting the history and lore of the race.
Morrowind:
-bonus to alchemy (the crafting part, not the drinking part)
-spears
-athletics
-illusion magic
-medium armour
-mysticism
-unarmoured
-resist poison
-resist disease
-active water breathing ability
Synopsis: Argonians are meant to be fast (athletics, medium armour), guerilla fighters (spears) that use illusions or mysticism (perhaps a reptile implied camouflage), or terrain to hit and run. They have tough, protective hide (unarmoured) and have an inherit knowledge of fauna (alchemy). Being amphibians they can breathe underwater, and have a natural tolerance to diseases and poisons they may carry.
Oblivion:
-bonus to alchemy (the crafting part, not the drinking part)
-athletics
-illusion magic
-*added* blade (replacing non appearing spears)
-*added* hand to hand
-mysticism
-*added* security
-resist poison
-resist disease
-passive water breathing ability
Synposis (adding onto the above): Argonians are meant to be fast (athletics, medium armour), guerilla fighters (spears, blades) that use illusions or mysticism (perhaps a reptile implied camouflage), or terrain to hit and run. They have tough, protective hide (unarmoured) and have an inherit knowledge of fauna (alchemy). Being amphibians they can breathe underwater, and have a natural tolerance to diseases and poisons they may carry. They have dangerous natural claws (unarmed), have some skill at sneaky crafts (security. illusion).
In Oblivion they started hinting at some stealth skills, and a natural proficiency in close quarter combat.
Skyrim:
-bonus to alchemy (the crafting part, not the drinking part)
-alteration (the new improved mysticism and illusion)
-*added* light armour (medium was added to light armour)
-pickpocket
-sneak
-restoration
-higher unarmed damage
-passive water breathing
-resist poison
-resist disease
-active ability called histskin to self heal.
Synposis (adding onto the above): Argonians are meant to be fast (athletics, medium armourlight armour), guerilla fighters (spears, blades) that use illusions or mysticism alteration (perhaps a reptile implied camouflage), or terrain to hit and run. They have tough, protective hide (unarmoured) They have an inherit knowledge of fauna (alchemy). Being amphibians they can breathe underwater, and have a natural tolerance to diseases and poisons they may carry. They have dangerous natural claws (unarmed bonus). have some skill at sneaky crafts (security. illusion) Argonians are quite sneaky, good at picking locks for profit or assassination, and at picking pockets for profit making them ideal thieves or assassins.
In Skyrim another overall theme was added through the restoration magic and active healing ability that Argonians are natural healers, both through regeneration and overall innate knowledge. The themes of restoration and sneaking skills are very new to the existing theme of the Argonian racials.
So there is quite an evolution to the race, both in intentional design direction of the race and in game design and changes, such as spears, medium armour and mysticism being removed.
There are a few very consistent traits we can draw from however. Argonians are fast, strong at healing themselves or others, are great at creating potions, sneaky in all ways, great with blades and close combat, can breathe underwater and are all but immune to diseases and poisons, and an implied ability to blend in with their surroundings.
Now ever race can only have three defining racials, but some have a few qualities whilst others are quite singular. With all these facts in mind here are some TES game based suggestions.
-Amphibious: Increase your swim speed by 50%, and your poison and disease resistance by X amounts.
The thought behind this one was to have an overall definition of what makes Argonians...Argonians.
-Stealthy (same as Bosmer, Kajhiit): Reduces your detection radius by X meters. Increase damage done in stealth by X%.
The thought behind this is to add the defining characteristic from other TES games that Argonians are indeed a stealthy race of assassins and thieves. Also it would be nice for the Ebonheart Pact to have a stealth based class.
-Quick to Mend: Increase the effectiveness of healing on you by X%, and increased health regeneration while in combat by X%.
The thought behind this is to display the Argonians ability to heal themselves, both through active healing as well as their natural regeneration.
An alternative to that racial would be a completely new one, something like:
Reptilian Endurance: Increased stamina regeneration in combat by x%, and increased health regeneration while in combat by X%.
The though behind this is to really combine the long standing trait of athleticism, with the recently added trait of self healing or regeneration.
I truly hope a dev takes notice of this.