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Now I ain't no genius...but these here good Argonian Racial Passive replacements!

Kaide
Kaide
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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....

travel-slang-lizard-drinking.png

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

Edited by Kaide on August 14, 2015 4:54AM
  • Ackwalan
    Ackwalan
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    When I kill an Argonian in Pvp, there should be a way to get leather scraps from them.
  • Xantaria
    Xantaria
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    Argonians are supposed to be the scum of tamriel. Don't buff them.
    Xantaria - Lead of Chimaira
    Hardcore Progress PvE Player - Livestream - Youtube

    World First Dro-m'Athra Destroyer
    World First Tick-Tock Tormentor

    Proud Member of the Council of Exploiters.
  • The_Sadist
    The_Sadist
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    Just a suggestion, perhaps bump one of the MANY other racial threads you've made over the last few months with your ideas instead of posting a new thread every time you feel the need to complain about racials. You know, to keep all the information in one place and whatnot.



    Edited by The_Sadist on August 14, 2015 5:25AM
    "Each event is preceded by Prophecy. But without the hero, there is no Event." ― Zurin Arctus, the Underking.
    Tragrim - How do I work this thing?
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  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Xantaria wrote: »
    Argonians are supposed to be the scum of tamriel. Don't buff them.

    Yea that explains why they went into the oblivion gates and fought and sent daedra crawling back to Merus Dagon during the Oblivion crisi and litteraly months later went on a campaign and kicked most of the dunmer out of morrowind and took it over via right of conquest becasue there the "scum" of tamriel.

    Ontop of that there entire life is tied into the dark brother hood you know those highly organized assassins who can even kill emperors.
  • Collins6542
    Collins6542
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    I think in general the race skills aren't very useful or helpful
    Xbox One: Collins6542
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    Guild: Imperial Legion Militia
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  • Vis
    Vis
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    Kaide wrote: »
    Now I ain't no genius...but these here good Argonian Racial Passive replacements!

    You're Right!

    https://youtu.be/LriT9UCIn4A

    Sorry couldn't help myself. Though really, I think all of us higher tamriel races prefer the lizards where they are.
    v14 Sorc Vae Exillis
    v14 DK Costs
    v14 NB 'Vis
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  • Elektrakosh
    Elektrakosh
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    I sense racism against Argonians.

    They need better racials and OP has some great ones.
    Argonian Painted-By-Elements -Pure Sorceress- Daggerfall Covenant. V1 I hate recipes!
    Altmer Elekwen aka The Pale Lady -Sorceress- Aldmeri Dominion. Vampire Lvl 8
    EU/UK. Xbox One.
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  • Xantaria
    Xantaria
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    I am actually racist against argonians. Just delete them come on.
    Xantaria - Lead of Chimaira
    Hardcore Progress PvE Player - Livestream - Youtube

    World First Dro-m'Athra Destroyer
    World First Tick-Tock Tormentor

    Proud Member of the Council of Exploiters.
  • firstdecan
    firstdecan
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    I like argonians, they make good luggage. That's why I made one as a mule.
  • demendred
    demendred
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    All good Nords goto Sto'Vo'Kor.
  • KiraTsukasa
    KiraTsukasa
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    There's nothing wrong with the Argonian passives.
  • istateres
    istateres
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    The passives we have are fine, they just need to be a little stronger. +X the buffs, don't change them up!
  • istateres
    istateres
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    Oh, and swimming speed is both useful and lore appropriate.
  • bertenburnyb16_ESO
    bertenburnyb16_ESO
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    Kaide wrote: »
    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....

    travel-slang-lizard-drinking.png

    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

    1 yes, or reduced damage, why they gave that one to nords is beyond me
    2 not really usefull since 99% of the skills are insta cast
    3 also not really a good passive in itself, combined with a stat or damage increase passive maybe
    4 could be nice, if it stacked with the major/minor buffs
    5 hmm pretty situational, also since they are allied with dunmer very situational in pvp, and I think they should keep their poisen resistance, leave fire resis for dunmer, what the problem is way to many skills are fire based, lightning, poisen and especially frost is under represented
    6 in ES lore this was always a Imperial passive, not really helpfull stat wise, everybody would just make an alt argonian to transfer stuff to via bank and sell with him
    7 like 6 not really benificial stat wise, it would only save u 2 skillpoints

    so 1 or 4 yes, rest no ty
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  • Kaide
    Kaide
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    There's nothing wrong with the Argonian passives.

    Dear God

  • asuitandtyb14_ESO
    asuitandtyb14_ESO
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    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.
    Edited by asuitandtyb14_ESO on August 20, 2015 6:17AM
  • dodgehopper_ESO
    dodgehopper_ESO
    ✭✭✭✭✭
    ✭✭✭
    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.

    You more or less sum up my thoughts on the Argonian themes over the life of the series. I must admit Argonians are the race that left me most confused. If I could wave a magic wand and put underwater swimming, waterbreathing potions, and the waterbreathing effect for argonians in the game that would be ideal. The Imperial race actually makes sense thematically to me, given their bonuses to skills in Morrowind and Oblivion, and their bonus to Luck which I think is approximated well in the attribute boosts and red diamond. I don't feel the Imperial really lost anything thematically, despite not having 'Voice of the Emperor'. At any regard I do think the changes they have made recently to the Argonian in 1.7 patch are certainly helpful, and I realize they wanted to do something creative with the 'potion build' which was certainly a thing for a lot of players (myself included).
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
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