I´ve been working on my DK these days, trying some skills and I got some ideas that could be useful:
1- Mentioned above, the increase dmg from Ardent Flame abilities should go to Inferno instead of Molten Whip, and one of the morphs of the whips should be stamina based (Molten ideally)
2- Inhale life steal shouldn't be capped at 3 enemies. Drain Power is not capped, gives major buffs and one of the morphs heals. IMHO, the Major buffs and the heal outclass the magicka return and the interrupt. I'll gladly change the magicka return for stamina return in one of his morphs adding some spell/physical resist or even a shield. It is kind of sad see any DK being squishier than a sorc
3- Molten weapons. It is amazing how the 3, very defined lines of the DK (DPS for ardent flame, tanking for draconic power and suport for earthen earth) have changend so much. But it is Ok, it is not my game. Nevertheless looking again to Molten Weapons is a really squishy skill for being a buff. The 40% extra dmg fr heavy attacks is OK (especially if you stack it with empower or a major buff). The execute is quite OK (although a heavy fully charged attack is more announced that Episode VII), but if we compare the skill, against to what I think is its equivalent in the NB tree, it pales. Each Grim Focus morph do much more than MW morphs and with less conditions: minor berserk for 20 seconds, a really really good high dmg skill at 0 costs after 4 basic attacks, a Minor endurance in one of its morphs and a snare in the other. Not to mention than if one of those 4 attacks and/or the AW attack is a crit, the NBs allies will receive a Minor Savagery buff through the Hemorrage passive. So a skill that was intended for support, now is pure dps (under certain conditions), while a rework of a skill from the DPS class now has the chance to give support.
What I think MW shoud do is to give a Major buff. Major Sorcery in one of the morphs and Major Brutality in the other. That's all.
1. Argonian racial passives. They need either 6% max magicka or max stamina in addition to the 6% max health. Max stats are what matter in a soft cap free game design. Right now they have the most marginally useful passives. For instance, races with max magicka not only have more magicka but also more powerful spells. Therefore, races with max magicka can heal better because their spells are stronger. The Argonian racial passives are essentially a farce. They look like they could be useful, but they're far inferior to other racials that have much more utility.
Look around at builds. Nobody recommends Argonians for anything. That should trouble you guys, but it doesn't. Time and again, Argonian players have been ignored. Swim speed? Marginally useful. A racial linked to a consumable? Tripots are powerful enough. Not only that, but no other racial costs so much to maintain. It's ridiculous. Healing received? Again, marginally useful. Racials that give max stat bonuses increase healing done and healing received. You see, the Argonian passives are smoke and mirrors, like someone took a dump in a box and dressed it up with wrapping paper and a bow. Fact is it's still crap.
Please stop ignoring us. We're tired of feeling like we're handicapped playing as Argonians. You changed the game by removing soft caps then you ninja nerfed the Argonian Nightblade synergy. You didn't even have the decency to put it in the patch notes. You all acted like it never existed and left us with inferiority that continues to this day. You've changed the Nords, Khajiit, Bosmer, and Orc passives to make them more useful, but, for some reason, you've kept the Argonian passives as is. Adding a couple percentage points doesn't make them better. They're still hindered by how limiting they are. How come you guys won't acknowledge what the entire player base knows: Argonians got the shaft.
Argonians have traditionally been portrayed as sneak thieves, worshippers of Sithis. Why not make them the best magicka-based assassins? There are so many stamina-based races, but only 3 magicka races. The factions are imbalanced. The only two stealth races are in the same faction. Two "tanky" races and the 3rd best magicka race are in the Ebonheart Pact. DC is the only faction that looks somewhat balanced. 4% damage increase to Orcs and you leave Argonians as is? Orcs have 6% boost to stamina and health, 4% damage increase, increased speed, increased regen? Are you guys absolutely batcrap crazy? It makes me think that you don't know how your own game works. Max stamina and magicka not only give more uses to abilities it also makes them stronger by how damage is calculated in this game.
Please stop ignoring Argonians players. We're not just whining for no reason. We have a legitimate gripe and we'd like you to acknowledge it and actually do something substantive to fix our racial passives. You've done it for every other race. Now do it for us. Please.
Thank you.
1. Argonian racial passives. They need either 6% max magicka or max stamina in addition to the 6% max health. Max stats are what matter in a soft cap free game design. Right now they have the most marginally useful passives. For instance, races with max magicka not only have more magicka but also more powerful spells. Therefore, races with max magicka can heal better because their spells are stronger. The Argonian racial passives are essentially a farce. They look like they could be useful, but they're far inferior to other racials that have much more utility.
Look around at builds. Nobody recommends Argonians for anything. That should trouble you guys, but it doesn't. Time and again, Argonian players have been ignored. Swim speed? Marginally useful. A racial linked to a consumable? Tripots are powerful enough. Not only that, but no other racial costs so much to maintain. It's ridiculous. Healing received? Again, marginally useful. Racials that give max stat bonuses increase healing done and healing received. You see, the Argonian passives are smoke and mirrors, like someone took a dump in a box and dressed it up with wrapping paper and a bow. Fact is it's still crap.
Please stop ignoring us. We're tired of feeling like we're handicapped playing as Argonians. You changed the game by removing soft caps then you ninja nerfed the Argonian Nightblade synergy. You didn't even have the decency to put it in the patch notes. You all acted like it never existed and left us with inferiority that continues to this day. You've changed the Nords, Khajiit, Bosmer, and Orc passives to make them more useful, but, for some reason, you've kept the Argonian passives as is. Adding a couple percentage points doesn't make them better. They're still hindered by how limiting they are. How come you guys won't acknowledge what the entire player base knows: Argonians got the shaft.
Argonians have traditionally been portrayed as sneak thieves, worshippers of Sithis. Why not make them the best magicka-based assassins? There are so many stamina-based races, but only 3 magicka races. The factions are imbalanced. The only two stealth races are in the same faction. Two "tanky" races and the 3rd best magicka race are in the Ebonheart Pact. DC is the only faction that looks somewhat balanced. 4% damage increase to Orcs and you leave Argonians as is? Orcs have 6% boost to stamina and health, 4% damage increase, increased speed, increased regen? Are you guys absolutely batcrap crazy? It makes me think that you don't know how your own game works. Max stamina and magicka not only give more uses to abilities it also makes them stronger by how damage is calculated in this game.
Please stop ignoring Argonians players. We're not just whining for no reason. We have a legitimate gripe and we'd like you to acknowledge it and actually do something substantive to fix our racial passives. You've done it for every other race. Now do it for us. Please.
Thank you.
Answer is quite simple, as an Argonian fan, each time I go to Cyro I see more cats fighting for the Pact than lizards... Ok, in the pact we lack a strong stamina race (being the Dunmer the best in this regard within the EP, but not a great stamina race), so cats are a good option for those who can. Question is, have you ever seen an Argonian Fighting for AD or DC?
That signal by itself points how lizards are treated here
Some lore about Saxhleel
1- Guerrilla Fighters (sneaky sneaky, if you live in a marsh, hou have to be sneaky)
2- Shamanistic approach (Magicka, magicka)
None of them is covered by the game in terms of passives.
Fix DKs, that is all. Our shields are awful, our heals are awful, our stam morphs are awful, our spike armor is pretty awful, so forth and so on.
Personofsecrets wrote: »1. Stamina regeneration while blocking nerf.
Personofsecrets wrote: »1. Stamina regeneration while blocking nerf.
I have been away playing the multitude of new games that have begun releasing over this holiday season, and guess who joined the forum while I was away.
I knew that @Personofsecrets would have posted something so I flipped through until I found it.
thanks bud, and yeah, fix that nerf!
Darnathian wrote: »BS flag in this thread too. Stop stalling. Provide feedback.
1. Argonian racial passives. They need either 6% max magicka or max stamina in addition to the 6% max health. Max stats are what matter in a soft cap free game design. Right now they have the most marginally useful passives. For instance, races with max magicka not only have more magicka but also more powerful spells. Therefore, races with max magicka can heal better because their spells are stronger. The Argonian racial passives are essentially a farce. They look like they could be useful, but they're far inferior to other racials that have much more utility.
Look around at builds. Nobody recommends Argonians for anything. That should trouble you guys, but it doesn't. Time and again, Argonian players have been ignored. Swim speed? Marginally useful. A racial linked to a consumable? Tripots are powerful enough. Not only that, but no other racial costs so much to maintain. It's ridiculous. Healing received? Again, marginally useful. Racials that give max stat bonuses increase healing done and healing received. You see, the Argonian passives are smoke and mirrors, like someone took a dump in a box and dressed it up with wrapping paper and a bow. Fact is it's still crap.
Please stop ignoring us. We're tired of feeling like we're handicapped playing as Argonians. You changed the game by removing soft caps then you ninja nerfed the Argonian Nightblade synergy. You didn't even have the decency to put it in the patch notes. You all acted like it never existed and left us with inferiority that continues to this day. You've changed the Nords, Khajiit, Bosmer, and Orc passives to make them more useful, but, for some reason, you've kept the Argonian passives as is. Adding a couple percentage points doesn't make them better. They're still hindered by how limiting they are. How come you guys won't acknowledge what the entire player base knows: Argonians got the shaft.
Argonians have traditionally been portrayed as sneak thieves, worshippers of Sithis. Why not make them the best magicka-based assassins? There are so many stamina-based races, but only 3 magicka races. The factions are imbalanced. The only two stealth races are in the same faction. Two "tanky" races and the 3rd best magicka race are in the Ebonheart Pact. DC is the only faction that looks somewhat balanced. 4% damage increase to Orcs and you leave Argonians as is? Orcs have 6% boost to stamina and health, 4% damage increase, increased speed, increased regen? Are you guys absolutely batcrap crazy? It makes me think that you don't know how your own game works. Max stamina and magicka not only give more uses to abilities it also makes them stronger by how damage is calculated in this game.
Please stop ignoring Argonians players. We're not just whining for no reason. We have a legitimate gripe and we'd like you to acknowledge it and actually do something substantive to fix our racial passives. You've done it for every other race. Now do it for us. Please.
Thank you.
Answer is quite simple, as an Argonian fan, each time I go to Cyro I see more cats fighting for the Pact than lizards... Ok, in the pact we lack a strong stamina race (being the Dunmer the best in this regard within the EP, but not a great stamina race), so cats are a good option for those who can. Question is, have you ever seen an Argonian Fighting for AD or DC?
That signal by itself points how lizards are treated here
Some lore about Saxhleel
1- Guerrilla Fighters (sneaky sneaky, if you live in a marsh, hou have to be sneaky)
2- Shamanistic approach (Magicka, magicka)
None of them is covered by the game in terms of passives.
I just don't get why it has to be like pulling teeth to get some decent passives. How is it so hard for ZOS to see the imbalance. The factions should be better balanced.
Attributes Strength Intelligence Willpower Agility Speed Endurance Personality Luck |
|M |40 |40 |30 |50 |50 |30 |30 |40 |
|F |40 |50 |40 |40 |40 |30 |30 |40 |
I just don't get why it has to be like pulling teeth to get some decent passives. How is it so hard for ZOS to see the imbalance. The factions should be better balanced.
The racial passives have to be in-lore; this is the Elder Scrolls, with over 5,000 years of established history and mythos. The alliances cannot be perfectly balanced because they are composed of different races. More balanced than they are? Sure. But be mindful of the lore. @Xvorg made good lore friendly suggestions towards that end.
Looking to the single player games will have limited use as each race was designed to play differently rather than have three similarly playing races like we need now.
TES: Arena
They are known for their intelligence, agility, and speed. Because of their reptilian nature, Argonians do not tire easily while swimming, and seldom drown. They can also swim faster than any other race. They are adept in any art involving the arcane, or involving thieving and sleight of hand.
TES2: Daggerfall
You are part of a highly-evolved race of reptiles, known for their intelligence, agility, and speed. Because of their reptilian nature, Argonians do not tire easily when swimming. While many Argonians have successfully mastered the arts of thievery and spellcasting, there are some regarded well as warriors.
Male Argonian character modifiers:
+10 Agility
+10 Speed
-10 Endurance
Female Argonian character modifiers:
+10 Strength
-10 Endurance
TES3: Morrowind
Attributes
Strength
Intelligence
Willpower
Agility
Speed
Endurance
Personality
Luck|M
|40
|40
|30
|50
|50
|30
|30
|40|F
|40
|50
|40
|40
|40
|30
|30
|40
Skills
Alchemy +5
Athletics +15
Illusion +5
Medium Armor +5
Mysticism +5
Spear +5
Unarmored +5
Resist Poison 100%
Resist Common Disease 75%
TES4: Oblivion
Male
+10 Agility and Speed
-10 Willpower, Endurance, and Personality
Female
+10 Intelligence
-10 Endurance and Personality
Skills
+10 Athletics and Security
+5 Alchemy, Blade, Hand to Hand, Illusion, and Mysticism
Traits
Argonian Disease Resistance ability : Resist Disease 75% on Self, constant
Argonian Poison Immunity ability : Resist Poison 100% on Self, constant
Argonian Water Breathing ability : Water Breathing on Self, constant
This reptilian race, well-suited for the treacherous swamps of their homeland, has developed natural immunities to diseases and poisons. They can breathe water and are good at picking locks.
TES5: Skyrim
Traits
Resist Disease ability : Your Argonian blood is 50% resistant to disease, constant.
Waterbreathing ability : Your Argonian lungs can breathe underwater, constant.
Histskin greater power : Invoke the power of the Hist to recover health ten times faster for 60 seconds, once per day.
In addition, they do +6 damage in unarmed combat
Skills
+10 Lockpicking
+5 Alteration, Light Armor, Pickpocket, Restoration, Sneak
This reptilian race, well-suited for the treacherous swamps of their Black Marsh homeland, has developed a natural resistance to diseases and the ability to breathe underwater. They can call upon the Histskin to regenerate health very quickly.
1) Increase Bolt Escape distance drastically, or remove stacking cost
2) Improve light armor deference, the difference between light armor and medium/heavy is too drastic
3) My changes for Overload
Overload
Range: 28m
Cost/Toggle-able: 75 ultimate
Light and Heavy Attacks are replaced with empowered versions that drain Ultimate. Empowered Light Attacks hit for x Shock Damage and empowered Heavy Attacks hit for x Shock Damage. Damage increased by x%. Toggle to activate. Ability is automatically un-toggled when the user weapon-swaps.
Morphs
Energy Overload
Range: 28m
Cost/Toggle-able: 75 ultimate
New Effect: Grants the user minor prophecy for 3 seconds after successfully landing an overload attack, also light and heavy attacks restore magicka.
Power Overload
Range: 28m
Cost: 100 ultimate
New Effect: (Ability now deals considerably more damage but drains all ultimate on use.) Overload a storm cloud dealing x amount of damage to a single target and applying minor defile for 10 seconds.
Description/Functionality: Power overload is NOT reflect-able, that’s right, it’s an ultimate version of mages fury. This gives us an instant damage dealing ultimate along with a useful debuff.
Gender differences in passives should solve some problems... Although, why it isn't here? I remember when I created my first char, I looked for some gender difference and found nothing. Gender difference here is just an aesthehic issue, while in the rest of TES games is an strategic issue.
I don't consider Skyrim as part of the lore, so, my vision about TES world are mainly based on Morrowind (which for me is the most complete TES game in terms of development) and Oblivion (which added some nerfs interesting features).