Corellon Thromorin wrote: »KoshkaMurka wrote: »Do you even lore?Corellon Thromorin wrote: »KoshkaMurka wrote: »Corellon Thromorin wrote: »Argonians don't need magicka, stop with this nonsense.
Its not a nonsense. Have you played previous TES games?
In Morrowind and Ohttps://reddit.com/r/teslore/comments/2qvqud/do_saxhleel_argoniansshed/blivion, argonians had bonuses to Alchemy, Illusion and Mysticism.
In Skyrim, they had small bonuses to Alteration and Restoration.
Having bonuses in such skills is much more about knowledge than magickal affinity, do you even lore? It is nonsense.
"At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility."
From their Morrowind description.What part of argonian lore makes you think that argonians should be tanky?Make Argonians more tanky, not more magickal.
The part where they have scales, aren't "mammals" (mammals are squishy) and regenerate from wounds faster.
KoshkaMurka wrote: »Corellon Thromorin wrote: »KoshkaMurka wrote: »Do you even lore?Corellon Thromorin wrote: »KoshkaMurka wrote: »Corellon Thromorin wrote: »Argonians don't need magicka, stop with this nonsense.
Its not a nonsense. Have you played previous TES games?
In Morrowind and Oblivion, argonians had bonuses to Alchemy, Illusion and Mysticism.
In Skyrim, they had small bonuses to Alteration and Restoration.
Having bonuses in such skills is much more about knowledge than magickal affinity, do you even lore? It is nonsense.
"At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility."
From their Morrowind description.What part of argonian lore makes you think that argonians should be tanky?Make Argonians more tanky, not more magickal.
The part where they have scales, aren't "mammals" (mammals are squishy) and regenerate from wounds faster.
Mammals also dont have magic and any supernatural abilities... And Nirn =/= Earth.
And ok, if they're so physically strong and resistant, then why theyre known for their guerrilla warfare and not for brute force, like orcs?
Corellon Thromorin wrote: »KoshkaMurka wrote: »Do you even lore?Corellon Thromorin wrote: »KoshkaMurka wrote: »Corellon Thromorin wrote: »Argonians don't need magicka, stop with this nonsense.
Its not a nonsense. Have you played previous TES games?
In Morrowind and Ohttps://reddit.com/r/teslore/comments/2qvqud/do_saxhleel_argoniansshed/blivion, argonians had bonuses to Alchemy, Illusion and Mysticism.
In Skyrim, they had small bonuses to Alteration and Restoration.
Having bonuses in such skills is much more about knowledge than magickal affinity, do you even lore? It is nonsense.
"At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility."
From their Morrowind description.What part of argonian lore makes you think that argonians should be tanky?Make Argonians more tanky, not more magickal.
The part where they have scales, aren't "mammals" (mammals are squishy) and regenerate from wounds faster.
Got me thinking so I googled it. Here's something interesting on the subject from reddit:
I see people here relating argonians to reptiles and amphibians, but I think they would really be mammals. Argonians have scaly skin, but here is a mammal that has scales, the pangolin. There are also mammals that lay eggs, like echidnas and platypuses. If you want to get really scientific, most animals', including humans', embryos have gill slits, we just grow out of them before being born. Argonians could just keep these and have gills formed. But most importantly, argonian females have breasts that are just like all of the human races, and mammals are defined by having mammary glands in female breasts.
edit: link to original post
Corellon Thromorin wrote: »KoshkaMurka wrote: »Corellon Thromorin wrote: »KoshkaMurka wrote: »Do you even lore?Corellon Thromorin wrote: »KoshkaMurka wrote: »Corellon Thromorin wrote: »Argonians don't need magicka, stop with this nonsense.
Its not a nonsense. Have you played previous TES games?
In Morrowind and Oblivion, argonians had bonuses to Alchemy, Illusion and Mysticism.
In Skyrim, they had small bonuses to Alteration and Restoration.
Having bonuses in such skills is much more about knowledge than magickal affinity, do you even lore? It is nonsense.
"At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility."
From their Morrowind description.What part of argonian lore makes you think that argonians should be tanky?Make Argonians more tanky, not more magickal.
The part where they have scales, aren't "mammals" (mammals are squishy) and regenerate from wounds faster.
Mammals also dont have magic and any supernatural abilities... And Nirn =/= Earth.
And ok, if they're so physically strong and resistant, then why theyre known for their guerrilla warfare and not for brute force, like orcs?
Because their culture isn't centered around brute force and a YOLO ideology. And before you use any of the past games as source for not giving defense bonuses, Gameplay != Lore. If Lore = Gameplay different genders would have different bonuses, but that would be "sexist".
They are biologically resistant. Their skin isn't even "skin" - they have scales, and they regenerate from wounds faster.KoshkaMurka wrote: »Well, since its not typical for their culture, an average argonian wouldnt be even trained to be a YOLO tanky brute type.
There's a difference between being attuned to magicka, having a higher than average stamina or breathing underwater and having a (maybe cultural) predisposition to understand certain concepts.According to your logic, racials = knowledge, not just talent, so a normal argonian wont have any tanky passives.
Never said thatAnd if you're such a big lore fan, why your statements are based on assumptions that creatures of Nirn are the same as their real life prototypes?
Racials bonuses in games are definitely a dumbed-down representation of how race works in TES.Btw, in Morrowind stats were gender-specific. And they're still based on lore... And what about their in-game description I posted? Also not accurate lore-wise?
But... You just did:Corellon Thromorin wrote: »Never said that
There's other "resistant" races in tes lore. Dunmers, for example, are not literally fireproof ofc, but they're better suited for Morrowind's volcanic climate than the other races.They are biologically resistant. Their skin isn't even "skin" - they have scales, and they regenerate from wounds faster.
But why you're assuming that an average argonian is stronger and more tanky than an orc?There's a difference between being attuned to magicka, having a higher than average stamina or breathing underwater and having a (maybe cultural) predisposition to understand certain concepts.
I actualy agree with this, character creation from Daggerfall would be much better than these racials. But it would be much harder to balance in mmo.Racials bonuses in games are definitely a dumbed-down representation of how race works in TES.
Corellon Thromorin wrote: »KoshkaMurka wrote: »Corellon Thromorin wrote: »KoshkaMurka wrote: »Do you even lore?Corellon Thromorin wrote: »KoshkaMurka wrote: »Corellon Thromorin wrote: »Argonians don't need magicka, stop with this nonsense.
Its not a nonsense. Have you played previous TES games?
In Morrowind and Oblivion, argonians had bonuses to Alchemy, Illusion and Mysticism.
In Skyrim, they had small bonuses to Alteration and Restoration.
Having bonuses in such skills is much more about knowledge than magickal affinity, do you even lore? It is nonsense.
"At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility."
From their Morrowind description.What part of argonian lore makes you think that argonians should be tanky?Make Argonians more tanky, not more magickal.
The part where they have scales, aren't "mammals" (mammals are squishy) and regenerate from wounds faster.
Mammals also dont have magic and any supernatural abilities... And Nirn =/= Earth.
And ok, if they're so physically strong and resistant, then why theyre known for their guerrilla warfare and not for brute force, like orcs?
If Lore = Gameplay different genders would have different bonuses, but that would be "sexist".
ThatNeonZebraAgain wrote: »Corellon Thromorin wrote: »KoshkaMurka wrote: »Corellon Thromorin wrote: »KoshkaMurka wrote: »Do you even lore?Corellon Thromorin wrote: »KoshkaMurka wrote: »Corellon Thromorin wrote: »Argonians don't need magicka, stop with this nonsense.
Its not a nonsense. Have you played previous TES games?
In Morrowind and Oblivion, argonians had bonuses to Alchemy, Illusion and Mysticism.
In Skyrim, they had small bonuses to Alteration and Restoration.
Having bonuses in such skills is much more about knowledge than magickal affinity, do you even lore? It is nonsense.
"At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility."
From their Morrowind description.What part of argonian lore makes you think that argonians should be tanky?Make Argonians more tanky, not more magickal.
The part where they have scales, aren't "mammals" (mammals are squishy) and regenerate from wounds faster.
Mammals also dont have magic and any supernatural abilities... And Nirn =/= Earth.
And ok, if they're so physically strong and resistant, then why theyre known for their guerrilla warfare and not for brute force, like orcs?
If Lore = Gameplay different genders would have different bonuses, but that would be "sexist".
Not it wouldn't, and please let that topic rest because Sithis knows we really, really don't need the typical gamer discussion of gender in this thread.
ThatNeonZebraAgain wrote: »However, I think the potion return on the Amphibious passive is actually not completely terrible now, and would rather have this unique utility than magicka regen. While Magicka regen benefits Magicka builds, any build and class benefits from getting more out of potions, which are usually used in emergency situations; and it is especially important for tanks who need more ways to instantly replenish stamina. Could the value of stats returned be higher, or add a decrease to the potion cooldown to make the passive potentially more useful? Absolutely. But, because it works with all classes/builds and helps in emergency situations, I think this unique bonus is worth keeping around, especially if we can get it tweaked further to make it on par with the value of other racial passives.
So, my ideal would be:
Amphibious
Return 15% of all stats on potion use [or current 8% stat return but ith 15 second reduction to potion cooldown]
Increase swim speed 50%
Argonian Resistance
+6% health and +6% Magicka
Poison/Disease Resistance
Quick to Mend
9% healing recieved and 6% healing done [or +15% healing received by itself]
EDIT: For those Argonian NBs, see my comment in Wrobel's thread about changing Catalyst passive to offer more class utility and also stack or directly complement Argonian potion passive once more.
This would be my ideal too - Argonians should be "both" magicka/stam - depends on what the drink - they have affinity for liquid. It should be scaled to approximate the benefit other races get passively.
Edit: I was one of those who rolled NB Argonian on release and the synergy between them was the motivation - a synergy I feel matches lore as well. It was powerful when used right but not overpowered. They should return to that model.
Corellon Thromorin wrote: »kendellking_chaosb14_ESO wrote: »@ZOS_RichLambert @ZOS_PaulSage look at the profile of all the people that say Argonians are fine willing to bet all the money that non of them play Argonians.
Argonian racials could be better, but the Dunmer are at least one hundred and ten times more inclined to have magicka affinity than Argonians.
MisterBigglesworth wrote: »How about:
- Stealthed while swimming (to kinda simulate underwater swimming)
- 90% slaughterfish damage reduction in Cyrodiil
- Slaughterfish damage doesn't take you out of stealth
Would make for some more interesting bridge fights.
I could be mistaken but I think at some point during development Argonians indeed went into 'stealth' when entering a body of water.ThatNeonZebraAgain wrote: »MisterBigglesworth wrote: »How about:
- Stealthed while swimming (to kinda simulate underwater swimming)
- 90% slaughterfish damage reduction in Cyrodiil
- Slaughterfish damage doesn't take you out of stealth
Would make for some more interesting bridge fights.
Stealthed while swimming would actually be really awesome.
Lava_Croft wrote: »I could be mistaken but I think at some point during development Argonians indeed went into 'stealth' when entering a body of water.ThatNeonZebraAgain wrote: »MisterBigglesworth wrote: »How about:
- Stealthed while swimming (to kinda simulate underwater swimming)
- 90% slaughterfish damage reduction in Cyrodiil
- Slaughterfish damage doesn't take you out of stealth
Would make for some more interesting bridge fights.
Stealthed while swimming would actually be really awesome.
Lava_Croft wrote: »I could be mistaken but I think at some point during development Argonians indeed went into 'stealth' when entering a body of water.ThatNeonZebraAgain wrote: »MisterBigglesworth wrote: »How about:
- Stealthed while swimming (to kinda simulate underwater swimming)
- 90% slaughterfish damage reduction in Cyrodiil
- Slaughterfish damage doesn't take you out of stealth
Would make for some more interesting bridge fights.
Stealthed while swimming would actually be really awesome.
And while it would certainly add further to the flavor of Argonians I'm hard pressed to find any actual combat utility in the swimming passive. Even if it let us go places in Cyrodiil otherwise off limits to the general population, what I want are some passives that make a difference when we are fighting. The whole fight. Like max stat or combat stat regen, or even a crit modifier or something.
kendellking_chaosb14_ESO wrote: »Corellon Thromorin wrote: »kendellking_chaosb14_ESO wrote: »@ZOS_RichLambert @ZOS_PaulSage look at the profile of all the people that say Argonians are fine willing to bet all the money that non of them play Argonians.
Argonian racials could be better, but the Dunmer are at least one hundred and ten times more inclined to have magicka affinity than Argonians.
Elves are better with magic then Humans. Argonians are born from magic with the soul of Nirn itself we are far better mages then even High Elves.
One of the big issues with the Argonian passives is that they are so situational compared to most other racials. Potion drinking relies on you drinking a potion, resistances rely on you being attacked by the appropriate damage types (which is also completely out of your control). The only passive that can be built around is healing received and tbh that is not really something that is easy to build around for 3 of the classes.
Now if thieves guild or dark brotherhood bring poisons then maybe that resistance racial will get better...
But generally not having situational potion based passive would be a start.
- 10% magicka + swim speed
- 3% stamina, magicka, and health regen
- hist sap - magicka regeneration on light and heavy attack.
- healing staff proficiency
Buff red diamond and adrenaline rush.
Red diamond - health with any light and heavy attack
Adrenaline rush - stamina with any light and heavy attack
Hist sap - magicka with any light and heavy attack
Khajit get a flat crit bonus to anything.
So it goes like this.
Magicka race:
Breton for the Covenant
High Elf for the Dominion
Argonian for the Pact
Stamina/generalist race:
Redguard for the Covenant
Bosmer for the Dominion
Dunmer for the Pact
Jack of all trades/health/tanky race:
Orc for the Covenant
Khajit for the Dominion
Nord for the Pact
Imperial for everyone
One of the big issues with the Argonian passives is that they are so situational compared to most other racials. Potion drinking relies on you drinking a potion, resistances rely on you being attacked by the appropriate damage types (which is also completely out of your control). The only passive that can be built around is healing received and tbh that is not really something that is easy to build around for 3 of the classes.
Now if thieves guild or dark brotherhood bring poisons then maybe that resistance racial will get better...
But generally not having situational potion based passive would be a start.
joleda4ub17_ESO wrote: »- 10% magicka + swim speed
- 3% stamina, magicka, and health regen
- hist sap - magicka regeneration on light and heavy attack.
- healing staff proficiency
Buff red diamond and adrenaline rush.
Red diamond - health with any light and heavy attack
Adrenaline rush - stamina with any light and heavy attack
Hist sap - magicka with any light and heavy attack
Khajit get a flat crit bonus to anything.
So it goes like this.
Magicka race:
Breton for the Covenant
High Elf for the Dominion
Argonian for the Pact
Stamina/generalist race:
Redguard for the Covenant
Bosmer for the Dominion
Dunmer for the Pact
Jack of all trades/health/tanky race:
Orc for the Covenant
Khajit for the Dominion
Nord for the Pact
Imperial for everyone
^^^^^^
A systematic method to balance races is best.
dodgehopper_ESO wrote: »One of the big issues with the Argonian passives is that they are so situational compared to most other racials. Potion drinking relies on you drinking a potion, resistances rely on you being attacked by the appropriate damage types (which is also completely out of your control). The only passive that can be built around is healing received and tbh that is not really something that is easy to build around for 3 of the classes.
Now if thieves guild or dark brotherhood bring poisons then maybe that resistance racial will get better...
But generally not having situational potion based passive would be a start.
I just want to point out that while the resistant passives are nice, they are not hugely beneficial. I find the real problem with poison/disease is the debuff they apply, not the damage, and the damage mitigation from the racial isn't particularly compelling.
Aren't they supposed to be a Stamina race in line with the Khajiit and Bosmer?
Argonians are experts in guerilla warfare, so they should have a Sneak bonus with their Swim Speem and a stamina bonus along with their poison resistance
ThatNeonZebraAgain wrote: »Corellon Thromorin wrote: »KoshkaMurka wrote: »Corellon Thromorin wrote: »KoshkaMurka wrote: »Do you even lore?Corellon Thromorin wrote: »KoshkaMurka wrote: »Corellon Thromorin wrote: »Argonians don't need magicka, stop with this nonsense.
Its not a nonsense. Have you played previous TES games?
In Morrowind and Oblivion, argonians had bonuses to Alchemy, Illusion and Mysticism.
In Skyrim, they had small bonuses to Alteration and Restoration.
Having bonuses in such skills is much more about knowledge than magickal affinity, do you even lore? It is nonsense.
"At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility."
From their Morrowind description.What part of argonian lore makes you think that argonians should be tanky?Make Argonians more tanky, not more magickal.
The part where they have scales, aren't "mammals" (mammals are squishy) and regenerate from wounds faster.
Mammals also dont have magic and any supernatural abilities... And Nirn =/= Earth.
And ok, if they're so physically strong and resistant, then why theyre known for their guerrilla warfare and not for brute force, like orcs?
If Lore = Gameplay different genders would have different bonuses, but that would be "sexist".
Not it wouldn't, and please let that topic rest because Sithis knows we really, really don't need the typical gamer discussion of gender in this thread.
Nor mammals.
I think the discussion in itself is rather interesting and not totally off topic actually, but it would probably be beneficial to steer back to more concrete examples of passives and the discussion of them.
dodgehopper_ESO wrote: »One of the big issues with the Argonian passives is that they are so situational compared to most other racials. Potion drinking relies on you drinking a potion, resistances rely on you being attacked by the appropriate damage types (which is also completely out of your control). The only passive that can be built around is healing received and tbh that is not really something that is easy to build around for 3 of the classes.
Now if thieves guild or dark brotherhood bring poisons then maybe that resistance racial will get better...
But generally not having situational potion based passive would be a start.
I just want to point out that while the resistant passives are nice, they are not hugely beneficial. I find the real problem with poison/disease is the debuff they apply, not the damage, and the damage mitigation from the racial isn't particularly compelling.
Spacemonkey wrote: »Aren't they supposed to be a Stamina race in line with the Khajiit and Bosmer?
Argonians are experts in guerilla warfare, so they should have a Sneak bonus with their Swim Speem and a stamina bonus along with their poison resistance
I agree with this also.
If you look at the Elder's Scrolls Franchise - Bretons and Altmer have always been heavy magicka users indeed. Followed closely by the Dunmer, depending on the house, Telvannis are some of the heaviest magicka using cultures - I mean they almost *conjure their cities* to begin with....
The heavy 'stamina' races would normally be Orsimer, Redguard and Argonian.
The others are mixes of stamina and magicka. (Nord, Bosmer, Imperial)
And Khajiit are just weird and it entirely depends on their moon phase. They can be the noobiest as well as the master race.