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.
The fire resitance form dunmer is useful in cyro against any flame staff user, besides any DK with fire stacked. Also it is useful against siege weapons
The cold resistance from nords is useful in cyro ahainst any frost staff user, besides any cold siege weapon
The poison and disease resistance from argonians is useful against any bow user that slots: poison arrow (and their morphs) and/or acid spray and/or lethal arrow (total 3 skills), besides the meat bag catapult (just one siege weapon)
Thhe case is that you can build a nice archer without using any poison skill, while magicka DKs are forced to slot fire and any ice staff user has at least 5 skill to use.
Now, if Zos intention is to make Saxlheel tanky, add physical resistance to poison and disease, and get rid of the 50% healing reduction in Cyrodil. A 5% better healing is just an insult
ThatNeonZebraAgain wrote: »So, if you want to buff Argonians' combat abilities, "from stealth"-based passives are, imho, not the way to do it. Or, at least if they do pursue that route, they should proc from Cloak and invis pots, since this would potentially then give back an Argonian-NB synergy that was behind many older players' choice in rolling Argonian in the first place (for those that don't know, Argonians and NBs used to share an Increase Potion Effectiveness passive, which combined made potion effects 45% stronger; combined with a potion cooldown that could be brought down to 15 seconds, this made Argonian NBs a challenging niche, yet powerful build). If this sounds like it would make Argonian NBs overpowered, I would direct you to Dunmer's boost to fire damage and their synergy with DKs; it's a form of class-race synergy more than a distinct disadvantage for other classes.
How are they not considered a high magicka race currently? Is it because of the one passive Swim Speed that's pretty useless?
All of the other passives help to make a killer Templar healer or magicka DPS as you can stack damage and not worry about regen currently. With the healing passives, an Argonian Templar doesn't have to use The Ritual Mundus and can put more of their build into spell damage.
dodgehopper_ESO wrote: »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.
Exactly. It should be noted that quite a few Dunmer have been the Psijics, which are de facto the most powerful mages on Nirn. The Telvanni are significantly powerful quite obviously, to the point they teach things the Mages Guild isn't privy to. The Tribunal is also another very magically oriented faction, and even houses like House Hlaalu have access to powerful mages, generally in the form of the Morag Tong. House Redoran is really the only house that represents a more 'physical' stamina type tradition among the Dunmer, and it should be noted that they are among the most adamant supporters of the Tribunal.
I think your general assessment of theme is in line with what I think about the races as well.
How are they not considered a high magicka race currently? Is it because of the one passive Swim Speed that's pretty useless?
All of the other passives help to make a killer Templar healer or magicka DPS as you can stack damage and not worry about regen currently. With the healing passives, an Argonian Templar doesn't have to use The Ritual Mundus and can put more of their build into spell damage.
Sometme ago I was theory crafting a build thatdodgehopper_ESO wrote: »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.
Exactly. It should be noted that quite a few Dunmer have been the Psijics, which are de facto the most powerful mages on Nirn. The Telvanni are significantly powerful quite obviously, to the point they teach things the Mages Guild isn't privy to. The Tribunal is also another very magically oriented faction, and even houses like House Hlaalu have access to powerful mages, generally in the form of the Morag Tong. House Redoran is really the only house that represents a more 'physical' stamina type tradition among the Dunmer, and it should be noted that they are among the most adamant supporters of the Tribunal.
I think your general assessment of theme is in line with what I think about the races as well.
The Tong have accepted Argonians since... always.
But it's true, Huleeya, in Morrrowind, was a master trainer in Athletics and knew no magicka, While Smokeskin-Killer was a Telvanni warrior (?), Nine-Toes was an archer (Blades), An-zaw a NB, Chanil-Lee (sorc), Heim-La (mage) for the mages guild... (no argonian in the fighters guid, Sees-all-colors might be ashamed)
Nevertheless, in the mages guild one of the most powerful mages in Vvanderfell is an argonian,Skink-in-Tree's-Shade, at the point he is respected by the Telvanni mages. He's the same level than pathetic "I've got a rounded head" Trebonius
Lava_Croft wrote: »Racial passive changes will come when the barber shop and race change options are available. This has been stated by ZOS quite a few times by now.
Lava_Croft wrote: »Racial passive changes will come when the barber shop and race change options are available. This has been stated by ZOS quite a few times by now.
Maybe, but do they even acknowledge that Argonian passives need work? That's my concern based on their previous actions and inaction.
Meaningful changes to racial passives have to be tied in with an option to change your race.Lava_Croft wrote: »Racial passive changes will come when the barber shop and race change options are available. This has been stated by ZOS quite a few times by now.
Maybe, but do they even acknowledge that Argonian passives need work? That's my concern based on their previous actions and inaction.
Lava_Croft wrote: »Meaningful changes to racial passives have to be tied in with an option to change your race.Lava_Croft wrote: »Racial passive changes will come when the barber shop and race change options are available. This has been stated by ZOS quite a few times by now.
Maybe, but do they even acknowledge that Argonian passives need work? That's my concern based on their previous actions and inaction.
That's basically what ZOS said. Make of it what you will.
threefarms wrote: »NAH, you get 100% faster swimming speed.
And that is the problem with this game, the lore supports any race becoming great at anything yet the game does not allow that.
And that is the problem with this game, the lore supports any race becoming great at anything yet the game does not allow that.
The underlying problem here is how damage scales with magicka and stamina. It never did in the single-player games, until in an attempt to fix Skyrim's woefully underpowered magic, modders took the simple option of making magic damage scale with magicka. That was a simple and popular fix to make magic more on par with weapon damage.
As a simple workaround for some bad game design it was fine. But it's not good game design in itself. Remove stamina and magicka damage scaling and far fewer people would care about their race not having a bonus for them.
Though I would go further. I think ZO got racials right with the training boosts, eg. how Argonians gain skill in the restoration staff skill faster. That speaks to an affinity for healing magic but doesn't make them better at it than anyone else so would-be healers aren't disadvantaged if they pick another race. Expand on that and ditch the stat boosts. Eg. give Argonians a boost to learning any skill (magic or otherwise) which has a healing component.
Then everyone could play the race they want, without worrying about how their racial passives stack up against someone else's or how they might be nerfed in the future.
eventide03b14a_ESO wrote: »Dark Elves fit as a "magicka race" far better than Argonians.
eventide03b14a_ESO wrote: »Dark Elves fit as a "magicka race" far better than Argonians IMO.
joleda4ub17_ESO wrote: »Excellent post! Would you care if I expanded on this thought a bit?
We get 65 attribute points, give or take. Why not have power associated with these attribute points? Putting all attribute points in Magicka raises your magic damage, but your Physical damage would be (near?) zero. The bonus Magicka or Stamina from racial passives would allow the character a larger pool in which to use abilities. The bonuses are still important, but not unbalancing.
This idea still doesn't help Tanks much unless putting attribute points Health raises mitigation. What if this bonus mitigation could not be bypassed?
I don't quite know what your point actually is here @Nerouyn :-)
Sure, it would be nice if people could pick the race they like, but it doesn't work like that in an mmo.