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A few Suggestions (Argonian, Breton, Alliance war, All Races)

Fizzlewizzle
Fizzlewizzle
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Good day everyone.
As you might have figured out by the title, this is a small topic with a few suggestions.

Argonian:
Amphibious:
- Increase Swimming speed by 25/50/75%
- Increase Magicka regen by 5/10/15%
Argonian Resistance:
- Increase Poison and Desease Resistance by X
- Increase Stamina Regen by 5/10/15%.
Quick to mend:
- When max health falls below 75%, increase Health regen by 10/20/30%
- When max health falls below 50%, increase Health regen by 20/40/60%
- When max health falls below 25%, increase Health regen by 30/60/90%

Breton:
Magicka Mastery:
- Reduce the magicka cost of spells by 4/8/12%.

Alliance War:
Magicka Detonation: (Stays as it is).
Inevitable Detonation:
- Turn Cast time into Instant Cast.
- Reduce damage by 75%
- Increase damage by 100% for each enemy within a 8M radius of the target (stacks indefinitely).
Proximity Detonation:
- Turn it into a buff rather than an offensive skill
- Stays active for 5 minutes at a time.
- When you drop below 1% max health, Proximity Detonation will explode for 25% of your max HP (Inresistable Damage).
- For each enemy within an 8M Radius, increase Damage by 100% (up to 150% max health).

All Races:
Give Every Race 1 "Special" Passive bonus.
An "Argonian Swim Speed" style bonus, which does very little besides maybe help in a few Special circumstances/ environments.
(Could all be placed in as a new skill, rather than adding it to an existing skill.)
- Argonians: Increase Swim speed by 25/50/75%, Increase movement speed in water (not swiming) by 3/6/9%
- Breton: Increase movement speed in Towns and Dungeons by 3/6/9%.
- Orc: Increase movement speed on plains by 3/6/9%.
- Redgard: Increase movement speed in Desert Areas by 3/6/9%.
- Dunmer: Increase movement speed in "Hot" Areas by 3/6/9% (vulcanic areas, daedric realms)
- Nord: Increase movement speed in Snowy Areas by 3/6/9%
- Altmer: Increase movement speed in Ruins and Magic realms by 3/6/9%.
- Bosmer: Increase movement speed in Wooded Areas by 3/6/9%
- Khajiit: Increase movement speed in "Dark" Areas by 3/6/9% (This includes outdoor at night)
- Imperial: Increase movement speed in Cyrodiil by 3/6/9% (5/10/15% in areas claimed by your alliance)
Mending-The-Wounded, Aldmeri Dominion, Templar.
  • theher0not
    theher0not
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    All races having a moment speed buff seems really boring. I would rather see every race getting thingd that makes them feel special.

    For example:
    Khajiit: Increased pick pocket chanse (they are good thieves) or reduced cost of all purchases by 10%(due to their charisma and merchant skills they should be able to get the best deal) or possibly even recuced fall damage because they are cats.


    Imperial: Reduce the cooldown for learning a new mount upgrade by 5 hours (25%).

    Altmer: Chanse for extra drop when looting runes (this drop is scaled to your enchanting level similar to Wrothgar runes)


    Every race should IMO have 1 or 2 of these skills with todays racial system.
  • Silver_Strider
    Silver_Strider
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    As much as I would like Argonians to get buffed, I don't believe giving them more magic regen than a High Elf is right. Yes, we're magically attuned as well but I don't believe it is as prominent as Elves. Also, Argonian aren't all magic based either as we also have ties in to being Guerilla Fighters, Dark Brotherhood agents and athletic overall.

    I would go more along the lines of this

    Amphibious: Increase Swim Speed by 25/50/75%, increase maximum Magic and Stamina by 2/3/4%
    Quick to Mend: Increase Health regen by 3/6/9%, Increase Magic and Stamina Regen by 2/4/6%, increase the healing effectiveness of Potions by 4/8/12%

    I can agree with the Breton change or even a 2/4/6% increase to Magic Regen added on to the current reduction would be fine as well.

    Nords and Orcs are other races that could use some love.
    Change Robust to get the same treatment Khajiit got for both them

    For Orcs,
    Brawny: Increase max Health and Stamina by 3/6/9%

    For Nords,
    Rugged: -2/4/6% Damage from all sources. Increase maximum Stamina by 2/4/6%. When hit, restore X amount of Stamina (scales with character level) This effect has a 2 second cooldown.

    I'm not overly familiar with Redguard, Khajiit or Bosmer passives but I believe that these changes would sort of knock these other races down a peg so to compensate, Redguards should get a 5/10/15% increase to their stamina regen. Bosmer should gain 3/6/9% stamina from their resistance passive (if they don't already) and Khajiit should be given a 3/4/5% increase to stamina with their Carnage passive.
    Edited by Silver_Strider on March 19, 2016 2:13PM
    Argonian forever
  • Fizzlewizzle
    Fizzlewizzle
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    @Silver_Strider
    About the Argonians.
    The reason i went for Regen rather than base stats was to keep them from being more proficient then races like the High elves (when it comes to the magic part at least).

    Although resource regen has a small effect on a battle, unless you're the type of player that does nothing but skill spamming it won't help you as much as Max stats would help you.
    Personally i think that Altmer Magicka regen is a bit low (should be more like the Bosmer Stamina Regen), but that aside.

    I know that they have a lot of different potentials (lore Wise), which is why i went for both Stamina and Magicka regen. The health regen has more to do with the old "Hist Skin" Effect from skyrim, but overall it ties in very nice with the idea of allround sustain.
    (The potion passive is stupid, and the max resource meta starts to get boring.)

    Your ideas for the Nords and Orcs however are pretty nice.

    @theher0not
    Everyone having a movement speed bonus would indeed be boring, if they all had the same one.
    Although it might not seem like much, everyone having their own "natural terrain" can make a lot of differences depending on the character you play as/ group you are in.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Silver_Strider
    Silver_Strider
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    @Fizzlewizzle
    My problem with your suggestion to Quick to Mend is that with enough Health Regen stacked, Argonians would be damn near unkillable once they got to low health. I can get close to 4k Regen if I wanted to w/o your suggestion and be hard as nails to kill because of it. Add to that another 30/60/90% the closer we get to death and Argonians just become OP. We'd give an Emperor in PvP a run for their money, that's for sure.

    I don't like the max resource meta any more than you do. However, until ZOS changes it to where max resources =/= increase damage, it's probably the best way to help out races with poor racial passives.
    Argonian forever
  • xxslam48xxb14_ESO
    xxslam48xxb14_ESO
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    I personally think that all races should only have quality of life racials like our swim speed buff. Things like more experience in skill lines, more crafting mats found, more gold for quests, and just really anything else that doesn't affect your ability to fight. If they absolutely have to keep these massive stat advantage racials then they need to make them equal because no one should have to feel uncompetitive due to race choice. Also while they keep failing to buff argonians to an adequate level of usefulness, why not just nerf the racials that are blatantly too good? Clearly they can't figure out how to make swim speed and potion use on par with more stats and they never will because its not useful. Even if we restored 100%h/m/s after drinking a potion all that would do it make it so we never have to use tripots and instead could use damage/crit potions. Consider that next time you try to buff that useless racial, it will never be good even at the highest buff you could give it.
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  • Fizzlewizzle
    Fizzlewizzle
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    @Fizzlewizzle
    My problem with your suggestion to Quick to Mend is that with enough Health Regen stacked, Argonians would be damn near unkillable once they got to low health. I can get close to 4k Regen if I wanted to w/o your suggestion and be hard as nails to kill because of it. Add to that another 30/60/90% the closer we get to death and Argonians just become OP. We'd give an Emperor in PvP a run for their money, that's for sure.

    I don't like the max resource meta any more than you do. However, until ZOS changes it to where max resources =/= increase damage, it's probably the best way to help out races with poor racial passives.

    I've dipped into Health regen a few times, although it can be decent when stacked enough i feel like it has always been pretty lacking in two ways:
    - You really need to focus on health regen to make it worthwhile, which lowers your other potentials (you suck at dealing damage).
    - Higher level enemies are often not alone, and they can hit quite a bit (enough to break through 4K every 2 seconds with ease)
    These were the main reasons why i think high health regen wouldn't be that OP, especially not when the big bulk only triggers within execute range.
    Then again... i don't know if you're on the point or not, as there isn't any way to test it.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • AshTal
    AshTal
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    Argonian's need some love that's a given. The amphibious racial in its current mode is a complete waste of time.

    As most of my Argonian's are sorcs I would want a magic bonus, however it wouldn't fit giving us the same bonus as Altmer as such the Stamina / Magic bonus makes most sense.

    Hopefully we will get something but I doubt it, it was 6 months for ZOS to notice Argonain health bonus was less than Nords which makes me concerned they have not released how crap Amphibious is yet.
  • Lenikus
    Lenikus
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    ...No offense, that's ridiculous.

    Just make argonians give AND receive 10% extra healing on top of their current passives and that's more than enough to make them a meta something.
    ... Mai cave. >:3
  • RAGUNAnoOne
    RAGUNAnoOne
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    @Fizzlewizzle
    My problem with your suggestion to Quick to Mend is that with enough Health Regen stacked, Argonians would be damn near unkillable once they got to low health. I can get close to 4k Regen if I wanted to w/o your suggestion and be hard as nails to kill because of it. Add to that another 30/60/90% the closer we get to death and Argonians just become OP. We'd give an Emperor in PvP a run for their money, that's for sure.

    I don't like the max resource meta any more than you do. However, until ZOS changes it to where max resources =/= increase damage, it's probably the best way to help out races with poor racial passives.

    How is that OP when many attacks often the spamable ones can hit for 7K per hit and regen is only every 2 seconds (sometimes I think it is less) no the healing is better because it doesn't force you to put focus into a stat that is crap in the meta. as you said if the stat=damage meta was changed then this would cause them to be OP.
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  • Silver_Strider
    Silver_Strider
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    @Fizzlewizzle
    My problem with your suggestion to Quick to Mend is that with enough Health Regen stacked, Argonians would be damn near unkillable once they got to low health. I can get close to 4k Regen if I wanted to w/o your suggestion and be hard as nails to kill because of it. Add to that another 30/60/90% the closer we get to death and Argonians just become OP. We'd give an Emperor in PvP a run for their money, that's for sure.

    I don't like the max resource meta any more than you do. However, until ZOS changes it to where max resources =/= increase damage, it's probably the best way to help out races with poor racial passives.

    I've dipped into Health regen a few times, although it can be decent when stacked enough i feel like it has always been pretty lacking in two ways:
    - You really need to focus on health regen to make it worthwhile, which lowers your other potentials (you suck at dealing damage).
    - Higher level enemies are often not alone, and they can hit quite a bit (enough to break through 4K every 2 seconds with ease)
    These were the main reasons why i think high health regen wouldn't be that OP, especially not when the big bulk only triggers within execute range.
    Then again... i don't know if you're on the point or not, as there isn't any way to test it.

    With 4k Regen, you can usually kill most mobs before they kill you, even with low damage numbers, just because of how easy the majority of the content is anyway. In dungeons, you usually have other people there to deal damage so your numbers rarely matter, with some exceptions of course. You are right however, that without a means to test this, there really isn't a way to confirm if it would be OP.

    I still don't believe that just giving regen however is the best possible way to help Argonians. Sure, it's nice and all but it doesn't make us that much better off than either since, in a way, you're just trading off the sustain from the potion buff to sustain in a regen stat. Seeing it in this sense, we actually become weaker since we would also lose the 9% health we would have gained from Argonian Resistance. Another problem with the Quick to Mend is that it is tied up to how much health we have. At 76-100%, passive it useless, and honestly, outside of a tank role, getting your health to drop to those low intervals is fairly uncommon unless you do something like Maelstrom or a dungeon with a bad healer.
    Argonian forever
  • Fizzlewizzle
    Fizzlewizzle
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    Base regen seems better to me that a few % extra resources when using a pot.
    Those extra resources only come when you use a pot (rather then Always), and i doubt many of us are popping potions like there's no tomorrow during their general playtime.

    I choose to write down Quick to mend from 75% to create more of a growth system in the buff rather than a flat buff.
    Having it start at 90%, with the second at 60% and the third at 30% could also be an option, but i like having equel stages between each increase.
    To start from full health it could also work as:
    100% Health: 10/20/30%
    75% Health: 20/40/60%
    50% Health: 30/60/90%
    25% Health: 40/80/120%
    But i think that this would become to high from the get-go (especially without testing).

    The max health decrease does play in favour of the Quick to mend buff.
    A 2.5K hit on someone with 10K HP (its low i know) will trigger this buff, while recieving a 2.5K hit on 10.9K health means you need to recieve a second hit to get your health regen.
    This might be a bad example, as you can counter it with "you can at least get two hits with rather than 1", but the lower your max HP is, the more you will get out of this buff.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
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