They keep playing with the crappy Argonian passives like they matter. Healing done/received is marginally useful. The poison/disease resistance is laughable. The potion passive sucks. There are no ways to improve it currently working in game. The cooldown reduction glyphs don't work and the CP star was removed. You can augment any other passive except that one. Why can't people see how bad it really is? 45 second cooldown? That's not passive material.
Argonians really do need a max magicka buff or a magicka damage buff similar to the Orcs damage buff to compensate for the lack of usable stats. I say "usable" meaning health is not usable. It's a dead resource unless you're a Sorc with dark deal. Max Stam and magicka are so much more useful.
Around and around we go with these passives. The one thing that remains the same is that Argonians are no better off than when they started this tinkering. It's really sad. They're actually being made more useless. I wish I could understand the reasoning behind the constant nerfing of their passives.
ZOS_JessicaFolsom wrote: »This is the official feedback thread for the Racial Passive balance changes coming with Update 11. Specific feedback that the team is looking for includes the following:
- What do you think about the changes?
- Are there any that you feel are too strong compared to the others? Too weak?
- Did you encounter any issues with the new Racial Passive changes?
- Are the changes going to make you change your character's race? If so, why?
- Are the changes going to encourage you to adjust your current build? If so, how?
ZOS_JessicaFolsom wrote: »This is the official feedback thread for the Racial Passive balance changes coming with Update 11. Specific feedback that the team is looking for includes the following:
- What do you think about the changes?
- Are there any that you feel are too strong compared to the others? Too weak?
- Did you encounter any issues with the new Racial Passive changes?
- Are the changes going to make you change your character's race? If so, why?
- Are the changes going to encourage you to adjust your current build? If so, how?
It's really not getting nerfed, do the math. It's not OP. The only thing that truly makes that passive OP is constitution passive with black rose or NBs running siphoning attacks.Ragnaroek93 wrote: »Khajiit buffs rolled back and Adrenaline Rush gets nerfed (to be honest you can't even call this a nerf, because this passive is just outright broken). Sounds good in my opinion
How is it broken exactly? If you do the math 3% is actually the number shown on adrenaline rush tooltip right now.
It's broken in the sense that it's ridiculously powerful compared to any other racial passive in the game right now. It's getting nerfed now, it's probably still too strong in a typical 1v1 scenario, but at least it's something.
Much as I dislike the changes to Argonians to make them healers, I loathe the 1/2 house kludge that they have now been saddled with. There is no point in having a set of passives that tries to support healers and tanks specifically and directly (ie healind done and received, and max health, and max magicka). It just doesn't work or make any logical sense... unless you're a self healing Templar tank-healer hybrid. And no race should be designed around a single niche build.
Argonians (and all other races) need to have an actual focus and not a multiple role disorder.
If you want to make Argonians healers - make them healers but do it properly with passives that fly for the role (and btw increased resistances don't); alternatively if you want them to be tanky - then make them tanky but don't also make them healers.
As it stands Argonians will still be at the bottom of the heap labelled ineffective hybrids.
Much as I dislike the changes to Argonians to make them healers, I loathe the 1/2 house kludge that they have now been saddled with. There is no point in having a set of passives that tries to support healers and tanks specifically and directly (ie healind done and received, and max health, and max magicka). It just doesn't work or make any logical sense... unless you're a self healing Templar tank-healer hybrid. And no race should be designed around a single niche build.
Argonians (and all other races) need to have an actual focus and not a multiple role disorder.
If you want to make Argonians healers - make them healers but do it properly with passives that fly for the role (and btw increased resistances don't); alternatively if you want them to be tanky - then make them tanky but don't also make them healers.
As it stands Argonians will still be at the bottom of the heap labelled ineffective hybrids.
They keep playing with the crappy Argonian passives like they matter. Healing done/received is marginally useful. The poison/disease resistance is laughable. The potion passive sucks. There are no ways to improve it currently working in game. The cooldown reduction glyphs don't work and the CP star was removed. You can augment any other passive except that one. Why can't people see how bad it really is? 45 second cooldown? That's not passive material.
Argonians really do need a max magicka buff or a magicka damage buff similar to the Orcs damage buff to compensate for the lack of usable stats. I say "usable" meaning health is not usable. It's a dead resource unless you're a Sorc with dark deal. Max Stam and magicka are so much more useful.
Around and around we go with these passives. The one thing that remains the same is that Argonians are no better off than when they started this tinkering. It's really sad. They're actually being made more useless. I wish I could understand the reasoning behind the constant nerfing of their passives.
Lord_Dexter wrote: »
Voryn_Dagoth wrote: »Looking at the changes for Dunmer, I think they are okay, for using Force Pulse that is. But I would have expected changes to a more balanced resource basis, than the sole disposition to Magicka builds.
Removing the +3% Max Magicka from Resist Flame, so we only have the +6% for Max Magicka and Stamina from Dynamic. And in analogy to that, instead of adding the other elemental damage types with Destructive Ancestry, having Poison Damage at a lower value, like around +5% for Flame and Poison Damage (or maybe Alchemical Poison). This would also be "compatible" with the culture and history of the Dunmer.
All in all, changes around that would make the Dunmer viable for both Magicka and Stamina builds and also other classes than DKs. While at the same time not surpassing other races for either builds.
Shadesofkin wrote: »Voryn_Dagoth wrote: »Looking at the changes for Dunmer, I think they are okay, for using Force Pulse that is. But I would have expected changes to a more balanced resource basis, than the sole disposition to Magicka builds.
Removing the +3% Max Magicka from Resist Flame, so we only have the +6% for Max Magicka and Stamina from Dynamic. And in analogy to that, instead of adding the other elemental damage types with Destructive Ancestry, having Poison Damage at a lower value, like around +5% for Flame and Poison Damage (or maybe Alchemical Poison). This would also be "compatible" with the culture and history of the Dunmer.
All in all, changes around that would make the Dunmer viable for both Magicka and Stamina builds and also other classes than DKs. While at the same time not surpassing other races for either builds.
None of that is *as* lore friendly as their current incarnation.
Voryn_Dagoth wrote: »Shadesofkin wrote: »Voryn_Dagoth wrote: »Looking at the changes for Dunmer, I think they are okay, for using Force Pulse that is. But I would have expected changes to a more balanced resource basis, than the sole disposition to Magicka builds.
Removing the +3% Max Magicka from Resist Flame, so we only have the +6% for Max Magicka and Stamina from Dynamic. And in analogy to that, instead of adding the other elemental damage types with Destructive Ancestry, having Poison Damage at a lower value, like around +5% for Flame and Poison Damage (or maybe Alchemical Poison). This would also be "compatible" with the culture and history of the Dunmer.
All in all, changes around that would make the Dunmer viable for both Magicka and Stamina builds and also other classes than DKs. While at the same time not surpassing other races for either builds.
None of that is *as* lore friendly as their current incarnation.
How comes? Intrigues, treachery, betrayal and assassination are common trademarks in their cultur and history and poison is commonly associated with this. Not 100% sure, but I think to remember that Indoril Nerevar himself was poisened by the Three, as one example. But I don't see Frost or Shock Damage come into play, apart from it being "magic".
Directly buffing Poison Damage is maybe a tad too much - and maybe more appropriate for the Argonians - but I don't see any problems with the usage of Alchemical Poisons.
Shadesofkin wrote: »Voryn_Dagoth wrote: »Shadesofkin wrote: »Voryn_Dagoth wrote: »Looking at the changes for Dunmer, I think they are okay, for using Force Pulse that is. But I would have expected changes to a more balanced resource basis, than the sole disposition to Magicka builds.
Removing the +3% Max Magicka from Resist Flame, so we only have the +6% for Max Magicka and Stamina from Dynamic. And in analogy to that, instead of adding the other elemental damage types with Destructive Ancestry, having Poison Damage at a lower value, like around +5% for Flame and Poison Damage (or maybe Alchemical Poison). This would also be "compatible" with the culture and history of the Dunmer.
All in all, changes around that would make the Dunmer viable for both Magicka and Stamina builds and also other classes than DKs. While at the same time not surpassing other races for either builds.
None of that is *as* lore friendly as their current incarnation.
How comes? Intrigues, treachery, betrayal and assassination are common trademarks in their cultur and history and poison is commonly associated with this. Not 100% sure, but I think to remember that Indoril Nerevar himself was poisened by the Three, as one example. But I don't see Frost or Shock Damage come into play, apart from it being "magic".
Directly buffing Poison Damage is maybe a tad too much - and maybe more appropriate for the Argonians - but I don't see any problems with the usage of Alchemical Poisons.
Typically sword play (the dual wield passive) and destructive magicka are the associated staples of the Dunmer racial line.
These two are complimented by the Increased Magicka and Stamina. Now, that being said, I would have accepted Destructive Ancestry instead giving a bonus to Flame and Phys instead of Flame/Frost/Lightning
Give Bosmer 4% Ranged Damage Bonus similar to Orcs 4% melee Bonus
Bump their stam to 6%/3% Health
Drop Khajitt to 3% stamina Bonus + 20% health Recovery
Bump Argonian to 6% magicka and stamina bonus + 10% Stealth Attacks
Change heal bonus to 6% received and 6% done.
Change Nord to 9%health/6% Stamina/6% Magicka Bonus; This gives it a similar bonus to Imperial, but actually unique in that its 3 stats..it also makes them not just a shittier Imperial.
Change Breton Cost Reduction to 12%; This makes them basically the Best Heavy Armor wearer for Magicka users
Lord_Dexter wrote: »
wtf? 8% more is 8% more and it's stronger than 10% max stamina for pve ^^
ShadowStarKing wrote: »
ShadowStarKing wrote: »
Seems like bow can do good DPS: http://tamrielfoundry.com/topic/noss-bo-bo-stamblade-pve-guide/
This is about the same meelee-stamblades get there without groupbuffs. Not bad imo
ShadowStarKing wrote: »
Seems like bow can do good DPS: http://tamrielfoundry.com/topic/noss-bo-bo-stamblade-pve-guide/
This is about the same meelee-stamblades get there without groupbuffs. Not bad imo
ShadowStarKing wrote: »
Seems like bow can do good DPS: http://tamrielfoundry.com/topic/noss-bo-bo-stamblade-pve-guide/
This is about the same meelee-stamblades get there without groupbuffs. Not bad imo
I've never really been too concerned with PvE, where I think Bow could be alright. It's the PvP part that it's not competitive outside of purely ganking or supporting a melee build.
Lord_Dexter wrote: »ShadowStarKing wrote: »
Seems like bow can do good DPS: http://tamrielfoundry.com/topic/noss-bo-bo-stamblade-pve-guide/
This is about the same meelee-stamblades get there without groupbuffs. Not bad imo
I've never really been too concerned with PvE, where I think Bow could be alright. It's the PvP part that it's not competitive outside of purely ganking or supporting a melee build.
Bosmer may get 3% bow damage and max stamina should reduce to 3%, this fits very much with lore and will makes bow users happy.
Stamina increased to 6% is also very good, bosmer are in very good position instead other classes need now more attention.