Argonian
Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
Developer Comment:
Argonians by nature are resilient creatures, adapting to their surroundings and accumulating themselves to the environment. Their ability to shrug off potent diseases makes them harder to take down, and their connection with the Hist empowers their will for life. Their bonus to Healing Done makes them gifted at healing themselves or their allies, while their resource return after drinking a potion helps them stay in the fight. Regardless of their role, their ability to recuperate and get back into the fray is something to respect.
Previously Argonians offered far too many stats and they were mathematically twice as good as some races. This retracted from the unique feeling we wanted each race to have, since their bonuses were all over the place. Now they should have more of some stats that make them stand out a bit more, while they’ll have less in other areas that weren’t in line with that vision.
So Argonians were destroyed here...
1- whoever is doing your math (according to dev comment) that said Argonians are mathematically twice as good as other races -- do not let them do your accounting.
2. I expected the potion passive to get hit (for the second time mind you), but tbh it was the only thing going for the race over using a different race, especially for anything DPS related. You could say, at least I'll get some good regen out of this build if not the bonus damage.
So now what do I get out of playing an argonian? I get 3600 boost to my three stats when I drink a potion - which for one, requires a consumable to even get use out of and second only works on cool down since tied to consumable. Not to mention that you hardly ever get a benefit from all three bonuses b/c you don't always need all three stats back and extra when you are full is zero. But fine, I expected this to get hit.
But health bonus less? 1000 to health instead of 9%, this is a HUUUUGE nerf to a tank build. Heck it's even a nerf to a DPS build, as 9% of around 17k health would be a 1530 bonus.
The 1K magicka change instead of 3% is virtually no change on a magicka build that got over 30K magicka and would be a "buff" to a class that doesn't stack magicka and gets no benefit from the buff. And loss of poison resistance.
And 4% healing done now instead of 5% done and recieved. Little nerf and major nerf.
So exactly what are Argonians supposed to excel at now? Was the goal in your redesign team to find a couple different races to take the place of Nords in being the least desirable?
NOTHING given to them to compensate in a DPS build for being nerfed across the board at support?
I thought "zos will probably destroy my favorite race" for tanking, but at least maybe my DPS argonians will get something out of it. I should have known better.
The moment you realize all those cloaking, wood elf, snipers are getting a speed buff...
Cundu_Ertur wrote: »The moment you realize all those cloaking, wood elf, snipers are getting a speed buff...
They lose the stealth and the 10% bonus to hitting from hiding. So..... not really. And we don't know for sure if it stacks or not. If they just use the existing minor/major expedition skills to implement it, then the bow passive wouldn't change at all.
RIP Dunmer.
Unless you intend to play a hybrid, there's absolutely no reason to pick Dunmer over Altmer for a mag class.
In the current patch, Dunmer-vs-Altmer was a question of damage-vs-sustain. With the high amount of fire damage at play, Dunmer did slightly higher DPS than Altmer, but Altmer had better sustain. Dunmer had 9% max mag (6%+3%) vs. Altmer's 10%, so that was not a substantial difference.
Now with these proposed changes...
- The magicka deficit between Dunmer and Altmer is larger.
- Replacing Dunmer's higher flame damage with weapon damage (useful only for a hybrid) means that Dunmer now does less DPS than Altmer (as they have the same spell damage bonus).
- Dunmer doesn't have Altmer's sustain.
So whereas in the past Dunmer lost sustain in exchange for slightly more damage versus Altmer, now they've lost sustain and lost damage. So... why would anyone pick Dunmer?
Suggestion: Give Dunmer fire abilities an additional X spell damage. It would make them once again a meaningful alternative to Altmer and is consistent with their lore background.
RIP my MAGDK main....
Tbh, the only thing I am really worried about is the 20% speed buff on fpr Bosmers. Those perma-dodgers will be right back to where they were with before the necessary Swift nerf. You can rest assured, they will proc this passive on cooldown and thus run 75% of the time at such high speeds that the game can once again not keep up with it and you won't be able to hit them even when they are not dodging for a second or two.
Give them Bosmer something else. Don't break the game again by introducing speeds that your game cannot handel @ZOS_Gilliam
Cundu_Ertur wrote: »TheRealPotoroo wrote: »ZOS_Gilliam wrote: »Wood ElfDeveloper Comment
- Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
- Y’ffre’s Endurance: 21% Stamina Recovery → Increases your Stamina Recovery by 258.
- Resist Affliction: 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
- Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
- A quick note on why we changed the Stealthy passive: Previously this passive was shared between Khajiit and Wood Elf, and didn’t help them feel distinct enough from each other. Additionally, since Sneaking isn’t a universal mechanic to the game (many enemies in Tamriel can’t be bothered sneaking about!), we wanted to take away some of the focus from the passive and build that into their other passives instead. We still want to support that game mechanic however, so we kept parts of each the Wood Elf’s and the Khajiit’s version of these passives.
The thick forests of Valenwood have imprinted the importance of the ability to hunt in the Wood Elf race, and as such they have a natural adeptness for detecting potential threats. Quick to react and well versed in the poisons of nature, they can outlast and outwit their opponents. These traits are demonstrated with their natural speed boost when tactfully engaging combat, and their unparalleled Stamina Recovery.
Surely Hunter's Eye would reduce your detection radius in Stealth, not increase it. Not only are Wood Elves the smallest race in the game, who in their right mind would choose to make themselves more detectable?
I read that as meaning that you can detect hidden things 3m earlier than anyone else. Which is useless in PVE where nothing hides. The developer comment reinforces this by saying 'adeptness for detecting potential threats.'
LittlePumpkin030 wrote: »in regards of the Token, I think a fair and square Solution will be that you get as many Tokens as you have Characters, but they expire like within 30 days or so, that it is fair for everyone, even if you have 5 Chars or 15. and you cannot stock them in your account and save hundreds of dollars.
The moment you realize all those cloaking, wood elf, snipers are getting a speed buff...
Emmagoldman wrote: »Nord might be really fun as an ult machine but maybe thats were it would be limited to. I would set my nord stamdem cenetered on permafrost or set it to magden to spam the healing ult. What would you add to it @Minno?
Could run it a few ways. Armor it gets is basically between 2-3 protective traits on jewels. If you pair that with light armor/medium, you can roll other traits for extra dmg and I dare say extra dmg set.
Question: For a stamDK, what if im already a 5-heavy 7th legion + Sprig build? I can swap my Selene to BS for even moar ultigen, but what do you mean using dmg trait or dmg set? like, using Robust trait on jewels and damage 2nd set is already a given for DK who wants more damage than a love-tap....