Hello forum dwellers
With the recent patchnotes up, I noticed that argonian has gone from overperforming slightly to being somewhere at the bottom of the barrel. In this thread, I'd like to indicate why the changes to argonians have been too heavy-handed, hoping perhaps to catch the eye of ZoS or a class rep and have them take something from it.
First of all, I will not deny that argonian was a little overtuned. Having both good sustain through potions, a chunk of health, immunity to poison and diseased, extra magicka and a very powerful healing trait, the race was a go-to for too many specs.
But the sweeping nerf to every trait is too much and was likely done because of how the racial balance tweaks were calculated.
You see, the team likely works with a system that resembles something like each race having passives worth 10 points in total. Each effect is worth a certain amount of points, so that in the end, the values attributed to each race are mostly balanced. If one trait is very good, the others will be mediocre, if one trait is very weak, the others will be stronger. Etc.
What we're likely seeing here is Resourceful being seen as an extremely powerful trait. ZoS themselves stated that upon inspection, argonians had almost double the racial bonuses of other races because of that trait and so they tweaked resourceful and nerfed everything else to stay within racial strength parameters.
This is correct... in theory. Let's clarify!
Resourceful gives you 4620 of all stats every 45 seconds. That means that this equates a regen bonus of 205 for every stat. 205 health regen, 205 magicka regen and 205 stamina regen. On top of that, with glyphs, it could be increased to a 4620 of all stats every ~25 seconds for a whopping 369 of each regen.
Considering that other races get maybe one of these – and not even as strong – as a whole racial, one would logically conclude that this trait is SO good that obviously, the other traits must be toned down to compensate.
But, that's the theory. In practice, this mathematical approach quickly falls apart for the following 4 reasons.
1. You will not always get the full 4620 stats when you use your potion. Sometimes, you'll be in dire need of stamina but not in need of magicka, or the opposite, or you'll need a quick burst of health to get you out of execution range but your resources are doing okay. This is especially prevalent in PvE where you might only need one type or resource and the health and other resource are completely useless. Even in PvP, you might need to be quickly able to dodge or use a skill and pop a potion for the resources, wasting the other stats. The only situation in which you get that flawless 205 regen is when you use your potion at just the right time, when everything is low. This is the minority of cases because all of the stats are delivered in one burst.
2. Even if you calculate it as a regeneration boost, it's not actually regeneration. There's a huge difference between regeneration and a buff that restores a stat. Regeneration can be boosted by gear, by skills, by potions, flat bonuses like this cannot. A regen value of 175 stamina regen is stronger than 205 flat bonus. Compare to dark deal, that buff gives you 220 stamina or magicka every 2 seconds but cannot be increased by medium or light armour, potions or skills. Thus to compare these flat values to actual regeneration is incorrect.
3. Potions aren't always used for resources. Potions are versatile and serve a ton of purposes. They can give you a buff your class doesn't have, they can plug a hole in your build, they can permit you to see NB's, or enter stealth yourself, or grant a speed bonus. In these uses of potions, you'll want to use them when you need the effects, not when you need the stats. If a NB enters stealth while you're at high magicka and HP, using a potion to reveal him wastes the stats. If you need brutality, sorcery or another buff, you'll want to have that effect active asap, before you need healing and resources. You will probably even wish to enter a fight with immovable in some cases, literally giving you nothing for this racial. The purpose of many potions doesn't click with optimising the stat gain.
4. Two minor reasons rolled into one. Firstly, it requires a consumable. No other racial does, this passive is strong because it demands a player uses a finite supply of potions. That's a little more investment required that many other racials. Secondly, Jewellery glyphs make this trait sound absurdly strong but not everybody uses alchemy glyphs. They also leave most builds with strong regen but it hobbles damage output in most cases and makes you devour potion supplies like an addict.
Combine all four of these and you can see that there's a difference between Resourceful on paper and in practise.
Now, I'm not asking them to reverse the changes to this trait specifically. It was a little too much and I'm fine with what it is now. But the skill isn't so strong that all other traits deserve to be so minor. Quick to Mend lost over 50% of its potency, poison immunity is gone and 9% HP was turned into +1000 health, with doesn't compare to other similar traits' changes.
Perhaps the resource gain from resourceful could spread out over time? Perhaps some other traits could be buffed a little bit to make to align a little more with previous values. Such +4% healing and and 3% healing taken? Or 1500 HP instead of 1000?
All I wish to ask is that the other racials aren't so heavily nerfed because of resourceful's deceptively strong numbers. Thus, I hope the team looks at feedback, not just this feedback, and takes another look at argonians before this change goes live.
Sidenote: I am aware other races have also been tweaked in strange ways but I wanted to address this nerf primarily since the nerfhammer came down very hard here.
Cheers and have a good one!
Aedrion