Cundu_Ertur wrote: »Bosmer's disease resistance (which they have always had) is a direct consequence of their diet, which includes drinking the juices of rotted meat. As it stands now, every Bosmer who drinks Bosmer drinks should drop dead.
The Silvenar, as with the Green Lady, is a quasi-mystical super Bosmer. You can't extrapolate an average Bosmer from the Silvenar (though, arguably, you can judge the state of the whole Bosmer people from him, due to the unique connection he has with the whole population).
Jungles are full of disease, not just poisons; swamps are full of poisons, not just disease. I'm aware of the post-hoc justifications the devs put out with these changes, the problem is that they are full of holes and are contradicted not just by lore in other games but also the lore in this current game.
Cundu_Ertur wrote: »Preview of patch 4.4:
Altmer are now 2H wielding melee barbarians
Orcs are pretty mages
Dunmer get ice resistance and weakness to fire
Nords get fire resistance, weakness to ice, and can no longer benefit at all from any drinks, any form of mead kills them
Redguards are pacifists
Khajiit are remodeled to be dog people instead of cat people
Bretons are ugly warriors
/sarc
Bringing this back because even in the damn Elsweyr chapter after the racial changes it says argonians have stronger resistance to poison
the game must change...
Well... how that worked out for Argonians ? They are bottom tier for every role in game now. Worst for Mag / Stam DPS, worst for healer (every Magicka race is significantly better), and also worst for a tank role (out of all "tanky" races). Hell, even races that are not supposed to be "tanky" (Breton & Redguard) are better for that role...ZOS_Gilliam wrote: »Allow more effective options when picking a race for each role in tanking, healing, or damage dealing.
* Looks at Orc for pretty much all Stamina builds and Breton for pretty much all magicka builds*ZOS_Gilliam wrote: »Equalize the overall power that each race provides by using our set bonus efficiency system, which compares the total amount of power that a bonus provides under equal terms.
In case of Argonians that means "pay for potions or spend X amount of time to farm ingredients & craft them, just to HAVE a passive". This is exactly what boils my ***. They somehow missed that out. A passive either should not require ANY consumables, to keep race playable, or if it does require CONSUMING AN ITEM, then it should be stronger than something you get for free.ZOS_Gilliam wrote: »Retain and enhance the unique feeling and gameplay patterns that each race allows.
In case of Argonians you just swap places the Passives. Because the top-one (+5% healing done & + 5% healing received) was sooooo powerful (again looks at Breton, Orc, Dark Elf)... I mean... no IDK what to even say so... *remains silent*ZOS_Gilliam wrote: »Improve the sense of progression that the racial passives provide when leveling up.
By removing poison immunity / resistance completely... How is it even "ok" to do ? On a race that literally lives in a blight-town like Swamp, full of poisonous plants, poisonous animals, poisonous gas clouds and god knows what... And Wood elf suffered the same fate. Why ? You could simply remove the immunity, but keep the resistance...ZOS_Gilliam wrote: »Achieve the above goals while still obeying our rich and structured lore and storytelling.