Argonians needed a buff badly and now they got nerfed even more. +1k stam won't save it.
In addition they should get 129 spell and weapon dmg to encourage mage/assassin playstyles (which is what Argonians are known for). Also healers benefit from spell dmg more than from healing done.
To balance this, they can reduce the healing done from 6% to 4%. That would be two small set bonuses instead of one big one.
And maybe reduce the HP bonus.
Argonians needed a buff badly and now they got nerfed even more. +1k stam won't save it.
In addition they should get 129 spell and weapon dmg to encourage mage/assassin playstyles (which is what Argonians are known for). Also healers benefit from spell dmg more than from healing done.
To balance this, they can reduce the healing done from 6% to 4%. That would be two small set bonuses instead of one big one.
And maybe reduce the HP bonus.
Your numbers are off if you want the healing done to equal two small set bonuses. Healing done bonuses were buffed fron 2 % to 4 % a few years ago. I think you missed that. The Argonian healing passive is currently massively underpowered and doesn't follow the set bonus efficiency standards they've set for racials, and you want to nerf it more?
Would be nice, but tbh, since 6% healing done is based on "old" gear set bonus (2%) it is 3x times of its strength...ExistingRug61 wrote: »Argonians needed a buff badly and now they got nerfed even more. +1k stam won't save it.
In addition they should get 129 spell and weapon dmg to encourage mage/assassin playstyles (which is what Argonians are known for). Also healers benefit from spell dmg more than from healing done.
To balance this, they can reduce the healing done from 6% to 4%. That would be two small set bonuses instead of one big one.
And maybe reduce the HP bonus.
Your numbers are off if you want the healing done to equal two small set bonuses. Healing done bonuses were buffed fron 2 % to 4 % a few years ago. I think you missed that. The Argonian healing passive is currently massively underpowered and doesn't follow the set bonus efficiency standards they've set for racials, and you want to nerf it more?
I think he meant adding 129 spell and weapon damage to go with 4% healing done would be two individual bonuses each worth one set bonus, as opposed to one bonus that is worth two (ie: healing at 8% or spell and weapon damage at 258).
So basically give up 2% healing for the 129 damage, which should be a net buff under the standard set bonuses.
Tommy_The_Gun wrote: »Would be nice, but tbh, since 6% healing done is based on "old" gear set bonus (2%) it is 3x times of its strength...ExistingRug61 wrote: »Argonians needed a buff badly and now they got nerfed even more. +1k stam won't save it.
In addition they should get 129 spell and weapon dmg to encourage mage/assassin playstyles (which is what Argonians are known for). Also healers benefit from spell dmg more than from healing done.
To balance this, they can reduce the healing done from 6% to 4%. That would be two small set bonuses instead of one big one.
And maybe reduce the HP bonus.
Your numbers are off if you want the healing done to equal two small set bonuses. Healing done bonuses were buffed fron 2 % to 4 % a few years ago. I think you missed that. The Argonian healing passive is currently massively underpowered and doesn't follow the set bonus efficiency standards they've set for racials, and you want to nerf it more?
I think he meant adding 129 spell and weapon damage to go with 4% healing done would be two individual bonuses each worth one set bonus, as opposed to one bonus that is worth two (ie: healing at 8% or spell and weapon damage at 258).
So basically give up 2% healing for the 129 damage, which should be a net buff under the standard set bonuses.
So, if it would be updated to current standards, and based on "current" healing gear set bonus (4%) it would be 12% (3 x 4%, since it is 3x times of healing gear set bonus).
This would actually be quite substantial. This passive does not boost dmg potenial - only healing - so it would make sense for it to be strong. Definitely would help in a "healer" role - maybe even moved Agonians closer to Bretons and other mag races so it will be harder to determine "bis" healer race.
ExistingRug61 wrote: »Argonian actually has more set worth in its first two passives than other races do under the current set bonus worth,
ExistingRug61 wrote: »Argonian actually has more set worth in its first two passives than other races do under the current set bonus worth,
I don't think that's true.
They have a normal resource bonus size-wise (and due to the fact that it's split instead of being concentrated, I think it should actually be a higher total than 2000 resources, see e.g Khajit, Nord, so with that in mind the resource bonus is actually underperforming) and the potion passive is generally expensive and underperforms compared to other racials if you aren't building for it. You usually don't want to be popping potions on cooldown anyways because it wastes most of the resources.
Argonians needed a buff badly and now they got nerfed even more. +1k stam won't save it.
In addition they should get 129 spell and weapon dmg to encourage mage/assassin playstyles (which is what Argonians are known for). Also healers benefit from spell dmg more than from healing done.
To balance this, they can reduce the healing done from 6% to 4%. That would be two small set bonuses instead of one big one.
And maybe reduce the HP bonus.
NotArgonians needed a buff badly and now they got nerfed even more. +1k stam won't save it.
In addition they should get 129 spell and weapon dmg to encourage mage/assassin playstyles (which is what Argonians are known for). Also healers benefit from spell dmg more than from healing done.
To balance this, they can reduce the healing done from 6% to 4%. That would be two small set bonuses instead of one big one.
And maybe reduce the HP bonus.
This does make way more sense if you look at Argonians in past TES games and lore. I feel stupid for not thinking of this sooner, I think since they based Argonian culture off Mesoamericans. I think they got Tank from the Mesoamerican warriors. If that's true, that's cool and all but totally wrong. To base their role off an in real life culture instead of what they actually are in the TES series is not cool. That's a huge disservice to fans of Argonians who played them in every game, as well as the lore.
NotArgonians needed a buff badly and now they got nerfed even more. +1k stam won't save it.
In addition they should get 129 spell and weapon dmg to encourage mage/assassin playstyles (which is what Argonians are known for). Also healers benefit from spell dmg more than from healing done.
To balance this, they can reduce the healing done from 6% to 4%. That would be two small set bonuses instead of one big one.
And maybe reduce the HP bonus.
This does make way more sense if you look at Argonians in past TES games and lore. I feel stupid for not thinking of this sooner, I think since they based Argonian culture off Mesoamericans. I think they got Tank from the Mesoamerican warriors. If that's true, that's cool and all but totally wrong. To base their role off an in real life culture instead of what they actually are in the TES series is not cool. That's a huge disservice to fans of Argonians who played them in every game, as well as the lore.
I think they got the tank role from Skyrim's Histskin ability that increases health recovery fro 60 seconds. There's nothing else that could even hint at them being durable.
Just like there's aboslutely nothing in the lore that could indicate Orcs being fast runners (everything points to the opposite), except for a bug in Morrowind where heavier races were faster.
Argonian Rework - just for fun
Historically Argonians always had the greatest bonus to Athletics out of all the races. Athletics determined how fast you run and swim but also allowed to regenerate Fatigue faster. They've had bonuses to spears and blades but also illusion and mysticism, giving them hybrid vibes. Skyrim gave them an ability to regenerate health, which reminds me of real-life amphibians, so I feel that is fitting and should be kept.
ArgoniansNot sure if those values are balanced for the whole set bonus calculation, but I tried going off of already existing values.
- Adds 2000 magicka and stamina
- Adds 2310 Disease and Poison Resistance.
- Adds 258 health and 129 magicka and stamina recovery. While in combat generate 2 ultimate every 5 seconds.
Obviously Argonians are hybrids since they are skilled at both magic and weapon of some kind. Max stat bonuses are important for damage calculation so giving them max stats will already increase their viability as damage dealers. Poison and disease resistance are a must for Argonians, so that one needs no further explanation.
The potion passive had the problem of being tied to the constant use of potions, which is quite limiting, especially if you don't have the funds to fuel that addiction, so in order to address this I felt like changing their potion bonus for tri-stat recovery akin to Amber Plasm but not quite as powerful in order to not outshine Bretons or Bosmer in their respective niche with a little bit of Champion of the Hist mixed in.
The base resource recovery values are lower than that of the old potion passive(the unnerfed one as on live) but Major Endurance/Intellect boost it to be very slightly above the old value with armor boni to recovery making it better than it was when specializing, at the cost of stamina recovery being put to 0 when blocking or sprinting. Since this would be a nerf to existing Argonian tanks, I feel like they needed compensation in the form of ultimate generation, which is one of the most desireable stats for tanks, but is also much appreciated by healers who want something else after the bonus to healing done was removed.
The ultimate value was chosen to be weaker than Nord's in order to not steal their niche but also doesn't require to be taking damage, which makes Argonians better as healers and damage dealers in that regard without having any other offensive boosts. In terms of strength, Nords get an additional use of Warhorn every 8minutes and 20seconds while Argonians get one every 10minutes and Imperials get theirs "6% faster", its strength depending on how fast they were getting it in the first place.
The health recovery is stronger than the other values because no race in ESO so far has been specialized into having the biggest health recovery among them, which I feel Argonians could very well do. Khajiit are the only ones with a bonus to it right now, but it is rather small and at small values health recovery isn't all that useful. Thematically it also does not really fit the cats as well.
Something that may be bad about this suggestion is that it takes what some people wanted as a quality of life improvement for Nords and makes it an essential part of the Argonian identity instead, but I feel Nords have a much clearer identity than Argonians right now and are by no means in a bad spot in their niche even after the nerf. It's also possible that Bretons would be sidelined as healers despite their far superior sustain simply because ultimate generation is so good, but I doubt that would be the case since Nord healers haven't replaced them yet and even healers take damage regularly enough to proc the effect.
exeeter702 wrote: »Argonian Rework - just for fun
Historically Argonians always had the greatest bonus to Athletics out of all the races. Athletics determined how fast you run and swim but also allowed to regenerate Fatigue faster. They've had bonuses to spears and blades but also illusion and mysticism, giving them hybrid vibes. Skyrim gave them an ability to regenerate health, which reminds me of real-life amphibians, so I feel that is fitting and should be kept.
ArgoniansNot sure if those values are balanced for the whole set bonus calculation, but I tried going off of already existing values.
- Adds 2000 magicka and stamina
- Adds 2310 Disease and Poison Resistance.
- Adds 258 health and 129 magicka and stamina recovery. While in combat generate 2 ultimate every 5 seconds.
Obviously Argonians are hybrids since they are skilled at both magic and weapon of some kind. Max stat bonuses are important for damage calculation so giving them max stats will already increase their viability as damage dealers. Poison and disease resistance are a must for Argonians, so that one needs no further explanation.
The potion passive had the problem of being tied to the constant use of potions, which is quite limiting, especially if you don't have the funds to fuel that addiction, so in order to address this I felt like changing their potion bonus for tri-stat recovery akin to Amber Plasm but not quite as powerful in order to not outshine Bretons or Bosmer in their respective niche with a little bit of Champion of the Hist mixed in.
The base resource recovery values are lower than that of the old potion passive(the unnerfed one as on live) but Major Endurance/Intellect boost it to be very slightly above the old value with armor boni to recovery making it better than it was when specializing, at the cost of stamina recovery being put to 0 when blocking or sprinting. Since this would be a nerf to existing Argonian tanks, I feel like they needed compensation in the form of ultimate generation, which is one of the most desireable stats for tanks, but is also much appreciated by healers who want something else after the bonus to healing done was removed.
The ultimate value was chosen to be weaker than Nord's in order to not steal their niche but also doesn't require to be taking damage, which makes Argonians better as healers and damage dealers in that regard without having any other offensive boosts. In terms of strength, Nords get an additional use of Warhorn every 8minutes and 20seconds while Argonians get one every 10minutes and Imperials get theirs "6% faster", its strength depending on how fast they were getting it in the first place.
The health recovery is stronger than the other values because no race in ESO so far has been specialized into having the biggest health recovery among them, which I feel Argonians could very well do. Khajiit are the only ones with a bonus to it right now, but it is rather small and at small values health recovery isn't all that useful. Thematically it also does not really fit the cats as well.
Something that may be bad about this suggestion is that it takes what some people wanted as a quality of life improvement for Nords and makes it an essential part of the Argonian identity instead, but I feel Nords have a much clearer identity than Argonians right now and are by no means in a bad spot in their niche even after the nerf. It's also possible that Bretons would be sidelined as healers despite their far superior sustain simply because ultimate generation is so good, but I doubt that would be the case since Nord healers haven't replaced them yet and even healers take damage regularly enough to proc the effect.
Good suggestions, but losing the healing done passive and giving health recovery would neuter my magblade. Keep healing done / recieved and toss health recovery, and keep everything else.