I mostly agree (especially with the restoration of the stealth to the Woodelves), but I feel like there is still room for improvement here.
I also don't get why you nerfed Bretons when they look to be quite a bit weaker next patch due to the CP changes despite them getting numerically buffed. If everyone runs parse food because they don't need more health anymore due to the new CP, then additional sustain from racials won't be needed anymore. They are dropping into the same hole that Redguards and Bosmer are in right now on Live. Also I feel like their passive should now include the new Overcharged status effect too.
The change you made to Argonian's healing done passive is actually quite good to the point where I'd say it didn't go far enough. You could scrap the percentage modifier and give them more spell/weapon damage specifically for healing. But I feel the potion passive at the reduced value is still quite lackluster. Personally I feel it needs to be done away with as there are just too many issues with it. I'll repost my idea for an Argonian rework which I already put in another thread after this to keep it separate from this comment.
Edit: Forgot to talk about Orcs.
I think the reason they got this ridiculous buff to their healing is because of PvP. In PvP that healing is halved and it's not going to replace a healer in PvE, so unless you are doing solo content it's really not as big of a deal.
I mostly agree (especially with the restoration of the stealth to the Woodelves), but I feel like there is still room for improvement here.
I also don't get why you nerfed Bretons when they look to be quite a bit weaker next patch due to the CP changes despite them getting numerically buffed. If everyone runs parse food because they don't need more health anymore due to the new CP, then additional sustain from racials won't be needed anymore. They are dropping into the same hole that Redguards and Bosmer are in right now on Live. Also I feel like their passive should now include the new Overcharged status effect too.
The change you made to Argonian's healing done passive is actually quite good to the point where I'd say it didn't go far enough. You could scrap the percentage modifier and give them more spell/weapon damage specifically for healing. But I feel the potion passive at the reduced value is still quite lackluster. Personally I feel it needs to be done away with as there are just too many issues with it. I'll repost my idea for an Argonian rework which I already put in another thread after this to keep it separate from this comment.
Edit: Forgot to talk about Orcs.
I think the reason they got this ridiculous buff to their healing is because of PvP. In PvP that healing is halved and it's not going to replace a healer in PvE, so unless you are doing solo content it's really not as big of a deal.
munster1404 wrote: »I mostly agree (especially with the restoration of the stealth to the Woodelves), but I feel like there is still room for improvement here.
I also don't get why you nerfed Bretons when they look to be quite a bit weaker next patch due to the CP changes despite them getting numerically buffed. If everyone runs parse food because they don't need more health anymore due to the new CP, then additional sustain from racials won't be needed anymore. They are dropping into the same hole that Redguards and Bosmer are in right now on Live. Also I feel like their passive should now include the new Overcharged status effect too.
The change you made to Argonian's healing done passive is actually quite good to the point where I'd say it didn't go far enough. You could scrap the percentage modifier and give them more spell/weapon damage specifically for healing. But I feel the potion passive at the reduced value is still quite lackluster. Personally I feel it needs to be done away with as there are just too many issues with it. I'll repost my idea for an Argonian rework which I already put in another thread after this to keep it separate from this comment.
Edit: Forgot to talk about Orcs.
I think the reason they got this ridiculous buff to their healing is because of PvP. In PvP that healing is halved and it's not going to replace a healer in PvE, so unless you are doing solo content it's really not as big of a deal.
Tanks are not running parse food anytime soon.
Funny thing with these changes bosmer will still be tankier and have more damage than redguard. 1.3k pen and the 200 extra stamina will easily trump the 258 wd from weapon abilities overall. Plus any resistances are better than what redguard has (which is 0). (With abilities like shuffle and rat existing and the passive being useless against roots, snare resistance is useless)
Funny thing with these changes bosmer will still be tankier and have more damage than redguard. 1.3k pen and the 200 extra stamina will easily trump the 258 wd from weapon abilities overall. Plus any resistances are better than what redguard has (which is 0). (With abilities like shuffle and rat existing and the passive being useless against roots, snare resistance is useless)
Remember, I said at the beginning, all passives that give only stamina will be increased by 200. So Redguard will also be increased to 2200 stamina. They will also have much more significant sustain compared to bosmer as long as you are using a decent enough amount of weapon skills. They still get 6% of all wep abilities cost and keep their stam restore passive.
Funny thing with these changes bosmer will still be tankier and have more damage than redguard. 1.3k pen and the 200 extra stamina will easily trump the 258 wd from weapon abilities overall. Plus any resistances are better than what redguard has (which is 0). (With abilities like shuffle and rat existing and the passive being useless against roots, snare resistance is useless)
Remember, I said at the beginning, all passives that give only stamina will be increased by 200. So Redguard will also be increased to 2200 stamina. They will also have much more significant sustain compared to bosmer as long as you are using a decent enough amount of weapon skills. They still get 6% of all wep abilities cost and keep their stam restore passive.
Sorry about the 200 stamina, it wasn't on the table for redguard.
Though
That 6% to weapon skills won’t amount to much for 2 reasons.
1. Every cost reduction you add be it medium armor, class passives or even the literal weapon skill passives will decrease the effectiveness of it as they are multiplicative rather than additive (subtractive?)
2. Weapon skills are cheap already as they are, you are overestimating the power of the cost reduction.
Additionally bosmer’s sustain is affected by multipliers be it major and minor endurance, class passives, or other passives like continuous assault or battle rush. You can hit insane numbers with all of that
You nerfed redguard’s sustain but buffed its damage slightly while buffing bosmer’s damage and tankiness by a larger amount. By all accounts, bosmer is a much better race overall. I’d take the extra pen and resistances, the potential for more sustain as well as the ability to have more diversified skill bars any day of the week.
Though the 5% movement speed bonus isnt worth too much in pve, in pvp it means you can drop a swift for even more damage or defense or simply gain extra mobility for free.
Funny thing with these changes bosmer will still be tankier and have more damage than redguard. 1.3k pen and the 200 extra stamina will easily trump the 258 wd from weapon abilities overall. Plus any resistances are better than what redguard has (which is 0). (With abilities like shuffle and rat existing and the passive being useless against roots, snare resistance is useless)
Remember, I said at the beginning, all passives that give only stamina will be increased by 200. So Redguard will also be increased to 2200 stamina. They will also have much more significant sustain compared to bosmer as long as you are using a decent enough amount of weapon skills. They still get 6% of all wep abilities cost and keep their stam restore passive.
Sorry about the 200 stamina, it wasn't on the table for redguard.
Though
That 6% to weapon skills won’t amount to much for 2 reasons.
1. Every cost reduction you add be it medium armor, class passives or even the literal weapon skill passives will decrease the effectiveness of it as they are multiplicative rather than additive (subtractive?)
2. Weapon skills are cheap already as they are, you are overestimating the power of the cost reduction.
Additionally bosmer’s sustain is affected by multipliers be it major and minor endurance, class passives, or other passives like continuous assault or battle rush. You can hit insane numbers with all of that
You nerfed redguard’s sustain but buffed its damage slightly while buffing bosmer’s damage and tankiness by a larger amount. By all accounts, bosmer is a much better race overall. I’d take the extra pen and resistances, the potential for more sustain as well as the ability to have more diversified skill bars any day of the week.
Though the 5% movement speed bonus isnt worth too much in pve, in pvp it means you can drop a swift for even more damage or defense or simply gain extra mobility for free.
Hmmmm you're probably right, the Redguard bonus is the most limiting of all the passives and probably needs stronger compensation to make up for it. How about a flat 250 decrease to all weapon abilities instead? That comes out to about 8-10% cost reduction on abilities and gets around the scaling percentage problem.
Also, when calculating the bosmer passive, I counted 9 points towards the movement speed passive with 120 pts going towards the penetration passive. Now that I'm thinking about it though, 9 points probably isn't enough to account for the 5%ms. Maybe 20-25? My question is, how many pts of wep/spell dmg would you give up for a flat 5% movement increase?
Funny thing with these changes bosmer will still be tankier and have more damage than redguard. 1.3k pen and the 200 extra stamina will easily trump the 258 wd from weapon abilities overall. Plus any resistances are better than what redguard has (which is 0). (With abilities like shuffle and rat existing and the passive being useless against roots, snare resistance is useless)
Remember, I said at the beginning, all passives that give only stamina will be increased by 200. So Redguard will also be increased to 2200 stamina. They will also have much more significant sustain compared to bosmer as long as you are using a decent enough amount of weapon skills. They still get 6% of all wep abilities cost and keep their stam restore passive.
Sorry about the 200 stamina, it wasn't on the table for redguard.
Though
That 6% to weapon skills won’t amount to much for 2 reasons.
1. Every cost reduction you add be it medium armor, class passives or even the literal weapon skill passives will decrease the effectiveness of it as they are multiplicative rather than additive (subtractive?)
2. Weapon skills are cheap already as they are, you are overestimating the power of the cost reduction.
Additionally bosmer’s sustain is affected by multipliers be it major and minor endurance, class passives, or other passives like continuous assault or battle rush. You can hit insane numbers with all of that
You nerfed redguard’s sustain but buffed its damage slightly while buffing bosmer’s damage and tankiness by a larger amount. By all accounts, bosmer is a much better race overall. I’d take the extra pen and resistances, the potential for more sustain as well as the ability to have more diversified skill bars any day of the week.
Though the 5% movement speed bonus isnt worth too much in pve, in pvp it means you can drop a swift for even more damage or defense or simply gain extra mobility for free.
Hmmmm you're probably right, the Redguard bonus is the most limiting of all the passives and probably needs stronger compensation to make up for it. How about a flat 250 decrease to all weapon abilities instead? That comes out to about 8-10% cost reduction on abilities and gets around the scaling percentage problem.
Also, when calculating the bosmer passive, I counted 9 points towards the movement speed passive with 120 pts going towards the penetration passive. Now that I'm thinking about it though, 9 points probably isn't enough to account for the 5%ms. Maybe 20-25? My question is, how many pts of wep/spell dmg would you give up for a flat 5% movement increase?
Considering if swift wasnt as strong as it was, Id be running infused. So 88-104 wd for 6-7% speed increase. Additionally I would give up a mundus be it the lover (pen) or the warrior (wd) for the steed, which is 10% movement speed and 238 health regen.
Reposting my comment from an Argonian thread:Argonian Rework - just for funI think your approach of adding Spell/Weapon Damage to healing abilities could also be a good alternative to the ultimate generation I gave them. I just wanted to put my rework idea here because I feel we don't need to be tied to the use of potions on that passive and deal with PvP issues resulting from the burst heal or overheal causing loss of effectiveness. Also the math with the recovery was done before 6.3.2
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.
Reposting my comment from an Argonian thread:Argonian Rework - just for funI think your approach of adding Spell/Weapon Damage to healing abilities could also be a good alternative to the ultimate generation I gave them. I just wanted to put my rework idea here because I feel we don't need to be tied to the use of potions on that passive and deal with PvP issues resulting from the burst heal or overheal causing loss of effectiveness. Also the math with the recovery was done before 6.3.2
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.
I've made updates putting taking your Argonian ideas into consideration. I want the classes to stay as unique as possible so didnt want to add something like ultimate gain. I really like you're Idea of making Argonians the king of resource recovery so I made changes that heavily lean in that direction. I also doubled the health proc for orc bc of what you said. Its still quite a bit lower than the patch version lol. This is the revised version. I also made some other changes based on stuff I missed and other suggestions. Id be interested to see your thoughts.
Reposting my comment from an Argonian thread:Argonian Rework - just for funI think your approach of adding Spell/Weapon Damage to healing abilities could also be a good alternative to the ultimate generation I gave them. I just wanted to put my rework idea here because I feel we don't need to be tied to the use of potions on that passive and deal with PvP issues resulting from the burst heal or overheal causing loss of effectiveness. Also the math with the recovery was done before 6.3.2
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.
I've made updates putting taking your Argonian ideas into consideration. I want the classes to stay as unique as possible so didnt want to add something like ultimate gain. I really like you're Idea of making Argonians the king of resource recovery so I made changes that heavily lean in that direction. I also doubled the health proc for orc bc of what you said. Its still quite a bit lower than the patch version lol. This is the revised version. I also made some other changes based on stuff I missed and other suggestions. Id be interested to see your thoughts.
Redguard on pts is now all damage not just direct damage now.
Reposting my comment from an Argonian thread:Argonian Rework - just for funI think your approach of adding Spell/Weapon Damage to healing abilities could also be a good alternative to the ultimate generation I gave them. I just wanted to put my rework idea here because I feel we don't need to be tied to the use of potions on that passive and deal with PvP issues resulting from the burst heal or overheal causing loss of effectiveness. Also the math with the recovery was done before 6.3.2
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.
I've made updates putting taking your Argonian ideas into consideration. I want the classes to stay as unique as possible so didnt want to add something like ultimate gain. I really like you're Idea of making Argonians the king of resource recovery so I made changes that heavily lean in that direction. I also doubled the health proc for orc bc of what you said. Its still quite a bit lower than the patch version lol. This is the revised version. I also made some other changes based on stuff I missed and other suggestions. Id be interested to see your thoughts.
Reposting my comment from an Argonian thread:Argonian Rework - just for funI think your approach of adding Spell/Weapon Damage to healing abilities could also be a good alternative to the ultimate generation I gave them. I just wanted to put my rework idea here because I feel we don't need to be tied to the use of potions on that passive and deal with PvP issues resulting from the burst heal or overheal causing loss of effectiveness. Also the math with the recovery was done before 6.3.2
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.
I've made updates putting taking your Argonian ideas into consideration. I want the classes to stay as unique as possible so didnt want to add something like ultimate gain. I really like you're Idea of making Argonians the king of resource recovery so I made changes that heavily lean in that direction. I also doubled the health proc for orc bc of what you said. Its still quite a bit lower than the patch version lol. This is the revised version. I also made some other changes based on stuff I missed and other suggestions. Id be interested to see your thoughts.
Those Argonian passives are looking juicy! The percentage increase might be a bit overkill though, that adds up a little bit too quickly if you ask me. The rest looks good.
Fuzzybrick wrote: »Isn't the whole point of racial passives, to be unbalanced?
"rock paper scissors"
Ballista is used in pve for classes that don't have incap or collossus. for bow builds it is used there too. snb ult is used extensively in pve (when horn is not required) and pvp. Destro ult and resto ult are quite popular in pvp and pve too. (less so resto ult in pve). I can't remember the last time I seen the dw ult ever, however the 2h ult I seen on select gank builds and burst orietned stam sorc builds (though it is rare)
What is considered a healing ability? For example, a necromancer has an ability that both heals and deals damage. Does it count?
Ballista is used in pve for classes that don't have incap or collossus. for bow builds it is used there too. snb ult is used extensively in pve (when horn is not required) and pvp. Destro ult and resto ult are quite popular in pvp and pve too. (less so resto ult in pve). I can't remember the last time I seen the dw ult ever, however the 2h ult I seen on select gank builds and burst orietned stam sorc builds (though it is rare)
What is considered a healing ability? For example, a necromancer has an ability that both heals and deals damage. Does it count?
Luckylancer wrote: »Good job. But I want to point out redguard is still abysmaly bad. They may get a good damage boost at high stamina and magicka resource. This way they will get damage boost in high regen meta (pre morrowind) and higher regen during low regen meta (morrowind meta).Fuzzybrick wrote: »Isn't the whole point of racial passives, to be unbalanced?
"rock paper scissors"
No