StarOfElyon wrote: »These are some tweaks I would like to see made to the Redguards's passives. Hopefully, they will be seen as reasonable among the devs. They keep in mind the Redguards's reputation for endurance (stamina return) and discipline (reduced ability cost)."The Redguards of Hammerfell are talented and athletic warriors, born to battle. A desert people, their ancestors migrated to Tamriel from the lost continent of Yokuda. Their culture is based on preserving ancient traditions and defying their harsh environment. They prize honor and dignity above all else, combining a deep reverence for the divine with a suspicion of all things magical. Their capital is the merchant port of Sentinel, but their roots are deep in the sands of the Alik'r Desert. In their youth, Redguards endure a rite of passage in the desolate wastes of Alik'r as a test of endurance and discipline. Only the strongest survive." https://elderscrollsonline.wiki.fextralife.com/Redguard
PASSIVES:
Wayfarer - Increases your experience gain with the One Hand and Shield skill line by 15%. Increases the duration of any eaten food by 15 minutes.
*Martial Training - Reduces the stamina cost of your abilities by 6%. Reduces the effectiveness of snares applied to you by 15%.Redguards need help as a stamina sustain race. Reduced stamina cost across the board seems fitting.
Conditioning - Increases your Max Stamina by 2000.
*Adrenaline Rush - When you deal or take damage, you restore 603 Stamina. This effect can occur once every 3 seconds.A big problem with the old version of this passive is that it was way too active, requiring you to spend resources to get resources back. It causes problems when you're not in a position to deal damage. No damage; no sustain. This change makes the "adrenaline rush" passive more "passive" and is still tied to being in combat. This also reinforces their reputation for endurance, "the ability to withstand hardship or adversity."
StarOfElyon wrote: »
If I was to choose any potential damage passive for the Redguards to receive, it would probably be a boost to weapon passives.
This was my idea to make Redguards competitive while still retaining their "weapon master" identity:
Martial Training - Reduces the cost of weapon abilities by 12%. Doubles the bonuses obtained from weapons when using weapon skills.
Reasoning:
Weapon cost reduction is far more specific than magicka or stamina reduction. The bonus should be much higher than what Bretons and Imperials have. If Redguards are martial masters and fearsome warriors then they should also have bonuses tied to how destructively they wield those weapons. Do sword swings just feel lighter to them or are they actually employing their expertise to deal more damage? Doubling weapon bonuses like mace pen, sword dmg, dagger crit, etc. I think is fair in light that Redguards have ZERO defensive bonuses (no resistance of any kind, no health passive), that the bonus is lost upon switching to a different weapon, and that the bonus only applies to weapon skills. The number itself could be tweaked but the idea should remain.
With how strong this passive should be I think they can keep the other two passives as they are. And before people bring up how sustain races shouldn't have damage in their passives, Wood Elves get pen and stam regen.
This was my idea to make Redguards competitive while still retaining their "weapon master" identity:
Martial Training - Reduces the cost of weapon abilities by 12%. Doubles the bonuses obtained from weapons when using weapon skills.
Reasoning:
Weapon cost reduction is far more specific than magicka or stamina reduction. The bonus should be much higher than what Bretons and Imperials have. If Redguards are martial masters and fearsome warriors then they should also have bonuses tied to how destructively they wield those weapons. Do sword swings just feel lighter to them or are they actually employing their expertise to deal more damage? Doubling weapon bonuses like mace pen, sword dmg, dagger crit, etc. I think is fair in light that Redguards have ZERO defensive bonuses (no resistance of any kind, no health passive), that the bonus is lost upon switching to a different weapon, and that the bonus only applies to weapon skills. The number itself could be tweaked but the idea should remain.
With how strong this passive should be I think they can keep the other two passives as they are. And before people bring up how sustain races shouldn't have damage in their passives, Wood Elves get pen and stam regen.
StarOfElyon wrote: »This was my idea to make Redguards competitive while still retaining their "weapon master" identity:
Martial Training - Reduces the cost of weapon abilities by 12%. Doubles the bonuses obtained from weapons when using weapon skills.
Reasoning:
Weapon cost reduction is far more specific than magicka or stamina reduction. The bonus should be much higher than what Bretons and Imperials have. If Redguards are martial masters and fearsome warriors then they should also have bonuses tied to how destructively they wield those weapons. Do sword swings just feel lighter to them or are they actually employing their expertise to deal more damage? Doubling weapon bonuses like mace pen, sword dmg, dagger crit, etc. I think is fair in light that Redguards have ZERO defensive bonuses (no resistance of any kind, no health passive), that the bonus is lost upon switching to a different weapon, and that the bonus only applies to weapon skills. The number itself could be tweaked but the idea should remain.
With how strong this passive should be I think they can keep the other two passives as they are. And before people bring up how sustain races shouldn't have damage in their passives, Wood Elves get pen and stam regen.
I use like two weapon skills combined on both my Redguard characters so this passive does nothing for me.
StarOfElyon wrote: »This was my idea to make Redguards competitive while still retaining their "weapon master" identity:
Martial Training - Reduces the cost of weapon abilities by 12%. Doubles the bonuses obtained from weapons when using weapon skills.
Reasoning:
Weapon cost reduction is far more specific than magicka or stamina reduction. The bonus should be much higher than what Bretons and Imperials have. If Redguards are martial masters and fearsome warriors then they should also have bonuses tied to how destructively they wield those weapons. Do sword swings just feel lighter to them or are they actually employing their expertise to deal more damage? Doubling weapon bonuses like mace pen, sword dmg, dagger crit, etc. I think is fair in light that Redguards have ZERO defensive bonuses (no resistance of any kind, no health passive), that the bonus is lost upon switching to a different weapon, and that the bonus only applies to weapon skills. The number itself could be tweaked but the idea should remain.
With how strong this passive should be I think they can keep the other two passives as they are. And before people bring up how sustain races shouldn't have damage in their passives, Wood Elves get pen and stam regen.
I use like two weapon skills combined on both my Redguard characters so this passive does nothing for me.
What do you mean? It's more damage on those two weapon skills on top of the sustain Redguard already has. In PvE stam classes are using Carve, Stampede, DW cloak, Rending Slashes sometimes, Arrow Barrage and this would buff all of that damage ON TOP of Redguards still having sustain. In PvP a ton of builds use D Swing + Executioner or Rending Slashes + DW Cloak. I don't know what you're complaining about lol, you literally admit you're using two weapon skills. You get the Redguard sustain and more damage. What is there to complain about?
What do you mean? It's more damage on those two weapon skills on top of the sustain Redguard already has. In PvE stam classes are using Carve, Stampede, DW cloak, Rending Slashes sometimes, Arrow Barrage and this would buff all of that damage ON TOP of Redguards still having sustain. In PvP a ton of builds use D Swing + Executioner or Rending Slashes + DW Cloak. I don't know what you're complaining about lol, you literally admit you're using two weapon skills. You get the Redguard sustain and more damage. What is there to complain about?
AlterBlika wrote: »Redguard is a pretty niche race, you can't just say they're completely useless. They have insane sustain if you build around weapon skills. For example, wood elves and imperials just wouldn't work with my solo build in the most tense encounters.
I would really like another race passives revamp. Magickas have breton that reduces all magicka costs, gives some mitigation from all spell attacks, and some recovery on top. Kind of a dedicated sustain race, yeah? While staminas don't have any - redguard is weapon based and therefore niche, wood elf is worse sustain-wise than breton.
AlterBlika wrote: »Redguard is a pretty niche race, you can't just say they're completely useless. They have insane sustain if you build around weapon skills. For example, wood elves and imperials just wouldn't work with my solo build in the most tense encounters.
I would really like another race passives revamp. Magickas have breton that reduces all magicka costs, gives some mitigation from all spell attacks, and some recovery on top. Kind of a dedicated sustain race, yeah? While staminas don't have any - redguard is weapon based and therefore niche, wood elf is worse sustain-wise than breton.
I like playing as a Redguard in Elder Scrolls games, but I got into pvp here and had to switch to a Dunmer. Makes a huge difference. I hope Redguards get a buff.
Tyrant_Tim wrote: »I like playing as a Redguard in Elder Scrolls games, but I got into pvp here and had to switch to a Dunmer. Makes a huge difference. I hope Redguards get a buff.
What class were you playing? Because some classes have horrible sustain and Redguard works great on them in PvP.
Like on Templar, Necromancer, and Warden.
Everywhere else, yeah, the race is kind of weak, but for those three classes, it does well, and only in that specific environment, it becomes even more substantial in Battlegrounds and other no-CP content.
Tyrant_Tim wrote: »I like playing as a Redguard in Elder Scrolls games, but I got into pvp here and had to switch to a Dunmer. Makes a huge difference. I hope Redguards get a buff.
What class were you playing? Because some classes have horrible sustain and Redguard works great on them in PvP.
Like on Templar, Necromancer, and Warden.
Everywhere else, yeah, the race is kind of weak, but for those three classes, it does well, and only in that specific environment, it becomes even more substantial in Battlegrounds and other no-CP content.
Well I switched my Redguard nightblade to a dark elf after being recommended to go wood elf, Orc, Khajjit, or dark elf. Also I switched from Redguard to Nord on my Dragonknight. These turned out to be good improvements with no big issue with stamina sustain.
Tyrant_Tim wrote: »Tyrant_Tim wrote: »I like playing as a Redguard in Elder Scrolls games, but I got into pvp here and had to switch to a Dunmer. Makes a huge difference. I hope Redguards get a buff.
What class were you playing? Because some classes have horrible sustain and Redguard works great on them in PvP.
Like on Templar, Necromancer, and Warden.
Everywhere else, yeah, the race is kind of weak, but for those three classes, it does well, and only in that specific environment, it becomes even more substantial in Battlegrounds and other no-CP content.
Well I switched my Redguard nightblade to a dark elf after being recommended to go wood elf, Orc, Khajjit, or dark elf. Also I switched from Redguard to Nord on my Dragonknight. These turned out to be good improvements with no big issue with stamina sustain.
Right, those classes do well on sustain naturally. It would be a waste to be a Redguard as any class other than the three I mentioned, and even then, an experienced player outgrows the need for sustain from racial passives while you can never have too much damage.
Tyrant_Tim wrote: »Tyrant_Tim wrote: »I like playing as a Redguard in Elder Scrolls games, but I got into pvp here and had to switch to a Dunmer. Makes a huge difference. I hope Redguards get a buff.
What class were you playing? Because some classes have horrible sustain and Redguard works great on them in PvP.
Like on Templar, Necromancer, and Warden.
Everywhere else, yeah, the race is kind of weak, but for those three classes, it does well, and only in that specific environment, it becomes even more substantial in Battlegrounds and other no-CP content.
Well I switched my Redguard nightblade to a dark elf after being recommended to go wood elf, Orc, Khajjit, or dark elf. Also I switched from Redguard to Nord on my Dragonknight. These turned out to be good improvements with no big issue with stamina sustain.
Right, those classes do well on sustain naturally. It would be a waste to be a Redguard as any class other than the three I mentioned, and even then, an experienced player outgrows the need for sustain from racial passives while you can never have too much damage.
"even then, an experienced player outgrows the need for sustain from racial passives while you can never have too much damage."
Which is why these experienced players never mention or recommend Redguard as a base no matter what class it is. The races with damage buffs that can be upscaled in stats on the character sheets from any source/sets/CP/mythics in the game are always a key choice.