So in reading some of the arguments here, I kinda decided to look at this again.
The thing is that making Redguard a 'clone' of other races powers isn't going to help much. Next to this very plausible possibility I would rather Redguard stay unique and be something different then a watered-down clone of something's that are perceived as being better.
Less is more.
As a player who mainly does PvP, I dont have any toons that are redguard, the racial passives are just underwhelming compared to what other races have to offer.. when I play Stam I get way more value from Orc, Bosmer, Dark elf, Nord or Imperial
So in reading some of the arguments here, I kinda decided to look at this again.
The thing is that making Redguard a 'clone' of other races powers isn't going to help much. Next to this very plausible possibility I would rather Redguard stay unique and be something different then a watered-down clone of something's that are perceived as being better.
Less is more.
AlterBlika wrote: »So in reading some of the arguments here, I kinda decided to look at this again.
The thing is that making Redguard a 'clone' of other races powers isn't going to help much. Next to this very plausible possibility I would rather Redguard stay unique and be something different then a watered-down clone of something's that are perceived as being better.
Less is more.
I would give up redguard race if they become another dps race. Sustain is why people pick them, although their use is very niche
AlterBlika wrote: »So in reading some of the arguments here, I kinda decided to look at this again.
The thing is that making Redguard a 'clone' of other races powers isn't going to help much. Next to this very plausible possibility I would rather Redguard stay unique and be something different then a watered-down clone of something's that are perceived as being better.
Less is more.
I would give up redguard race if they become another dps race. Sustain is why people pick them, although their use is very niche
I don't pick them for sustain. I pick them because they've always been my favorite race in TES (which I started playing with Arena's release in 1994). I don't do group content, so I don't have to care about why I play Redguards or Bosmer, or Bretons, or Imperials, or the occasional Altmer, and the far more than occasional Khajiit....
AlterBlika wrote: »So in reading some of the arguments here, I kinda decided to look at this again.
The thing is that making Redguard a 'clone' of other races powers isn't going to help much. Next to this very plausible possibility I would rather Redguard stay unique and be something different then a watered-down clone of something's that are perceived as being better.
Less is more.
I would give up redguard race if they become another dps race. Sustain is why people pick them, although their use is very niche
I don't pick them for sustain. I pick them because they've always been my favorite race in TES (which I started playing with Arena's release in 1994). I don't do group content, so I don't have to care about why I play Redguards or Bosmer, or Bretons, or Imperials, or the occasional Altmer, and the far more than occasional Khajiit....
I don't think ZOS likes Redguards. They have the strangest passives of all the races. They don't match any of the lore from any TES game. Sword and board as a Redguard passive is a joke. They are the best warriors in every Tes game but ESO. I have been saying this for years. They are called the front-line warriors. They should be the top DPS race in the game according to their lore. ZOS making an expansion going to Hammerfell will not even make sense because of how they did the Redguards. Unless they are just going to throw out their lore history.
M4RSHM4LL0W_CL0UD wrote: »It will soon be the 7th year in a row of Redguard being the most useless, underpowered race in the game. This topic pops up on the forum every so often and yet practically nothing has been done to change their current state aside from offering a miniscule buff to Adrenaline Rush in a meta where building for sustain isn't needed at all.
I'm going to dissect how Redguard passives fail to bring anything truely useful when compared to the passives of other races in the roles of Tank, DPS, Healer, and general PvP builds.
Tank:
Adrenaline Rush allows Redguards to regain stamina through block which can be useful in permablocking fights, however this pretty much sums up the pros versus the several cons when picking Redguard over another race. Every other races has some sort of defensive passive whether it be resistance to a specific type of damage, a little bit of extra max health or health recovery, or straight up a bonus to resistance in general (Nord). Redguard gets snare resistance, which does NOTHING to improve their tankiness; in other words, they are THE SQUISHIEST race. Other races, specifically Nord and Imperial have ultigen/ult-cost reduction that contribute to group utility through better buff uptimes, and which indirectly contribute to sustain if playing a DK tank where ulting restores a portion of every resource. Argonian likewise offers sustain to all resource pools. Redguard passives pigeon-hole them into purely stam sustain specs in a role where magicka skills are abundant for self healing and buffing, and on top of that they offer no group utility.
Healer:
The healer role is one of the few areas in the game where investing in sustain is important. Redguard's 8% weapon skill cost reduction may help a little bit in this department by reducing the mag cost of the commonly used healer skills Illustrious Springs, Radiating Regen, Combat Prayer, and Wall of Elements, but this accounts for less than half of the skills in a healer's arsenal. In regards to sustain, both Imperial and especially Breton leave Redguard in the dust, not to mention that Redguard has no bonus for maximum magicka and nothing that might boost the strength of their heals. Suffice to say that Redguard passives contribute almost nothing to a healer.
DPS:
DPS do not need to invest in their own sustain because it is generally provided to them from an outside source (support roles in content and by the trial dummy when parsing). Building for damage is best because the shorter the fight, the less need for endurance there is. Redguards have absolutely zero damage passives, meanwhile Altmer, Dunmer, and Orc get the equivalent of an infused weapon/spell damage jewelry enchant that can be further buffed with major/minor brutality. With buffs, this ends up being being over 300 weap/spell damage, which isn't at all insignificant: it's basically a Hunding's Rage or Julianos' 5th piece bonus for free at all times. This bonus has become even more significant since the change to proc sets that cause their damage to scale with stats. Their absolute lack of both damage and survivability passives makes Redguard the best at being the worst pick for DPS.
PvP:
Sustain is an important element in survivability in PvP, but Redguard sustain suffers heavily in this environment because of the way their stamina recovery is obtained. For starters, Redguard will only ever really benefit a stamina setup, making them an inflexible pick from them get-go: the 8% weapon skill cost reduction is just too niche as most builds will at most slot only a handful of weapon skills. Looking at the stamina sustain side of things, Adrenaline Rush seems to offer a pretty nice amount of recovery, right? Perhaps, if PvP involved 2 people parsing away at each other until one dies . Obviously, this is not the case. Half the battle in PvP involves running away, kiting around cover, dodging to avoid damage, etc. In these situations where your aren't hitting the enemy, arguably the time where you rely on sustain the most, Redguard gets nothing. For sustain in PvP, Imperial, Bosmer, and Breton are light-years ahead. If damage and tankiness are your preference in PvP, Redguard isn't even on the radar.
When ZOS added the Sea-Serpent's Coil, I thought Redguard might finally have a niche situation to be useful by reducing the strength of the 40% snare down to 25%. Turns out the snare is unaffected by such bonuses. Redguard just can't win.
Knowing the above, do you think Redguard should continue to remain in its current state for another year? Are they balanced when compared to other races?
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 - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 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."
Where Redguard shines is no-cp.
Champion point sustain is ridiculous, and that is why you see so few people pick the race. For anyone that primarily plays Battlegrounds, or enjoys the No-CP campaigns/IC, the race is a really good option.
BXR_Lonestar wrote: »Redguard and wood elf need help to keep pace. The Argonian is somewhat okay, but could use some improvement as well.
The problem is that these three races are "sustain" races, and sustain is not really a problem right now.
Redguard could be useful as a tank if you restored stamina while blocking, but you don't, so Redguard isn't even good at that role.
Wood elf seems like it was designed to be an offensive sustain class, but you only get additional penetration - which is currently not a problem with meta tank setups - when you dodge roll.
Argonians in an okay spot as a support race, but they need some additional work to be usable outside of the role of a tank/healer.
I've suggested that the redguard get extra damage when wielding martial weapons. I think that would be somewhat lore friendly and make redguard's better in the DPS role.
Wood elves should get extra critical chance built into their kits.
And Argonians IMO should get their Healing done/healing received back, and maybe have them do extra critical damage when coming out of sneak or when using dual wield weapons.
Just some ideas to toss around
M4RSHM4LL0W_CL0UD wrote: »It will soon be the 7th year in a row of Redguard being the most useless, underpowered race in the game. This topic pops up on the forum every so often and yet practically nothing has been done to change their current state aside from offering a miniscule buff to Adrenaline Rush in a meta where building for sustain isn't needed at all.
I'm going to dissect how Redguard passives fail to bring anything truely useful when compared to the passives of other races in the roles of Tank, DPS, Healer, and general PvP builds.
Tank:
Adrenaline Rush allows Redguards to regain stamina through block which can be useful in permablocking fights, however this pretty much sums up the pros versus the several cons when picking Redguard over another race. Every other races has some sort of defensive passive whether it be resistance to a specific type of damage, a little bit of extra max health or health recovery, or straight up a bonus to resistance in general (Nord). Redguard gets snare resistance, which does NOTHING to improve their tankiness; in other words, they are THE SQUISHIEST race. Other races, specifically Nord and Imperial have ultigen/ult-cost reduction that contribute to group utility through better buff uptimes, and which indirectly contribute to sustain if playing a DK tank where ulting restores a portion of every resource. Argonian likewise offers sustain to all resource pools. Redguard passives pigeon-hole them into purely stam sustain specs in a role where magicka skills are abundant for self healing and buffing, and on top of that they offer no group utility.
Healer:
The healer role is one of the few areas in the game where investing in sustain is important. Redguard's 8% weapon skill cost reduction may help a little bit in this department by reducing the mag cost of the commonly used healer skills Illustrious Springs, Radiating Regen, Combat Prayer, and Wall of Elements, but this accounts for less than half of the skills in a healer's arsenal. In regards to sustain, both Imperial and especially Breton leave Redguard in the dust, not to mention that Redguard has no bonus for maximum magicka and nothing that might boost the strength of their heals. Suffice to say that Redguard passives contribute almost nothing to a healer.
DPS:
DPS do not need to invest in their own sustain because it is generally provided to them from an outside source (support roles in content and by the trial dummy when parsing). Building for damage is best because the shorter the fight, the less need for endurance there is. Redguards have absolutely zero damage passives, meanwhile Altmer, Dunmer, and Orc get the equivalent of an infused weapon/spell damage jewelry enchant that can be further buffed with major/minor brutality. With buffs, this ends up being being over 300 weap/spell damage, which isn't at all insignificant: it's basically a Hunding's Rage or Julianos' 5th piece bonus for free at all times. This bonus has become even more significant since the change to proc sets that cause their damage to scale with stats. Their absolute lack of both damage and survivability passives makes Redguard the best at being the worst pick for DPS.
PvP:
Sustain is an important element in survivability in PvP, but Redguard sustain suffers heavily in this environment because of the way their stamina recovery is obtained. For starters, Redguard will only ever really benefit a stamina setup, making them an inflexible pick from them get-go: the 8% weapon skill cost reduction is just too niche as most builds will at most slot only a handful of weapon skills. Looking at the stamina sustain side of things, Adrenaline Rush seems to offer a pretty nice amount of recovery, right? Perhaps, if PvP involved 2 people parsing away at each other until one dies . Obviously, this is not the case. Half the battle in PvP involves running away, kiting around cover, dodging to avoid damage, etc. In these situations where your aren't hitting the enemy, arguably the time where you rely on sustain the most, Redguard gets nothing. For sustain in PvP, Imperial, Bosmer, and Breton are light-years ahead. If damage and tankiness are your preference in PvP, Redguard isn't even on the radar.
When ZOS added the Sea-Serpent's Coil, I thought Redguard might finally have a niche situation to be useful by reducing the strength of the 40% snare down to 25%. Turns out the snare is unaffected by such bonuses. Redguard just can't win.
Knowing the above, do you think Redguard should continue to remain in its current state for another year? Are they balanced when compared to other races?
Shadowbinder7 wrote: »M4RSHM4LL0W_CL0UD wrote: »It will soon be the 7th year in a row of Redguard being the most useless, underpowered race in the game. This topic pops up on the forum every so often and yet practically nothing has been done to change their current state aside from offering a miniscule buff to Adrenaline Rush in a meta where building for sustain isn't needed at all.
I'm going to dissect how Redguard passives fail to bring anything truely useful when compared to the passives of other races in the roles of Tank, DPS, Healer, and general PvP builds.
Tank:
Adrenaline Rush allows Redguards to regain stamina through block which can be useful in permablocking fights, however this pretty much sums up the pros versus the several cons when picking Redguard over another race. Every other races has some sort of defensive passive whether it be resistance to a specific type of damage, a little bit of extra max health or health recovery, or straight up a bonus to resistance in general (Nord). Redguard gets snare resistance, which does NOTHING to improve their tankiness; in other words, they are THE SQUISHIEST race. Other races, specifically Nord and Imperial have ultigen/ult-cost reduction that contribute to group utility through better buff uptimes, and which indirectly contribute to sustain if playing a DK tank where ulting restores a portion of every resource. Argonian likewise offers sustain to all resource pools. Redguard passives pigeon-hole them into purely stam sustain specs in a role where magicka skills are abundant for self healing and buffing, and on top of that they offer no group utility.
Healer:
The healer role is one of the few areas in the game where investing in sustain is important. Redguard's 8% weapon skill cost reduction may help a little bit in this department by reducing the mag cost of the commonly used healer skills Illustrious Springs, Radiating Regen, Combat Prayer, and Wall of Elements, but this accounts for less than half of the skills in a healer's arsenal. In regards to sustain, both Imperial and especially Breton leave Redguard in the dust, not to mention that Redguard has no bonus for maximum magicka and nothing that might boost the strength of their heals. Suffice to say that Redguard passives contribute almost nothing to a healer.
DPS:
DPS do not need to invest in their own sustain because it is generally provided to them from an outside source (support roles in content and by the trial dummy when parsing). Building for damage is best because the shorter the fight, the less need for endurance there is. Redguards have absolutely zero damage passives, meanwhile Altmer, Dunmer, and Orc get the equivalent of an infused weapon/spell damage jewelry enchant that can be further buffed with major/minor brutality. With buffs, this ends up being being over 300 weap/spell damage, which isn't at all insignificant: it's basically a Hunding's Rage or Julianos' 5th piece bonus for free at all times. This bonus has become even more significant since the change to proc sets that cause their damage to scale with stats. Their absolute lack of both damage and survivability passives makes Redguard the best at being the worst pick for DPS.
PvP:
Sustain is an important element in survivability in PvP, but Redguard sustain suffers heavily in this environment because of the way their stamina recovery is obtained. For starters, Redguard will only ever really benefit a stamina setup, making them an inflexible pick from them get-go: the 8% weapon skill cost reduction is just too niche as most builds will at most slot only a handful of weapon skills. Looking at the stamina sustain side of things, Adrenaline Rush seems to offer a pretty nice amount of recovery, right? Perhaps, if PvP involved 2 people parsing away at each other until one dies . Obviously, this is not the case. Half the battle in PvP involves running away, kiting around cover, dodging to avoid damage, etc. In these situations where your aren't hitting the enemy, arguably the time where you rely on sustain the most, Redguard gets nothing. For sustain in PvP, Imperial, Bosmer, and Breton are light-years ahead. If damage and tankiness are your preference in PvP, Redguard isn't even on the radar.
When ZOS added the Sea-Serpent's Coil, I thought Redguard might finally have a niche situation to be useful by reducing the strength of the 40% snare down to 25%. Turns out the snare is unaffected by such bonuses. Redguard just can't win.
Knowing the above, do you think Redguard should continue to remain in its current state for another year? Are they balanced when compared to other races?
Want to highlight this thread again ZOS.
I have a redguard NB and stamsorc. I chose race based on lore preference and ofc I chose stamina for both that’s fine
But in both cases I’ve noticed the “redguard” passives are just weak af. I sustain equally or sometimes better on my Bosmer warden or Breton Templar than my latter redguard chars and to top it off the passive reduction on weapon abilities isn’t even noticeable since on all classes I will rarely be using more than 3/4. I almost never use the weapon ultimates, even in pvp. When u compare the imperial race, they have no damage bonus yet it feels better for sustain and some extra strength.
Redguard needs a buff like Orc got (with its semi nerf). If it’s not going to be optimal for damage in PVE it should at least noticeable be THE BEST for stamina sustain and shine in PVP more. At the minute, literally every other race fills their niche (argonian with healing and potions, nord with ulti regen and tankiness, to name a few).
Don’t get me wrong I LOVE my Khajiit magblade and Dunmer magsorc, how strong and versatile they are.
But come on… this is racial bias in terms of stats. Boost redguard with damage or sustain please, in some way shape or form
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 - Increases your stamina recovery by 130. When you deal or take damage, you restore 248 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."