tinythinker wrote: »Wow, this was posted in April and still no buff or redesign? I'm pretty bummed about this. Every other race got some attention except Argonians. I've been sending feedback but it seems like the devs don't care.
Based on the lore, it would be great for them to get something like Stealthy. Argonians are supposed to be masters of guerrilla warfare. Their racials don't suggest that at all.
Hmmm, maybe double the value of Quick to Mend when stealthed? At max that would go from 6% to 12%.
EDIT:
Or we could just overhaul/rename Quick to Mend. Here are two options that might be fun. One is a version of something I've previously suggested, another plays off of the stealth/guerrilla warfare theme.
Spirit of the Hist
I. Increases healing received by 2%. Increases healing cast on allies under 50% health by 3%.
II. Increases healing received by 4%. Increases healing cast on allies under 50% health by 6%.
II. Increases healing received by 6%. Increases healing cast on allies under 50% health by 9%.
Shadow Mender
I. Increases healing received by 2%. When stealthed, increased health recovery by 3%.
II. Increases healing received by 4%. When stealthed, increased health recovery by 6%.
II. Increases healing received by 6%. When stealthed, increased health recovery by 9%.
Nugeneration wrote: »I don't see the big deal with everyone wanting better racials. Can someone please explain it to me? I'm not trying to be rude about it, but I'm generally curious. All of the %increase and regen abilites are capped just the same end game.
So what if my Bosmer doesn't have any %increase to magic or regen? I'll cap it through gear/light armor spec the same way you put points into racials to hit the cap.
Just because some people get to put skill points into their racials to hit caps where others have to do it through armor skill lines I don't see the big deal. Everyone caps just the same in the end. In my opinion it doesn't matter one iota how it's done.
Back to my question though is their a legit reason people are wanting better %/regen racials? In the grand scheme of things I think that increased healing affect could have more pay off than the albeit useless stat increases.
ThatHappyCat wrote: »All races have a skill line experience booster. Giving Argonians essentially four useful racials as opposed to the three every other race gets is too much.
Would be nice if Argonians have Stealthy, but otherwise I'm happy with Argonian racials as they are. Not great but hardly terrible.
PlagueMonk wrote: »Nugeneration wrote: »I don't see the big deal with everyone wanting better racials. Can someone please explain it to me? I'm not trying to be rude about it, but I'm generally curious. All of the %increase and regen abilites are capped just the same end game.
So what if my Bosmer doesn't have any %increase to magic or regen? I'll cap it through gear/light armor spec the same way you put points into racials to hit the cap.
Just because some people get to put skill points into their racials to hit caps where others have to do it through armor skill lines I don't see the big deal. Everyone caps just the same in the end. In my opinion it doesn't matter one iota how it's done.
Back to my question though is their a legit reason people are wanting better %/regen racials? In the grand scheme of things I think that increased healing affect could have more pay off than the albeit useless stat increases.
The difference comes in the fact that by being given such large bonuses, they don't have to wasted points to reach the soft cap, they are then free to use those points ELSEWHERE.
Argonians on the other hand have to use extra resources to achieve what other races are just given for basically free. It's not really that hard to comprehend.
tinythinker wrote: »But honestly I am not really sure how much some of these racials, Argonian or otherwise, really matter in practice. I’ve see no real difference in game play.
Me, too. I like the passives and my four active characters are Argonians. I don't mind suggesting how the passives can be boosted if that is going to happen, but I wouldn't want to take away the swim speed, potion effectiveness, or the health/healing boosts.For what it's worth, I really like the current argonian racials. They're one of my favourites. I have multiple lizards.
tinythinker wrote: »I don't mind suggesting how the passives can be boosted if that is going to happen, but I wouldn't want to take away the swim speed, potion effectiveness, or the health/healing boosts.
tinythinker wrote: »I don't mind suggesting how the passives can be boosted if that is going to happen, but I wouldn't want to take away the swim speed, potion effectiveness, or the health/healing boosts.
I'm so glad it's not just me who thinks that one isn't useless. Not that you have to swim all that often but I feel dreadfully sluggish when I do with a non-Argonian.
Hey Guys!
I am new to the Game, and i wanted to play a DK. In older Elder Scrolls Games, i always played an Argonian, because.. Lizards! ;D
Looking through all the Racials, i noticed that are many Races that seem more suited to be played as a DK.
The Racials of Argonians seem to be a loot weaker than other Racials, and looking through the Forum, i found this Thread.
Did Zenimax ever say, that they wanted to buff the Argonian Racials to be on par with the other Races, or should i just switch to another Race like Nord, Imperial and such?
Would be a shame, but it would be worse for me to play with a subpar Race.
Hey Guys!
I am new to the Game, and i wanted to play a DK. In older Elder Scrolls Games, i always played an Argonian, because.. Lizards! ;D
Looking through all the Racials, i noticed that are many Races that seem more suited to be played as a DK.
The Racials of Argonians seem to be a loot weaker than other Racials, and looking through the Forum, i found this Thread.
Did Zenimax ever say, that they wanted to buff the Argonian Racials to be on par with the other Races, or should i just switch to another Race like Nord, Imperial and such?
Would be a shame, but it would be worse for me to play with a subpar Race.
tinythinker wrote: »Updated thoughts for post Update 6 from another thread:
I was thinking about all of the ideas I and others have come up with, and this is my current thinking (changes to current 1.65 version in bold):
Restoration Expertise
Increases experience gain with the Restoration Staff skill line by 15% and increases the effectiveness of Restoration Staff passives by 2%.
Amphibious
Increases swimming speed by 25%/50%/75% and whenever you drink a potion gain 2%/4%/6% of your Max Health, Magicka, and Stamina.
Argonian Resistance
Increases Maximum Health by 3%/4%/5% and Poison and Disease resistance by 80/150/220 and gives 3%/7%/10% mitigation to Poison and Disease damage.
Quick to Mend
Increases healing received by 4%/6%/8%.
I was going to go with "Increases healing given and received by 2%/4%/8%" but instead I went with the boon to expertise with a Restoration Staff and doubled the healing received bonus. This wouldn't just be for Argonians. Whatever weapon or armor type a race has an advantage with would get a bonus to that skill line's passives.
Swim speed, which I and many others who play Argonians love, would get a boost to make it more fun and more useful in those situations where it can actually be helpful or a convenience. The maximum health bonus was increased by 1% for each rank.
As for Poison and Disease resistance, having played only Argonians until last month, I had no idea how good this was for Cyrodiil after my Breton kept getting hit with meatbag catapults. The added damage mitigation should also be extended to the Bosmer who also have a Poison/Disease resist passive.
Thanks for reading
I doubt that the Restoration passive will be changed and tbh if it was and rippled through all races to a 2% bonus for a specific weapon it would make certain races far too powerful compared to others. So although I understand the sentiment, I think that the idea is fundamentally flawed.
Thus the best equivalent would be to add healing delivered to Quick to Mend (2,4,6%).
Personally I would dump the potion passive and replace it with additional damage vs low health and vulnerable foes. One of the main reasons being that a potion passive can never be balanced due to the fact that it has a cool down, a duration and an implicit monetary cost equivalent. It is affected by multiple other passives and jewellery. This means that if the bonus was high, then in PVP you could have resource regeneration monsters that were unbalanced and just as easily extremely gimped characters. It would also encourage not using medicinal passive and sipping weak pots.
I had the healing received bonus at 4/8/12% in some of the last threads I posted in a month or two ago on the topic, and even had the max health bonus at something like 5/7/10%, and that was without any other changes. But, given how things are going, I would take the smaller amounts. I mean, look at what we are getting for 2.1ThatNeonZebraAgain wrote: »Thanks for bumping this.
I think the values you proposed are still too low. The return to stats from potion use should be at least 10% (so returning at least 2.5k from a 25k stat pool), health should be at least 6% to be in line with other racials, and bonus healing received should also be at least 12% (this is a handy but not very powerful ability).
They could also put a potion cooldown passive with the stat return, which would be nice. Right now, the long cooldown really hurts Argonians.