dodgehopper_ESO wrote: »Its not that bad. Do like they do in every other TES game. Potions, enchantments, spells are all great ways to handle underwater survival. None of my characters had problems with underwater, as creating a waterbreathing enchantment was always super easy.
dodgehopper_ESO wrote: »As a Nord I support my egg brethren and hope they at the same time chose to revisit the Nord racials aswell, as they're equally crappy.
So I've been thinking about this. The Nord actually has really good racials I think, the only problem is the game has moved in a direction that doesn't favor Tank builds as well in PVP recently. I'm not talking about DPS with tanky qualities, but the purist tank. The Nord is by nature a tank so I could see how you might not be happy. I'll say this though, I actually think Nord has a lot of potential now with its buffed stats. Health +9% and Damage reduction 6%. This means they intake less damage than an imperial, and we haven't even talked about Robust (superior to Red diamond) or Cold resistance. All of that being said, they don't have the 10% stamina of an Imperial, or really any aggressive attributes. I like the Nord though, and I'm confident they're a good race, and the balance isn't really needed for Nords per se, but a revisiting of Tank systems, which I've partly described here:
forums.elderscrollsonline.com/en/discussion/211441/a-suggestion-towards-balance-between-health-magicka-and-stamina#latest
kendellking_chaosb14_ESO wrote: »dodgehopper_ESO wrote: »Its not that bad. Do like they do in every other TES game. Potions, enchantments, spells are all great ways to handle underwater survival. None of my characters had problems with underwater, as creating a waterbreathing enchantment was always super easy.
It's not but it would make a small race (in terms of numbers) a little more happy lot of work and 95% of players will not be affected. 100% of Argonians cause quit the game and it wouldn't make a difference. Amphibious was a joke of a passive from day one taking the stamina regen and add potions made it a bit more useful but if you have a build that don't need to drink potions back to back to back you wouldn't use the passive, when was the last time you need to swim any where.
@ZOS_RichLambert and other find it easier to balance the min max races then making other races useful outside of RP and just liking the look. I have friends that clone my builds on min max races and damn is all I can say. Better resource pools and damage same build and I have more CP then some of them so even with that, my build is out shined.
Like all Argonians in PvP I make it work I have pretty good results but knowing how much better my Theory Crafting is when others run my builds with cause a different race is very disheartening.
kendellking_chaosb14_ESO wrote: »No matter what I will always be an Argonian always have been always will be but the number of Argonian and new Argonians is just getting lower and lower. The only way to have my flexible builds out is the made the unique Race bonuses something useful to let that race be good at their own thing and not gimped by the current meta.
kendellking_chaosb14_ESO wrote: »No matter what I will always be an Argonian always have been always will be but the number of Argonian and new Argonians is just getting lower and lower. The only way to have my flexible builds out is the made the unique Race bonuses something useful to let that race be good at their own thing and not gimped by the current meta.
Totally agree, but for me it doesn't even have to be "good". I mean, we've gotten this far.
It would just be nice if they were "real" passives like the other races have. The only thing that looks like a "real" passive is the extra health.
Smokescales wrote: »Restoration expertise - increases experience gain with restoration skill line by 15%
Amphibious - increases swimming speed by 50% and stealth speed by 15/30/45%
Argonian resistance - increases max health by 2/4/6% and poison and disease resistance by [x]
Increases poison and disease damage dealt by 2/4/6%
Quick to mend - increases healing received by 3/6/9%
Increases healing out by 2/4/6%