elderscrolls.wikia.com/wiki/An-Xileel_Daedric_resistanceArgonians have, since the dawn of Elder Scrolls, been a sub-par race. It would seem ZOS wishes to stick to tradition... I'd love to see argonians be a viable choice for atleast something (I 100% agree on the healing-part), but it seems pretty far-fetched as far as lore goes.
elderscrolls.wikia.com/wiki/An-Xileel_Daedric_resistanceArgonians have, since the dawn of Elder Scrolls, been a sub-par race. It would seem ZOS wishes to stick to tradition... I'd love to see argonians be a viable choice for atleast something (I 100% agree on the healing-part), but it seems pretty far-fetched as far as lore goes.
"The Argonian forces apparently managed to flood into Oblivion itself, fighting and winning against the Daedra on their own turf. The Dremora lieutenants were forced to close their own Gates to prevent being overrun, something unheard of anywhere else."
Yeah, a weak bunch of lizards, right.
RAGUNAnoOne wrote: »they need more than that but this shold be included my ideas:
change quick to mend to blessings of the hist: add 1 2 3.5% healing received 3, 4.5, 7% healing cast
amphibious: nuke the potion bonus and add 3 6 9% increased stam and magicka Possible New Effect: stamina and magicka is increased by a further 2, 4, 6% while swimming or in rain and continues for 5 min after that condition disappears.
Resistance:Nuke the disease resistance as only 3 sources use it player werewolves, siege, and zombies plus the zombies and siege have a stupid circle. Add 3, 5, 7% stamina and magicka recovery.
RAGUNAnoOne wrote: »they need more than that but this shold be included my ideas:
change quick to mend to blessings of the hist: add 1 2 3.5% healing received 3, 4.5, 7% healing cast
amphibious: nuke the potion bonus and add 3 6 9% increased stam and magicka Possible New Effect: stamina and magicka is increased by a further 2, 4, 6% while swimming or in rain and continues for 5 min after that condition disappears.
Resistance:Nuke the disease resistance as only 3 sources use it player werewolves, siege, and zombies plus the zombies and siege have a stupid circle. Add 3, 5, 7% stamina and magicka recovery.
Can you tell me more about this "thirsty" build?Part of the issue with major passive changes is that it screwsup the existing character builds - a classic example being the Argonians Night blade thirsty build. If the Quick to Mend changes to quick to heal it would mess up a lot of tank builds. So I can't really get behind this - much better to tack that ability onto the existing passive tbh.
But I think it would be better off Argonians if the potion passive was changed so that it added a % Max attribute for the duration of the potion usage - this could be maybe 6% for all attributes. And would do the following:
1. Provide a direct benefit to a precast potion (Max attributes and attribute pools buffed)
2. Provide a durational benefit to the potion passive that is seriously lacking (a resource regen every 45s if you chain suck potions is poor)
3. Provide an effective buff to all skills.
4. Provide a benefit for all playstyles and build types from potion use.
However if would come with built in limitations:
1. An inherent cost in monetary terms
2. An inherent duration
3. Push a specific sets of enchants and skills to gain maximum benefit (potion CD reduction, medicinal)
That is a passive I could get behind.
Part of the issue with major passive changes is that it screwsup the existing character builds - a classic example being the Argonians Night blade thirsty build. If the Quick to Mend changes to quick to heal it would mess up a lot of tank builds. So I can't really get behind this - much better to tack that ability onto the existing passive tbh.
But I think it would be better off Argonians if the potion passive was changed so that it added a % Max attribute for the duration of the potion usage - this could be maybe 6% for all attributes. And would do the following:
1. Provide a direct benefit to a precast potion (Max attributes and attribute pools buffed)
2. Provide a durational benefit to the potion passive that is seriously lacking (a resource regen every 45s if you chain suck potions is poor)
3. Provide an effective buff to all skills.
4. Provide a benefit for all playstyles and build types from potion use.
However if would come with built in limitations:
1. An inherent cost in monetary terms
2. An inherent duration
3. Push a specific sets of enchants and skills to gain maximum benefit (potion CD reduction, medicinal)
That is a passive I could get behind.
If we must keep the potion passive, the max stat increase is better, for sure. I would definitely take that over what we have now. At least we would get the temporary benefits of having more max stats.
Argonian passives seem all over the place. They train in Resto Staff faster but get swim speed bonus. It just makes sense to have more heal type related passives.
I can look at any race's racial passives and easily decide what they would be suited for. Then I look at Argonian and just think "wtf". I challenge you to go look up all the racial passives and tell me I'm wrong.
Now we all know Argonian passives are kinda....bad. I propose a small change that will make the race better and playable. On the last passive (I forgot the name) where healing received is increased, I suggest changing it to healing done that way Argonians become an amazing healing race , like they should be. It still sticks with the lore of Argonians being adept healers and becomes a more desirable race.
Let me know what you think @Wrobel.
kendellking_chaosb14_ESO wrote: »Now we all know Argonian passives are kinda....bad. I propose a small change that will make the race better and playable. On the last passive (I forgot the name) where healing received is increased, I suggest changing it to healing done that way Argonians become an amazing healing race , like they should be. It still sticks with the lore of Argonians being adept healers and becomes a more desirable race.
Let me know what you think @Wrobel.
It don't matter what you think they stated that Argonians need to stay a "recovery" race. @Wrobel their are just not enough of us to matter. Plain and simple.
Nevermind that we have no regeneration bonuses unless you waste time or gold getting stacks of potions to use a passive. Argonian is a useless race you play cause you like the lore or look every Argonian build is better with another race.
kendellking_chaosb14_ESO wrote: »Now we all know Argonian passives are kinda....bad. I propose a small change that will make the race better and playable. On the last passive (I forgot the name) where healing received is increased, I suggest changing it to healing done that way Argonians become an amazing healing race , like they should be. It still sticks with the lore of Argonians being adept healers and becomes a more desirable race.
Let me know what you think @Wrobel.
It don't matter what you think they stated that Argonians need to stay a "recovery" race. @Wrobel their are just not enough of us to matter. Plain and simple.
Nevermind that we have no regeneration bonuses unless you waste time or gold getting stacks of potions to use a passive. Argonian is a useless race you play cause you like the lore or look every Argonian build is better with another race.
Sad, but true. Enslaved in the lore and in chains in the game.
If Argonians are supposed to be a "recovery" race, then make them a have recovery worth a damn! If @zos need to tie Argonians racials to potions for some reason known only to themselves then make them worth it. So if zos won't add Max attributes, then maybe add recovery to the potion duration as well as on drinking - something like 20% across the board whilst a potion is active.
Unfortunately it does seem like that, but if we all give up then nothing will happen for sure.