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Buffing Nords and Argonians

karakondzula
karakondzula
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Everyone would agree that these 2 races are still lagging behind others, there are many reasons why, but since its impossible to change the whole system right now we need to keep pressing on devs to buff them.

Nobody who play Argonian is happy with health bonus, since EP side lacks a stamina focused race i think Argonians could be reworked into 1 by changing their current 9% health bonus into 10% stamina just like on Redguard. Pretty sure this would make Argonians viable versatile race.

As for Nords, being a tanky EP race there are 2 possible solutions in my mind.
First: health is really underrated stat so Nords should have much more than 9% health bonus, i'm thinking about 18% would be great (since much smaller imperial have 12%).

Second: keep the 9% health and rework Rugged (its useless) passive to give 6% chance to absorb full damage damage from attack.

What do you guys think?
  • tinythinker
    tinythinker
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    Everyone would agree that these 2 races are still lagging behind others, there are many reasons why, but since its impossible to change the whole system right now we need to keep pressing on devs to buff them.

    Nobody who play Argonian is happy with health bonus, since EP side lacks a stamina focused race i think Argonians could be reworked into 1 by changing their current 9% health bonus into 10% stamina just like on Redguard. Pretty sure this would make Argonians viable versatile race.

    As for Nords, being a tanky EP race there are 2 possible solutions in my mind.
    First: health is really underrated stat so Nords should have much more than 9% health bonus, i'm thinking about 18% would be great (since much smaller imperial have 12%).

    Second: keep the 9% health and rework Rugged (its useless) passive to give 6% chance to absorb full damage damage from attack.

    What do you guys think?

    I like my magicka-based Argonians. Don't want to go stam. I find the health useful but since that's the only stat bonus we get it is a little light weight. But the recent buff makes it helpful to not be as squishy and is good if you want to run a tank.

    My most recent suggestions for the Saxhleel from the thread PlagueMonk currently has going here on the PTS forum:
    A white ("normal") VR15 set bonus for Clever Alchemist gives 570 spell and weapon damage. Maybe half that would work for a racial (and keep the swim speed).

    Or, add a new buff to the game called Witchcraft or Transmutation for which consuming a potion instantly gives ultimate points. Major = 80 points, Minor = 40. Give Argonians the Major Buff, a 10 second potion-cool down reduction, and keep the swim speed.

    Or, allow Argonians to have two potions active at once and keep the swim speed.

    Or keep the current 8% recovery to magicka, stamina, and health when using a potion and add a 10 second potion-cool down reduction.

    Edited by tinythinker on February 10, 2016 6:02PM
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  • kojou
    kojou
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    My Nord DK approves this message.
    Playing since beta...
  • Autolycus
    Autolycus
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    I'm fine with the way my DK was before, and I'm fine with the health. Frankly I don't care if they change the passives b/c I like them. My argonian is a healer and is getting 8.3-8.7k springs ticks on tanks, 7k ticks on dps/healers, and with a war horn active I've seen as high as 10.3k. Just yesterday I cast a healing ward on someone with 20% health and they went straight to 100% on the initial cast, not even after the shield dispersed.

    Not that I'm against having magicka passives or something, I just don't get why everyone is so up in arms about it. Argonians are fine the way they are. If you want to play one, then do so. Just because you don't have a max magicka passive doesn't mean you can't make a competitive magicka build.
    Edited by Autolycus on February 10, 2016 6:12PM
  • bowmanz607
    bowmanz607
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    They are going to wait to do race changes until the race overhaul in dark brotherhood.
  • Witar
    Witar
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    Would trade my useless dunmer fire resist for 6% damage resist any day. Just saying.
    It cannot be seen, cannot be felt,
    Cannot be heard, cannot be smelt,
    It lies behind stars and under hills,
    And empty holes it fills,
    It comes first and follows after,
    Ends life, kills laughter.
  • bowmanz607
    bowmanz607
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    Witar wrote: »
    Would trade my useless dunmer fire resist for 6% damage resist any day. Just saying.

    will be nice with magic DK making a come back.
    Edited by bowmanz607 on February 10, 2016 6:29PM
  • Witar
    Witar
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    bowmanz607 wrote: »
    Witar wrote: »
    Would trade my useless dunmer fire resist for 6% damage resist any day. Just saying.

    will be nice with magic DK making a come back.
    Fire resist does not scale right and is barely useful even against fire damage. 6% all damage resist is pretty cool even if it applies after all other resists.
    It cannot be seen, cannot be felt,
    Cannot be heard, cannot be smelt,
    It lies behind stars and under hills,
    And empty holes it fills,
    It comes first and follows after,
    Ends life, kills laughter.
  • dodgehopper_ESO
    dodgehopper_ESO
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    Everyone would agree that these 2 races are still lagging behind others, there are many reasons why, but since its impossible to change the whole system right now we need to keep pressing on devs to buff them.

    Nobody who play Argonian is happy with health bonus, since EP side lacks a stamina focused race i think Argonians could be reworked into 1 by changing their current 9% health bonus into 10% stamina just like on Redguard. Pretty sure this would make Argonians viable versatile race.

    As for Nords, being a tanky EP race there are 2 possible solutions in my mind.
    First: health is really underrated stat so Nords should have much more than 9% health bonus, i'm thinking about 18% would be great (since much smaller imperial have 12%).

    Second: keep the 9% health and rework Rugged (its useless) passive to give 6% chance to absorb full damage damage from attack.

    What do you guys think?

    I like Nords, and I think your suggestion is out of control. Health is underrated but I think the issue here is that Health should be made more valuable. I've posted other forum suggestions about this before and I know other people feel the same way. I'd like to add that the Imperials are a tough, intelligent and lucky people. Nords are already physically tougher them with their current stats, I don't think they need more. I could live with them giving Nords Lightning resistance though. If you check out Morrowind they did have lightning resistance as well as cold.

    In regards to Argonians I have to say I really wish they'd just give them a Regeneration Stat that exceeds Orc and Nord. It would be thematic, and not logically strange given their historic theme in the series.

    In both cases though I don't see why they can't give each race +10% Health, and then work in the game balance to make Health an actually meaningful stat. I think that's the better balance, and would benefit other races who rely on health, or other builds (structured entropy, nightblades, etc). I've suggested for some time a few ways they could make health better:
    1) Scale all mitigating skills upward for a strong health.
    2) Scale down breakfree costs, dodge roll costs, block costs, sprint costs etc for a higher health.
    3) Scale light/heavy attack damage upward with increasing Health.
    4) Lower Ultimate Costs for an increasingly higher health.

    I'm not suggesting they do all of these, but this idea would push the concept of the 'warrior' constellation in this game further. It would also finally give reason for DPS players to want to spend on health, and make health more interesting for the tankers of Tamriel.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Armann
    Armann
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    Current meta is to stack either magicka or stamina which makes health even more worthless. As long as this continues Nords and Argonians will be second rate. If the they intend to continue down this path it is clear that both races need an offensive passive to replace one of the defensive ones to compensate.
    EU megaserver | XboxNord Nightblade | Ebonheart PactImperial Dragonknight | Ebonheart PactDunmer Sorcerer | Ebonheart PactDunmer Warden | Ebonheart PactOrc Necromancer | Daggerfall CovenantAltmer Templar | Aldmeri Dominion
  • Emma_Overload
    Emma_Overload
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    Everyone would agree that these 2 races are still lagging behind others, there are many reasons why, but since its impossible to change the whole system right now we need to keep pressing on devs to buff them.

    Nobody who play Argonian is happy with health bonus, since EP side lacks a stamina focused race i think Argonians could be reworked into 1 by changing their current 9% health bonus into 10% stamina just like on Redguard. Pretty sure this would make Argonians viable versatile race.

    As for Nords, being a tanky EP race there are 2 possible solutions in my mind.
    First: health is really underrated stat so Nords should have much more than 9% health bonus, i'm thinking about 18% would be great (since much smaller imperial have 12%).

    Second: keep the 9% health and rework Rugged (its useless) passive to give 6% chance to absorb full damage damage from attack.

    What do you guys think?

    No on the Argonians, because you would be messing up a lot Argonian Magicka Templar builds who needed that extra Health stat more than they need Stamina.
    #CAREBEARMASTERRACE
  • karakondzula
    karakondzula
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    Witar wrote: »
    Would trade my useless dunmer fire resist for 6% damage resist any day. Just saying.

    Thing is Nords never get 6% damage resist because of the way that passive apply. You can get full bonus only if you run around naked. The more armor and spell res you have lower your bonus is, its useless especially on tanks.

    Pretty sure fire resistance offer more damage reduction in general with all DK's around and knowing that almost every staff user have fire one.
  • Mumyo
    Mumyo
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    Yea buff Nord and Argonians, they are one big joke.
  • PlagueMonk
    PlagueMonk
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    While I can't speak on the woes of Nords, there is an Argonian thread already you might like to read/respond to.
  • jbradley1989b14_ESO
    Even with capped armor/resist, the nord passive will reduce damage by 3%. Don't discount the regeneration bonus either, on a tank regen build that passive can be as strong as a constant rally tick.

    Playing as a nord, not an argonian, I think they're a little bit behind some classes but not nearly as bad as some make it out to be. 18% Health would be insanely strong, 12% for imperial already is.
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Nord and Argonian buffs: Not checked.

    Heavy armor buffs: Not checked

    Making Meteor reflectable again: Not checked

    Making the game Elder Staves Online again: Checked

    Stamina nerfs: Checked

    Making tanks even more useless: Check.


    Hmm weird check list no?
  • Husan
    Husan
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    I've been playing this game for almost 2 years now, and spent quite some time in cyrodiil. I have not yet killed 100 nords or orcs, and I think I'm only at around 50 argonians. Meanwhile, I had all the other "kill 100 of race x" achievements for months. Those three races are the three health races. Coincidence? I think not. Health is pretty much a useless stat that noone needs, unless you're trying out a gimmicky build (blazing shield spam for example, which gets hit pretty hard by battle spirit in Cyrodiil anyway), or a tank that doesn't want to get one shot. Even then, you are trading a stat that has only 2 benefits (skills scaling from health, which are very few, and not getting one shot) versus more damage, stronger heals, a larger resource pool for casting skills. In case of stamina that also means more roll dodges, more blocking, more sprinting, more CC breaks. So then. What do you choose? Not nord, orc or argonian, that's for sure. Unless you're dumb like me.

    #buffhealth
  • Crzykiddo
    Crzykiddo
    I think racial passives that require something to be consumed should be scrapped. Argonians are the only class in the game that requires something to be CONSUMED to have a use. Not only that, but it only happens every 45 seconds. Personally, I'd like to see 10% bonus to health, 9% bonus to incoming AND outgoing heals, and replace the potion passive with something else, all the while keeping the swim bonus, because Argonians.
  • Bowser
    Bowser
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    Have the Amphibious passive provide a bonus to magicka and stamina, preferably regen or cost reduction.
    @King-Koopa
    World First DK Tank Execute on Rakkhat HM
    Play how you want - no meta allowed!
  • Armann
    Armann
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    Well if they removed the damage and heal scaling from max magicka and stamina and only used spell and weapon damage as a modifier we might even see some possibility of hybrids and increase the usefulness of health races. The attribute point system feels like a superfluous feature atm. Increasing magicka and stamina should only serve to increase how often you could spam abilites. As it is, hybrids are not viable and never will be.
    EU megaserver | XboxNord Nightblade | Ebonheart PactImperial Dragonknight | Ebonheart PactDunmer Sorcerer | Ebonheart PactDunmer Warden | Ebonheart PactOrc Necromancer | Daggerfall CovenantAltmer Templar | Aldmeri Dominion
  • nordsavage
    nordsavage
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    The Nord's Robust health regen passive needs to be replaced or be reduced and have something along the lines of more physical damage added. Numbers in the neighborhood of 1%/2%/3% damage if regen reduced or 2%/4%/6% damage if replaced. I say physical damage because Nords are traditionally a physical race and are meant to hit hard with those large frames. If not physical damage then a stamina regen or stamina capacity buff would be suitable in playing to functionality while maintaining the Nord's racial "profile". There are to many ways for health regen to be reduced especially when in Cyrodiil and Imperial City where it is cut in half. Health regen is not truly a viable passive especially when compared to the other races passive and more of the game is being focused around outright damage output.

    As for Argonians, the stat return for potions in Amphibious should be replaced with a stealth bonus. Argonian warriors are typically guerilla fighters and tend to be assassins such as Shadow Scales. Plus the Default Pact races do not have a stealth race. The healing staff exp. passive should be changed to medium armor s Argonian are adept at making armor from the hides of the tough beast of their homeland. I know many people would like to see Argonians as a magicka race that role is filled for the pact by Dunmer and shamans/mages among Argonians are about as common as mages are for Bosmer and Khajiit. They exist as a minority compared to the more physically inclined of those races.
    I didn't choose tank life, tank life chose me.
  • Jar_Ek
    Jar_Ek
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    The biggest problems I have with the Argonian potion passive are that it is such a small return given the 45s cool down on potions and the fact that it is dependent on consumables. If it gave 20% regeneration bonus (to all attributes ) whilst a potion was active (ie for the duration of the potion) it would be so much better. If it also reduced potion cooldowns per rank that would help (ideally so that with maxxed racial and 3 potion cool down enchants you get to the point where you can nearly permanently have a potion running - or better have a 75%+ uptime on Clever Alchemist).
  • Ampnode
    Ampnode
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    Nord and Argonian buffs: Not checked.

    Heavy armor buffs: Not checked

    Making Meteor reflectable again: Not checked

    Making the game Elder Staves Online again: Checked

    Stamina nerfs: Checked

    Making tanks even more useless: Check.


    Hmm weird check list no?

    What's funny is that tanks will probably never be a thing is ESO again. With Wrobel saying that blocking is boring and not productive, I think we can infer the role isn't going to have anything done with it any further.
    PC NA - CP640+

    Characters:
    Amp - Magicka Nightblade
    Amp - Magicka Sorcerer
    Amp - Magicka Templar
    Amp - Stamina Dragonknight
    Amp - Stamina Templar
    Amp - Magicka Dragonknight
    Amp - Stamina Sorcerer
    Amp - Stamina Nightblade
  • Zinaroth
    Zinaroth
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    Husan wrote: »
    I've been playing this game for almost 2 years now, and spent quite some time in cyrodiil. I have not yet killed 100 nords or orcs, and I think I'm only at around 50 argonians. Meanwhile, I had all the other "kill 100 of race x" achievements for months. Those three races are the three health races. Coincidence? I think not. Health is pretty much a useless stat that noone needs, unless you're trying out a gimmicky build (blazing shield spam for example, which gets hit pretty hard by battle spirit in Cyrodiil anyway), or a tank that doesn't want to get one shot. Even then, you are trading a stat that has only 2 benefits (skills scaling from health, which are very few, and not getting one shot) versus more damage, stronger heals, a larger resource pool for casting skills. In case of stamina that also means more roll dodges, more blocking, more sprinting, more CC breaks. So then. What do you choose? Not nord, orc or argonian, that's for sure. Unless you're dumb like me.

    #buffhealth

    Preach the truth @Husan!
  • Brasseurfb16_ESO
    Brasseurfb16_ESO
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    ZOS just needs to rework the stats passive and give flat values instead of multiplicative values. This way you don't get exponential results when stacking a single stat like Stamina/Magicka with races like Altmers and Redguards. And characters who get specific effects from their armour passives or sets get greater returns out of it.
    Edited by Brasseurfb16_ESO on February 11, 2016 12:49PM
  • Tdroid
    Tdroid
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    Drop dedicated "health" focus from the Nords and give them something similar to the Orcs in stats seem best to me. A lesser bonus to health, a bonus to stamina and the two races could be differnetiated in the Orcs having their bonus to melee damage, while the Nords have their rugged. Perhaps also getting the Khajiit version of health regen(with stam regen) instead of just health regen. That goes for both Nords and Orcs, as Robust is pretty useless.

    Edit:
    Or drop "health" dedicated race fully. Give all the health races currently other bonuses. Stamina for Nords, typically being warrior, etc.

    Or just scale down racial passives so that the racial choice is much less important than now for builds, like I suggested here: http://forums.elderscrollsonline.com/en/discussion/246248/racial-passives
    Edited by Tdroid on February 11, 2016 1:56PM
  • Soris
    Soris
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    You are bigger racists than Hítler, Zenimax.
    Edited by Soris on February 11, 2016 2:32PM
    Welkynd [Templar/AD/EU]
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