Whatzituyah wrote: »Whatzituyah wrote: »My Argonians disagree about being only good for slaves. You don't have too min max damage/magicka/stanima/regen to be good! What about their passives bending towards more what a tank needs too survive and be successful? Quick to Mend makes it easier on you and the healer since you have that much more chance too survive. Argonian resistance also makes it easier on the healer and you because you have more health with poison both disease resistance that are things that make it harder to survive with their effects. You also have the potion passive in turn giving more resources back per potion of course with a cool down. But theirs also swim speed and restoration staff Argonians have to be unique somehow.
In conclusion they could be better but they seem decent to tank with.
Nords can make good tanks too but they have different passives that make it different aswell.
There is not one passive that Argonians have that I wouldn't trade for another race's...not...one. That's how bad they are. People can try and play devil's advocate all day and defend their passives, but the fact is they're the worst. They just don't work well with how the game is designed. Tanks don't matter in this game except for maybe a handful of dungeons. The devs know this. I read @Wrobel comments and wonder how he can justify keeping these passives the way they are. He has eliminated or changed things in the game for precisely the same reasons why Argonian passives are weak, but still we have our passives. Case in point, how can you eliminate the potion CP star but retain a potion passive? The reason no one took the CP star is the same reason why the potion passive stinks. It's mind-boggling the level of cognitive dissonance that is present in this game's design when it comes to these passives.
You don't have to agree with me but wouldn't that make Imperials and Orcs useless aswell? Just for the fact most of their passives are meant for tanking? Just using your logic here. @Wrobel wants to make every race unique in their own way. But if everything was the same you realize how boring that would be? We would all be the same with different skins do you want that? Next logical step instead of making Argonians passives stronger why not nerf other racial passives?
Whatzituyah wrote: »Whatzituyah wrote: »My Argonians disagree about being only good for slaves. You don't have too min max damage/magicka/stanima/regen to be good! What about their passives bending towards more what a tank needs too survive and be successful? Quick to Mend makes it easier on you and the healer since you have that much more chance too survive. Argonian resistance also makes it easier on the healer and you because you have more health with poison both disease resistance that are things that make it harder to survive with their effects. You also have the potion passive in turn giving more resources back per potion of course with a cool down. But theirs also swim speed and restoration staff Argonians have to be unique somehow.
In conclusion they could be better but they seem decent to tank with.
Nords can make good tanks too but they have different passives that make it different aswell.
There is not one passive that Argonians have that I wouldn't trade for another race's...not...one. That's how bad they are. People can try and play devil's advocate all day and defend their passives, but the fact is they're the worst. They just don't work well with how the game is designed. Tanks don't matter in this game except for maybe a handful of dungeons. The devs know this. I read @Wrobel comments and wonder how he can justify keeping these passives the way they are. He has eliminated or changed things in the game for precisely the same reasons why Argonian passives are weak, but still we have our passives. Case in point, how can you eliminate the potion CP star but retain a potion passive? The reason no one took the CP star is the same reason why the potion passive stinks. It's mind-boggling the level of cognitive dissonance that is present in this game's design when it comes to these passives.
You don't have to agree with me but wouldn't that make Imperials and Orcs useless aswell? Just for the fact most of their passives are meant for tanking? Just using your logic here. @Wrobel wants to make every race unique in their own way. But if everything was the same you realize how boring that would be? We would all be the same with different skins do you want that? Next logical step instead of making Argonians passives stronger why not nerf other racial passives?
Both Orcs and Imperial have offensive passives. You can't even compare the them. A more equal comparison is Nords, which also left without offensive enhancements. Imperials have 10% max stamina which makes them a top choice for any stamina role because this game is very much geared toward maxing out damage. You can keep the passives unique but fair. Argonian passives are quite unique but at the expense of practical use. A potion can only be used every 45 seconds. How is that useful compared to races with max stats that amplify damage and allow use of more abilities while also always being active?
I guess I find it hard for someone to be able to defend the Argonian passives, but to each their own. You like them so I guess they won your support. I don't get it, though.
As for nerfing other racials, I think they should remove max stats from damage calculations or reinstitute soft caps. Then the racial system would be balanced, but it isn't as the game mechanics work now.
You Argonians are so ungrateful! We helped free you and now you just want more more more...
When will it end?
ZOS doesn't agree. They think the passives are just fine. I've been fighting this fight since launch and they refuse to do anything beyond increase percentages slightly. I guess that's better than nothing, but still not getting to the root of the problem. Also, every time they've "buffed" them, they've removed something else that benefitted them such as the glyphs of potion speed and the potion CP star. They really go the extra mile to keep Argonians from being a top choice for anything.
I just try not to think about it too much. It makes me want to quit playing. I'm so pissed at the devs for how they've handled this.
NateAssassin wrote: »Argonians are meant to be slaves, they are useless beyond doing petty slave work, even ZOS reinforces this by giving them passives that are not useful for fighting, but useful as a slave.
I'd rather my slaves have a higher health so I can beat them longer, and have them take in more heals so I can heal them back and beat them more. I'd rather my slaves be able to get knee deep in poisonous areas, or areas with disease ridden material, and not get sick so I can beat them more. I'd also like my slaves to be able to swim fast underwater so that they can clean out my septic chambers faster, so's not to have them clog up.