As an Argonian player I played other ES games, read descriptions and was looking forward to playing one long term in ESO but what I was greeted with was.....restoration expert?, people can heal us better?, good with potions? About the only thing that made sense was the increased swimming speed and a bit of disease resistance. (Now I think art assets did a great job with the look but racials are....lacking).
So I would ask Worbel and others responsible for making the racial decisions........WHY are you blatently ignoring the deep Argonian lore that your own company has built up over 20 years of game development? You seem to have gotten many of the other races flavor right but Argonians seem completely out of touch with lore
To give others (and the Devs it would seem) a brief rundown of what Argonians were adept at in previous ES games, let me do some cut/pasting from the descriptions:
General From Wiki:Argonians, like the other series races, have been given certain abilities to reflect their racial strengths throughout the games. In both Morrowind, Oblivion, and Skyrim they were given the ability to breathe underwater, suggesting an amphibian propensity, in line with various lore descriptions of their aquatic habits. For example, they have been described in every game manual since Daggerfall as being equally at home in both water and on land. The Morrowind website also describes the Argonian race as "[having] developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region", which is again reflected in their abilities, with Argonians given a significant chance of bearing no infection from poisonous blows and diseased animals. Argonians also possess a thick scaly hide, compared by a developer to that of a snake. Physically tougher than what the Argonians call "soft-skins", Argonians are given a small bonus to their Unarmored skill.
From Arena:Argonians hail from the province of Black Marsh. They are a highly evolved race of reptilians, at home in any marsh-like environment from which they hail. They are known for their intelligence, agility, and speed. Because of their reptilian nature, Argonians do not tire easily while swimming, and seldom drown. They can also swim faster than any other race. They are adept at any art involving the arcane, or involving thievery and sleight of hand. Daggerfall:The Shadowscales are a longstanding monastic order of Argonian assassins that worship Sithis, the Void, and consists of Saxhleel born underneath the sign of the Shadow. According to some sources the downfall of the ancient Argonians was because their ‘scales were darkened’ by the touch of Sithis. Shadowscales also serve as a type of ‘law enforcement’ in Black Marsh, bringing down ‘swamp law’ on unruly foreigners and natives alike. They are offered at birth to the Dark Brotherhood, a guild of assassins that also follows Sithis, to be trained in stealth and assassination.
Sorry no general info I could find other than racial starting stats.
Morrowind:Argonians (in their native tongue of Jel they call themselves the Saxhleel, or People of the Root) are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel. The other races often prefer to refer to them as ‘lizards’ or the ‘Lizard Folk’ instead, especially when meaning to be derogative. They are known as the foremost experts in guerrilla warfare throughout the Starry Heart, a reputation brought upon them by defending their borders from enemies for countless centuries. Argonians have a lifespan similar to that of humans. According to the First Era Scholar Brendan the Persistent “the Argonian people have, throughout Tamrielic history, been perhaps the most misunderstood, vilified, and reviled of all the sentient races. Yet, those who have taken the time to experience Argonian culture have gained a greater appreciation for this noble and beautiful people". However, it should be noted that he himself went missing in his final expedition into the deeper swamps of their homeland.
At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility. Argonians are reserved with strangers, yet fiercely loyal to those they accept as friends. Like the Khajiit, Argonians are limited to some headgear and no footwear.
With skills in combat and magic, they are well rounded characters. The lack of the ability to wear full armor as a beast race prevents Argonians from being overwhelming warriors, knights or crusaders. This, combined with the lack of magicka-increasing abilities, would make them just about the worst battlemages; however, the female Argonians can make an amazing battlemage with the correct class and birthsign (Ex. Lady with 10 Extra Willpower and Agility). Argonians males can however make the finest nightblades and excel as scouts and witchhunters, with males being more adept at thievery. Females being more adept casters more suitably go out of the lines of stealth. Going all-out mage, sorcerer or pilgrim with females will work too, but necessitates a birthsign that increases magicka, and males can make decent thieves, rogues and assassins.Oblivion:The Argonians are the reptiloid natives of the Black Marsh of southern Tamriel. Their amphibious physique suits them for aquatic and terrestrial habitation. Years of living in dangerous bogs and swamps has bolstered their immunity to the diseases and poisons found there. Behind expressionless faces, Argonians possess a quiet intellect, and because of this, many are talented mages. Naturally agile, Argonians also make keen rogues and warriors.
Argonians have gills on their necks and are covered in scales. This gives Argonians the unique ability to breathe underwater, which has proven to be an advantage in combat with other races, especially in the swamps of Black Marsh. Argonians are trained in guerrilla warfare to drown their enemies by dragging them to the water and holding them under.
Argonians have very sharp reptilian teeth lining their mouths, which, if they are unarmed, can be used as an effective weapon. If an Argonian becomes a vampire, they appear to age tenfold and their eyes turn light red and nearly blank, though their pupils are still visible. Argonians possess tails, the only race besides the Khajiit to do so. When swimming they use their tails to propel themselves as they glide through the water like a fish (this does not however equate into an actual speed bonus in-game when swimming as an Argonian, the Speed attribute still determines that). An Argonian's tail is also used for balance giving them an extra advantage in certain situations. This is one of the many reasons Argonians are effective as thieves and assassins. Skyrim:The Argonians' stealth and lockpicking make them brilliant assassins, thieves, scouts, and ambushers. Their lack of combat bonuses in archery and one-handed weapons can be overcome by natural skill leveling and play. Argonians can be used fairly well as spellswords, but conjuration training may be necessary. They can also be useful mage-thieves due to their skills in both magic and stealth, though one may want some illusion training.
They are roughly comparable to their rivals and neighbors, the Khajiit and the Bosmer. Like the Khajiit, Argonians do more damage in unarmed combat compared to other races, due to their tough, scaled skin, though not as much as their clawed feline counterparts.
Argonians have unique advantages due to their natural waterbreathing ability. This gives them an all-terrain versatility in an area that other races need magic, potions, or enchanted gear to fill. Argonians are able to make ample use of Skyrim's waterways as a means of quick travel, free from ambush and interference (for example, traveling from Riverwood to Whiterun by river can be quite expedient and avoids roadside hazards including wolves, bandits, and assassins). River travel has its own share of hazards, however, such as waterfalls, rapids, and hostile animals such as Slaughterfish and Mudcrabs.Oh and lets not leave out ESO! They also posted a description.....Well-versed in the use of magic, stealth, and subtle blades, the Argonians of Black Marsh are mysterious and hard to read. Experts at guerilla warfare, they often serve as scouts and skirmishers. Only they truly know the reason they’ve joined forces with the Dark Elves, their ex-slavers.Check it out for yourselves
That last one is the icing on the cake so to speak. It succinctly matches the above lengthy descriptions into a few short sentences (but completely fails to describe the actual, in game version)
So here is a brief summary of what Argonians "should" be good at/have:
- breathe underwater
- natural immunities to the diseases and poisons
- possess a thick scaly hide
- known for their intelligence, agility, and speed
- swim faster than any other race
- adept at any art involving the arcane, or involving thievery and sleight of hand
- Renowned Shadowscales, assassins, Witchhunters, skirmishers, thieves, scouts, and ambushers, NIGHTBLADES
- foremost experts in guerrilla warfare
- Then there are other things not mentioned like the Hist abilities
And to be fair I didn't cherry pick info so you will find some negatives like being notorious for low endurance, not good with bows, can't wear some armor (doesn't apply in ESO of course), males being better at the physical while female magic, etc.
Some of these and also infeasible like underwater breathing (since ESO has no blow the water content) but others could easily be represented.
So I ask again W H Y does ESO not follow all of this lore? Why are Argonians relegated to healing when the lore CLEARLY points them to magicka and especially Nightblade types?