Argonian
- Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
- Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
- Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
- Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
Cage_Lizardman wrote: »It seems like a really hard nerf, I guess Argonian OP is back to being a joke:
At least we got to keep the swim speed.
The sweet-sweet salty bag (or were you a boot?) tears. Argonians were BiS tanks, healers and PvP brawlers. Expecting anything but a nerf to them was ridiculous.
1000 flat magicka is much better than 3% max mag increase. 1000 health is pretty close to 9% after all the multipliers. Potion passive got out lightly, I was expecting a complete replacement. Healing received allowed Argonians to reset fight very effectively paired with burst nature of their sustain passive. Healing done could've stayed at 5% though. Poison vs. Disease thing is funny. Disease resistance one is a much better choice since it prevents Diseased status effect that applies Major Defile to you. Compare that to a miniscule DoT from Poisoned.
You can 1vX without being an Argonian.......PeterUnlustig wrote: »Its just another nerf too 1vx. Zenimax endgame goal is to buff zerging.
The flat magicka boost of 1000 instead of 3% is a buff for magicka dps but a slight nerf to tanks, depending on your setup.
If like most properly geared tanks you’re running prismatic glyphs, you will now have to dump more points into stamina to move it above your magicka pool so you get the right resource returned (stam) when you use shards/orbs.
This means less points you can put into health, coupled with reduced health going from 9% to flat 1000.
Healing done/received is such a useless start when you consider the amount of overheating and one-shot mechanics in the game. The way the game is designed you’re generally full or dead and a minuscule bonus to healing in between gets more and more worthless the more that mechanics are either pass or fail. Nerfing it took it from mildly useful to worthless, basically.
Overall it’s s big hit to what was a popular support race.
But I guess we have to cater to the pvp only crowd.
munster1404 wrote: »The flat magicka boost of 1000 instead of 3% is a buff for magicka dps but a slight nerf to tanks, depending on your setup.
If like most properly geared tanks you’re running prismatic glyphs, you will now have to dump more points into stamina to move it above your magicka pool so you get the right resource returned (stam) when you use shards/orbs.
This means less points you can put into health, coupled with reduced health going from 9% to flat 1000.
Healing done/received is such a useless start when you consider the amount of overheating and one-shot mechanics in the game. The way the game is designed you’re generally full or dead and a minuscule bonus to healing in between gets more and more worthless the more that mechanics are either pass or fail. Nerfing it took it from mildly useful to worthless, basically.
Overall it’s s big hit to what was a popular support race.
But I guess we have to cater to the pvp only crowd.
I simulated the loss of 9% health bonus by removing the relevant passive in the build editor and then adding the flat 1000 hp. Overall, It’s a net loss of 2K hit points for my DK tank. A HP loss also affects damage shield strength. Double whammy.
Flat values are added before counting % multipliers and are then affected by them. You can't just remove 9% from your current heath, add 1000 and say that this is how it will look. This is not how math behind max stats works.ZOS_Gilliam wrote: »Please note that these flat values will now scale with other % modifiers, so there will be less of a delta between builds.
Kuramas9tails wrote: »You can 1vX without being an Argonian.......PeterUnlustig wrote: »Its just another nerf too 1vx. Zenimax endgame goal is to buff zerging.
RaptorRodeoGod wrote: »Argonian PvE DDs should get something to compensate for less regen.
Donny_Vito wrote: »This is like Deja Vu from all the Shield Nerfs that were going to happen and the potential 1-second cast time.
People cried so hard and created so many threads with their tears that ZoS caved in and made other nerfs instead. Argonians have been OP for far too long. Adapt and survive, and stop whining.
HatchetHaro wrote: »As much as I love Argonians, I think the nerfs were justified; Argonians were simply way too powerful in terms of their utility, making them extremely strong in terms of PvE tanking, healing, and PvP.
What I am not happy about, however, is the lack of buffs for Argonians, in particular concerning their damage output. Argonians have never been anywhere close to being good at either stamina or magicka DPS, and the new racial passive balance pass does not change that at all. They still have decent stamina and magicka sustain, but ultimately they're pretty crap compared to the buffs that Redguards and Bretons have received, not to mention that their only real damage buff was in terms of a tiny bit of magicka.
Masel posted a spreadsheet that pits the magicka races and stamina races against each other, and so far Argonians just don't fare well at all. They're the least powerful among the magicka races, and they don't have anything for their stamina other than 160 effective stamina recovery from their potion passive.
I proposed some changes in my post on the racial changes thread here among others. My idea is to add 1000 max stamina and also 129 weapon and spell damage upon receiving healing to their passives; this brings their damage up to par with the medium effectiveness races, but also doesn't buff their utility. Since they a were decent hybrid race before the changes, I'd like them to continue being good hybrid race on par with current Dunmer.
I would disagree with the last part (the bis for tanking). After new changes it will probably be redguard that will be bis for a tank (and for stam DPS too ! :O ) simply because of this:Even on live, they are no where near to being in top 5 DPS races in either mag or stam. But they are OP in PvP. The changes are pretty balanced. Not every race needs to be a top DD choice. They are still the top tank choice.
Donny_Vito wrote: »This is like Deja Vu from all the Shield Nerfs that were going to happen and the potential 1-second cast time.
People cried so hard and created so many threads with their tears that ZoS caved in and made other nerfs instead. Argonians have been OP for far too long. Adapt and survive, and stop whining.
HatchetHaro wrote: »As much as I love Argonians, I think the nerfs were justified; Argonians were simply way too powerful in terms of their utility, making them extremely strong in terms of PvE tanking, healing, and PvP.
What I am not happy about, however, is the lack of buffs for Argonians, in particular concerning their damage output. Argonians have never been anywhere close to being good at either stamina or magicka DPS, and the new racial passive balance pass does not change that at all. They still have decent stamina and magicka sustain, but ultimately they're pretty crap compared to the buffs that Redguards and Bretons have received, not to mention that their only real damage buff was in terms of a tiny bit of magicka.
Masel posted a spreadsheet that pits the magicka races and stamina races against each other, and so far Argonians just don't fare well at all. They're the least powerful among the magicka races, and they don't have anything for their stamina other than 160 effective stamina recovery from their potion passive.
I proposed some changes in my post on the racial changes thread here among others. My idea is to add 1000 max stamina and also 129 weapon and spell damage upon receiving healing to their passives; this brings their damage up to par with the medium effectiveness races, but also doesn't buff their utility. Since they a were decent hybrid race before the changes, I'd like them to continue being good hybrid race on par with current Dunmer.
Even on live, they are no where near to being in top 5 DPS races in either mag or stam. But they are OP in PvP. The changes are pretty balanced. Not every race needs to be a top DD choice. They are still the top tank choice.
Argonian
- Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
- Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
- Argonian Resistance: 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
- Quick to Mend: 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
"Nice changes" - says everyone who isn't an Argonian. Meanwhile people who play Argoanians say "Why did they have to nerf the **** out of Argonians?" Now, instead of being equal to the other races, they are significantly lower in effective power. The healing passive got nerfed to Oblivion, now 4% instead of 5% to others and 10% on yourself. The potion passive lost 1000 points of restore in each stat.
I'm guessing the reason for this is their "Set bonus efficiency" system, which is thoroughly rigged against the Argonian's style of passive. Since the passive restores all 3 stats its "power" appears much higher than it will actually effectively be for any particular playstyle. Rather than taking this into account, they let if weigh down all of the Argonian passives, resulting in Argonians shifting to become possibly the weakest class.
Now Argonians are extremely weak, rather than previously when they were a fairly middling race. True, they were generally considered to be the best tanks and healers, but had they been left alone and the changes to other races implemented as planned, many other races would have caught up in those roles.
As a side note, the change to the disease/poison resist passive backpedals on lore, since Argoinans are known to be very resistant to poison. This isn't a massive issue, but it should be considered all the same.
Long story short, it is my belief that Argonians should be more or less left alone (make the % to raw stat changes, and the disease change if they must), while the other race changes (except dunmer, but that's for another post) seem reasonably satisfactory.