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Resourceful too strong?

Anyron
Anyron
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One way how to fix resourceful
rework potion cooldown passive from reducing cooldown to +aditional % of potion stats when consumed

SOLVED!
  • Solariken
    Solariken
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    I think with the upcoming changes it will be in a perfect spot. I prefer to keep the mechanic as it exists, would hate to see it changed because it's really fun.
  • Anyron
    Anyron
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    Solariken wrote: »
    I think with the upcoming changes it will be in a perfect spot. I prefer to keep the mechanic as it exists, would hate to see it changed because it's really fun.

    Yeah better nerf argonians than fix broken mechanics.
  • Tommy_The_Gun
    Tommy_The_Gun
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    Argonian Resourceful passive is only OP when used with combination with 3x infused jewellery with potion speed enchants.

    This allows to reduce potion cooldown by 24 seconds. This means that you can drink potion every 21 seconds, instead of 45 seconds. This effectively DOUBLES the argonians potion passive.
    That is the secret.

    It would be ideal if they keep the Resourceful passive values somewhere between 3800 – 4100 and instead of reducing the values that much add a 30 - 40 seconds cooldown this passive.

    This will leave some room to use those potion speed enchants, but it will be significantly less effective. Also it will be more rewarding to use potions more strategically, rather than every time when they are off cooldown.
  • xaraan
    xaraan
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    Argonian Resourceful passive is only OP when used with combination with 3x infused jewellery with potion speed enchants.

    This allows to reduce potion cooldown by 24 seconds. This means that you can drink potion every 21 seconds, instead of 45 seconds. This effectively DOUBLES the argonians potion passive.
    That is the secret.

    It would be ideal if they keep the Resourceful passive values somewhere between 3800 – 4100 and instead of reducing the values that much add a 30 - 40 seconds cooldown this passive.

    This will leave some room to use those potion speed enchants, but it will be significantly less effective. Also it will be more rewarding to use potions more strategically, rather than every time when they are off cooldown.

    That is a horrible idea.

    1. It's not too strong when you are forced to drop other benefits in order to run infused potion cooldown and use the additional consumables (only racial passive in game that requires them) to see a benefit. You don't even use resources fast enough to get use out of that fast a potion turn around time either, unless you are being zerged down in pvp and we need to stop whining about tanks that can't do damage in pvp and just take hits until they eventually die. (Not to mention if you were running say health enchants now, you will being losing 1-2K health from the other passive nerf so you'd have to give up another 3K+ to go all infused -- it starts to add up).

    2. Cooldown would ruin this passive even more after it just had its second nerf. Forcing the player to drink potions strategically instead of on cooldown would change nothing about tanking as they already do this and only hurt DD builds and they have to drink them on cooldown for bonuses.

    I really wish everyone would just stop assuming that just b/c it says you get X back, you will always see that benefit. If my tank drops to low a low stat and I need to address that immediately - I drink a tri-pot, this is already giving me back thousands to all three stats, so if they are not all low and only one is low - then guess what - zero benefit to those other passives. If my magicka DD drinks them on cooldown, certainly it helps to get more magicka back in sustain, but the extra health back if you are in a group with a healer is meh, as is stamina unless things have hit the fan maybe. So IMO it equals out as is.

    And I am actually fine with what they changed it to. I didn't think it was as OP as some, but I knew with the amount of crying we'd see it get hit.

    But combine it with losing poison resist, having their health bonus more than cut in half and losing healing in - they were hammered. I had to look and make sure they still had their swim speed bonus when I first read the changes they were nerfed so hard.

    They should have been given some small bonuses to help them be somewhat useful in DD builds IMO. Nothing crazy, but just something.

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    I'd give up the healing out bonus - move the potion passive to it's own passive line and add an increase of like 100 weapon and spell damage for 5-10 seconds when you drink a potion on top of the stat return. This would help a damage build without making them compete for top teir and wouldn't really do much for a tank build and would still be useful to heal build as boosting spell damage would help heals even with losing the healing out done. I'd even say knock the stat bonus down to flat 3200 when adding this. I'm sure this would make people feel the potion passive was even more OP, but in use it wouldn't be as useful as it looks in paper when we like to include every best case scenario for use.

    And I'd have added like 500 to stam and magicka instead of just 1K magicka. All the 1K does is give a little boost to magicka to a build that doesn't use it and maybe a very minor one or equal to the old boost they had to a magicka stacked build. It also will force a tank to take points from health in some fashion (enchants, stat points, etc) and add them into stamina if they want stamina to come back when they use a shard for resource return. (Which would again mean more out of health). But giving them a little to each is throwing a bone to DPS builds without making it OP and doesn't force tanks to pull more out of health.
    -- @xaraan --
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  • Rukzadlithau
    Rukzadlithau
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    I‘d love to see Argonians like this:

    Argonian:
    • Resourceful: Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion. Reduces the cool down effect of your Potions by 8 seconds. Upon consuming a Potion you gain Minor Fortitude/Intellect/Endurance for 37 seconds.
    • Argonian Resistance: Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
    • Life Mender: Increases your Healing Done by 4%. Amphibious Strenght: Increases your Weapon and Spell Damage by 258.

    /e the infused potion glyphe builds have been fearmongering since Summerset. Yet nobody ever used that to greater potential than a sustain set + damage glpyhe layout. But sure it allows some fun niche stuff, if that‘s bad.
    Edited by Rukzadlithau on January 20, 2019 8:50PM
  • Anyron
    Anyron
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    That change isn't good. Taking away 1k max magicka is bad because its only think we have to buff dps
    Also minor buffs on it solves nothing because some skills have minor on it. Like repetance for example
    That damage buff could be good but too, but 1k magicka + 4% healing done for healers is still better than 250 spell damage
    Also i don't know why argonians should have only spell damage buff without magicka and altmers can have both. It just isn't fair
    Edited by Anyron on January 20, 2019 9:12PM
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