Yeah, that's my main gripe as well. It's a boring, limited and not even particularly strong passive, was really hoping they would come up with something new. Argos are the only race that didn't get anything new to theorycraft, just pure nerfs (even if some of those nerfs were deserved).(...)and something more versatile in place of the +6% healing (wich is kind of agains their new rules).(...)
Yeah, that could be something, "over time skills are X% stronger". I mean I'm not sure if it's particularly lore friendly but it'd gives argos a specific flavour and is useful for more than just one role.But maybe something like "increase damage with DoTs and increased healing with HoTs".
phantasmalD wrote: »Yeah, that could be something, "over time skills are X% stronger". I mean I'm not sure if it's particularly lore friendly but it'd gives argos a specific flavour and is useful for more than just one role.
Or "your buffs are 3% stronger/longer"
+6% healing works for both healers and tanks
Im honestly fine with my argonian
Got an imperial and an argonian and will not change any of them,
I dont feel it will kill my build so ill play it as often as i used to do
The difference in Max Magicka is not the only thing separating the races in terms of damage. You have forgotten about the sizable amount of Spell Damage on Altmer and the insane sustain on Bretons which they could easily swap for an additional 1.5k Health + Magicka through switching to Blue bi-stat food while still having better sustain than Altmer, as well as the Max Magicka % scaling, which widens the gap even further.at least they didnt recieve the short end of the stick like dark elfs did. As stated by a dev comment argonians were overperforming compaired to other races, in some cases at least twice as effective as others. The way I see it they brought lizards back in line with the other races. But since theyre not blatantly obvious stronger than some races anymore people find a reason to QQ.
Lizard is fine. Most of the people playing them currently only switched to them because of the obviously overperforming reasons. imo they shouldve expected a bigger nerf.
in some cases, i even think argonians got a thicc buff. the difference in max mana between an argonian and highelf/breton currently on live, depending on build, can be over 3k worth of value but now its a mere 1k (1k argonian - 2k highelf/breton).
This is just my oppinion, and from a PVP perspective
I honestly really, really like this idea, but this also means that they would be slightly too OP in long trials such as vCR and vAS in terms of DPS.Change max health/max magic to.
When you consume a potion in combat increase your health, stamina, and magicka by 600 for 1 min. This effect can stack 5 times.
This starts Argonian at a disadvantage but as a fight goes on they become more powerful. This makes argonians more dynamic. And allows them more diversity and a way to catch up in damage.
Change max health/max magic to.
When you consume a potion in combat increase your health, stamina, and magicka by 600 for 1 min. This effect can stack 5 times.
This starts Argonian at a disadvantage but as a fight goes on they become more powerful. This makes argonians more dynamic. And allows them more diversity and a way to catch up in damage.
Silver_Strider wrote: »Change max health/max magic to.
When you consume a potion in combat increase your health, stamina, and magicka by 600 for 1 min. This effect can stack 5 times.
This starts Argonian at a disadvantage but as a fight goes on they become more powerful. This makes argonians more dynamic. And allows them more diversity and a way to catch up in damage.
So 3k Max Health/Magic/Stamina within a 4 minute window. Seems more powerful than the current potion passive, especially with the whole "stuck in combat" glitch that can be abused with such a passive.
Steroids are not the answer.
Silver_Strider wrote: »Change max health/max magic to.
When you consume a potion in combat increase your health, stamina, and magicka by 600 for 1 min. This effect can stack 5 times.
This starts Argonian at a disadvantage but as a fight goes on they become more powerful. This makes argonians more dynamic. And allows them more diversity and a way to catch up in damage.
So 3k Max Health/Magic/Stamina within a 4 minute window. Seems more powerful than the current potion passive, especially with the whole "stuck in combat" glitch that can be abused with such a passive.
Steroids are not the answer.
Adjust the values until they are not op. But I think the current route of adding the same stats to all the classes is boring and not creative.
When you consume a potion in combat increase your health, stamina, and magicka by 400 for 1 min. This effect can stack 5 times.
Now a maximum of 2000
Or ramp up the time it would take to get to 3k
I'm not sure how I feel about these changes. Imo its true that argonian is/was a bit overpowered in the current version of the game, but with the upcoming race changes the field looks pretty different, since other races got strong new passives. 4.3.0 argonian was definitely overnerfed. 4.3.2 argonian looks better, but I don't think its enough.
Judging by their racials they should be balanced to be a top choice for PvP mag support builds, but I'm not sure if they will be. In PvE they seem lacking in their supposed healer role as well. Maybe an increase to their max magicka and/or a slight boost to the healing done would make them more viable for that (2000 mag and 6% healing done or 1500 mag and 8% healing done)?
I agree, as long as this game does not have pvp and pve as separate entities there will never be balance sadly.
TheForseti wrote: »I main an Argonian DK tank, I am perfectly happy with the Argonian rebalance. I mostly do end-game trials content. Sure, Argonians are no longer BiS for tank or healer, but they still make extremely good tanks and healers. They're also extremely good PvP toons all around. Just don't insist on using Argonian for PvE dps, the only role at which they do not excel, and you won't be salty.
Silver_Strider wrote: »TheForseti wrote: »I main an Argonian DK tank, I am perfectly happy with the Argonian rebalance. I mostly do end-game trials content. Sure, Argonians are no longer BiS for tank or healer, but they still make extremely good tanks and healers. They're also extremely good PvP toons all around. Just don't insist on using Argonian for PvE dps, the only role at which they do not excel, and you won't be salty.
Khajiit weren't designed to be Magic DPS either and yet here we are. The point of the patch was to have races open up a bit to offer something for different roles and while all other races got some more options opened up to them than before (even if it wasn't what some people wanted), Argonian just got downgraded from their Live Performance with nothing new being opened at all. Khajiit get to be Magic DPS/Healers, Dunmer gets to be Stamina DPS, Nords got a buff their Tank stats (which isn't new but better than their Live Performance so at least it's a buff), and so on. Sure, some changes aren't welcomed, like Spell Recharge but they have some practical implications that can't be completely ignored; Spell Recharge give Altmer off resource sustain, so things like Stamina Sustain for PvP are more available to them than before. Redguard gets a cost reduction to Weapon Abilities, including Destro and Resto Staff, which isn't something they had before and opens the race to be a little bit more experimental; I'm not saying to go make a Magic Redguard and expect the same level of success as an Altmer but it's at least a small comfort to know you aren't completely gimped for doing it, something that can't be said of Redguard on Live in terms of Magic.
Argonians didn't get this treatment. If anything, it lost a lot of options due in part to the nerfs and partly because of the buffs other races received. Nords and Imperials got their Tank prowess improved to a point of completely eclipsing Argonian since they offer group utility now, while Argonian lost its only real tank utility with the removal of Healing received. In terms of Healing, Breton has more sustain and Magic, meaning it can provide more buffs for longer periods of time to the group while being able to heal just as well as Argonian. DPS wasn't even that open to us before these changes, outside of PvP, but with our sustain nerfed, that option is even further away now.
You say you Tank end game content, right? How long before your group asks you to change to Nord or Imperial to better support the team? Will you be fine with the changes then?