The issues related to Epic players logging in to the North American and European PC/Mac megaservers have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!

A final comment on Argonian changes

  • Anyron
    Anyron
    ✭✭✭✭✭
    ,
    Edited by Anyron on February 24, 2019 1:08PM
  • Narthalion
    Narthalion
    ✭✭✭
    Random thought, in case anybody cares or would enjoy using it in theory-crafting racial passives:

    What if Argonian's 6% healing done bonus was replaced by:
    "Adds 258 spell damage to your damage over time and healing over time abilities."

    ZOS would need to shift the "healer" goal to "over-time ability user". But this would cover plenty of healing abilities. I think it definitely qualifies as having "flavor", and is distinctly different from the flat bonus of an Altmer or Dunmer. Additionally, it would make Argonian MagBlade a more potent choice, since the class offers a number of DoTs and HoTs. This would be very lore-friendly, since it evokes the Shadowscales. (And while I'm dreaming, maybe down the road we get a magicka melee line called "Ritual" that lets you use a dagger as a magicka weapon, and tah dah! Shadowscales.)

    Anyway, just spit-balling. Enjoy or disregard as you like.

    Edit: one more thing. This does actually fit with ZOS's stated goal for the Argonian. They said "their focus is now on their natural healing capabilities, as well as their ability to prolong and stay in a fight." Nothing says "prolong" like DoTs and HoTs, right?
    Edited by Narthalion on February 26, 2019 2:45AM
  • phantasmalD
    phantasmalD
    ✭✭✭✭✭
    I think +258 damage would be just a tad too much but some kind of buff to over time abilities would be vastly more interesting and fitting. Either +damage or +slightly longer uptime.

    Anyway, I'm gonna rant some more about this dumb healing done passive:

    1. Nowhere in the lore can I see a mention of deeply-rooted love for restoration in regards of argonian culture. The exact opposite is true, actually, argonians are one of the only two known races to have a "government" sanctioned, widely accepted guild of assassins, the Shadowscales. (The other such group is the Morag Tong)
    In fact, Shadowscales are so accepted and respected that they get to act as a judge and arbitrator, their words and decisions accepted as law, as seen during the quest "The Assassin's Arbitration"
    You could argue that not every argonian is a Shadowscale and sure enough, there are farmers, warriors, mages, thieves and etc. But it's an immutable fact that there's something that makes argonians a naturally talented and widely feared assassins and it's not their ability to heal their marks to death.

    2. The whole healer thing also pretty much contradicts a central pillar of the recently released Murkmire DLC:
    In it we got to explore the religion and philosophy of argonians: Sithis is change and change is good. Don't fight against the currents of life as it will only lead to you drowning.
    While there is an inherent hypocrisy in this philosophy, most argonians really don't act like they accept anything passively and never fight back, but this is really not a philosophy that a race with natural healing talents would have.

    The Old Sithis religion also doesn't really lend too much credibility to the deep seated love for restoration as it was basically 'sacrifice people to sate and fend of the Void'

    3. Another way the whole healing thing is kinda contradicted in Murkmire: argonians have healers, namely Hands-That-Heal and Tuwul. A race that is naturally good at something would not need one imo (kinda a weak and dumb argument tho I guess).
    However, Hands-That-Heal attributes his healing proficiency to his travels, not to a natural ability.
    "I've already offered my services as a healer, of course. [* to the Bright-Throat Tribe] I have quite a bit of experience in the field, given my various travels.", implying it's not something that argonians are just naturally good at.

    Also, we meet more artisans, thieves, necromancer outcasts, warriors, assassins/alchemists and priests than healers.

    4. In past games their main prefered schools of magic were Mysticism and Illusion , aka utility spells, things that alter the perception and resources of others, like Chameleon, Silence, Absorb Stamina, etc. Not healing others.

    5. A more ESO related pain point: When Khajiit got their controversial crit change it was explicitly changed to 'crit damage AND crit healing', essentially ensuring it's not a dead racial regardless of the role you choose.
    Then why did a racial like the argonian healing done go to live unchanged when it's essentially a dead racial if you are a DD and barely relevant for tanks. It's not like all of the other passives argonians have are always relevant. Like disease resistance is useless for like 80% of PvE content and is really only good for PvP.


    Another dumb lore breaking passive is the +1000 Health as it contradicts the -Endurance of older games, but whatever, I guess that this one is not that big of a deal; you could probably actually make an argument that the -Endurance was the bad, lore breaking passive as argonians are supposed to be 'resilient'.
    But I still think +1000 stamina would be better as argonians are also supposed to be 'agile and speedy'.

    Also, the removal of natural poison resistance that is actively being backed by ESO NPC dialogues.
    Edited by phantasmalD on March 1, 2019 5:19PM
Sign In or Register to comment.