YandereGirlfriend wrote: »Redguards definitely need something (along, of course, with Bosmer and Khajiit).
Somewhere along the road to ESO they somehow lost their historic resistance to Poison and Disease and the fact that they have no elemental resistance nor any health bonus makes them the de facto most fragile race in Tamriel which is absolutely in contravention of all established lore.
Adrenaline Rush has been their signature ability since... forever, but it is but a pale imitation of what it has been in the mainline TES games.
Redguards are also supposed to be the best physical warriors in all of Tamriel yet they receive but scant actual bonuses to damage, losing out to Orcs (probably their closest peer in terms of fighters) and randomly Dunmer as well.
Barring more creative solutions, easy and lore-friendly tweaks would be:
- Change Weapon Ability cost reduction to at least 129 Weapon Damage (per the lore it ought to be Dunmer at 129 and Redguards and Orcs at 258)
- Change snare reduction (which is completely useless) to Poison and Disease resistance (but not immunity to those status effects, as Argonians and Bosmer already have that covered in ESO)
- Modest buff to the Stamina return of Adrenaline Rush (reduce cooldown to 4 seconds)
Maybe increase their percentages in the Martial Training passive, as Redguards are often masters of combat.
Maybe something like :
Rank III - Unlocked at Redguard 30
Reduces the cost of weapon abilities by 16% (instead of 8%). Reduces the effectiveness of snares applied to you by 20%(instead of 15%).
Playboy_Shrek wrote: »Maybe increase their percentages in the Martial Training passive, as Redguards are often masters of combat.
Maybe something like :
Rank III - Unlocked at Redguard 30
Reduces the cost of weapon abilities by 16% (instead of 8%). Reduces the effectiveness of snares applied to you by 20%(instead of 15%).
the snares one is just terrible. they need some damage. why not just make the 16% apply to blocking and bashing. and give them 6% increase damage dealt with weapons?. aka skills. LA/HA from weapons.
I've honestly thought Redguard use a bit of a buff but I do admit I am prone to being bias with them being my favorite race.
Still, as pointed out, the number one issue is snare reduction. I understand maybe certain limited options offering a bonus that only applies to one side of gameplay but not race passives which should have an impact in PvE and PvP.
I personally dont have a huge issue with the cost reduction to weapon abilities but do agree it increased quite a bit more, even without the snare taking up part of the power budget. Granted, a slight concern there is that the bonus applies to weapon ultimates as well, which is unique and likable. If only all of them were equally noteworthy in more types of gameplay (particularly the stamina ultimates).
MashmalloMan wrote: »I've honestly thought Redguard use a bit of a buff but I do admit I am prone to being bias with them being my favorite race.
Still, as pointed out, the number one issue is snare reduction. I understand maybe certain limited options offering a bonus that only applies to one side of gameplay but not race passives which should have an impact in PvE and PvP.
I personally dont have a huge issue with the cost reduction to weapon abilities but do agree it increased quite a bit more, even without the snare taking up part of the power budget. Granted, a slight concern there is that the bonus applies to weapon ultimates as well, which is unique and likable. If only all of them were equally noteworthy in more types of gameplay (particularly the stamina ultimates).
From a pve standpoint RG was only ever viable in comparison to Orc closer to it's change, Stam DK and Stam Sorc used it really well since they so heavily relied on weapon abilities, since they were the only 2 without class spammables.
Today.. Both classes have class spammables. This is the problem with building such a specifc niche like "weapon ability cost reduction". ZOS alrieady admitted and acknowledged a large standing issue of class identity which has yet to be completely addressed. It's obvious over time, as they address this, there is less and less reasons to use only weapon abilities, especially for stamina that fills sometimes half of their bar with out of class optiopns. It's not like weapon skill lines are getting more abilities, however world/guild skill lines like the Psijic Order should and will be released over time. If spell crafting ever becomes a thing, RG is even more dead.
Look at some of the options I've gotten as a stam sorc vs the patch RG was changed. Crystal Weapon, Bound Armaments, Crushing Weapon, Silver Shards, Soul Trap, Lightweight Beast Trap, Trapping Webs, etc... Whats funny is on the flip side, less weapon skills are even worth it, Poison Injection is no longer a requirement, Twin Slashes is pretty garbage for damage, Endless Hail lasts 14s instead of 12s (less casts), Weapon Ultimates are mostly crap for pve, as a sorc I always use Greater Atro over Ballista.. practically every stam sorc does.
Even looking at it from a meta perspective, overall sustain depends on the patch your in, while damage does not and it's why Orc/Dark Elf/High Elf and even Khajiit feel timeless. There is other ways to build for sustain, either from groups, enchants, etc, there is no way to change that 8% cost reduction into damage when you sustain too much.
We had 1 patch where AOE dots cost an arm and a leg, but then the next they were brought in line. This puts all sustain races in a weird place where they may be viable 1 patch, but not the next simply because high cost is no longer a factor.
YandereGirlfriend wrote: »Barring more creative solutions, easy and lore-friendly tweaks would be
Kittytravel wrote: »YandereGirlfriend wrote: »Barring more creative solutions, easy and lore-friendly tweaks would be
Just figured I'd point out lore friendly doesn't matter. Since y'know... somehow Bosmer lost their ability to be better at Stealth. And somehow Vampires just get given a 5 piece set bonus as a passive over Bosmer.