Basically recreating/reposting my old post, because I can't quote it thanks to the thread being locked.
Test1: No medium Armor on both, the one with the red orbs has 3/3 Hunter's Eye.
Without wearing any armor, the "danger" indicator is nonexistant for the person being revealed. You go from completely hidden straight to full reveal. However there is some very wonky behavior as I am constantly going "hidden" again since no combat is happening, only to be immediately detected as soon as the indicator goes to "hidden" without any of us moving. This is when sneaking face toward face. The fennec fox pet was friendly enough to not go into stealth, so you can still tell where my sneaking Bosmer friend is. Note that he is not standing on top of the flag but slightly behind it (there is room for about another crouching Bosmer between him and the flag).
Test2: One has full medium armor with passives, the other with the red orbs has 3/3 Hunter's Eye
This time the Bosmer without the Hunter's Eye passive put on 7 pieces of medium armor, none of which interact with detection nor stealth beyond the medium armor passive. As you can clearly see, the Bosmer without Hunter's Eye is made aware of a nearby enemy through the "danger" indicator - the half opened eye. The Bosmer with Hunter's eye is still hidden and has no idea an enemy even exists in the area. This time the helpful fox behaved and went properly into hiding. The duel flag is touching the Hunter's Eye Bosmer's heel this time.
Cundu_Ertur wrote: »I was thinking about Redguards, would expanding their 8% cost reduction to all stamina abilities, not just weapons abilities, help address some of their weakness or is that just putting icing on a crap-cake?
Cundu_Ertur wrote: »I was thinking about Redguards, would expanding their 8% cost reduction to all stamina abilities, not just weapons abilities, help address some of their weakness or is that just putting icing on a crap-cake?
Orcs made out pretty good. One glyph of stamina was taken(and flung argonians way like it helps) and they get max magicka dmg(laughing at said argonian as they now heal better) and a 2k heal every 4 seconds. I mean wow.....
So many have done the math on argonian potion passives vs normal regen, even regeneration gear beating argonian even with maxed potion reduction. Healing done was never adjusted. At this point it feels like trolling.
Bosmer. I actually don't hate this. I want stealth back. Lore says it, but lore also says they have talent with magicka(spinners) and that's been ignored(either through bonus or regeneration)
I agree to to all of the OPand want to add that Khajiit are hit hard as well without having been near the top before. With all the crit nerfs the extra 2% damage and crit bonus will not offset the losses.
Crit damage is the Khajiit unique selling point and this is already situational (useless for tanks, niche at best for PVP and utterly useless with the Malacath meta).
Orcs made out pretty good. One glyph of stamina was taken(and flung argonians way like it helps) and they get max magicka dmg(laughing at said argonian as they now heal better) and a 2k heal every 4 seconds. I mean wow.....
So many have done the math on argonian potion passives vs normal regen, even regeneration gear beating argonian even with maxed potion reduction. Healing done was never adjusted. At this point it feels like trolling.
Bosmer. I actually don't hate this. I want stealth back. Lore says it, but lore also says they have talent with magicka(spinners) and that's been ignored(either through bonus or regeneration)
It's not clear what exactly the Spinners are, but it looks like either divine miracles or tonal magic similar to the Thu'um of the Nords and the Tonal Arcitecture of the Dwemer, which is magicka-less magic.
Whatever it is, luckily Bosmer have permanent offensive penetration now, so their magic damage is better! Now only the stealth is missing in my opinion.
I agree to to all of the OPand want to add that Khajiit are hit hard as well without having been near the top before. With all the crit nerfs the extra 2% damage and crit bonus will not offset the losses.
Crit damage is the Khajiit unique selling point and this is already situational (useless for tanks, niche at best for PVP and utterly useless with the Malacath meta).
Didn't they say last time that the only reason Khajiit couldn't get crit chance as a racial passive was because crit chance was overperforming compared to other damage sources? If that's the case why didn't they change their passive back to crit chance now?
Agree on that. I actually backed it up with numbers. Is short: If you use potion cool-down glyphs, with current live values of Resourceful (4000) you basically get 380 recovery. But, if you will use tri-stat recovery glyphs you gain 402 - "free" recovery, you dont need to drink potions. However, on live you at least can use other potions (not necessarily recovery potions), as those 2 values (380 vs 402) come close together.DreadDaedroth wrote: »Argonian potion resource was already nerfed with the other racial update this one is not needed, bring back the 4500 restore.
Yeah, I always found it just laughable how the Khajiit passive is worded so that it's provides a substantial boost to both healing and dps while argonians get something that only affects healing.ExistingRug61 wrote: »They key difference here is that Khajiit's unique bonus can apply well to DPS (which is king) of either stamina or magicka, and also to healing. Which all synergise with the stats and the regen.
ExistingRug61 wrote: »Given that power budget wise Argonian is already seemingly at about the right level, these changes would need to come at the expense of one of the other passives, either reduced stats or reduced resistances. But the gain would be a more focused and synergistic set of passives.
phantasmalD wrote: »Argonians should have lost their HP bonus instead of having their potion passive nerfed, every instance of past lore portrays them with -Endurance so they aren't supposed to be tanky.
ExistingRug61 wrote: »Given that power budget wise Argonian is already seemingly at about the right level, these changes would need to come at the expense of one of the other passives, either reduced stats or reduced resistances. But the gain would be a more focused and synergistic set of passives.
Well I kinda agree with most of what you said but your argonians power budget beeing on the right level i highly disagree. Or I do agree. It depends on how you look at things. You chose khajiit to compare them, which is fair as they are the most similar. but when you try to compare them with orc, altmer, dunmer.... then the argonian (and khajiit, redguard,....,) power budget lacks more than a full set-bonus.
phantasmalD wrote: »Argonians should have lost their HP bonus instead of having their potion passive nerfed, every instance of past lore portrays them with -Endurance so they aren't supposed to be tanky.
Yeah I agree, if anything Argonians should of been healer & mag/stam dps. That fits pretty much all the other games in the TES series. We see then as Alchemists/ Healers, Mages, Assassins, and Thieves. No wonder they can't figure out wtf to do with Argonian passives, they want them to be tanks and they never were.
Tbh. If I remember correctly, ZOS was using gear set bonus to determine "power budget". But, when racial rebalance took place, Argonian Live Mender passive (6% healing bonus) was based on old gear set healing bonus - that was 2% at the time. Later on ZOS buffed this gear set bonus to 4%, as it was heavily underperforming compared to other gear set bonuses (weapon/spell dmg; stam/mag bonus ; crit bonus etc.)ExistingRug61 wrote: »Mathematically, Argonian (and Khajiit) are actually in pretty much the same ballpark as Orc, Altmer and Dunmer. Its just that those three races all specialise with their passives all focused towards damage. Whereas a race like Argonian has too much of its power budget "wasted" on things that aren't actually useful.
And hence Orc, Altmer and Dunmer become stronger in actual gameplay.
Tommy_The_Gun wrote: »Tbh. If I remember correctly, ZOS was using gear set bonus to determine "power budget". But, when racial rebalance took place, Argonian Live Mender passive (6% healing bonus) was based on old gear set healing bonus - that was 2% at the time. Later on ZOS buffed this gear set bonus to 4%, as it was heavily underperforming compared to other gear set bonuses (weapon/spell dmg; stam/mag bonus ; crit bonus etc.)ExistingRug61 wrote: »Mathematically, Argonian (and Khajiit) are actually in pretty much the same ballpark as Orc, Altmer and Dunmer. Its just that those three races all specialise with their passives all focused towards damage. Whereas a race like Argonian has too much of its power budget "wasted" on things that aren't actually useful.
And hence Orc, Altmer and Dunmer become stronger in actual gameplay.
However, the thing is that they left Argonian passive unchanged. So it seems that this passive should be updated too. Mathematically, if it was 3x times of the gear set bonus (3x 2% healing), it should be 12% (3x 4% healing). So it seems to me that "power budget" can potentially be higher.
(Khajiit for example will now have 12% crit dmg, approximately 110% - 115% of The Shadow mundus's 11%).
That could actually be done quite easily. Instead of adding flat 1K stamina to Argonian racial passive, how about simply changing 1K magicka to:ExistingRug61 wrote: »Don’t get me wrong, I agree that Argonian could use a change to its racials as it’s lacking. It’s too unfocused. But the actual set bonus worth is about right (although I could easily be persuaded that ZOS is over valuing elemental resistance) hence my suggestions of reducing less useful bonuses to buff more useful bonuses, as this would increase Argonians gameplay strength without simply over budgeting it mathematically.