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Make the "other" traits worth using for veriety.

ExiledKhallisi
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Let's face it Devs....

If you aren't wearing infused/divines/impenetrable/precise/weighted you are a noob.

This shouldn't be the case.

Double the armor bonus for reinforced. Or make it a damage reduction % etc... make them worth using please
>>>>>>>>(DC)Guild Master of Biestas 250+ Active Members<<<<<<<<
||||||Vr14 Sorc: Darkened Soul vr14 Templar: Tiffaney||||||
“Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
― Sun Tzu, The Art of War
  • Ragefist
    Ragefist
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    Agreed. Since you force the rubbish traits on us, can you please make them less rubbish? Or even worthy of using, if that is not too much to ask?
  • Yusuf
    Yusuf
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    I officially agree on this thread.
  • DDuke
    DDuke
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    Some ideas (based on a legendary quality item):

    Well Fitted

    Reduce Sprint and Roll Dodge costs by 10%

    Reinforced

    Increase armour by 10% and decrease damage taken by 1%

    Exploration

    Increase exploration xp, Increase stealth radius by 1m

    Sturdy

    Armour breaks less, Increase movement speed by 5%

    Training

    More skill line xp, Increase weapon/spell damage by 2%


    I'd also go ahead and nerf/change Impenetrable, since it renders a whole important RPG combat mechanic irrelevant, with there being no counters against it.
    Edited by DDuke on 20 October 2014 01:28
  • AlnilamE
    AlnilamE
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    Let's face it Devs....

    If you aren't wearing infused/divines/impenetrable/precise/weighted you are a noob.

    This shouldn't be the case.

    Double the armor bonus for reinforced. Or make it a damage reduction % etc... make them worth using please

    Well, yes. Noobs should be wearing Exploration and Training. :-P
    DDuke wrote: »
    Some ideas (based on a legendary quality item):

    Well Fitted

    Reduce Sprint and Roll Dodge costs by 10%

    Reinforced

    Increase armour by 10% and decrease damage taken by 1%

    Exploration

    Increase exploration xp, Increase stealth radius by 1m

    Sturdy

    Armour breaks less, Increase movement speed by 5%

    Training

    More skill line xp, Increase weapon/spell damage by 2%


    I'd also go ahead and nerf/change Impenetrable, since it renders a whole important RPG combat mechanic irrelevant, with there being no counters against it.

    I like the suggestions for Well Fitted and Reinforced. I'm not sure about Exploration, as I don't see a direct relation with stealth, but I could live with it (though if someone wears 7 pieces with exploration, would that decrease the radius by 7m?)

    Sturdy, I think your suggestion doesn't fit. Sturdier armor would not make it easier to move. Do you have any other suggestions?

    Training, I'm not sure. Also, would this damage increase also apply if the trait is on armor?
    The Moot Councillor
  • DDuke
    DDuke
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    AlnilamE wrote: »
    Let's face it Devs....

    If you aren't wearing infused/divines/impenetrable/precise/weighted you are a noob.

    This shouldn't be the case.

    Double the armor bonus for reinforced. Or make it a damage reduction % etc... make them worth using please

    Well, yes. Noobs should be wearing Exploration and Training. :-P
    DDuke wrote: »
    Some ideas (based on a legendary quality item):

    Well Fitted

    Reduce Sprint and Roll Dodge costs by 10%

    Reinforced

    Increase armour by 10% and decrease damage taken by 1%

    Exploration

    Increase exploration xp, Increase stealth radius by 1m

    Sturdy

    Armour breaks less, Increase movement speed by 5%

    Training

    More skill line xp, Increase weapon/spell damage by 2%


    I'd also go ahead and nerf/change Impenetrable, since it renders a whole important RPG combat mechanic irrelevant, with there being no counters against it.

    I like the suggestions for Well Fitted and Reinforced. I'm not sure about Exploration, as I don't see a direct relation with stealth, but I could live with it (though if someone wears 7 pieces with exploration, would that decrease the radius by 7m?)

    Sturdy, I think your suggestion doesn't fit. Sturdier armor would not make it easier to move. Do you have any other suggestions?

    Training, I'm not sure. Also, would this damage increase also apply if the trait is on armor?

    Well, those were just some ideas off the top of my head. I agree with some of them not fitting very well.

    Maybe swapping the "decrease damage taken by 1% to Sturdy would make more sense, and giving Reinforced something like "decrease the cost of blocking by x%".


    It's quite hard to come up with good unique (and fitting) bonuses to be honest, since there aren't that many stats in the game :(
  • Nestor
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    Training and Exploration are lower level traits in that they benefit lower level characters and that is fine that I don't use them at higher levels. I don't think they need to change (other than not being dropped at VR levels)

    Sturdy is getting a buff where it adds to armor value along with resiliency.

    Well Fitted is not something I have ever used, I just sprint with my horse, so perhaps a dodge/breakout buff could be added to that.

    Reinforced could have some love, but that is more of a lower level armor trait too. But a damage reduction could have some benefit at higher levels.

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • ThisOnePosts
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    I definitely agree that traits can be reworked to become more viable than they currently are. Right now there are a select few which stand out far more than the others making the choices much less. Training is only good for leveling alts or leveling a new weapon but when you're done with that obviously there's end-game use unless there's a weapon you want to use but didn't level but that obviously is only a temporary use in all situations. The same goes for exploration.
  • Morvul
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    well, "training" does what it is supposed to do, and reasonably well. I don't think it's unreasonable to have it turn useless once you no longer need training

    but frankly, even "infused" and divines could do with a doubling or even trippling of the effects they give. Yes, they are currently the most usefull traits to use on PvE equipment, but seriously, their effect on a character are miniscule.

    I like the ideas for "well fitted" and "reinforced" posted by @DDuke.
    And I'm sure one can find good fits for the other, currently useless, traits.

    That said, I'm still also on the "nerf impenetrable" bandwagoon. But: the more you buff the other traits, the less of a nerf it needs...
  • phreatophile
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    Just altering impenetrable in some way would be adequate. Fix it so that it doesn't make a crit build useless. Limit it to Heavy Armor. Something.
  • ExiledKhallisi
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    Nestor wrote: »
    Training and Exploration are lower level traits in that they benefit lower level characters and that is fine that I don't use them at higher levels. I don't think they need to change (other than not being dropped at VR levels)

    Sturdy is getting a buff where it adds to armor value along with resiliency.

    Well Fitted is not something I have ever used, I just sprint with my horse, so perhaps a dodge/breakout buff could be added to that.

    Reinforced could have some love, but that is more of a lower level armor trait too. But a damage reduction could have some benefit at higher levels.

    Traits dont have lvls you can learn any trait at any lvl
    >>>>>>>>(DC)Guild Master of Biestas 250+ Active Members<<<<<<<<
    ||||||Vr14 Sorc: Darkened Soul vr14 Templar: Tiffaney||||||
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
    ― Sun Tzu, The Art of War
  • thorspark
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    For exploration, just remove the xp bonus and give it a max 2% in speed increase.
    DK Vet 12 / NB Vampire Vet 7 / Sorcerer Vet 5 / Templar WW - Guilde Les pochtrons
  • Yusuf
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    Wow, with these proposed changes i owuld actually have a hard time deciding on my preferred trait.
  • Nestor
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    Traits dont have lvls you can learn any trait at any lvl

    I was saying that there are some traits that better serve a lower level character, nothing else about them.

    Training and Exploration are lower level traits in that they benefit lower level characters and that is fine that I don't use them at higher levels.

    Edited by Nestor on 20 October 2014 18:28
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • guybrushtb16_ESO
    guybrushtb16_ESO
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    This is strongly tied to random traits appearing on endgame items, where it essentially does nothing but dilute the loottable.

    The issue is especially apparent on dropped sets like the new undaunted sets; items with "junk traits" come with the opportunity cost of not using a real trait, so using a new set, even if it is better than the old one by itself may only be worth using over crafted/existing ones it if it has usable traits. In effect, the effective loottable becomes ridiculously small, with lots of purple vendor trash that might as well not exist at all.
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