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9/16 Traits are Rarely Used. Improvements?

ThatHappyCat
ThatHappyCat
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The only traits that see any use at end-game are Divines, Infused and Impenetrable for armour and Infused, Powered, Precise and Sharpened for weapons. That's only 7 out of 16 possible traits, less than half of what we have. Perhaps the 9 that aren't used as much could be improved? I'm not saying all traits should be useful at end-game, but having more viable choices would definitely be nice. Here's some suggestions:


Armour Traits

Exploration - Obviously meant to be a leveling trait, but could do with a bit of a boost. Perhaps it could also increase gold gains from drops and chests.

Reinforced - IMO the problem with this is more of a problem with armour in general, and probably doesn't need a buff if those issues are resolved.

Sturdy - A new effect for this one. Maybe something tanky, to do with blocking (might be too much with what we already have) or healing received.

Training - A leveling trait like Exploration, but I think could be improved by making the bonus to all experience gained (with reduced numbers of course).

Well-Fitted - Allow it to also reduce the cost of dodge-rolling.


Weapon Traits

Charged - Not useful at all. How about a new effect, say a small chance to gain bonus Ultimate.

Defending - As with Reinforced, I think the problems with this trait is more to do with how armour and spell resistance currently works.

Training - As with the armour version, I'd suggest this increase all experience gained for a lower amount.

Weighted - If animation cancelling is fixed, then this trait may be viable. If ZOS has no intention of fixing it then this needs a new effect.

  • hammer_fella
    hammer_fella
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    I think you have made some good suggestions here.

    A system that might be considered is two tiers of traits, the ones presently in existence being for level 1-50, with additional bonuses/alternative effects being applied for those traits once you hit VR ranks (or champion or whatever the future holds).

    As it stands I think the current traits are fine for 1-50, because it simply isn't as vital to max all your stats. Having 'Sturdy' armor is actually not such a bad thing when all you really need is for a piece to survive for a couple levels (or less) before you switch it out for a new drop. I've crafted entire sets of 'Well-Fitted' for low level players before, and I'm sure they have fun with it, sprinting their way to-and-fro because they can't afford a horse yet. Obviously, that would be a poor choice for VR though.

    It's so incredibly short-sighted that I've actually received quest rewards at VR levels with the 'Exploration' trait. I mean, seriously? If the same traits are to apply at VR, they should definitely have some additional bonuses.
    Edited by hammer_fella on September 15, 2014 4:41AM
    Aldmeri Dominion (NA)
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    Quvalwe - VR2 Altmer Sorcerer
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  • Arninator
    Arninator
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    Both of you made some interesting points. I agree with a majority of the ideas presented.
    Sum body stole my sweet roll 4 the Queen
  • driosketch
    driosketch
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    I want to say training might still be useful for people who want to grind up a skill line.

    And I don't know about you, but I tend to go through weapon enchantment charges on a regular basis. When traveling through PvE I might carry a charged trait weapon for dealing with trash mobs.
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  • AshySamurai
    AshySamurai
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    Well-Fitted - Allow it to also reduce the cost of dodge-rolling.
    And break free. It will be veru usefull in PvP.

    Or increase inventory capacity. Maybe that will be a little bit more useful than it's now.

    BTW - nice post!
    Make sweetrolls, not nerfs!
  • ZOS_CatK
    ZOS_CatK
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    Excellent thoughts and ideas that we will gladly pass along! But don't forget to share this in game via the /feedback command.
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  • ThatHappyCat
    ThatHappyCat
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    driosketch wrote: »
    I want to say training might still be useful for people who want to grind up a skill line.

    And I don't know about you, but I tend to go through weapon enchantment charges on a regular basis. When traveling through PvE I might carry a charged trait weapon for dealing with trash mobs.

    I realise Training is meant to be a leveling trait, hence why I suggested it to be expanded to all experience gained instead of giving it a new effect.

    Charged gives what, 25% extra enchantment charges? It simply isn't useful as all it does is save you a tiny amount of money on Soul Gems, similar to how Sturdy isn't useful as all it does is save you some money.
    ZOS_CatK wrote: »
    Excellent thoughts and ideas that we will gladly pass along! But don't forget to share this in game via the /feedback command.

    Thanks!

  • Zabalah
    Zabalah
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    Spot on!
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