ZOS has finally taken the hint and done a significant revamp of balancing, and from all of the fun I'm having on PTS I'd say they were largely successful. I found temp, NB, and DK to be in a good spot - though minor things still need to be worked on for each. Sorc still needs love overall, especially stam sorc, so don't take your eyes off of the prize just yet please.
Aside from class skills, champion points, ultimate generation, and damage mitigation changes, I'd say there are still remaining (but important) areas that need tweaks for balance - particularly for Tamriel Unlimited when the game will be attracting a ton of new players.
Armor Sets:
- Even before 1.6, some of the sets needed some love. This is becoming even more true with the drastic (but awesome!) balance changes included in 1.6. Please take an overall look at the bonuses that sets provide, and see if they even make sense any more given the mechanics that will be in place post -1.6.
- I'd suggest the addition of rings/necklaces to a few more sets. It can be very difficult to sometimes not have your gear decisions be pigeonholed because some sets have jewelry pieces and therefore totally eclipse other gear set choices. I don't want to see all sets have jewelry components, and literally adding in jewelry components to a handful of sets would vastly increase gear choices.
Weapon Traits:
- Precise/Sharpened/Nirnhoned/Defending are all fine and weigh into people's build choices.
- Infused - this one is in a middle ground. It can provide a meager benefit, but the boost it provides to enchants needs to be increased
- Powered - same as Infused, but the needle points more towards bad than a middle ground, and needs an even bigger boost than Infused
- Charged - no one would choose this over another trait. Keep the trait, but add an additional (small) benefit. Possibility = increases magicka and stamina regen by 1/1.5/2/2.5/3 % (white/green/blue/purp/gold)
- Training - this is useless once you've maxed the weapon line (and some would argue long before that). Keep the trait, but add an additional (small) benefit. Possibility = reduces ultimate cost by 1/1.5/2/2.5/3 % (white/green/blue/purp/gold)
- Weighted - You've removed this from game when it comes to skills, and it should be removed here as well. This needs to be entirely changed. Possibility: weapons are weighted/heavier and grant + wep power and + spell power, OR weapons are lighter and grant reduced magicka and stamina costs by 1/1.5/2/2.5/3 % (white/green/blue/purp/gold)
Armor Traits:
- Reinforced/Impenetrable/Nirnhoned are all fine and weigh into people's build choices.
- Infused - again, this is in a middle ground. The needle points more towards good than bad, but I'd suggest a small bump in the benefit it provides (be careful how big of a bump given how stam and magicka work in 1.6)
- Divines - same as Infused, but with the needle pointing more towards bad than good. This needs a more sizeable boost in its benefit
- Well-Fitted - it's really not very good on it's own. Keep the trait, but add an additional (small) benefit. Possibility = increase stamina regen and magicka regen by 0.5% per armor piece (max = 3.5%)
- Training - this is useless once you've maxed the armor line (and some would argue long before that). Keep the trait, but add an additional (small) benefit. Possibility = reduce ultimate costs by 0.5% per piece of armor (max = 3.5%)
- Exploration - this is useless even into the early game on its own. Keep the trait, but add an additional (small) benefit. Possibility = increase max magicka and max stamina by 0.5% per piece of armor (max = 3.5%)
- Sturdy - this is useless on its own. Keep the trait, but add an additional (small) benefit. Possibility = increase max hp by 1% per armor piece (max = 7%)
I think I hit on all of the traits, and apologize if any were missed. Some of the numbers for suggested changes would probably need to be vetted in PTS to make sure nothing obscenely OP becomes possible, but overall I think they're in line. I would still like to see random traits dropping on armor sets so you can get what you want, but even more than that, I'd prefer to give crafters a method of changing traits on armor and weps (perhaps you need to be a master crafter and have 50/50 in all craft lines on your character?). The changes above should be relatively easy to implement, and would go a LONG way in increasing the choices people have when trying to figure out builds.
Edited by Zheg on February 14, 2015 6:08PM