ZOS_JessicaFolsom wrote: »Hi everyone,
We have an update for you. We will be making the following changes to Trait attainability with the launch of Update 12:
- Prosperous and Training will be removed as a valid Trait for all items that drop in Trials
- Valid Traits for Trials and Leaderboard rewards are as follows:
- Weapons – Infused, Powered, Precise, Defending, Sharpened, Charged, Decisive
- Armor – Infused, Divines, Well-Fitted, Reinforced, Sturdy
- Items drops in the overland and in dungeons will have a chance of dropping with all available Traits, including Impenetrable
Thank you all for sharing your thoughts with us on this subject. We appreciate how constructive this discussion has been, and the ideas shared.
ZOS_GinaBruno wrote: »
- Do you have any other general feedback?
Fire Wrobel.
ZOS_JessicaFolsom wrote: »Hi everyone,
We have an update for you. We will be making the following changes to Trait attainability with the launch of Update 12:
- Prosperous and Training will be removed as a valid Trait for all items that drop in Trials
- Valid Traits for Trials and Leaderboard rewards are as follows:
- Weapons – Infused, Powered, Precise, Defending, Sharpened, Charged, Decisive
- Armor – Infused, Divines, Well-Fitted, Reinforced, Sturdy
- Items drops in the overland and in dungeons will have a chance of dropping with all available Traits, including Impenetrable
Thank you all for sharing your thoughts with us on this subject. We appreciate how constructive this discussion has been, and the ideas shared.
Elegance will no longer drop in SO, it can be found in Auridon.
I may have missed it so a question for @ZOS_GinaBruno et al.
ICE FURNACE SET
Did (or will) the weapon damage 4 pc set bonus in Ice Furnace get shifted from weapon damage to spell damage or at least spell AND weapon damage?
does this set ( which has its 5pc keyed to two different elemental damage types and magica and spell resist on its other set bonuses) still raise weapon damage instead of spell damage?
Thanks for an your time and if it hasn't been adjusted, it should, IMO.
Lord_Dexter wrote: »I may have missed it so a question for @ZOS_GinaBruno et al.
ICE FURNACE SET
Did (or will) the weapon damage 4 pc set bonus in Ice Furnace get shifted from weapon damage to spell damage or at least spell AND weapon damage?
does this set ( which has its 5pc keyed to two different elemental damage types and magica and spell resist on its other set bonuses) still raise weapon damage instead of spell damage?
Thanks for an your time and if it hasn't been adjusted, it should, IMO.
This set is usless for mages or stamina unless weapon damage is changed to spell damage..
Do the new itemization means that a magplar can run 5p burning spellweave, 5p soulshine, 2p skoria and whatever weapons he wants and have something like +1000 spellpower on Most (all?) his dps abilities?
I don't remember them every saying their removing them from monster sets only sets that drop in trials.Gilliamtherogue wrote: »Quick question, it was said numerous times that Training and Prosperous were going to be removed from at the very least, Undaunted sets (Helms/Shoulders). Ideally we want it gone from everything aside from starter gear + craftable gear, but I have found something that breaks your statement;
Are you removing your numerous statements on Training/Prosperous, or is this merely a "we haven't had time yet" thing?
dylanjaygrobbelaarb16_ESO wrote: »Do the new itemization means that a magplar can run 5p burning spellweave, 5p soulshine, 2p skoria and whatever weapons he wants and have something like +1000 spellpower on Most (all?) his dps abilities?
LOL, what. do everyone a favour and read your tooltips. templars have a whopping 1 ability which does fire damage(vampires bane/reflective light).
in spite of that, if you run fire staff then yes this will have a good chance to to heavily buff jabs and beam a decent portion of time(unless the cast time on soulshine actually works, which im doubtful of, then dark flare as well)
whatever weapons? you have to run sword board or dual wield to set that up, its impossible to run 5 spellweave+5 soulshine+2skoria while using a fire staff to help proc the set.
would need testing to see if one fire dot+ skoria is enough in single target dps fights(seems doubtful)
I don't remember them every saying their removing them from monster sets only sets that drop in trials.Gilliamtherogue wrote: »Quick question, it was said numerous times that Training and Prosperous were going to be removed from at the very least, Undaunted sets (Helms/Shoulders). Ideally we want it gone from everything aside from starter gear + craftable gear, but I have found something that breaks your statement;
Are you removing your numerous statements on Training/Prosperous, or is this merely a "we haven't had time yet" thing?
Gilliamtherogue wrote: »I don't remember them every saying their removing them from monster sets only sets that drop in trials.Gilliamtherogue wrote: »Quick question, it was said numerous times that Training and Prosperous were going to be removed from at the very least, Undaunted sets (Helms/Shoulders). Ideally we want it gone from everything aside from starter gear + craftable gear, but I have found something that breaks your statement;
Are you removing your numerous statements on Training/Prosperous, or is this merely a "we haven't had time yet" thing?
There were a lot of instances where they said they'd remove it from Undaunted 2 pieces, just not "officially". Doesn't make sense to remove training/prosperous from trials and leave it on Undaunted 2 pieces. I can see the argument behind leaving it in 4 man dungeons (as much as I disagree, I'd still be okay with it), but there is absolutely 0 reason for them to exist on Monster sets, or at least Shoulders.
The set is using Spell Penetration instead of Armor Penetration. It is Poison damage so it should be armor penetration but like all old sets they have not yet been "adjusted" or it simply has been forgotten to change it to armor penetration (Like with the Viper set in the past)
I really hope this can be fixed before the update goes live.
@ZOS_GinaBruno @ZOS_JessicaFolsom
All heavy armor sets that are based on magicka need their jewellery to come as arcane as well.
Robust jewelry are trash for pve dps
Heavy armor is trash for pve dps
So by definition all heavy armor sets for magicka (I.e. A LOT) Will be collectively trash for pve dps
All heavy armor sets that are based on magicka need their jewellery to come as arcane as well.
Robust jewelry are trash for pve dps
Heavy armor is trash for pve dps
So by definition all heavy armor sets for magicka (I.e. A LOT) Will be collectively trash for pve dps
There is no reason why new jewelry is limited to one trait.
I use many "magicka" sets for jewelry pieces on my tanks, and I sure would like them to be available in all traits.
All heavy armor sets that are based on magicka need their jewellery to come as arcane as well.
Robust jewelry are trash for pve dps
Heavy armor is trash for pve dps
So by definition all heavy armor sets for magicka (I.e. A LOT) Will be collectively trash for pve dps
There is no reason why new jewelry is limited to one trait.
I use many "magicka" sets for jewelry pieces on my tanks, and I sure would like them to be available in all traits.
I prefer single-trait jewelry. Yes, I have found uses for Healthy and Robust Willpower jewelry (it's what I used on my tank before I switched to Bahraha), but imagine all the rage that people have had over being "rewarded" with Robust Willpower or Arcane Agility. The last thing we want is even more RNG trait roulette on top of what we already have.
If you want jewelry in a trait other than your main stat pool, why not just re-enchant an armor piece for that stat? It's the same thing. The jewelry trait doesn't really hurt unless you're trying to fit healthy jewelry into a DPS build--you can't change any health enchants to stam/mag because you have no health enchants to start with. But in these cases, like Soulshine and Ravager, their availability only in heavy/healthy is actually a good way of achieving some degree of balance and prevents some of the OP combinations available (though sadly there are plenty of OP combinations available already with other sets, but that doesn't mean we should open the door even wider).
All heavy armor sets that are based on magicka need their jewellery to come as arcane as well.
Robust jewelry are trash for pve dps
Heavy armor is trash for pve dps
So by definition all heavy armor sets for magicka (I.e. A LOT) Will be collectively trash for pve dps
There is no reason why new jewelry is limited to one trait.
I use many "magicka" sets for jewelry pieces on my tanks, and I sure would like them to be available in all traits.
I prefer single-trait jewelry. Yes, I have found uses for Healthy and Robust Willpower jewelry (it's what I used on my tank before I switched to Bahraha), but imagine all the rage that people have had over being "rewarded" with Robust Willpower or Arcane Agility. The last thing we want is even more RNG trait roulette on top of what we already have.
If you want jewelry in a trait other than your main stat pool, why not just re-enchant an armor piece for that stat? It's the same thing. The jewelry trait doesn't really hurt unless you're trying to fit healthy jewelry into a DPS build--you can't change any health enchants to stam/mag because you have no health enchants to start with. But in these cases, like Soulshine and Ravager, their availability only in heavy/healthy is actually a good way of achieving some degree of balance and prevents some of the OP combinations available (though sadly there are plenty of OP combinations available already with other sets, but that doesn't mean we should open the door even wider).
So quick question. How is a CP level 160 character, who is Rank 10 in, say, Blacksmith suppose to get some lower level materials to craft some gear for a friend or alt?
Can max level crafters really not gather their own low level materials anymore?
Only solutions I can think of is respec your entire skill line over and over (which will cost most people 10-15k per respect, not to mention the PIA factor), or create 1 alt for each zone and park them permanently so they can gather low materials for you. Is this the solution?
Ok so in OneT a character with cp160 level and a 10 in blacksmith will not be able to harvest nodes or pick up scrap drops from kills ogf any mat other than rubedite. if that character had nothing in clothing, he would harvest half-rubedite and half jute from cloth nodes and find half-ruby scraps and half rawhide scraps in beast kills.
if the character does writs, every writ which doesn't give a survey map will provide a 25 pack of lesser materials. (On PTS I got out of three writs one pack of 25 steel and one pack of 25 kresh.)
So, when planning "how to get my crafting stuff done" in OneT this should be kept in mind and the answers might be different than they are now.
parking in zones is irrelevant. that is the entire point. no matter where you are, what you find will be relevant to your character - for e-v-e-r-y-b-o-d-y. That makes every zone useful, functional and viable. that makes grouping from different factions equally good for everyone.
In the first days of ESO, character progressions were like zone mats tied to a narrow one-track route. When character stayed on that one path at the one rate, the nodes were matched to them by default - zone = level = mat. That started to get killed when gold and silver began, got blown up worse when Cp replaced vet levels and finally in OneT it will die - zone now has nothing to do with level so mats cannot be assigned to zone and serve the majority of the players.
However, as a result of the change, more mats relevant to the characters in play will be harvested. more cases of "i got the mats can you craft for me" should occur and fewer "i got no mats that help."
But some things for some characters will change, as they do in every update.
For example, instead of crafting gear upgrades as soon as you hit a new material level (good idea in the current weay) in onet it will be better to craft at the end of a tier and wear that through the next tier while your character gathers mats for the next upgrade at the end of next... etc. that simple change makes the "gather as i go" work better in a node-scale world.
Thats just one example i actually just went thru, even before OneT and it will serve well in OneT.
@STEVIL
Thanks for the extra info. Still what I get from it is that a max level crafter can no longer harvest their own materials but must rely on once/day writs for a small sum of some random previous tier of materials, or rely on others to harvest it for them.
Why not just remove the lower end of the crafting range for materials? So instead of Rubedite Ingots being only useful for CP150-160, just make them used in crafting "up to level CP 160".
So quick question. How is a CP level 160 character, who is Rank 10 in, say, Blacksmith suppose to get some lower level materials to craft some gear for a friend or alt?
Can max level crafters really not gather their own low level materials anymore?
Only solutions I can think of is respec your entire skill line over and over (which will cost most people 10-15k per respect, not to mention the PIA factor), or create 1 alt for each zone and park them permanently so they can gather low materials for you. Is this the solution?
Ok so in OneT a character with cp160 level and a 10 in blacksmith will not be able to harvest nodes or pick up scrap drops from kills ogf any mat other than rubedite. if that character had nothing in clothing, he would harvest half-rubedite and half jute from cloth nodes and find half-ruby scraps and half rawhide scraps in beast kills.
if the character does writs, every writ which doesn't give a survey map will provide a 25 pack of lesser materials. (On PTS I got out of three writs one pack of 25 steel and one pack of 25 kresh.)
So, when planning "how to get my crafting stuff done" in OneT this should be kept in mind and the answers might be different than they are now.
parking in zones is irrelevant. that is the entire point. no matter where you are, what you find will be relevant to your character - for e-v-e-r-y-b-o-d-y. That makes every zone useful, functional and viable. that makes grouping from different factions equally good for everyone.
In the first days of ESO, character progressions were like zone mats tied to a narrow one-track route. When character stayed on that one path at the one rate, the nodes were matched to them by default - zone = level = mat. That started to get killed when gold and silver began, got blown up worse when Cp replaced vet levels and finally in OneT it will die - zone now has nothing to do with level so mats cannot be assigned to zone and serve the majority of the players.
However, as a result of the change, more mats relevant to the characters in play will be harvested. more cases of "i got the mats can you craft for me" should occur and fewer "i got no mats that help."
But some things for some characters will change, as they do in every update.
For example, instead of crafting gear upgrades as soon as you hit a new material level (good idea in the current weay) in onet it will be better to craft at the end of a tier and wear that through the next tier while your character gathers mats for the next upgrade at the end of next... etc. that simple change makes the "gather as i go" work better in a node-scale world.
Thats just one example i actually just went thru, even before OneT and it will serve well in OneT.
@STEVIL
Thanks for the extra info. Still what I get from it is that a max level crafter can no longer harvest their own materials but must rely on once/day writs for a small sum of some random previous tier of materials, or rely on others to harvest it for them.
Why not just remove the lower end of the crafting range for materials? So instead of Rubedite Ingots being only useful for CP150-160, just make them used in crafting "up to level CP 160".
The price of lower level mats is going to go up - no doubt about it.
I'm not sure about that. What's even the point of crafting lowbie gear anymore, with BoE set drops scaling to your level left and right?The price of lower level mats is going to go up - no doubt about it.