@ZOS_RichLambert @WrobelExisting system problems.
1. No matter which way you cut it one trait will always be slightly better than another trait. This gives us a no choice situation which currently favours sharpened for DD combat.
2. Many traits are simply so situational as to be superfluous.
3. Some traits have no opposites, so there is no trade off.
weapon..
charged (status%)
decisive (ultimate%)
precise (crit%)
defending (damage resist)
nirnhoned (damage%)
powered (heal%)
sharpened (penetration)
training (XP%)
infused (enchant%)
armour...
divines (mundus%)
prosperous (gold%)
impenetrable (crit resist)
nirnhoned (damage resist)
reinforced (armour%)
sturdy (block cost%)
well-fitted (sprint/dodge cost%)
training (XP%)
infused (enchant%)
All of these are results of the same problem.
We are only faced with a 'which is more desirable option!' (ie modular buff stacking)
If we paired that with 'which is the least equal and opposite undesirable option', then we can neutralise any superiority issues.
weapon(offense)...[buff][penalty] 2pc 1h = 100%, 1pc 2h = 100% effect...
[+damage crit%],[-miss% & heal crit%] {
precise - RNG combat}
[+damage],[-blockable/wardable damage & heal] {
nirnhoned - Active combat}
[+penetration],[-armour] {
sharpened - Passive combat}
...
[-speedcost/+XP%],[+sneakcost/-gold%] {
training - Exploration}
[+enchant],[-counterweight] {
infused over-ride}
[+mundus],[-counterweight] {
divines over-ride}
...
[-attackcost][+dodge/block/wardcost] {
charged - Endurance combat}
[-breakcost][+root/snarecost] {
defending - CC combat}
[-closecost][+push/pullcost] {
powered - Movement combat}
armour(defense)...[buff][penalty] 8pc = 100% effect...
[+miss% & heal crit%],[-damage crit%] {
impenetrable - RNG combat}
[+blockable/wardable damage & heal],[-damage] {
nirnhoned - Active combat}
[+armour],[-penetration] {
reinforced - Passive combat}
...
[-sneakcost/+gold%],[+speedcost/-XP%] {
Prosperous - Exploration}
[+enchant],[-counterweight] {
infused over-ride}
[+mundus],[-counterweight] {
divines over-ride}
...
[-dodge/block/wardcost],[+attackcost] {
ED:well-fitted - Endurance combat}
[-root/snarecost],[+breakcost] {
??? - CC combat}
[-push/pullcost],[+closecost] {
ED:sturdy - Movement combat}
Any offense buffs receive equal and opposite defense debuff on player (and vice versa).
Thus the one trait always being slightly better than another is removed as traits are instantly reflected with neutralising penalties.
Thus two enemies using sharpened run the risk of both losing all armour on top of already being heavily penalised.
Trying to get the benefits of both worlds results in negating both and makes 'no trait' a viable option to avoid any penalties.
Thus using a all precise weapon(s) and all impenetrable armour(s) results in 0 buffs and 0 penalties.
Prosperous and training only exist once, (thus improving the drop rate as well) and are paired with sneak and speed to make them more viable (besides being penalised).
Those trying to level up often want to do so as quick as possible, so speed is the ideal pairing.
Those seeking to make gold inevitable do so by sneaking around and thievery, so sneak is an ideal pairing.
These two aspects of exploration force you into a choice between prosperity
or experience gain.
Miss chance, block, ward (damage shield) and healing are treated as defensive skills rather than offensive.
Just something to play with anyway.
Probably Needs work.
Bound to be some aspect I didnt consider.
The biggest is all modules like enchanting, divines need to also be modified in a similar way to be truly effective.