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Get READY......NEW traits will be added.......

  • STEVIL
    STEVIL
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    Nestor wrote: »
    They need to fix the traits they have now. Right now, 1 and half are good for weapons (add Powered for a Healer) and while only one is in demand, 4 or 5 are useful for armor (and 3 or 4 of those need some love)
    I only ever see people in Zone chat ask for items with Impenetrable, Divines, Sharpened, Precise or Powered traits.

    It's like the rest don't exist.

    yeah though i do sometimes see training requests
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  • scorpiodog
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    "Will you be adding to the Master Writ system in future updates?"

    "As we add new motifs, traits, and crafted sets, we do plan to eventually add them to the Master Writ rotation of requested goods. And, as we add new features, tools and décor to the player housing system, you can expect Rolis Hlaalu's inventory to grow and change."

    what yall think?
    WILD WILD WILD SPECULATION - New traits means they're adding crafted jewelery!!!
  • [Deleted User]
    [Deleted User]
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    The user and all related content has been deleted.
  • MasterSpatula
    MasterSpatula
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    Turelus wrote: »
    I think they didn't think what they wrote through very well and we're going to have a lot of angry speculation threads.

    I think this is exactly true. I seriously doubt anyone is planning on adding any more traits.
    Also, might be a thing I guess, why not add another trait, no one would be mad at all...

    I think anyone farming for just the right trait on whatever piece of content they're farming is likely to be a tad miffed at 20 new items getting added to the loot table.

    Edited by MasterSpatula on February 16, 2017 5:00AM
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • UrQuan
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    Of course, saying "add new traits" it could just be referring to replacing existing traits with new ones (like they did with prosperous etc). It would be a clumsy way of saying that, but given that they were talking about new motifs & new crafted sets in the same sentence it would be understandable if they phrased it that way.
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  • Woolenthreads
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    Nestor wrote: »
    They need to fix the traits they have now. Right now, 1 and half are good for weapons (add Powered for a Healer) and while only one is in demand, 4 or 5 are useful for armor (and 3 or 4 of those need some love)
    Remove training and prosperous from loot tables but boost the bonuses to 15 to 20% and make them only craft able.

    Make half of the world drops sets craft able. Or better yet make them all. We cannot make jewelry so let those drop from bosses and dolmens. So you have the choice to farm yourself, craft them yourself, or have someone farm or craft them for you.

    Those with tons of money are taken care of.
    Those who farm are taken care of.
    Those who craft are taken care of.
    Those who like to see my orc self in a bath towel are taken care of.

    Somebody put a youtube video of running the dungeons and bosses in a full suit of armour with prosperous. He apparently made about 100k in an hour. It probably never occurs to most people that if the game is easy in fighting trait gear then maybe other gear might be usable with a lot of effort and far, far more profitable.
    Oooh look, lot's of Butterflies! Wait! Butterflies? Get out of here Sheo, stop bugging me!

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  • AdamBourke
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    I look forwards to the new traits. They never should have gotten rid of exploration, just added prosperous as a new trait.

    I keep going to the research tab for the one or two I have left, to get and have nothing to research. Add another 6 new traits I say - make it a round 15.

    P.s. I actually believe this, Not trolling.
    PS4 - EU

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  • UrQuan
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    Nestor wrote: »
    They need to fix the traits they have now. Right now, 1 and half are good for weapons (add Powered for a Healer) and while only one is in demand, 4 or 5 are useful for armor (and 3 or 4 of those need some love)
    Remove training and prosperous from loot tables but boost the bonuses to 15 to 20% and make them only craft able.

    Make half of the world drops sets craft able. Or better yet make them all. We cannot make jewelry so let those drop from bosses and dolmens. So you have the choice to farm yourself, craft them yourself, or have someone farm or craft them for you.

    Those with tons of money are taken care of.
    Those who farm are taken care of.
    Those who craft are taken care of.
    Those who like to see my orc self in a bath towel are taken care of.

    Somebody put a youtube video of running the dungeons and bosses in a full suit of armour with prosperous. He apparently made about 100k in an hour. It probably never occurs to most people that if the game is easy in fighting trait gear then maybe other gear might be usable with a lot of effort and far, far more profitable.
    Didn't someone do the math to show that it's more profitable to reduce your repair costs with Impen than it is to boost your gold gains with Prosperous? I could have sworn I saw that on the forums somewhere...
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  • silhouette187
    Nestor wrote: »
    They need to fix the traits they have now. Right now, 1 and half are good for weapons (add Powered for a Healer) and while only one is in demand, 4 or 5 are useful for armor (and 3 or 4 of those need some love)
    I only ever see people in Zone chat ask for items with Impenetrable, Divines, Sharpened, Precise or Powered traits.

    It's like the rest don't exist.

    Well tanks ask for reinforced and sturdy pieces, and infused is good for big pieces as well. Sometimes defending as well for weapons.
  • deepseamk20b14_ESO
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    I'd be fine with new traits if it only meant they were getting rid of/replacing the useless ones like prosperous lol.
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  • starkerealm
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    New trait: Takes 60 days to research.

    Nirn takes 64 days to research, so a 10th trait would be 128 days (then ESO+ would knock 13 of those off, to 115). But the 4th passive hard caps it to 30 days, which ESO+ then knocks down to 27.
  • [Deleted User]
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    The user and all related content has been deleted.
  • Ankael07
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    Yes lets keep adding more traits while more than half of them are useless for the endgame content. More stuff for loot table to keep people grinding.
    If you want me to reply to your comment type @Ankael07 in it.
  • Artemiisia
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    Morrowind prediction:

    10 trait introduced

    10 trait crafting sets introduced

    gear cap incresing
  • Karius_Imalthar
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    I don't see why they wouldn't add more traits just as I don't see why they wouldn't decide to cap research times.
  • AlMcFly
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    Artemiisia wrote: »
    Morrowind prediction:

    10 trait introduced

    10 trait crafting sets introduced

    gear cap incresing

    One of those is incorrect, they already said that gear cap won't increase with Morrowind.
    To clarify, we do not plan on raising the gear cap when Morrowind launches in June. We’ll let you know when we plan to raise the gear cap in the future, but it won’t be in Homestead or Morrowind.
  • Ajaxduo
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    Yes! more well fitted please <3
    - - -
    GM of Verum Aeternus, PC EU
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  • Artemiisia
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    AlMcFly wrote: »
    Artemiisia wrote: »
    Morrowind prediction:

    10 trait introduced

    10 trait crafting sets introduced

    gear cap incresing

    One of those is incorrect, they already said that gear cap won't increase with Morrowind.
    To clarify, we do not plan on raising the gear cap when Morrowind launches in June. We’ll let you know when we plan to raise the gear cap in the future, but it won’t be in Homestead or Morrowind.

    good to hear about the gear cap not being incressed, then it probably be BiS inside morrowind, so we will have to keep grinding new gear :)
  • tinythinker
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    More traits and the rest of it is fine if it's done the right way. As I said in another thread with lots of endgame ideas,

    "Everyone can learn to craft anything and everything as well as anyone else. How terribly boring. It leaves nowhere to go and does nothing for the ESO economy. Let's fix that."

    Relevant portion of that thread is below.
    Just starting to think about this so this section may get edited quite a bit. But let's add another layer to the existing crafting system and require choices -- you specialize in this *or* that. So in rough outline:

    Specialization Type I: for either Blacksmithing, Clothier, or Woodworking.

    What is this specialization? Who cares? It could be adding a 10th trait. It could be learning variations on a motif. It could be adding a new type of bonus to a crafted item. Over time, it could be all of the above and something more. For example, being able to "reskin" something to a different style. So it would look something like this:

    My crafter can:
    • craft an item in the 10th trait but only for Blacksmithing (had to choose one of the three equipment crafts, not all of them)
    • use the Fellglass variation of the Glass Motif when crafting any equipment (wood, metal, cloth) but not the Lucent Glaze or Dim Shine variants.
    • alter your gear to the Argonian, Barbaric, or Primal styles (sorry, limited to three)

    Notice that you lose no functionality whatsoever that you currently possess, but to become a specialist you have to, well, *specialize*. And yes, you could reset these things for a particular amount of gold after a waiting period. But it wouldn't be cheap and resetting would not be quick and you couldn't change them all at once.

    To get specialization would require mats, books, and training. The mats and books come from the other end-game things you see littered about this post. So you would have to find roll or find a specialist for end-game level crafting. Because yeah.
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  • acw37162
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    Great, this means you can probably expect a new trait with Morrowind and a effin ten trait set.

    Joy, five to six months of reasearch time.

    The joy of Craglorn and Nirncrux all over again I'm guessing running around a very small area fighting for resource nodes praying to the RNG gods for trait item.

    Yeahhhh, excited, not...
  • Minalan
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    Nestor wrote: »
    They need to fix the traits they have now. Right now, 1 and half are good for weapons (add Powered for a Healer) and while only one is in demand, 4 or 5 are useful for armor (and 3 or 4 of those need some love)
    I only ever see people in Zone chat ask for items with Impenetrable, Divines, Sharpened, Precise or Powered traits.

    It's like the rest don't exist.

    Defending is useful on a back bar, other than that, I agree.
  • AlMcFly
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    Minalan wrote: »
    Nestor wrote: »
    They need to fix the traits they have now. Right now, 1 and half are good for weapons (add Powered for a Healer) and while only one is in demand, 4 or 5 are useful for armor (and 3 or 4 of those need some love)
    I only ever see people in Zone chat ask for items with Impenetrable, Divines, Sharpened, Precise or Powered traits.

    It's like the rest don't exist.

    Defending is useful on a back bar, other than that, I agree.

    As a full-time stamina-based tank, I only care about Sturdy, Reinforced, and Defending.
  • KingYogi415
    KingYogi415
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    I think posting quotes without a link to the source material is super lame.

    Please link!!!
  • MythicEmperor
    MythicEmperor
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    How long will research take? A year?
    With cold regards,
    Mythic

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  • Rex-Umbra
    Rex-Umbra
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    Nirn is already a useless trait, add another one just to make it useless.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • GawdSB
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    How about just buffing the current traits..l
  • JasonSilverSpring
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    Ashtaris wrote: »
    One thing I noticed was there was NO mention of Motif knowledge increasing your chances to get a MCW. The only thing mentioned in the blog article was research knowledge. Has the motifs been taken away from the chance formula?

    We may go back and adjust the wording in the article if it's coming across that way. To clarify, Motif knowledge does matter for obtaining Master Crafting Writs.
    Jim_Pipp wrote: »
    New traits being added?!?

    Someday maybe, but there are no new Traits planned for Morrowind.

    They have stated here that there will not be new traits for Morrowind.
  • Waffennacht
    Waffennacht
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    Nestor wrote: »
    They need to fix the traits they have now. Right now, 1 and half are good for weapons (add Powered for a Healer) and while only one is in demand, 4 or 5 are useful for armor (and 3 or 4 of those need some love)
    Remove training and prosperous from loot tables but boost the bonuses to 15 to 20% and make them only craft able.

    Make half of the world drops sets craft able. Or better yet make them all. We cannot make jewelry so let those drop from bosses and dolmens. So you have the choice to farm yourself, craft them yourself, or have someone farm or craft them for you.

    Those with tons of money are taken care of.
    Those who farm are taken care of.
    Those who craft are taken care of.
    Those who like to see my orc self in a bath towel are taken care of.

    Somebody put a youtube video of running the dungeons and bosses in a full suit of armour with prosperous. He apparently made about 100k in an hour. It probably never occurs to most people that if the game is easy in fighting trait gear then maybe other gear might be usable with a lot of effort and far, far more profitable.

    That is so highly unlikely. Each piece is 8.5% in gold for max. Say all 7, so 59.5% gold increase, round up to 60% why not.

    Average mob gives 27 gold, 60% more raises that by 16 gold...

    Lets say a boss drops 200 (doesn't but let's just say it does) so 120 more gold, what about 5 bosses per dungeon max? So 1600 gold from bosses per dungeon... total...

    I solo veteran and normal dungeons, average 10k an hour doing that. (That's if I sell stuff, kill everything etc.) Takes me 15 minutes on a normal dungeon.

    He would have to be about 8 times faster to pull off 100k from prosperous... or complete a dungeon (kill everything all bosses) every two minutes.

    Let's say I'm dubious
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  • acw37162
    acw37162
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    Nestor wrote: »
    They need to fix the traits they have now. Right now, 1 and half are good for weapons (add Powered for a Healer) and while only one is in demand, 4 or 5 are useful for armor (and 3 or 4 of those need some love)
    Remove training and prosperous from loot tables but boost the bonuses to 15 to 20% and make them only craft able.

    Make half of the world drops sets craft able. Or better yet make them all. We cannot make jewelry so let those drop from bosses and dolmens. So you have the choice to farm yourself, craft them yourself, or have someone farm or craft them for you.

    Those with tons of money are taken care of.
    Those who farm are taken care of.
    Those who craft are taken care of.
    Those who like to see my orc self in a bath towel are taken care of.

    Somebody put a youtube video of running the dungeons and bosses in a full suit of armour with prosperous. He apparently made about 100k in an hour. It probably never occurs to most people that if the game is easy in fighting trait gear then maybe other gear might be usable with a lot of effort and far, far more profitable.

    That is so highly unlikely. Each piece is 8.5% in gold for max. Say all 7, so 59.5% gold increase, round up to 60% why not.

    Average mob gives 27 gold, 60% more raises that by 16 gold...

    Lets say a boss drops 200 (doesn't but let's just say it does) so 120 more gold, what about 5 bosses per dungeon max? So 1600 gold from bosses per dungeon... total...

    I solo veteran and normal dungeons, average 10k an hour doing that. (That's if I sell stuff, kill everything etc.) Takes me 15 minutes on a normal dungeon.

    He would have to be about 8 times faster to pull off 100k from prosperous... or complete a dungeon (kill everything all bosses) every two minutes.

    Let's say I'm dubious

    Go check out Alcasts you tube channel.

    It is there and he did it with your dubious and all.

    Edited by acw37162 on February 16, 2017 3:05AM
  • Runs
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    Turelus wrote: »
    New trait: Takes 60 days to research.

    Only if they change the skills in the game.

    Rank IV
    Reduces research times by 25%, limits research time to 30 days, and allows the research of three items at once
    ZOS will find some way around that. They always do ;)

    They will just call it an Expansion Trait
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