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make well fitted give resource recovery

Ep1kMalware
Ep1kMalware
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Perfect oppertunity to update a trash trait and make it completely viable. It would also open up alot more build options instead of trashing everything in a set but 1 trait.
  • ku5h
    ku5h
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    Well fitted is not trash at all.
    I used it on my stamNB last patch, but now with dodgeroll buff, it can only be even better to use.
  • kojou
    kojou
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    Maybe Prosperous would be a better choice? That one is truly useless as is.
    Playing since beta...
  • DeadlyPhoenix
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    Yeah well fitted doesn't need changed, change prosperous.... well fitted serves a purpose for things other than fighting. Really helps when farming.
  • seedubsrun
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    Maybe Prosperous would be a better choice? That one is truly useless as is.

    Completely agree. Well fitted certainly has it's uses but prosperous is junk. Having it restore resources could potentially make it one of the best traits
  • JimT722
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    ZOS is trying to greatly reduce recovery. This will never happen. Also well fitted can be useful.
  • Flaminir
    Flaminir
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    JimT722 wrote: »
    ZOS is trying to greatly reduce recovery. This will never happen. Also well fitted can be useful.

    They aren't trying to just do away with it...

    They are saying that if you want recovery then there has to be a trade off Vs pure damage.

    Previously you could stack 100% damage and not have to build anything towards sustain.

    By having a sustain option amongst the traits that would indeed count... we'd have to build towards it, and by having a sustain based trait on Armour then the build would be sacrificing one that gave something else such as damage (Divines) or protection (Reinforced).

    Technically we already have a trait thats based around resource management & thats Sturdy.... but its only useful for Tanks in most cases... would be nice to see something with wider appeal to help Magicka/Stam DPS builds.
    Edited by Flaminir on June 9, 2017 1:24PM
    GM of the Unholy Legacy
    EU/EP
    Sorcerer Flaminir (Magicka) / Staminir (Stamina)
    Templar Elixiia (Magicka/Healer) / Lotti Velooni (Magicka)
    DragonKnight Xalora Flaminar (Tank) / Unholy-Dragon-Toad (Tank)
    Nightblade Aimee Owlious (Magicka) / Myttens (Stamina)
    Warden: Frosti-Tute (Magicka/Healer) Boops-Many-Snoots (Stamina/Tank)
  • JimT722
    JimT722
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    Flaminir wrote: »
    JimT722 wrote: »
    ZOS is trying to greatly reduce recovery. This will never happen. Also well fitted can be useful.

    They aren't trying to just do away with it...

    They are saying that if you want recovery then there has to be a trade off Vs pure damage.

    Previously you could stack 100% damage and not have to build anything towards sustain.

    By having a sustain option amongst the traits that would indeed count... we'd have to build towards it, and by having a sustain based trait on Armour then the build would be sacrificing one that gave something else such as damage (Divines) or protection (Reinforced).

    Technically we already have a trait thats based around resource management & thats Sturdy.... but its only useful for Tanks in most cases... would be nice to see something with wider appeal to help Magicka/Stam DPS builds.

    In that case divines would be an option for building more recovery. Adding recovery to well fitted would likely be too much. Well fitted can already be powerful if invested in stamina recovery, medium armor, and tumbling cp. I don't see this as a wise change as far as balance goes.
  • NewBlacksmurf
    NewBlacksmurf
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    I disagree I think this trait is fine where it is.

    Perhaps some weapon traits could be changed for a resource benefit

    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Avran_Sylt
    Avran_Sylt
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    I disagree I think this trait is fine where it is.

    Perhaps some weapon traits could be changed for a resource benefit

    *Cough* make the powered trait also slightly reduce resource costs *Cough*
  • NewBlacksmurf
    NewBlacksmurf
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    Avran_Sylt wrote: »
    I disagree I think this trait is fine where it is.

    Perhaps some weapon traits could be changed for a resource benefit

    *Cough* make the powered trait also slightly reduce resource costs *Cough*

    Doesn't make sense. It's a healing type trait
    Aren't the armor skill tree passives under medium and the CP with heavy weapon attacks helping?

    It's not suppose to be an Unlimited thing, but Mixing in heavy attacks gives a ton of resources now. If you made those choices....
    Edited by NewBlacksmurf on June 9, 2017 1:50PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    ku5h wrote: »
    Well fitted is not trash at all.
    I used it on my stamNB last patch, but now with dodgeroll buff, it can only be even better to use.

    Wellfitted sucks on every stamina build vs great traits like divines and impenetrable.
    Yeah well fitted doesn't need changed, change prosperous.... well fitted serves a purpose for things other than fighting. Really helps when farming.

    That's not a point not being the worst trait is a far cry from being good. That's farming a trait that drops on combat sets is best used farming. That's not good.
    Chaos Shadow-Scale: Shadow Archer
    Chaos Death-Scale: Shadow Knight
    Tanks-With-Sap-Essence: Dark Mage
    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
    Chaos Light-Scale: Marsh Paladin
    Chaos Lightning-Scale: Daedric Master
    Hurricane Chaos: Storm Archer
    Bask-In-My-Light: Warrior of The Light
    Forged-In-Dragon-Fire: Pyro Mage
    Guardian of The Hist: Light Mender
    Chaos of Black Marsh: Master of The Burning Sword
    Star of Chaos: Frost Blade Champion
    Chaos-Lightning-Tower: Lightning Shield Master

    For the King of Argonia
    May Sithis hold back his Void
  • Avran_Sylt
    Avran_Sylt
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    Avran_Sylt wrote: »
    I disagree I think this trait is fine where it is.

    Perhaps some weapon traits could be changed for a resource benefit

    *Cough* make the powered trait also slightly reduce resource costs *Cough*

    Doesn't make sense. It's a healing type trait
    Aren't the armor skill tree passives under medium and the CP with heavy weapon attacks helping?

    It's not suppose to be an Unlimited thing, but Mixing in heavy attacks gives a ton of resources now. If you made those choices....

    If it were to be implemented, that's where I'd put it. Something that's powered implies some sort of battery, and if it's in the weapon itself, siphon energy from that.
  • Buffler
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    ku5h wrote: »
    Well fitted is not trash at all.
    I used it on my stamNB last patch, but now with dodgeroll buff, it can only be even better to use.

    Wellfitted sucks on every stamina build vs great traits like divines and impenetrable.
    Yeah well fitted doesn't need changed, change prosperous.... well fitted serves a purpose for things other than fighting. Really helps when farming.

    That's not a point not being the worst trait is a far cry from being good. That's farming a trait that drops on combat sets is best used farming. That's not good.

    You are so wrong its funny
  • Qbiken
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    Ever played an eternal hunt build???? Well-fitted is really good there :)
  • Ep1kMalware
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    JimT722 wrote: »
    ZOS is trying to greatly reduce recovery. This will never happen. Also well fitted can be useful.

    It's resource recovery vs dps. Something zos seems to directlt want. You have to make a choicr and sacrifice 1 or the other.
  • NewBlacksmurf
    NewBlacksmurf
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    Avran_Sylt wrote: »
    Avran_Sylt wrote: »
    I disagree I think this trait is fine where it is.

    Perhaps some weapon traits could be changed for a resource benefit

    *Cough* make the powered trait also slightly reduce resource costs *Cough*

    Doesn't make sense. It's a healing type trait
    Aren't the armor skill tree passives under medium and the CP with heavy weapon attacks helping?

    It's not suppose to be an Unlimited thing, but Mixing in heavy attacks gives a ton of resources now. If you made those choices....

    If it were to be implemented, that's where I'd put it. Something that's powered implies some sort of battery, and if it's in the weapon itself, siphon energy from that.

    I would consider training, not powered. Consider training makes sense if they wanted to slot a magic, stamina effect because you're training which suggests the more you use it, the less resources that would be required.

    Prob is it prob would be limited to weapon skills but that's all good imo.

    Training is pointless otherwise because using it for more exp to grind up.....that's cool but it shouldn't be a craftable item, it should be a drop item as you start out with training items but don't need exp, you need resources early on.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Xander3Zero
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    Some good thoughts in here, some not so good thoughts...

    I think the most important thing to note in this thread is the fact there in many cases/builds only 1 trait is acceptable. That to me is just plain dumb, as if there wasn't enough RNG being able to receive light, medium, heavy armor with 9 different traits, and only 1 is viable... stupid stupid stupid.

    I would love for there to be 3-4 viable traits within the 9 for a specific build. It would greatly improve build diversity and your chances of getting the gear that you need. There will still be 1 (maybe 2) trait that will be BiS or meta, but I'd like to see 2 or 3 more traits that come close to BiS, or provide you with another benefit that would be worthwhile in end game builds.

    This goes for weapons and armor. It seems like there is 1-2 good traits for armor and weapons, and then the other 7-8 traits are garbage, which is just ridiculous.
  • Juhasow
    Juhasow
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    JimT722 wrote: »
    ZOS is trying to greatly reduce recovery. This will never happen. Also well fitted can be useful.

    It's resource recovery vs dps. Something zos seems to directlt want. You have to make a choicr and sacrifice 1 or the other.

    Or You can just wear proc sets and builds Your stats around regen and have both high burst dmg and sustain.
    Edited by Juhasow on June 9, 2017 2:16PM
  • NewBlacksmurf
    NewBlacksmurf
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    Some good thoughts in here, some not so good thoughts...

    I think the most important thing to note in this thread is the fact there in many cases/builds only 1 trait is acceptable. That to me is just plain dumb, as if there wasn't enough RNG being able to receive light, medium, heavy armor with 9 different traits, and only 1 is viable... stupid stupid stupid.

    I would love for there to be 3-4 viable traits within the 9 for a specific build. It would greatly improve build diversity and your chances of getting the gear that you need. There will still be 1 (maybe 2) trait that will be BiS or meta, but I'd like to see 2 or 3 more traits that come close to BiS, or provide you with another benefit that would be worthwhile in end game builds.

    This goes for weapons and armor. It seems like there is 1-2 good traits for armor and weapons, and then the other 7-8 traits are garbage, which is just ridiculous.

    Completely agree
    The issue about what's good tho comes from how the skill trees and the sets are made. Complicated by having traits.

    IMO...traits should do something else entirely.
    The material of an item should drive the trait. @ZOS_RichLambert

    Example
    different leather materials should result in more armor, more free movement, higher enchant, etc. so ideally with One Tamriel, materials mats shouldn't align with level but instead drive a trait and artwork.

    Result is variety so possibly RNG would be better because the amount of items in a loot table....all of those would be logically beneficial to the type of item.

    Example 2:
    Staff drops but if it's a rejuvenate staff, those only fall in one or two types of materials cause they all should be powered, charged, and infused. So maybe Oak is powered and Beech is infused, and Ash is charged.

    Whereas a frost staff that drops should only exists in a few materials for defending, charged, infused and sharpened.

    Maybe a sword...infused, nirn, precise and sharpened. Iron is infused, rubetite is nirn....etc

    See people don't dislike RNG but thy do dislike unless things.
    Just remove item levels from gear and keep the scaling of item stats on character level.

    So this moves to using the crafting improvement to make items stronger as you level up in addition to improving the item quality.

    Example.
    Item drops at level 30....it has the trait and type you want. If you keep it to level 40, all you need to do is use that material at a crafting station to improve it (not the white, green, blue, purple, gold) but the item level.

    You keep the color as well.
    So it's a slight change and major reduction of loot tables hopefully to improve people experiences, drops and extend replay value.

    How cool would it be to when items drop, think about builds in terms of player choice in playstyle vs forcing ppl to min and max to complete content.


    It solves vMSA issues, dungeon grinding, overworld grinding and even solves the crafting node to make them of value vs only having the value at the top.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
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