Lord_Dexter wrote: »MyrddinEmrys wrote: »Gonna put my 2¢ in:
The sharpened nerf seems a little extreme. Bring it down to 3.5k or 4k, but a 55% cut is unacceptable.
And before all the people start throwing accusations - NO, I don't have a sharpened vMA staff (I dont have any vMA staff for that matter)
Better not be lying? one wolf in skin of sharpen
ZOS_GinaBruno wrote: »This is the official feedback thread for Armor and Weapon Traits. After you have a chance to try out different combat scenarios, let us know what you think of the current Trait values and balance.
ZOS_GinaBruno wrote: »This is the official feedback thread for Armor and Weapon Traits. After you have a chance to try out different combat scenarios, let us know what you think of the current Trait values and balance.
Darkmage1337 wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for Armor and Weapon Traits. After you have a chance to try out different combat scenarios, let us know what you think of the current Trait values and balance.
As several others have already done the math time and time again, the new "prosperous" trait value bonuses need to be doubled or tripled to even be close to viable and on par with other armor trait options. Also, it should probably be renamed, as others have mentioned.
Darkmage1337 wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for Armor and Weapon Traits. After you have a chance to try out different combat scenarios, let us know what you think of the current Trait values and balance.
As several others have already done the math time and time again, the new "prosperous" trait value bonuses need to be doubled or tripled to even be close to viable and on par with other armor trait options. Also, it should probably be renamed, as others have mentioned.
Divine gold on small pieces gives 21 regen with atronach. New prosperous will give 7 per stat per piece. That seems about right.
Darkmage1337 wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for Armor and Weapon Traits. After you have a chance to try out different combat scenarios, let us know what you think of the current Trait values and balance.
As several others have already done the math time and time again, the new "prosperous" trait value bonuses need to be doubled or tripled to even be close to viable and on par with other armor trait options. Also, it should probably be renamed, as others have mentioned.
Divine gold on small pieces gives 21 regen with atronach. New prosperous will give 7 per stat per piece. That seems about right.
This. The problem is not the value. The value is fair given what it offers. At least from objective point of view. But for 99% of players the value of offresource regen or heal regen greatly decreases to a point where 50% more of their main regen and nothing from the 2 other would be better.
JustSnilloc wrote: »Darkmage1337 wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for Armor and Weapon Traits. After you have a chance to try out different combat scenarios, let us know what you think of the current Trait values and balance.
As several others have already done the math time and time again, the new "prosperous" trait value bonuses need to be doubled or tripled to even be close to viable and on par with other armor trait options. Also, it should probably be renamed, as others have mentioned.
Divine gold on small pieces gives 21 regen with atronach. New prosperous will give 7 per stat per piece. That seems about right.
This. The problem is not the value. The value is fair given what it offers. At least from objective point of view. But for 99% of players the value of offresource regen or heal regen greatly decreases to a point where 50% more of their main regen and nothing from the 2 other would be better.
What are you talking about?
77 points is less than 10% for most stats, and less than 5% for others. It is not balanced, and is not worth considering.
Give me ONE example where the currently proposed prosperous is greater than the other available options.
The way I see it, the best way to balance it is to make it a percentage. Two percent at gold per piece for a total of 14% if wearing seven gold pieces. THAT would be useful, that would be balanced.
EDIT - If you start looking at the math and think "No, that is not balanced." then you aren't considering the fact that percentages in ESO are additive and not multiplicative. That wouldn't be 14% of your current max regen stats, that would be 14% of your base regen and any flat bonuses you have. The 14% would be mixed with all the other percentages for your actual total.
Example (for anyone not good at math). If my base regen was 2, and I had another 2 point flat buff, that would give me 4. If I had a 50% buff on top of that, it would give me a total of 6. Now, if my armor grants an additional 50% I would go up to 9 if we were doing multiplicative percentages. However, because it is additive, you add 50% with 50% to get 100%. Meaning that you take 4 (our base plus flat buffs) and add 100% of itself on top of that to give a total of 8.
JustSnilloc wrote: »My point is that if it is outclassed by everything else, then it isn't balanced. Perhaps my suggestion makes it somewhat unbalanced in the overall comparison with other things, but by how much? Divines is often used as a "standard comparison", but Divines is also a Jack-of-all-Trades traits, of course other traits that specialize in one thing should do better overall.
A trait should stand out in one way or another so that it is a viable and beneficial option for certain builds. So the currently suggested prosperous fails on three counts...
1.) It is beat by the Jack-of-all-Trades at what it is supposed to specialize in.
2.) There is no reason to use it over anything else. There is no scenario where it is superior.
3.) It looks promising, but ultimately fails.
My suggestion has most players (as you've mentioned) gaining 98-140 regen in each stat. I've also suggested that this be made into health and stamina-or-magicka (whichever is higher), but honestly if you're a stamina build, you're not going to gain any significant amount of magicka. HOWEVER, if the numbers seem too high, I'd be willing to give up a stat that I'm not using anyway. :P
... also, Infused is also underperforming. If they simply get rid of Large/Small armor slots (as I've mentioned before) and make all the armor slots large, it would make infused worth while again.
JustSnilloc wrote: »My point is that if it is outclassed by everything else, then it isn't balanced. Perhaps my suggestion makes it somewhat unbalanced in the overall comparison with other things, but by how much? Divines is often used as a "standard comparison", but Divines is also a Jack-of-all-Trades traits, of course other traits that specialize in one thing should do better overall.
A trait should stand out in one way or another so that it is a viable and beneficial option for certain builds. So the currently suggested prosperous fails on three counts...
1.) It is beat by the Jack-of-all-Trades at what it is supposed to specialize in.
2.) There is no reason to use it over anything else. There is no scenario where it is superior.
3.) It looks promising, but ultimately fails.
My suggestion has most players (as you've mentioned) gaining 98-140 regen in each stat. I've also suggested that this be made into health and stamina-or-magicka (whichever is higher), but honestly if you're a stamina build, you're not going to gain any significant amount of magicka. HOWEVER, if the numbers seem too high, I'd be willing to give up a stat that I'm not using anyway. :P
... also, Infused is also underperforming. If they simply get rid of Large/Small armor slots (as I've mentioned before) and make all the armor slots large, it would make infused worth while again.
It is not beat by anything at what it offers. The problem is that what it offers is not interesting.
LadyLethalla wrote: »I had an idea - with those who like to farm for gold bemoaning the loss of the additional gold Prosperous gave... make the ORNATE armour trait give this gold bonus instead - make it useful and keep those peeps happy too.
Just how much damage you got to do to compensate for the infused weapon (oblivion glyph) with a sharpened weapon?
If we assume 1800 base damage, the damage over 5 seconds increase from infused is 1800+2*180*3 = 2880 damage (we do one more tick, and we get 30% more damage each tick). Divide it by 5 and get 576 damage per second.
If we assume that 576 is four percent of (battle spirit) damage per second we do on a player (the value which now corresponds to the new sharpened), then what the tooltip of our spammable should be? Assume dizzying swing, the strongest spammable damagewise. If 576 is four percent (after battle spirit), then the dizzying swing tooltip should be 2*(576*100)/4 = 28 800.
In no cp, a 12-13k dizzying tooltip is very respectable. In CP, I had at most 20k on an incredibly damage high build. 28 800 is realistic only in CP and only if you have crits all the time, which is not something a high weapon damage build can afford.
How much damage should oblivion do to be balanced with sharpened? For no CP, if we assume 12k tooltip, 30% crit chance and full impen target, then the effective tooltip is roughly 13k. Reversing the calculations, we get that the oblivion damage should hit for... 800.
All this allows to conclude that in order to balance oblivion damage, it has to be cut, for example by battle spirit. If that does not happen, get infused weapons while they are cheap.
@ZOS_GinaBruno @ZOS_JessicaFolsom , please pass this to developers as many players do find this disturbing indeed.
I think the buffs to crit are too much. With these new values every dps will be using crit sets. By buffing crit so much, weapon damage is taking an effective nerf. Max stat was buffed too, so why not weapon damage? If this goes live, crypt of hearts will be farm central for stamina dps because crit sets will be the most effective way to increase damage.
WhiteNoiseMaker wrote: »I'm very interested in all the trait balance tweaks myself.
Prosperous does still seem somewhat lackluster, unless it receives some kind of boost or outside-the-box benefit, such as the additional recovery being independent of factors such as blocking and/or taking place outside of the normal 2-second tick and being a separate 1-second tick.
Defending's nerf feels a bit like a low blow to tanks, seeing as how we're still rather an endangered species and every DPS swears tanks are superfluous to run content with outside of Trials. Not sure if the analytics really are showing that we're over-mitigating. Tanking is such a niche role, out of the nine traits available, what other traits do you as the Developers really envision us wanting to use? Some kind of feedback on what you think is are viable options would be nice?
I understand Sharpened being nerfed, as it really was be be-all-end-all of all weapon traits for all other roles, even healers. Not sure if the percentage cut as it is now is completely fair though.
Who needs endgame gear simply to farm? WTH are you farming that requires that packs that much punch?LadyLethalla wrote: »I had an idea - with those who like to farm for gold bemoaning the loss of the additional gold Prosperous gave... make the ORNATE armour trait give this gold bonus instead - make it useful and keep those peeps happy too.
No. It is not in drop rate in endgame content -> making it do something would mean it would be added
Also it is useful, it gives you more money from selling it. Far better use than trait for 5 people farming gold by killing mobs lol
Merlin13KAGL wrote: »Who needs endgame gear simply to farm? WTH are you farming that requires that packs that much punch?LadyLethalla wrote: »I had an idea - with those who like to farm for gold bemoaning the loss of the additional gold Prosperous gave... make the ORNATE armour trait give this gold bonus instead - make it useful and keep those peeps happy too.
No. It is not in drop rate in endgame content -> making it do something would mean it would be added
Also it is useful, it gives you more money from selling it. Far better use than trait for 5 people farming gold by killing mobs lol
What I think @LadyLethalla is referring to is adding the live function of Prosperous to the current function of Ornate.
Sell it, you get more gold. Wear it, you farm more gold.
Merlin13KAGL wrote: »What I think @LadyLethalla is referring to is adding the live function of Prosperous to the current function of Ornate.
Sell it, you get more gold. Wear it, you farm more gold.