Improving the Jewelry Crafting Traits

joaaocaampos
joaaocaampos
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So... I recently did an opinion poll, reviewing the new 6 Traits. Triune, Infused and Bloodthirsty are in a good place. So there's no effective suggestion for these 3. Maybe some number adjustments for Infused and Bloodthirsty. I dont know.

So I focused on the three remaining Traits: Harmony, Swift and Protective.

Harmony is a good idea that Zenimax had. Testing is required (in PTS), because it is a Trait that will be mostly used in PvE. Swift is a "neutral" Trait, and I don't see Protective being used constantly. So I'll be suggesting some improvements below.

Harmony
  • Increases the power of activated Synergy effects and reduces Synergy's cooldown.

Swift
  • Increases your non-mounted movement speed and reduces the duration of all snare effects on you.

I had suggested adding the Training or Prosperous effects to Swift, but that would lose the Trait fantasy. So above is a valid suggestion!

Protective
  1. Increases Physical and Spell Resistance, and Critical Resistance.
  2. Increases Physical and Spell Resistance, and increases the amount of damage you can block.

Any of the above two suggestions are valid.

So, what do you say?
Edited by joaaocaampos on April 27, 2018 8:40PM
  • Silver_Strider
    Silver_Strider
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    But, Swift already allows me to earn more money. I move so much quicker now when I'm stealing/killing then I've ever had before that I'm reaching my fencing cap much quicker than ever.
    Argonian forever
  • starkerealm
    starkerealm
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    Swift doesn't interest me, but, I know there are people who will use it.

    Protective... could use something. I don't think simply adding crit resist to it is the answer. It just doesn't stand out, and becomes another source of resistances.
  • Gallagher563
    Gallagher563
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    I think protective should be changed to add healing done and healing taken or possibly reduce damage taken and blocked by X%.
  • kookster
    kookster
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    i think a better combo for swift would be to reduce the effectiveness of snares by a %. The Protective change honestly seems like a good idea.
    Potato Pact - PC NA
  • Jeezye
    Jeezye
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    Actually I think Swift by itsself is already strong, since movement speed buffs are very limited nowadays. 10% flat speed adds to EVERYTHING, including mist form, sprint etc.. On the other hand, it doesn't really provide an "in-combat" buff that helps you survive, heal or damage, so I can agree it could get a secondary effect. I like the idea of the combination of training and prosporous, since I support anthing that helps new players develp faster and have fun.

    I can't see myself using protective though as it is in its current state. There are so many easyily accessible armor buffs outside of the classical buff system that you can stack if you need more resistances, that in any scenaria I'd find myself using the healthy trait for more tankiness. Adding impenetrable to this trait on the other hand would make this trait very interesting to me, especially because I can pair it with light or medium armor.

    Really like your suggestions here. Finally a thread dealing about the upcoming changes and not about whining about current metas <3
  • joaaocaampos
    joaaocaampos
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    kookster wrote: »
    i think a better combo for swift would be to reduce the effectiveness of snares by a %. The Protective change honestly seems like a good idea.

    @kookster I liked your idea, since they changed the Ironclad effect! I just edited and added!
  • Gallagher563
    Gallagher563
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    On the topic of traits. Harmony needs to also reduce synergy cooldown to truly be worth running. As it is now it is worse than infused in almost all situations and provides less flexibility in general.
  • joaaocaampos
    joaaocaampos
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    On the topic of traits. Harmony needs to also reduce synergy cooldown to truly be worth running. As it is now it is worse than infused in almost all situations and provides less flexibility in general.

    Great suggestion, @Gallagher563 ! Edited and added!
  • joaaocaampos
    joaaocaampos
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  • Gilliamtherogue
    Gilliamtherogue
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    Harmony
    • Increases the power of activated Synergy effects and reduces Synergy's cooldown.

    Swift
    • Increases your non-mounted movement speed and reduces the duration of all snare effects on you.

    I had suggested adding the Training or Prosperous effects to Swift, but that would lose the Trait fantasy. So above is a valid suggestion!

    Protective
    1. Increases Physical and Spell Resistance, and Critical Resistance.
    2. Increases Physical and Spell Resistance, and increases the amount of damage you can block.

    Any of the above two suggestions are valid.

    So, what do you say?
    Harmony:
    Reducing Synergy cooldown get's into a dangerous territory of allowing way too much Resource Management to come to the game, especially in a high unique Synergy environment. I'd rather see a reduction to the empowerment of Synergies and instead a unique buff that adds either;

    1. Weapon + Spell Damage OR
    2. Magicka + Stamina + Health OR
    3. Critical Hit Chance and Damage OR
    4. Health + Stamina + Magicka Recovery after activating a synergy.

    This would operate much like Moondancer in the sense that it's a random buff to the set (or you could go in order down the line), and they cannot stack. This would offer playstyle augments to each role and playstyle, empower teamwork, and still not necessarily be overpowered simply because you can tune the exact values as you'd like from a development standpoint. It further adds a dynamic as not fitting into a one size fits all, as team composition, group synergy (regulars vs pugs), and combat dynamics (high mobility, etc) would all play a role into deciding the effectiveness of them.

    Swift:
    Add on Immobilization effects as well and I'm in love. In exchange, slightly reduce the Speed increase value added.

    Protective:
    Definitely cautious to adding even more unique defensive amplifications in this game. In ESO it is very easy to stack over 80% damage mitigation for extended periods of time with buff categories, mitigation, CP, and blocking. While these builds generally cannot kill anyone, they also greatly hinder the play experience for attackers to these builds, and don't really serve a function in the game other than a nuisance for the player utilizing them. You can already get HUGE amounts of Critical Resistance in the game from Impenetrable (literally the strongest trait in game from a PvP standpoint), sets like Impreg/Trans, and CP. After the continuous nerfs to Critical Hit Modifiers, adding more sources to diminish them would hurt the stat more.

    I'd be okay with allowing more sources of Critical Resistances if;
    Damage shields could be crit
    Impenetrable, Resistance, Impregnable set, and Transmutation set saw some slight reductions
    Critical Hit Modifiers applied to Healing again

    The block mitigation also falls into a similar category. Blocking already gives a HUGE damage mitigation of 50%, which can reach crazy heights with passives, sets, and abilities. We don't need more of it unless we plan on reducing the preexisting sets to force players to specialize into it more (which I think would be great, but also a lot of work).
    Edited by Gilliamtherogue on April 27, 2018 11:08PM
    Old member of The Order of Mundus, Mostly Harmless, Hostile, and Genesis Elite. Avid theorycrafter. Herald to competitive stamina DPS pre 1.5. How far we've come!

    Have questions? Send me a message on the forums or my other social media. Seeing people learn is my dream and passion.

    Guides and other fun videos at https://youtube.com/c/gilliamtherogue
  • MehrunesFlagon
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    How about move bloodthirsty from pvp to pve.Don't realy give a damn which form of p. Just don't think a bunch of dickface zerglings deserve to have the advantage in geting this trait.
  • Taleof2Cities
    Taleof2Cities
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    How about move bloodthirsty from pvp to pve.Don't realy give a damn which form of p. Just don't think a bunch of dickface zerglings deserve to have the advantage in geting this trait.

    Then you would also agree that harmony should be moved out of Trials so that PvPers don’t have to tolerate PvE players?
  • Gallagher563
    Gallagher563
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    On the topic of traits. Harmony needs to also reduce synergy cooldown to truly be worth running. As it is now it is worse than infused in almost all situations and provides less flexibility in general.
  • Gallagher563
    Gallagher563
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    Reducing cooldown does not have to be same percent. Frankly changing all to 30 would be ok and change cooldown to 14 ish seconds.
  • MehrunesFlagon
    MehrunesFlagon
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    How about move bloodthirsty from pvp to pve.Don't realy give a damn which form of p. Just don't think a bunch of dickface zerglings deserve to have the advantage in geting this trait.

    Then you would also agree that harmony should be moved out of Trials so that PvPers don’t have to tolerate PvE players?

    it could be effective to have both traits drop form 2 different locations,or perhaps the pvp objective and trials objjective could have a chance at dropping both.
  • ak_pvp
    ak_pvp
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    If they made swift mounted it'd be good for a niche. Cyro horse sim is tiring. Swift cyro ward+rapids.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
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