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the next evolution of Invigorating?

phaneub17_ESO
phaneub17_ESO
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Exploration granting a little extra experience for discovering new areas, to Prosperous which gave a little more gold from dropped mobs, then to Invigorating with lackluster amounts of recovery bonuses; this trait slot really can't get any love no matter how its reworked. I was thinking along the lines of each item reduces chance of being afflicted by spells or negative effects by an increment of 0.6% and reducing their duration by 0.8%?

White - 0.6% / 0.8%
Green - 1.2% / 1.6%
Blue - 1.8% / 2.4%
Purple 2.4% / 3.2%
Gold - 3.0% / 4.0%

So if you have 8 Armor slots in all Gold it would reduce the chance of being afflicted by negative effects by 24% and reduces their duration by 32%. What this means is that instead of spells and procs having a 100% chance to hit you if you didn't roll dodge out of the way gets reduced to a maximum of 76% chance of connecting on you and those that do connect will have reduced duration by a third of the time. This would only affect targeted spells or proc effects that apply a timed debuff or deals Damage Over Time. AOE spells or burst target spells are excluded. Works both in PvE and PvP.
  • Wing
    Wing
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    I do support the idea of replacing invigorating with a more useful trait (if not your specific example)

    I too had though about perhaps a trait that replicated the reactive 5 piece the reduced damage taken while CC'd by a % (say 1,2,3,4,5) that would meant if on all slots and a shield you would take 30% reduced damage while under the effects of crowd control. (fear, stun, immobilize, etc.)

    had also thought that it should have possibly been a champion point effect.
    Edited by Wing on June 7, 2018 10:46AM
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  • erlewine
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    I think it's bad on purpose. They don't want to have all the traits be good, since then the "good" traits wouldn't be as rare.
    eisley the worst
  • Gallagher563
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    I don't think they are making traits intentionally bad I just think they work so hard to "balance" things that they are worried about over tuning any one trait.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Invigorating is not that bad. It is in line with all other traits.
  • simple_specops
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    Well i quite liked the prosperous trait to be honest, nothing special but something a bit helpful in the hopeless quest for the gold grinders. And imo I think that they made quite a good job back then when they improved the traits, I don't know how they could change it though, maybe a little cost reduction or a more substantial recovery
  • Minno
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    Invigorating is not that bad. It is in line with all other traits.

    Only change I will say is that invigorating should boost other Regen sources to counter siphoner CP and nirnhoned should be % based DMG mitigation with reinforced being both resists.
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  • Colecovision
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    Invigorating is not that bad. It is in line with all other traits.

    To most its the worst, but I know there is a secret club using it. Personally, I dont get it.
  • kojou
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    Players tend to forget that none of the traits are particularly strong (except inpenatrable in PVP), but divines is used because it and infused are the only ones that increase damage. Divines just offers a bit more flexibility since its benefits depend on your mundus.

    I agree that ZoS feels there always needs to be a undesirable trait or we wouldn't grind for gear very long.

    Invigorating at least adds some value if you want to try something new and retrait it when you decide on your build.
    Playing since beta...
  • erlewine
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    Invigorating is not that bad. It is in line with all other traits.

    To most its the worst, but I know there is a secret club using it. Personally, I dont get it.

    Well, it certainly doesn't make much sense considering Legendary Invigorating is only 11 regen, while Divines with Regen mundus is 18....
    eisley the worst
  • Solariken
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    I think the values of the current Invigorating are fine, they just need to separate them from regen mechanics.

    So instead of a straight +11 HP/mag/Stam recovery, it would be this:

    "Adds 11 health recovery. Every time you regenerate health, gain 11 magicka and 11 stamina."

    I would use that in a heartbeat. Even though it's weaker per stat than Divines and still tied to your regen timer, you continue to get the stamina during block/sprint and you get the magicka during frost block, etc etc.
    Edited by Solariken on June 7, 2018 8:36PM
  • Chilly-McFreeze
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    Invigorating is not that bad. It is in line with all other traits.

    General question.

    Why must everything be exactly the same? Why can’t trait a be best for task x while trait b is weaker for x but stronger for y?

    Divines is arguably bis for dmg. Why must it be on par with the regen tait for regen as well? Just buff invigorating a bit, because I really, really, really doubt anyone would notice 77 regen on any stat. (Yes, I know, modifiers).
  • commdt
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    Someone proposed to add a good deal of regen to a stat chosen by armor type
    Light + 22 mana regen
    Medium + 22 stamina regen
    Heavy + 30(?) hp regen

    This way it will at least see use between healers
    Rawr
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Invigorating is not that bad. It is in line with all other traits.

    General question.

    Why must everything be exactly the same? Why can’t trait a be best for task x while trait b is weaker for x but stronger for y?

    Divines is arguably bis for dmg. Why must it be on par with the regen tait for regen as well? Just buff invigorating a bit, because I really, really, really doubt anyone would notice 77 regen on any stat. (Yes, I know, modifiers).

    They are not exactly the same. They are in line with each other. Meaning they all are good somewheres. So it is the way you are describing.

    Divines is on par with infused on the big pieces of armor now, so yes, arguably. Divines strength is its flexibility.

    It is 77 regen for all three stats. So you are getting 231 all together (plus as you said, modifiers). Looking at it any other way is missleading. You might not care about the off stat and health regen, but they are there. It is by far the best for over all regen.

    I don't know why people love the tri stat glyphs for armor when they only give 50% as much of the main stat and invigorating gives 60% of each regen compared to divines with a regen mundas.


  • Xvorg
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    commdt wrote: »
    Someone proposed to add a good deal of regen to a stat chosen by armor type
    Light + 22 mana regen
    Medium + 22 stamina regen
    Heavy + 30(?) hp regen

    This way it will at least see use between healers

    Health regen is bad, always. Instead give them 11 magicka and 11 stamina

    (and please, don't use the word "mana", a little khajiit dies whenever you do that)
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  • Gilvoth
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    i vote it should stay.
    there are many great builds that use the invigorating trait, and it does help with the regen.
    i don't see anything wrong with the invigorating trait.
  • Gilvoth
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    Xvorg wrote: »
    commdt wrote: »
    Someone proposed to add a good deal of regen to a stat chosen by armor type
    Light + 22 mana regen
    Medium + 22 stamina regen
    Heavy + 30(?) hp regen

    This way it will at least see use between healers

    Health regen is bad, always. Instead give them 11 magicka and 11 stamina

    (and please, don't use the word "mana", a little khajiit dies whenever you do that)

    that is a good idea,
    if any change just drop the health regen and make it more stamina and magicka regen.
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