YandereGirlfriend wrote: »Invigorating is totally useless as it is currently balanced.
If you wanted to follow the Tristat precedent where you get half of the maximum single-stat bonus for all three stats, that would give us a value of 169 / 2 = ~84 all regen per second. If slotted on all 7 pieces of armor, that would get us ~84 * 7 = ~600 all regen, which is definitely too strong.
If we instead only went with one third of the maximum single-stat bonus, we would get 169 / 3 = ~56 all regen which would yield ~400 all regen if slotted on all pieces. This seems closer to the mark, but perhaps we should round down to an even 50 all regen per piece which results in a maximum value of 350 all regen?
If that still seems high, using 40 all regen would give us a value of 280, which is probably the lowest you would want to go before pushing it back into uselessness.
You still wouldn't want to run it in PvP (unless you're using Impregnable or are some kind of glass canon mobility build) but in PvE it would provide a nice alternative to the current Divines monopoly for DPS and give some nice sustain options for tanks.
Full divines only gives you a bonus of 18 * 7 = 126 bonus recovery if you're using a recovery mundus... and you want the invigorating trait to give 350 of ALL THREE?
Glyphs and Traits are not the same thing.
YandereGirlfriend wrote: »YandereGirlfriend wrote: »Invigorating is totally useless as it is currently balanced.
If you wanted to follow the Tristat precedent where you get half of the maximum single-stat bonus for all three stats, that would give us a value of 169 / 2 = ~84 all regen per second. If slotted on all 7 pieces of armor, that would get us ~84 * 7 = ~600 all regen, which is definitely too strong.
If we instead only went with one third of the maximum single-stat bonus, we would get 169 / 3 = ~56 all regen which would yield ~400 all regen if slotted on all pieces. This seems closer to the mark, but perhaps we should round down to an even 50 all regen per piece which results in a maximum value of 350 all regen?
If that still seems high, using 40 all regen would give us a value of 280, which is probably the lowest you would want to go before pushing it back into uselessness.
You still wouldn't want to run it in PvP (unless you're using Impregnable or are some kind of glass canon mobility build) but in PvE it would provide a nice alternative to the current Divines monopoly for DPS and give some nice sustain options for tanks.
Full divines only gives you a bonus of 18 * 7 = 126 bonus recovery if you're using a recovery mundus... and you want the invigorating trait to give 350 of ALL THREE?
Glyphs and Traits are not the same thing.
Regarding the status of having all three regens on the Invigorating trait, that is more of a problem with the trait itself since very few builds even WANT to have all three regens buffed to begin with.
Invigorating and Nirn are both useless, but Invigorating is clearly winner here.
Heck, even Reinforced can have some uses, if someone dont have jewerly crafting.
YandereGirlfriend wrote: »YandereGirlfriend wrote: »Invigorating is totally useless as it is currently balanced.
If you wanted to follow the Tristat precedent where you get half of the maximum single-stat bonus for all three stats, that would give us a value of 169 / 2 = ~84 all regen per second. If slotted on all 7 pieces of armor, that would get us ~84 * 7 = ~600 all regen, which is definitely too strong.
If we instead only went with one third of the maximum single-stat bonus, we would get 169 / 3 = ~56 all regen which would yield ~400 all regen if slotted on all pieces. This seems closer to the mark, but perhaps we should round down to an even 50 all regen per piece which results in a maximum value of 350 all regen?
If that still seems high, using 40 all regen would give us a value of 280, which is probably the lowest you would want to go before pushing it back into uselessness.
You still wouldn't want to run it in PvP (unless you're using Impregnable or are some kind of glass canon mobility build) but in PvE it would provide a nice alternative to the current Divines monopoly for DPS and give some nice sustain options for tanks.
Full divines only gives you a bonus of 18 * 7 = 126 bonus recovery if you're using a recovery mundus... and you want the invigorating trait to give 350 of ALL THREE?
Glyphs and Traits are not the same thing.
Why are we comparing Mundus stones to armor traits?
Re: Divines vs Invigorating.
The comparison is fallacious at best as Invigorating is good at one thing and one thing only: sustain. Divines can be used for a multitude of character enhancing effects and you can change them on a whim without any penalty. If you’re a one trick pony (Invigorating), you should be very good at that one trick—see Impen.
Re: Divines vs Invigorating.
The comparison is fallacious at best as Invigorating is good at one thing and one thing only: sustain. Divines can be used for a multitude of character enhancing effects and you can change them on a whim without any penalty. If you’re a one trick pony (Invigorating), you should be very good at that one trick—see Impen.
So now a class rep is defending a truly unbalanced trait. Ooph.
Re: Divines vs Invigorating.
The comparison is fallacious at best as Invigorating is good at one thing and one thing only: sustain. Divines can be used for a multitude of character enhancing effects and you can change them on a whim without any penalty. If you’re a one trick pony (Invigorating), you should be very good at that one trick—see Impen.
So now a class rep is defending a truly unbalanced trait. Ooph.
I’m confused as to what you think I’m defending. Impen is overbudgeted af—no other trait provides as much mitigation in PVP scenarios— and I never suggested it wasn’t. I was talking about the comparatives being made between Divines and Invig. Impen is, however, an example of a desirable trait, which is what this thread is about: ordering things from wanted to not wanted.
Ideally, we should reach a balance with traits where even if things aren’t perfectly, numerically, weighted, they are each situationally useful—and such situations are occurring often enough to warrant their use.
Edit: I’d also add that it’s easy to have a knee-jerk reaction to discussions online and another matter entirely to stop, think and engage in reasonable discourse with someone who may (or may not, you might find) have a different opinion than you. If you have a question for me, pose it as a question rather than an attack and you’ll find I’m an amiable and chatty guy! Wishing you the best in your adventure in Tamriel.
If you’re a one trick pony, you should be very good at that one trick
RPGplayer13579 wrote: »Which Armor Trait do you never use? Which one would you want to be replaced? And what would you like in its place?
Re: Divines vs Invigorating.
The comparison is fallacious at best as Invigorating is good at one thing and one thing only: sustain. Divines can be used for a multitude of character enhancing effects and you can change them on a whim without any penalty. If you’re a one trick pony (Invigorating), you should be very good at that one trick—see Impen.
So now a class rep is defending a truly unbalanced trait. Ooph.
I’m confused as to what you think I’m defending. Impen is overbudgeted af—no other trait provides as much mitigation in PVP scenarios— and I never suggested it wasn’t. I was talking about the comparatives being made between Divines and Invig. Impen is, however, an example of a desirable trait, which is what this thread is about: ordering things from wanted to not wanted.
Ideally, we should reach a balance with traits where even if things aren’t perfectly, numerically, weighted, they are each situationally useful—and such situations are occurring often enough to warrant their use.
Edit: I’d also add that it’s easy to have a knee-jerk reaction to discussions online and another matter entirely to stop, think and engage in reasonable discourse with someone who may (or may not, you might find) have a different opinion than you. If you have a question for me, pose it as a question rather than an attack and you’ll find I’m an amiable and chatty guy! Wishing you the best in your adventure in Tamriel.
These are your words:If you’re a one trick pony, you should be very good at that one trick
Just because a trait is good at one thing does not mean it should be good to the point of being unbalanced. In reality a lot of traits would be used in PvP a lot more (including invigorating) if impen wasn't as mandatory.
Divines can be used for a multitude of character enhancing effects and you can change them on a whim without any penalty.
Divines can be used for a multitude of character enhancing effects and you can change them on a whim without any penalty.
Yes... and no. Yes, you can change mundus stones freely in theory. But in practice, how often do you change mundus stones without also changing what gear you wear? Generally speaking, there's a mundus stone that people will pick for whatever content they are doing. And there's some gear set that they'll use for that content.
kylewwefan wrote: »So, invigorating is killing the poll whether people understand the balance aspect or not.
But this seems to majorly take away the aspect of my choice nirnhoned. It doesn’t make sense why the rarest trait to learn, that drops approximately nowhere could be so worthless in value. Hmm.
This poll reminds me of a season of some singing show..got talent or idol; this guy that was meh kept winning by popular votes, but has the talent to go approximately nowhere.
The host gets very frustrated because the winner (invigorating) keeps overshadowing the potential talent that could be an actual superstar. Something that people would actually want to see outside of the show or poll as it were.
Invigorating is not keeping up the pace; problem could be solved by increasing only one resource (biggest pool) regen by ~50 or so but, as is, it's giving you almost nothing since it gives 3 different regen buffs (but you really want/need one)
kylewwefan wrote: »So, invigorating is killing the poll whether people understand the balance aspect or not.
But this seems to majorly take away the aspect of my choice nirnhoned. It doesn’t make sense why the rarest trait to learn, that drops approximately nowhere could be so worthless in value. Hmm.
This poll reminds me of a season of some singing show..got talent or idol; this guy that was meh kept winning by popular votes, but has the talent to go approximately nowhere.
The host gets very frustrated because the winner (invigorating) keeps overshadowing the potential talent that could be an actual superstar. Something that people would actually want to see outside of the show or poll as it were.
Invigorating is not keeping up the pace; problem could be solved by increasing only one resource (biggest pool) regen by ~50 or so but, as is, it's giving you almost nothing since it gives 3 different regen buffs (but you really want/need one)
So you want 350 regen, before buffs, for 7 pieces of gear... Mmmhmm...