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New Weapon Trait to replace Decisive.

  • Vevvev
    Vevvev
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    Change invigorating, if anything.

    Agreed for armor.


    For weapons, I'd be inclined to get rid of powered myself. I don't know anyone who uses it even on their healers.

    Powered is what I use on all my PVP builds to fight the reduced healing from Battle Spirit. I also use it on my healer for the heck of it but I'm sure there is a better trait, but I'm set in my ways.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • idk
    idk
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    nordmarian wrote: »
    I'm not into combat stuff but here are some insights...

    Maybe some of those traits could increase the duration of effect over time skills?
    Or increase healing received.
    Or reduce damage income from this, that and that...
    Or affect player speed / sneak abilities...

    Hell maybe we even need more traits in the future?

    We have mundus stones that do just that.

    The Lady increases resistance which reduces incoming damage.
    The Steed increases movement speed by 10%. It also increases health recovery by 238.
    The Ritual increases healing effectiveness by 8%. (healing done)

    Divines increase the effectiveness of the Mundus stone.

    The Powered weapon trait increases healing done.

  • MindOfTheSwarm
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    As for Invigorating, I was thinking along the lines of a trait that converts your damage in someway. Call it Imbued or something. For example:

    Imbued: Part of your damage is converted into the element of your current enchant. The cost of your skills will change to reflect the enchant.

    White: 20%
    Green: 30%
    Blue: 50%
    Purple: 60%
    Gold: 80%

    The effect would be something like this:

    With Frost Enchantment on Bow. (Gold)

    Volley: Cost: 4000 Magicka
    Launch a multitude of arrows into the sky to rain down, dealing 27 Physical Damage and 108 Frost Damage to enemies in the target area every 1 second for 8 seconds, after a 2 seconds delay.


    With Disease Enchantment on Destruction Staff. (Gold)

    Impulse: Cost: 3010 Stamina
    Release a surge of elemental energy, dealing 123 Magic Damage and 492 Disease Damage to nearby enemies.

    Not saying it would work like this slam dunk. But the general idea I think would make for some interesting builds and spice the game up a bit.
  • idk
    idk
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    Ok so the consensus is get rid of Invig. fair enough. That does suck too. So what would you want in exchange of Invig?

    It is not a good consensus. There are worse traits depending on what one is doing.

    For a PvE DPS build, if we had enough crystals to change the trait in only one piece of armor and we had an invigorating, impenetrable, and sturdy piece of armor it would be wise to keep change the invigorating last.

    When looking at things in a holistic manner it does not seem such a wise choice. Even if Zos ditched both invigorating and Decisive and replaced it with something else there is still going to be a crappy trait to complain about.
    I was thinking a trait that buffs the actual ultimate itself in some way when you use up your excess Ultimate points.
    For example say you used 500 ultimate on Elemental Rage that costs 250 ult. Maybe the other 250 could be added as Spell Damage to that ultimate as well as increase the ultimate's duration say... 50 ultimate points give an extra second. Maybe this could be an addition to Decisive while Invigorating could be swapped out for something new entirely.

    The added benefit would have to be less, notably less, than if we used the ult when we reached its cost. Adding duration to the ult is also problematic since it is increasing the stun of Incapacitating strikes and effects of defile on Soul Harvest. One cannot increase the duration of the damage with these ults since they do instant damage. Even increasing their damage via SD/WD could be a problem in PvP.

    It also seems the idea could easily add more calculations to the server than the current traits do.
  • Zinggling
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    Decisive is something Id like to see stick around. There always going to be 1 best at pure damage, that always switch from patch to patch. Sharp, precise, infused, they all just change patch to patch as to whats going to result in higher damage. Something like decisive though, especially in ideal balance of the game, gives players an option for more unique builds. A good example would be an ult generating tank or healer. I use to run decisive on my negate tank, really no point to that build now with time stop being a thing but its just one example. There are a ton of utility ults or even dps builds that could make use of this.

    Shalk Exoskeleton Set with Decisive on a Healer for example, works pretty well!

    https://elderscrollsonline.wiki.fextralife.com/Shalk+Exoskeleton+Set
  • codierussell
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    "Hold on I am having sustain problems, let me take off my divines piece for a invigorating to get that extra 16 recovery" - said no one ever.

    Invigorating has an easy fix, make the value higher. If you wore 7 gold invigorating pieces the amount adds up to well under one jewelry enchant for recovery. In what world is 7 traits worth less than one enchant. It has no use in any part of the game as is on live. The only reason people run it is because they don't have the transmutes to change it, with the new changes to the transmute system shouldn't be a problem.
  • Finedaible
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    Decisive is not bad, and it has its uses. Invigorating on the other hand is the worst possible trait that continues to be outshined by anything else. Even Training is more useful than Invigorating imo (leveling mostly).

    I think if Invigorating were buffed enough it could stay as is, but honestly I'd rather they drop the health recovery stat from Invigorating entirely and instead allocate more of that power budget to the Stamina and Magicka recovery stats... Health recovery stat is such a joke anyway. Maybe then Hybrid builds would be a little more feasible.
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