Maintenance for the week of April 6:
• [COMPLETE] ESO Store and Account System for maintenance – April 8, 9:00AM EDT (13:00 UTC) - 6:00PM EDT (22:00 UTC)

Suggested changes to weapon and armor traits

Lynx7386
Lynx7386
✭✭✭✭✭
✭✭✭✭✭
The discussion on the impenetrable trait brought this to mind. Currently impenetrable is very powerful (and I agree that it should be, despite all the whiners that only stack crit and want to kill their target in two seconds instead of having to use their brains in pvp). The other traits... not so much. I think some basic changes to how these traits function would go a long way towards improving the gear game in ESO, so here's my suggestions:

(Note: using the base numbers for these, keep in mind that trait effect percentages increase with item quality. For weapons, 1 handed trait percentages are used, double the amount for two handed weapons)

Weapon Traits

Powered
Current Effect: Reduces cooldown of weapon enchantments by 30%
New Effect: Fully charged heavy attacks have a 100% chance to activate weapon enchantment

Charged
Current Effect: Increases enchantment charges by 17%
New Effect: Weapon enchantment no longer requires or consumes soul charge.

Precise
Current Effect: Increases critical strike chance by 3%
No Change

Infused
Current Effect: Increases weapon enchantment effect by 13%
New Effect: Increases weapon enchantment effect by 20%

Defending
Current Effect: Increases total armor and spell resistance by 4%
New Effect: Reduces damage taken from all sources while blocking by 10%

Training
Current Effect: Increases weapon skill line experience with this weapon type by 22%
No Change

Sharpened
Current Effect: Increase armor and spell penetration by 6%
New Effect: Increases critical strike damage bonus by 10%

Weighted
Current Effect: Increase weapon attack speed by 4%
New Effect: Light and heavy attacks have a 5% chance to daze opponent.



Armor Traits

Sturdy
Current Effect: 22% chance to avoid decay when defeated
New Effect: Reduces chance to be stunned, dazed, or knocked down by 5%

Impenetrable
Current Effect: Increase resistance to critical hits by 60
New Effect: Reduces damage taken from critical hits by 5%

Reinforced
Current Effect: Increases this item's armor value by 4%
New Effect: Reduces physical damage taken by 5%

Well-Fitted
Current Effect: Reduces the cost of sprinting by 2%
New Effect: Reduces the cost of sprinting by 4%

Training
Current Effect: Increases armor skill line experience with this armor type by 11%
No Change

Infused
Current Effect: Increases armor enchantment effect by 8%
No Change

Exploration
Current Effect: Increases exploration experience gained by 6%
New Effect: Increases movement speed by 5%

Divines
Current Effect: Increases mundus stone effects by 4%
No Change



The way I see it, you've only got 7 armor slots and up to 2 weapon slots to put traits on, so we're almost as limited on traits and enchantments as we are on our skill bar abilities. Those choices need to matter and be powerful enough to contend with each other - nobody's going to run well fitted in pvp or pve when impenetrable is so much better, and some of the traits are currently useless for max-level characters and not all that useful for lower level characters (like exploration), and could use different benefits to counter that.

Overall this shifts the priorities for traits from raw damage output to more defense and damage mitigation, increasing time to survive in pvp and thereby creating an environment where player skill has a chance to take effect.
PS4 / NA
M'asad - Khajiit Nightblade - Healer
Pakhet - Khajiit Dragonknight - Tank
Raksha - Khajiit Sorcerer - Stamina DPS
Bastet - Khajiit Templar - Healer
Leonin - Khajiit Warden - Tank
  • Lynx7386
    Lynx7386
    ✭✭✭✭✭
    ✭✭✭✭✭
    No comments?
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • poodlemasterb16_ESO
    poodlemasterb16_ESO
    ✭✭✭✭✭
    Well the 3 jewelery slots can pack a lot of power as well. Those, to some extent, provide a lot of what you list.

    I do agree with some of your ideas though and I think these things will change over time as they are fine balance issues.

  • babylon
    babylon
    ✭✭✭✭✭
    ✭✭
    Lynx7386 wrote: »

    Exploration
    Current Effect: Increases exploration experience gained by 6%
    New Effect: Increases movement speed by 5%

    Just passing through and noticed this - NO.

    Having someone running around with 35% more movespeed? On top of the nightblade speedy haxxy build? No.
  • Samadhi
    Samadhi
    ✭✭✭✭✭
    ✭✭✭
    Lynx7386 wrote: »
    ...
    Impenetrable
    Current Effect: Increase resistance to critical hits by 60
    New Effect: Reduces damage taken from critical hits by 5%
    ...

    I can agree with most of them with the exception of this one.
    Impenetrable makes far more sense to me as a reduction of Crit chance.
    Too many mechanics (such as sneak attacks) would be harmed by such a change.

    I really like the suggestions for Sturdy and Exploration though:
    Lynx7386 wrote: »
    ...
    Sturdy
    Current Effect: 22% chance to avoid decay when defeated
    New Effect: Reduces chance to be stunned, dazed, or knocked down by 5%
    ...
    Exploration
    Current Effect: Increases exploration experience gained by 6%
    New Effect: Increases movement speed by 5%
    ...

    These would make otherwise mediocre Traits into Traits worth using.
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
  • Lynx7386
    Lynx7386
    ✭✭✭✭✭
    ✭✭✭✭✭
    I can agree with most of them with the exception of this one.
    Impenetrable makes far more sense to me as a reduction of Crit chance.
    Too many mechanics (such as sneak attacks) would be harmed by such a change.

    The reasoning here is that there are complaints about impenetrable being too powerful in it's current form.

    Right now, you can achieve up to 80% reduced critical strike chance through the impenetrable trait on gear (70% if you dont use a shield). A lot of builds are very crit reliant - for example, the sorceror's critical surge for self healing. Most builds can only achieve roughly 50% critical chance, and even that requires playing specific races or using inner magelight. Being able to negate that much crit chance through traits alone seems a bit out of balance.

    If impenetrable reduced critical hit damage, however, it would not be completely negating those builds that rely on high critical chance - they'd still be able to crit just fine - it would instead reduce damage so that when you're getting hit by a critical you take the same damage as a normal attack. The end effect is the same: you dont die so quickly to crit builds.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Samadhi
    Samadhi
    ✭✭✭✭✭
    ✭✭✭
    Lynx7386 wrote: »
    I can agree with most of them with the exception of this one.
    Impenetrable makes far more sense to me as a reduction of Crit chance.
    Too many mechanics (such as sneak attacks) would be harmed by such a change.

    The reasoning here is that there are complaints about impenetrable being too powerful in it's current form.

    Right now, you can achieve up to 80% reduced critical strike chance through the impenetrable trait on gear (70% if you dont use a shield). A lot of builds are very crit reliant - for example, the sorceror's critical surge for self healing. Most builds can only achieve roughly 50% critical chance, and even that requires playing specific races or using inner magelight. Being able to negate that much crit chance through traits alone seems a bit out of balance.

    If impenetrable reduced critical hit damage, however, it would not be completely negating those builds that rely on high critical chance - they'd still be able to crit just fine - it would instead reduce damage so that when you're getting hit by a critical you take the same damage as a normal attack. The end effect is the same: you dont die so quickly to crit builds.

    The problem is, the change to Impenetrable would make it even stronger and more appealing than it is now.
    Currently, it adds survivability in general combat; however, someone with full Impenetrable can still take large amounts of damage from Sneak attacks, as well as from Crit Build Nightblades (who are still easily able to crit on someone with full Impenetrable gear at present). In its present format, it mitigates damage but still has a counter.
    The entire point of updating the other traits would be to make them more appealing so that people are less inclined to use all their traits on Impenetrable. Buffing Impenetrable further would exacerbate the issue.

    If Sorceror has an issue with healing, the obvious solution would be to change Critical Surge -- a quick example would be to rename it Healing Surge and make it so that the skill has a 50% chance to heal 50% of damage done.
    This would have the added benefit of diversifying Sorceror's stat builds, because they wouldn't be reliant upon crit rate to heal any longer.

    If Impenetrable reduced critical hit damage it would effectively negate more than it does now. Other functions in game would need to be rebalanced around the change.

    You made some suggestions that are quite good, the Impenetrable change is unfortunately not one of them. =/
    Edited by Samadhi on July 10, 2014 6:05PM
    "If you want others to be happy, practice compassion. If you want to be happy, practice compassion." -- the 14th Dalai Lama
    Wisdom is doing Now that which benefits you later.
Sign In or Register to comment.