Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Should crafters be able to recraft traits?

  • ahstin2001nub18_ESO
    Yes, but should be hard to do.
    abigfishy wrote: »
    Pmarsico9 wrote: »
    There's no reason for some traits to exist:

    Sturdy
    Weighted
    Well-fitted
    Charged

    It's incredible. I mean weighted DOESN'T EVEN DO ANYTHING. Get a nice blue drop while questing?

    IT'S WEIGHTED. GAH!

    I always lol at Sturdy and Well-Fitted but is Weighted really useless? I actually even craft my Restoration staffs with the Weighted trait on purpose as I only ever use them to do heavy attacks to restore my manna and I figured the speed was the most important thing. Am I a stoopid noob?

    short answer... maybe.

    long answer: i am currently playing with 2handed and had been using weighted this whole time thinking it would make things better. once i hit VR 6 i accidentally did spell/weapon penetration and thought "fine, ill give it a try." i actually feel quite a bit more proficient with that trait over weighted. it would be interesting to test that out a difference for your use of weighted, since you use heavy for a "primary" use. i just filled in regen times with heavy attack/weak attack, followed by weak attack, followed by a melee based ability (not good with names). now i can "see" a slight difference in the heavy attack, but not much (if anything) on a weak attack, and no perceived benefit with abilities. so since you are using heavy for a purpose, it MAY be worth it to keep weighted.

    as far as traits- sturdy/well-fitted are my trait based nemesis as well lol
    I will work. I will save. I will sacrifice. I will endure. I will fight cheerfully and do my utmost, as if the whole issue of the struggle depended on me alone.

    Martin A. Treptow
    1894-1918
  • kelly.medleyb14_ESO
    kelly.medleyb14_ESO
    ✭✭✭✭✭
    Yes. And should be easy to do.
    AlnilamE wrote: »
    I think the so-called "garbage" traits are part of the pro/con decision on whether or not to use a set or a piece of armor you found.

    If this is implemented, it should be hard. I like someone's suggestion of capping success at 80% (and failure would destroy the item).

    I would agree with this, if you REALLY feel the pieces is useless with the current trait then you can take the 80% chance.
    crafting as it is now is way too easy. everyone has everything. If this should be possible it should be hard to do or hard to obtain whatever you need ot change the traits on items.

    ^ this, I think ZoS really dropped the ball on this game by oversimplifying things now no one is unique everyone can do everything, very bad for long term sub based economy.
    Edited by kelly.medleyb14_ESO on December 17, 2014 5:53PM
  • AshySamurai
    AshySamurai
    ✭✭✭✭✭
    Yes, but should be hard to do.
    Or, instead of developing and implementing complicated system, ZOS better simply rework useless (for now) traits? Make all traits more equal (really, who use training or sturdy in end-game?) and it would be much better. And I still hope to see transmutation some day in future.
    Make sweetrolls, not nerfs!
  • ahstin2001nub18_ESO
    Yes, but should be hard to do.
    Or, instead of developing and implementing complicated system, ZOS better simply rework useless (for now) traits? Make all traits more equal (really, who use training or sturdy in end-game?) and it would be much better. And I still hope to see transmutation some day in future.

    i would use training still at VR6 to finish of Light armor. since i don't intend to use light armor right now, i figure its worth at least maxing it out now along with medium armor. once i hit vr14 i may not use training, but then when they raise skill levels ill probably be back to making a set of "training armor"
    Edited by ahstin2001nub18_ESO on December 18, 2014 6:19AM
    I will work. I will save. I will sacrifice. I will endure. I will fight cheerfully and do my utmost, as if the whole issue of the struggle depended on me alone.

    Martin A. Treptow
    1894-1918
  • Palidon
    Palidon
    ✭✭✭✭✭
    Yes. And should be easy to do.
    I think as a master crafman in Blacksmithing, Clothing or Woodworking should be able to change traits assigned to existing worn armor or weapon pieces or those found or dropped. There are many excellent dropped items in the game but the traits assigned sometimes just make them useless to use. Changing the traits on items should of always been a option and ZOS needs to take a serious look at granting it once a player has reached master level.
    Edited by Palidon on December 25, 2014 3:37PM
  • AshySamurai
    AshySamurai
    ✭✭✭✭✭
    Yes, but should be hard to do.
    Or, instead of developing and implementing complicated system, ZOS better simply rework useless (for now) traits? Make all traits more equal (really, who use training or sturdy in end-game?) and it would be much better. And I still hope to see transmutation some day in future.

    i would use training still at VR6 to finish of Light armor. since i don't intend to use light armor right now, i figure its worth at least maxing it out now along with medium armor. once i hit vr14 i may not use training, but then when they raise skill levels ill probably be back to making a set of "training armor"

    Yep. When you'll max all your skills it become useless.
    Make sweetrolls, not nerfs!
  • timidobserver
    timidobserver
    ✭✭✭✭✭
    ✭✭✭✭
    Allow crafters to craft something called a "trait kit" that replaces the trait on an item. Make it cost a disgusting amount of mats to make.
    V16 Uriel Stormblessed EP Magicka Templar(main)
    V16 Derelict Vagabond EP Stamina DK
    V16 Redacted Ep Stam Sorc
    V16 Insolent EP Magicka Sorc(retired)
    V16 Jed I Nyte EP Stamina NB(retired)

  • Ourorboros
    Ourorboros
    ✭✭✭✭✭
    ✭✭
    Yes, but should be hard to do.
    WhiskyBob wrote: »
    Iluvrien wrote: »
    Sylvyr wrote: »
    wow, at least at this juncture 16% no, 84% yes in some fashion. That's quite a gap!

    It is, but the breadth of opinion in the "yes in some fashion" camp also seems to be pretty wide. Everything from "Yes, on a whim" to "Yes, but only if it is expensive, only if it is by a mastercrafter and only on items that have been crafted not dropped".

    I, personally, would like to see a second discussion (off the back of this one) for those who have placed themselves in the "Yes" camp to see what format of recrafting they would actually support. I suspect that the results would be far less clean-cut.

    There are still many suggestions flowing in. Perhaps we could recreate this discussion with a more detailed poll as when I was creating this one I wasnt even thinking about some nice ideas that people posted.

    But overall forumites seem to want that option. I wonder whats ZoS status on this.

    The only things ZOS seems to care about changing is adding new content and fixing bugs, and not a very good job on the latter. The forum is full of requests and suggestions for fixes and improvements, a lot fewer requests for new stuff. Yet it's rare to see any response from ZOS. One might infer that ZOS only cares about what might attract new players, not about addressing concerns of those who already paid. Let's hope the upcoming patch is all it's promised to be. As for this thread, and others like them, don't hold your breath.
    PC/NA/DC
    Breton Sorcerer Maester.White - BB meets GoT >Master Crafter< { 9 Traits completed 4/23/15 }
    TANSTAAFL--->There ain't no such thing as a free lunch.....Robert Heinlein
    Women and cats will do as they please, and men and dogs should relax and get used to the idea....Heinlein
    All those moments will be lost in time, like tears...in...rain. Time to die. "Blade Runner"
    ESO: the game you hate to love and love to hate....( >_<) May RNG be with you (*,_,*)
  • Stilliko
    Stilliko
    ✭✭
    Yes. And should be easy to do.
    dharbert wrote: »
    Aett_Thorn wrote: »
    I proposed this idea in another thread, but I'll put it here as well.

    I think that in order to change a trait on a piece of armor, you should need to know both the current trait and the one that you are changing it to. Then you will use up the new trait stone as well as a few pieces of the material the armor is made of in the process.

    That makes sense to me, as you'd need to know how the old trait would have been incorporated into the armor, how the new trait needs to be incorporated, and a few pieces of material to patch up any holes.

    Don't know if you'd count that as easy or hard, but it's how I'd set the system up.

    ^ This exactly.

    You would need to know the trait the armor/weapon currently has on it, as well as the trait you are wanting to put on it, along with the trait stone for each. Use the appropriate crafting station, and voila! Your Footman's Fortune cuirass now has the Impenetrable trait instead of Exploration.

    I agree with Aett_Thorn, a crafter should have to know the current trait and the trait the crafter wants to change too. That being said, to me the point of crafting is being able to get gear that is exactly what you want. So the ability to modify/change gear traits and enchantments makes sense. That's why I spent the time leveling up crafting, and doing all that research.

    Someone else mentioned capping the success rate for changing the trait. I wouldn't be opposed to this. There could be a change trait "resource" like upgrading the color of items. The more of this "resource" you have the better your chances at changing the trait. If you fail, the item is destroyed. Anyway, that's my two cents.
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    ✭✭
    Yes, but should be hard to do.
    I agree that it should be possible, especially in pvp this opens up many build varieties. To recraft a trait a crafter should be a master at the desired trait. For example, you have a light armor vr12 item with exploration and want impenetrable, the crafter should have researched all impenetrable on light armor and have a rare/special diamond stone to recraft the impenetrable trait. I think this would give end game crafters more value and purpose.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Turelus
    Turelus
    ✭✭✭✭✭
    ✭✭✭✭✭
    Yes, but should be hard to do.
    Hell yes, please let me use the armour pieces I want in PVP without having to use that stupid Exploration trait.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Itoq
    Itoq
    ✭✭✭✭
    No.
    Making dropped sets better, by enabling reset of traits, would be OK if somehow crafted sets were also improved overall.

    I don't like the idea of improving dropped sets so much without improving crafted sets exponentially.
    Edited by Itoq on January 8, 2015 9:33AM
  • guybrushtb16_ESO
    guybrushtb16_ESO
    ✭✭✭✭
    Yes. And should be easy to do.
    I'd like to see crafters be able to change trait and style as well. It alwas was kinda awkward that appearance customization is there while levelling but then basically ends as soon as you gear up for endgame.
Sign In or Register to comment.