At the moment divines or infused are the go-to trait, with divines being the most popular now. Other traits should be buffed to provide meaningful choices which can compete with divines. For weapons, you will see nirnhoned for magicka, precise, or sharpened. There needs to be a change to make all other traits just as effective as those select few.
I propose the following changes to the traits.
(the % values go by item quality: white / green / blue / purple / gold).
Armor Traits
Sturdy: Copy the effect of the current Impenetrable, while also making the item indestructible to avoid repair fees.
Impenetrable: Increases total physical resist by 1% / 1.5% / 2% / 2.5% / 3%. With so many champion points revolving around resisting elemental and magic damage, we need an alternative to gain physical resist besides the Armor Focus champion point stars.
Reinforced: Increase the value by 25% of the current amount. This may produce a result similar to divines on small pieces and infused on large pieces. Such as the new impenetrable on small pieces and the new buffed reinforced on large pieces.
Training: Good how it is, serves a good purpose.
Well-Fitted: Reduce sprint cost and increase sprint speed by 0.5% / 1% / 1.5% / 2% / 2.5%. I have no good idea on how to improve this trait besides adding move speed to sprint. If anyone thinks of a good way, let me know and I could edit it in as the best option.
Exploration: Increase the chance of finding valuable items by 1% / 2% / 3% / 4% / 5% and increase the amount of gold from all sources by 2% / 4% / 6% / 8% / 10%. Think of the "magic find " stat from Diablo 2. You sacrifice combat potential to farm items with increased drop rates.
Nirnhoned: Good how it is for armors.
Divines: Leave it as is, but buff other traits instead.
Infused: Good how it is.
Weapon Traits
Nirnhoned: Remove the spell resistance. Such a strong offensive trait should not provide such an insane amount of spell resistance as well.
Charged: The secondary effect of the weapon enchantment will always proc with the enchantment, and are 100% stronger. Such as always applying burning on a fire enchantment, always applying defile on a disease enchantment, and so on. This trait is hard to think of a solution for, ran out of ideas here too.
Infused: Increase enchantment effect by 50% / 55% / 60% / 65% / 70%. It is an interesting trait, but it needs to be stronger. It would greatly benefit unique enchantments such as Master or Maelstrom in order to compensate for the loss of sharpened or precise.
Training: Good how it is.
Precise: Good how it is.
Sharpened: Good how it is.
Defending: Also reduce the cost of blocking by 1% / 2% / 3% / 4% / 5%.
Powered: Increase the base damage of the weapon by 1% / 1.5% / 2% / 2.5% / 3%.
Weighted: Increase light and heavy attack damage by 1% / 2% / 3% / 4% / 5%. Also keep the attack speed.
All the % values are referring to one-handed weapons, so the values would be doubled for two-handed weapons.
Anyone else got ideas on how to bring unpopular traits to a viable position? I feel like weapon traits for enchantments were hard to think of. If anyone has other great ideas for the lesser used traits, and are much more plausible than my suggestions then I'll edit them in as well.
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Other popular suggested changes to traits
I'll try to pick the most liked ones to avoid clutter
Weapon Traits
Training: Provide an XP buff when at max level, or possibly before it too.
Weighted: Much higher % attack speed
Infused, Powered, Charged: Merge them together and combine effects, thus making it a more powerful trait as well as opening a slot to a brand new trait idea.
Armor Traits
Well-Fitted: Dodge roll reduction, sneak cost reduction, or overall movespeed buff instead of only sprinting.
Exploration: Change the xp earned to include all sources, or help with crafting and harvesting nodes.
Sturdy: Relate it to pvp. CC break cost reduction, resource regen, etc.