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Discussion to make other traits as desirable as Divines or Infused

  • LorDrek
    LorDrek
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    Good job, nice.
    Imperial DK stamDPS, Nord DK magTANK
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  • Tonnopesce
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    Xantaria wrote: »
    Scyantific wrote: »
    Nirnhoned is fine as is. You have to get the stone and then research it for that 9th trait.

    or just let your friend craft it. ZERO effort.

    It's unfair Magicka builds have such a good Weapon Trait and Stamina Builds don't.

    I'ts unfair Magicka builds cannot spend dedicated champion points to increase their physical resistance but stamina builds can boost their spell resistance with the champion sistem.

    And ooooooook right now is close to zero effort (if you have good friends :wink: ) but when it has come out everyone was trying to find the staffs ( or buy them) and research it for actually craft the sets, waiting a month to do it.
    It was a great effort then and even now is quite hard to do it: it took me one entire week, grinding craglorn nodes to get two potent for craft the flame staffs i needed for my dps build (you know i have like 5k in my bank...).

    Nirn is one of the only good traits we have let him be.
    Add a Nirn like trait but for physical penetration and resistance will be a good move tbh.
    Edited by Tonnopesce on January 27, 2016 11:26AM
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  • oibam
    oibam
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    Komma wrote: »
    Just make them not stack with each other.

    this!

    or stacking up to 2 same traits
  • code65536
    code65536
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    Three armor traits that I'd like to see changed:

    Well-Fitted: Reduce the cost of roll dodge, break free, sneaking, and sprinting. In-combat utility will make this set a much more viable alternative to divines/infused.

    Sturdy: Reduce the cost of blocking. (Possibly rename it to "Braced".) Make it a viable alternative to Reinforced for tanks.

    Nirnhoned: Increases enchantment potency and increases spell resist.

    Nirnhoned on armor is currently an utterly useless trait. Reinforced grants 16% extra spell and physical resist for an armor piece. Nirnhoned grants something like 22% extra spell resist. You're sacrificing 16% extra physical resist for an extra 6% spell resist. It's already a bad tradeoff to start with, and it's made even worse considering that spell damage is already easier to mitigate than physical damage (via Harness and CP). There's a reason that nobody ever uses this trait, and for a trait that's so rare and difficult to acquire, it's a real shame that it's so worthless.

    Nirnhoned armor should thus follow the example of Nirnhoned weapons: Give it two effects. Make the enchantment potency boost somewhat smaller than that of Infused, and the spell resist could also be reduced somewhat to compensate. This makes it a viable alternative to both Reinforced and Infused without making it unequivocally superior (there should be a meaningful choice between these traits).
    Edited by code65536 on January 31, 2016 4:19PM
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  • Eiagra
    Eiagra
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    Lots of good ideas here. My thoughts/responses to them:

    --Armor Traits--

    Sturdy: Item repairs are intended to be a gold sink, to get an unlimited resource (gold gain from re-spawning monsters) out of the game; I would not foresee indestructibility happening because of that. Perhaps instead, a sturdy armor piece should not only take less damage to durability, but absorb a small amount of damage (scaled to be appropriate). Optimally, a fully maxed out Sturdy shouldn't remove more than, say, 5-10% of incoming damage. Consider a cooldown? Physical only?

    Impenetrable: Reinforced is basically physical resist. What if Impenetrable offered critical resistance and spell penetration resistance?

    Reinforced: I get a lot of requests for this when crafting for lower levels. Otherwise, not sure by what degree it should be enhanced. I should be balanced against Sturdy if that trait were to gain damage absorb.

    Training: Agree, no change needed, and I actually focus on Training items early on to max out the skill line.

    Well-Fitted: What about also reducing Dodge Roll costs? If the armor fits very well, then presumably it shouldn't require as much stamina to perform all acrobatic feats, both running and dodging. Extra sprint speed would be nice too, but should definitely be balanced so we don't have a bunch of blue hedgehogs zipping around PvP combat. Though that sounds kind of fun...

    Exploration: I like the improved "found treasure value" idea. That gives it some end-game relevance.

    Nirnhoned: Good as is.

    Divines: Good as is -- a current favorite, especially once I can craft Twice-Born Star equipment.

    Infused: Good as is, though other traits are favored to me.


    --Weapon Traits--


    Nirnhoned: I found it a little unusual that Nirnhoned weapons performed double duty. I imagine it's to account for their rarity? If this is modified, their rarity should probably also be impacted to balance effect/value/rarity.

    Charged: Weapon enchants only proc on Light/Heavy attacks, right? I'll admit, I mostly use skill abilities. I wouldn't mind seeing some discussion on how useful weapon enchants are in regards to all the different effects. What do people like to use? Is there anything that's sitting in the "useless" bucket? Hard to gauge what can be done with this trait without a better understanding of just how useful the different enchants are, how often they proc, etc.

    Infused: Again, my understanding of how useful weapon enchants are is incomplete. I use absorb enchants just for resource management, and only because of a lack of anything more useful to plug in.

    Training: Good as is -- I use this a LOT while maxing skill lines.

    Precise: Good as is -- I'm very fond of this one after finishing a skill line, since I stack Crit.

    Sharpened: Good as is, and if I wasn't stacking Crit I would consider this.

    Defending: I like the idea of reducing Block costs, akin to how Well-Fitted above could reduce Dodge Roll costs.

    Powered: I honestly could never be sure if this was useful, since the enchants don't say what kind of cooldown weapon enchants have. I always thought most of them (like fire damage, etc) proc'd on each hit. What this trait REALLY needs is improved feedback so players can make informed decisions. I worry that a +Damage% boost with this trait might make it a bit over-powered (urgh, puns) but if it could be balanced out, then all is good, but it should probably lose its reduced cooldown ability in that case.

    Weighted: I tried a purple bow with this trait before, and it was kind of fun plinking arrows a little faster. Otherwise, I'm not sure there was much efficacy to it. And it doesn't aid akill abilities any, which many other traits do. I'd like to see this be more useful somehow, but am not sure if I can think of how while staying within theme. A generic damage boost doesn't seem to fit somehow, but that's just me.


    -- General Thoughts --

    Overall, I wish I could see a reason to mix more traits than to just stack the same one across all equips. Things just don't work out that way at present though.

    Might be helpful if we had more data on certain things to make better decisions: Current armor penetration, spell penetration, what enchants have a cooldown, how much those cooldowns are. etc.
          In verity.
  • mistermutiny89
    mistermutiny89
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    Weighted: reduces the time it takes to fully charge a heavy attack (stacks with destro staff reduction)

    Pair it with molten armaments and you have a strong burst option for magicka Dks and other staff users.
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  • Jsmalls
    Jsmalls
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    This is an AMAZING idea, and I really think your suggestions are on point.

    Zos, this is definitely something you should be considering! It's ashame that we are all using 2 traits (infused is really only better when you are using a max stat Mundus stone and only on 3 pieces of gear...), 3 if you PvP...
  • Taleof2Cities
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    @Fat_Cat45 , just wanted to bump this thread to say "Congrats" ...

    ... we will be soon seeing upgrades/changes to the trait system in the Dark Brotherhood base game patch.

    Thanks again to you and other forum-goers for making this happen (very much needed change in the game in my opinion).

    Now, we get to speculate on what the changes will be ... until the PTS natch potes come out.
  • magictucktuck
    magictucktuck
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    Leave nirn but love the other ideas!
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  • Neoauspex
    Neoauspex
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    Lots of good ideas. I would caution against making anything but minor/balance changes to traits that people use extensively, including impenetrable and nirn, just because people have invested time and money into perfecting their gear and there may be backlash unless a way to change traits is offered.
  • MikeB
    MikeB
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    Exploration: Increase drop rate chance of "rare" items (those with less than 5% drop chance) by 0.5% at common in addition to increased XP from exploring and makes lootable objects (chest, heavy sacks, etc...) Show up on your map within 30 feet or just your minimap
    Edited by MikeB on April 20, 2016 8:22PM
  • Shadesofkin
    Shadesofkin
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    I've repeatedly said in other discussions that Well-Fitted of all traits needs to reduce the cost of abilities based on it's quality.

    I'd like to see Weighted get some love and maybe Sharpened too.
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  • tinythinker
    tinythinker
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    MikeB wrote: »
    Exploration: Increase drop rate chance of "rare" items (those with less than 5% drop chance) by 0.5% at common in addition to increased XP from exploring and makes lootable objects (chest, heavy sacks, etc...) Show up on your mini-map.

    That...

    wow.

    Great thinking. Might want to boost the percentage for the finder function, but the concept is solid.
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  • Fat_Cat45
    Fat_Cat45
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    MikeB wrote: »
    Exploration: Increase drop rate chance of "rare" items (those with less than 5% drop chance) by 0.5% at common in addition to increased XP from exploring and makes lootable objects (chest, heavy sacks, etc...) Show up on your map within 30 feet or just your minimap

    I like it. I still need to farm those blue trophies from all enemy types, and that sounds perfect to help it more tolerable.
  • Robbmrp
    Robbmrp
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    /lurk

    Why not just set armor pieces so that you can only have so many pieces made of the same trait! With this limitation, more of them would be used and you wouldn't have those all Divines/Infused armor sets out there. In addition, give the others an overhaul as well. What good is Exploration when your at max level, have it apply to Champion Point experience or something.

    There's a ton of wasted traits out there....
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