New
Prosperous - Increase the gold gained from looting enemies.
Old
Sturdy - Item takes less durability damage.
These two traits effectively the same. Why?
Because gear is damaged when you earn XP from PvE kills (or when you die). It means that a tank taking a beating on the front line takes the same durability hit as a healer who stands in the back and is never hit by the enemy.
In short, the repairs that result from normal durability loss is simply
a way to add a gold cost to killing enemies. Since killing enemies (usually) results in lootable corpses, the durability loss was essentially a gold sink counterweight against the gold gained from killing enemies. Which, in turn, means that the old Sturdy, by reducing the magnitude of that gold sink,
was just a means to increase the net gold value of killing PvE enemies.
And that's essentially what Prosperous is:
just like the old Sturdy, Prosperous is just a means to increase the net gold value of killing PvE enemies. Sturdy mitigates the negative side of the gold-from-killing equation. Prosperous buffs the positive side of the gold-from-killing equation.
There are some situations where the old Sturdy is the superior trait: If you're grinding nMA, for example, you get zero gold from corpses (the only gold is in a chest at the end), so the old Sturdy's cost reduction was better. If you're running a group dungeon where normal durability loss is a lot less than in normal PvE, Prosperous would be better.
But, in general, the two traits accomplish the exact same end goal, just with different dressing.
However, given how ill-received the old Sturdy was (it was universally regarded as the worst trait, and it was removed from the monster head/shoulder loot tables as a result), why are we doing this again with Prosperous? And why in bloody blazes is Prosperous in the loot table for set items? I ran vWGT on the PTS and got a set item with Prosperous.
Please, rethink Prosperous. If all it does it improve gold loot value, it's nothing more than a reskin of the old failed Sturdy trait. If, instead, it improved the loot RNG for
any looting scenario, it would be a
much more desirable trait (you can adjust down the trait's values as needed for balance).
As it currently stands, I doubt many people will be happy to get an item like this:
Nightfighters ― PC/NA and PC/EU
Dungeons and Trials:
Personal best scores:
- Dragonstar Arena: 46817 (NA)
- Maelstrom Arena: 600526 (NA)
- Blackrose Prison: 99274 (EU) (Unchained)
- Maw of Lorkhaj: 165227 (EU)
- Halls of Fabrication: 220708 (NA) (Tick-Tock Tormentor #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, #11, #12)
- Asylum Sanctorium: 114957 (NA) (Immortal Redeemer #1, #2, #3, #4, #5, #6, #7, #8, #9, #10)
- Cloudrest: 131256 (NA) (Gryphon Heart #1, #2, #3, #4, #5, #6, #7)
- Sunspire: 250866 (EU) (Godslayer #1, #2, #3, #4, #5, #6, #7)
- Kyne's Aegis: 235841 (EU) (Dawnbringer #1, #2, #3, #4, #5, #6, #7, #8)
Dungeon trifectas: