GreenSoup2HoT wrote: »@Saucy_Jack
Enemy's will still give different exp values based on cp lvl. Theres almost no difference to the levels and experience gained from the enemy's in db compared to live. Instead of v12 mobs they are lvl 50 cp 120. Giving exp based on cp 120 not lvl 50. This was just an easy switch to get rid of veteran ranks.
Just like how old v12 gear is now cp 120 gear. Its still worse then cp 160 gear. So grinding in areas with enemy's cp 160 will still be the best.
Edit
I stand corrected. All gold zones will now be cp 160. Which does mean there is more places to grind. However silver and bronze zones will still be lower cp ranked. So as a DC player, every zone in EP is now viable to grind (gold zone for DC). This is great news
Joy_Division wrote: »In general, I am satisfied enough with most of these at the moment as they have seemed to open more competitive options and should certainly help with the frustration itemization that was one of ESO's biggest weaknesses. Specific comments:
Weapons
- Powered (healing): Excellent idea. A bit too narrow and could probably either use a little buff or do something in addition to add healing. As a healer myself, I still probably would want precise for the versatility, but that's just MHO.
- Charged (increase status effect): In a word uninspiring. Weapons with it will be deconned. You can do better here ZoS! Suggest: +% percent damage to light and heavy attacks (you do seem to love giving us sets for that, how about some synergy?).
- Infused (augments enchants): Excellent coupled with the increased effectiveness of said enchants. Good job!
- Defending: Legit option.
- Sharpened (penetration): Probably the best. Though not universally true.
- Decisive (ultimate gain): Exactly the type of bonus I think is best, something not quantifiable, yet desirable. Huge problem though - it's not going to generate enough ultimate to beat out the other options (except perhaps Charged). Would you agree average ultimate generation is always getting the +3 per tick? 30 ticks in one minute = roughly 20 extra ultimate gained ... for a player with using both hand for a weapon (tanks only get half this). Even a ultimate gaining machine who 50% of the time somehow gets some other form of ultimate per tick will only get 30 extra ultimate ... assuming this set allows for multiple procs on the same tick. Nova costs 240. Standard costs 250. I'll take a sharpened weapon rather than wait the 8 minutes I can get to drop an additional ultimate.
- Nirnhoned (higher weapon/spell power): Ideal Vs. shielded players with critical resistance. A needed option.
In general, I do think penetration has always been a bit too obvious best-in-slot. I would like to see more attention paid to those traits whose power is more subtle such as decisive, charged, and perhaps powered (simply because it is so niche) because I still think ZoS is going to get a lot of /feedback about frustration getting a non-sharpened reward weapon.
Speaking of reward drops, please make note of Powered's specific function (i.e. no maces!).
Armor
- Sturdy (reduce block): Heavy armor users aren't going to be happy their best passive is now on this trait. I like the idea of offering reduce block to other armors, but not sure stripping it from heavy is a good idea. Suggest: Keep, but do not make this a multiplicative bonus and do not allow it to stack with bracing (which I think in some form belongs with heavy armor).
- Well-fitted (reduce penalty to sprint and dodge-rolling): Pretty solid now.
- Prosperous (increased gold loot): An excellent set for folks starting the game. Please do *not* have this on reward loot tables.
- Nirnhoned and Reinforced (increase resistance): I understand one is better for "big" pieces and the other is better for "small' pieces, however this is totally redundant, a waste of a means to add diversity, and players will get annoyed when the "wrong" trait appears on their rewards. Suggest changing Nirnhoned: it's magical and mysterious (and rare) so it shouldn't have a generic bonus. Small chance for ultimate regen, reducing the cost to break free, tiny chance to absorb attacks, increase the potency of ultimates, maybe something to make it the light armor trait defense of choice since well-fitted is the medium armor trait, etc, something more interesting and useful than a re-skinned reinforced please!
I'm not sure Reinforced was on the same level as infused/divines so I am surprised it wasn't buffed and Nirnhoned, a rare trait, was relegated to performing the same function. I think many players will still be unsatisfied with reinforced Valkyn Skoira hats and (now) nirnhoned Engine Guardian Pauldrons. I think it would behoove ZoS to *really* make an effort to at least make all of the traits appealing in some way, which would go a long, long way to reducing the number of threads on these forms complaining about the loot system, begging for tokens, and in general alleviate the frustrations players have constantly repeating the same content over and over again because some traits are just undesirable in light of others.
Fyi comment from eso live abt shsrp better dps than nirn or precise answer was basically "yes and it should bc nirn and precise boost both damage snd heal while sharp only boost dmg."
Fyi comment from eso live abt shsrp better dps than nirn or precise answer was basically "yes and it should bc nirn and precise boost both damage snd heal while sharp only boost dmg."
The problem with this is that the magnitude of difference is huge. We're not talking about Sharpened being slightly better. We're talking about it being thrice as good as Nirnhoned and Precise. Being able to slightly boost non-damage abilities does not come close to making up for this magnitude of a difference.
Also, I take issue with Wrobel calling Sharpened "situational". It's not "situational" when in the vast majority of situations, it's clearly better. Instead, Nirnhoned is the one that deserves the "situational" label. I don't mind there being a situational trait, but let's not make it a trait that people have invested lots of time and resources into acquiring. And let's not make it the trait that is currently the undisputed best.
Finally, there are plenty of "situational" traits already: Decisive, Powered, etc. There needs to be meaningful choices among the mainstream traits. Instead, for the mainstream (i.e., majority of situations), we've gone from three viable traits (nirn, sharpened, precise) down to just one.
This is not balance.
Fyi comment from eso live abt shsrp better dps than nirn or precise answer was basically "yes and it should bc nirn and precise boost both damage snd heal while sharp only boost dmg."
The problem with this is that the magnitude of difference is huge. We're not talking about Sharpened being slightly better. We're talking about it being thrice as good as Nirnhoned and Precise. Being able to slightly boost non-damage abilities does not come close to making up for this magnitude of a difference.
Also, I take issue with Wrobel calling Sharpened "situational". It's not "situational" when in the vast majority of situations, it's clearly better. Instead, Nirnhoned is the one that deserves the "situational" label. I don't mind there being a situational trait, but let's not make it a trait that people have invested lots of time and resources into acquiring. And let's not make it the trait that is currently the undisputed best.
Finally, there are plenty of "situational" traits already: Decisive, Powered, etc. There needs to be meaningful choices among the mainstream traits. Instead, for the mainstream (i.e., majority of situations), we've gone from three viable traits (nirn, sharpened, precise) down to just one.
This is not balance.
Small point of contention - precise is the better dps trait in situations where monsters resistances are being debuffed to 0 or close (e.g. raids).
Sharpened is a better dps trait for the remainder of PVE situations.
Nirnhoned is a distant 3rd, and that it also boosts healing is a bit of a silly argument for its relative weakness among these 3 traits. At least make it be as useful as precise in that case.
Also, I take issue with Wrobel calling Sharpened "situational". It's not "situational" when in the vast majority of situations, it's clearly better. Instead, Nirnhoned is the one that deserves the "situational" label. I don't mind there being a situational trait, but let's not make it a trait that people have invested lots of time and resources into acquiring. And let's not make it the trait that is currently the undisputed best.
@Jesh hit it right on the head. There's no such thing as flexibility when it takes 8 tempers for a yellow and you can't change traits.
I think the crafting in this game is a very good system, but at this point I feel it's ready to be expanded upon. A system to Reforge gear to change traits would be a great start.
Does anyone have a compilation of what the new trait values are?
@Jesh hit it right on the head. There's no such thing as flexibility when it takes 8 tempers for a yellow and you can't change traits.
I think the crafting in this game is a very good system, but at this point I feel it's ready to be expanded upon. A system to Reforge gear to change traits would be a great start.
I get the impen trait getting less durability dmg. It makes sense from a PvP point of view. I do think sturdy should get it too though. Let's say you run a dungeon with a traditional 1 tank, 1 healer, 2 dps setup. The tank will take alot more dmg holding aggro, thus suffering alot more durability dmg. He needs to repair this after/during the run. Making the dungeon run less profitable for the tank as he will have to spent some of his earnings to repair. Adding the less durability dmg to the sturdy and maybe even reinforced/nirn for armor traits would remedy this a bit.
@Jesh hit it right on the head. There's no such thing as flexibility when it takes 8 tempers for a yellow and you can't change traits.
I think the crafting in this game is a very good system, but at this point I feel it's ready to be expanded upon. A system to Reforge gear to change traits would be a great start.
So here is a questiom.
Which is more beneficial: a single gold set that is not the best traits for a given circumstance OR several purple sets with different traits so you switch into the "best" when needed?
Joy_Division wrote: »@Jesh hit it right on the head. There's no such thing as flexibility when it takes 8 tempers for a yellow and you can't change traits.
I think the crafting in this game is a very good system, but at this point I feel it's ready to be expanded upon. A system to Reforge gear to change traits would be a great start.
So here is a questiom.
Which is more beneficial: a single gold set that is not the best traits for a given circumstance OR several purple sets with different traits so you switch into the "best" when needed?
A gold set that is the best trait because that it what people who play 10 hours a day I am competing against will have.
Ideally, it would be as such where the was no obvious "best" trait and no obvious bad ones, so I would not feel gimped when using a certain trait.