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.
Is it always/mostly/rarely the case that "best trait best set" is the same for:
Magblade light armor ranged attacker.
Dk heavy armor melee
Gang of 4 mixed group
Gang of 10-15 mixed group
Or is there much more homogenity of adversaries than i think?
Sallington wrote: »Training and prosperous should ONLY be available on crafted gear, and ONLY through trait reforging if that's ever implemented.
Looks to me like if you want to trade "DPS edge in many circumstances" for "DPS in some PLUS healing in many/all" then you now have that option.
But, for me, with frequent use of the major resistance debuffs and definite chances of hitting 0 resistance the choices are at least more of a question than a slam dunk. Enough that i may well have a pair of weapons i swap in or out for boss encounters vs mobs.
I've said this since the first news of trait changes came out. When this goes live, I want to be able to deconstruct any purple and gold gear for a FULL REFUND of all of the mats used. Just give me a week so I can tear all this crap apart and rebuild it and tear it apart again if I need to until I get it right.
You guys really stuck it to us with this change and it's the least you can do.
I just don't agree with that approach. Sure I've got plenty of resources and these changes won't slow me down a bit, but that doesn't make it okay to take something from me without providing any sort of compensation in return.
Let's say you order your favorite meal at a restaurant. They bring it out. It looks great and you are enjoying it. Then after a couple of bites they take it away and you get a TV dinner. Now the original meal was worth a days wages, but this TV dinner is only worth 20 minutes of work.
You're okay with that?
I'm not. I want reimbursed for the deficit in value of what the replacement product was.
Sallington wrote: »Trait reforging NEEDS to be implemented, and some traits need to be "crafting only".
Training and prosperous should ONLY be available on crafted gear, and ONLY through trait reforging if that's ever implemented.
i missed the memo. What accomodations for respec???@Wrobel @ZOS_JessicaFolsom The exchange above just highlights the need for sharpened to be addressed now. If these DB changes go live, I'd want to reforge some of my nirn weapons to sharpened for optimal performance. Except I'd be hesitant to do that -- pretty much everyone on this thread (and this) understands that sharpened is *far* ahead of the other traits for dps, and reasonably expects a nerf. It's one thing to change skills and CP where you can respec them for a pittance (and which in fact you are making accomodations for, thank you!) It's another to tinker with items where it can cost over 100k in tempers to "respec" 2 swords. We really need the trait changes to be concrete, and we need to have confidence that they won't be changed drastically in the near future.
In that respect, I don't see how sharpened can stay at the value it is. 8%+ (or 11%+ if comparing to non-precise/nirn weapons) dps difference is something that overpowers most 5 piece bonuses, and in some cases even maelstrom bonuses. Unless it is intended that players chuck new, exciting drops in favor of a generic sharpened weapon. If sharpened decreased 4.5% mitigation, compared to 3.5%/3.2% damage increase from precise or nirn, that would make all other traits viable as well. (I do think that defending should remain as strong as it is now in PTS to incentivize its use.)
@Wrobel @ZOS_JessicaFolsom
Still hope to get some developer rationale on the sharpened trait before DB drops, especially since changes to traits may cause people to reforge weapons (100k+ gold cost for two swords.) Or in other cases, to live with sub-optimal weapons in the reasonable belief that a nerf may be coming.
Is a 8%+ dps difference between sharpened and precise/nirn weapons intended?
@Wrobel provided his reasoning on ESO Live, stating that Sharpened was "situational". It is true that nirnhoned is much more general-purpose: it affects DPS and healing, and it will boost your damage even if the enemy is shielded or overpenetrated--the two scenarios in which Sharpened is undesirable.
So yes, Sharpened is indeed "situational" because it affects only DPS and is effective only against unshielded targets whose armor has not yet been penetrated to zero. But the problem with this is that this is a very common situation. The vast majority of situations that a DPS cares about are situations in which Sharpened is useful. And giving up ~8% extra damage in the vast majority of cases in return for 3% extra damage in the edge cases simply makes no sense.
Don't call something "situational" when it covers the majority of situations.
@Wrobel @ZOS_JessicaFolsom
Still hope to get some developer rationale on the sharpened trait before DB drops, especially since changes to traits may cause people to reforge weapons (100k+ gold cost for two swords.) Or in other cases, to live with sub-optimal weapons in the reasonable belief that a nerf may be coming.
Is a 8%+ dps difference between sharpened and precise/nirn weapons intended?
@Wrobel provided his reasoning on ESO Live, stating that Sharpened was "situational". It is true that nirnhoned is much more general-purpose: it affects DPS and healing, and it will boost your damage even if the enemy is shielded or overpenetrated--the two scenarios in which Sharpened is undesirable.
So yes, Sharpened is indeed "situational" because it affects only DPS and is effective only against unshielded targets whose armor has not yet been penetrated to zero. But the problem with this is that this is a very common situation. The vast majority of situations that a DPS cares about are situations in which Sharpened is useful. And giving up ~8% extra damage in the vast majority of cases in return for 3% extra damage in the edge cases simply makes no sense.
Don't call something "situational" when it covers the majority of situations.
I find prominent guide to VMSA that says put shield on bar one or die so it seems they apply for pve as well.
So, sorry, but "unshielded" and "vast majority" do not go together for expectations unless you are including the gross of the normal pve content mobs where frankly the percentage diff dps between sharpened and training doesn't matter one bit.
Gonna file this along with your assertion that Entropy and Surge make a great combo.
.
STEVIL, you really needs to lay off on the Kool-Aid. Is there a single thread where you don't defending every unpopular, dubious design decision?
And, yes, I'm speaking from the perspective of someone who does mostly PvE. Endgame PvE. That means vMA, vMoL, etc., where DPS optimization matters. For the kinds of people who actually care about traits, about optimization, about min-maxing, it's undeniable that there is a huge gulf between Sharpened and everything else and that if you care about DPS, there is no viable alternative to Sharpened next patch--contrast that with the status quo, where Nirnhoned, Sharpened, and Precise are all within the same ballpark of utility. Instead of the trait overhaul giving us more meaningful choice between traits, it has instead done the opposite stripped away meaningful choice. No min-maxer that I know disagrees with this assessment.
Frankly, the way you defend this and all the other bad design decisions suggests that either you're a shill, a troll, or that you simply don't play the game at a high enough level to understand and appreciate why these decisions are bad.