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training trait only works for kill exp? only caters to the grinders if no exp/dungeon boost.

dsalter
dsalter
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kind of a lame move if you think about it, rewards people trying to skip playing the game as intended and actually nerfs exp gains (for skill lines atleast) for questing or dungeons.

thoughts?

i personally planned to make a full set for alts so they could dungeon level faster, help new folks, get more queues going using tank/healers etc, but i'll be punished for trying the new training traits compared to mindlessly mashing mobs in a corner for several hours
PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

EU - [Arch Mage Dave] Altmer Sorcerer
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  • DRXHarbinger
    DRXHarbinger
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    No..other wise it'd be near 250k xp just for doing a random dungeon with xp pots..way op...
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  • gamerguy757
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    Well after running EVERY SINGLE QUEST i'm pretty sure ZOS knows that players wouldn't want to run those quests AGAIN. Only ones necessary are the main ones. Grinding mobs is easier and more profitable
  • AlnilamE
    AlnilamE
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    I've not encountered a dungeon where I don't have to kill mobs to finish it, so I don't see how this is a problem.
    The Moot Councillor
  • NewBlacksmurf
    NewBlacksmurf
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    I think the trait should impact all.. @ZOS_JessicaFolsom
    Why doesn't it apply to all exp and if it's by design, can you have the devs update the tooltip please?
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Selique
    Selique
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    Think of all the quests where you are sent to kill monsters or something. Then, think of all the quests where killing monsters is not part of the mission, but still unavoidable.

    Its not just for grinders. You are forced to kill thousands of enemies over the course of the main quest alone. Add in side-quests, and you're gaining as much if not more from kills as you are from quest turn in.

    So, your thought process is a little off bud. Unless you plan to ignore all quests that require you to kill NPCs, and just stealth by the ones that don't require it.
    Edited by Selique on June 14, 2016 1:56PM
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  • Lysette
    Lysette
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    AlnilamE wrote: »
    I've not encountered a dungeon where I don't have to kill mobs to finish it, so I don't see how this is a problem.

    At prime time it can really be, that you walk through the delve and see just dead opponents, you interact with the quest target and that's it - no action at all sometimes. That is why I tend to do such things when it is less populated - at prime time this stuff is just not fun to do - I always wondered, why public dungeons are not instanced to give everyone the experience in full.

    For the training trait to be effective, simply go to Hew's Bane or gold coast and kill the mobs in the open wild. That is battle-leveled and it is more fun to do than dungeons. And it provides as well some of the oils and ingredients required for poisons and you can fill soul gems at the same time. And they are as well not of the "zack-zack" 2 arrows and down type, but as well not that difficult that you would take a risk.
    Edited by Lysette on June 14, 2016 2:14PM
  • nine9six
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    *sigh*
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  • AlnilamE
    AlnilamE
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    Lysette wrote: »
    AlnilamE wrote: »
    I've not encountered a dungeon where I don't have to kill mobs to finish it, so I don't see how this is a problem.

    At prime time it can really be, that you walk through the delve and see just dead opponents, you interact with the quest target and that's it - no action at all sometimes. That is why I tend to do such things when it is less populated - at prime time this stuff is just not fun to do - I always wondered, why public dungeons are not instanced to give everyone the experience in full.

    For the training trait to be effective, simply go to Hew's Bane or gold coast and kill the mobs in the open wild. That is battle-leveled and it is more fun to do than dungeons. And it provides as well some of the oils and ingredients required for poisons and you can fill soul gems at the same time. And they are as well not of the "zack-zack" 2 arrows and down type, but as well not that difficult that you would take a risk.

    I understood the OP to mean 4-man dungeons, which are instanced to the group, so all mobs would be there. If that was not the case, I apologize OP.
    The Moot Councillor
  • dsalter
    dsalter
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    AlnilamE wrote: »
    Lysette wrote: »
    AlnilamE wrote: »
    I've not encountered a dungeon where I don't have to kill mobs to finish it, so I don't see how this is a problem.

    At prime time it can really be, that you walk through the delve and see just dead opponents, you interact with the quest target and that's it - no action at all sometimes. That is why I tend to do such things when it is less populated - at prime time this stuff is just not fun to do - I always wondered, why public dungeons are not instanced to give everyone the experience in full.

    For the training trait to be effective, simply go to Hew's Bane or gold coast and kill the mobs in the open wild. That is battle-leveled and it is more fun to do than dungeons. And it provides as well some of the oils and ingredients required for poisons and you can fill soul gems at the same time. And they are as well not of the "zack-zack" 2 arrows and down type, but as well not that difficult that you would take a risk.

    I understood the OP to mean 4-man dungeons, which are instanced to the group, so all mobs would be there. If that was not the case, I apologize OP.

    correct, but also dungeon mob kill exp is very much... pathetic compaired to grinders exp, and the thing with questing is this, the gear doesnt scale outside DLC zones and there are only so many quests there so of course those questers would be back to square one, being gimped out of bonus exp.
    unless they sacrifice upgrading gear which will usually mean petty damage and more damage intake the longer its held onto. not to mention you have to RESEARCH a whole sets worth of training to be able to make it for an alt, newbies dont have that luxury.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
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  • captainwolfos
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    I much preferred being able to put a weapon with the training trait on my back up bar, and switch to it before handing in a quest. I'd do that in the gold and silver zones, and usually have every weapon skill to max by the time I'm done.

    I've not tried it since, so I'll have to check, but I'll be somewhat put out if it doesn't work now.
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  • dsalter
    dsalter
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    I much preferred being able to put a weapon with the training trait on my back up bar, and switch to it before handing in a quest. I'd do that in the gold and silver zones, and usually have every weapon skill to max by the time I'm done.

    I've not tried it since, so I'll have to check, but I'll be somewhat put out if it doesn't work now.

    it doesn't, i used to do the same before DB.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • Psyonico
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    dsalter wrote: »
    I much preferred being able to put a weapon with the training trait on my back up bar, and switch to it before handing in a quest. I'd do that in the gold and silver zones, and usually have every weapon skill to max by the time I'm done.

    I've not tried it since, so I'll have to check, but I'll be somewhat put out if it doesn't work now.

    it doesn't, i used to do the same before DB.

    And that is why it doesn't work on quest XP. You could just make a back up set of armor with training and only use it when you're turning in quests. All the benefit, none of the detriment.
  • dsalter
    dsalter
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    Psyonico wrote: »
    dsalter wrote: »
    I much preferred being able to put a weapon with the training trait on my back up bar, and switch to it before handing in a quest. I'd do that in the gold and silver zones, and usually have every weapon skill to max by the time I'm done.

    I've not tried it since, so I'll have to check, but I'll be somewhat put out if it doesn't work now.

    it doesn't, i used to do the same before DB.

    And that is why it doesn't work on quest XP. You could just make a back up set of armor with training and only use it when you're turning in quests. All the benefit, none of the detriment.

    anyone who was determined enough to craft themselves a full training set just to power through skill line levels deserved the bonus exp for making the set, putting in the extra effort to switch it at every quest turn in and clutter their bags with a second set.
    now it's been swapped out with a set buff that will only work if your grinding mobs since if your doing questing, you are killing FAR less mobs than the grinder. and i'd know, i needed to grind once in a while.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • emily3989
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    Why would you want to use it if you are going through the normal game? The content is already outleveled so quickly. I cannot imagine anyone but a grinder wanting to boost xp.
    Thasi - V16 Magblade Vampire PC/NA
  • Dhukath
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    My thoughts exactly, they remove or limit xp gains for killing mobs or grinding in many of the previous patches. Then they introduce a trait which, yes increases xp during standard levelling but also now promotes grinding for xp/cp.

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  • Acrolas
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    They replaced less popular traits with more strategic effects.

    But no, let's have a thread about how full Prosperous gear is destroying the game economy...
    signing off
  • SolarCat02
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    Acrolas wrote: »
    They replaced less popular traits with more strategic effects.

    But no, let's have a thread about how full Prosperous gear is destroying the game economy...

    Not the economy, just the loot tables! ;)
    Why be normal when you can be better?

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  • ADarklore
    ADarklore
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    Do people really think about these things in-depth before they post them? So we get a Training trait that is now valuable long after one has leveled all their skills... also, now you can get a HUGE boost of XP towards acquiring CP's... instead of having a trait that is completely worthless once either your weapon or armor were leveled. Sure we don't get extra XP ONLY for armor or weapon, but we now get XP for EVERYTHING while killing enemies. Some players don't seem to grasp that training trait when turning in quests ONLY increased the XP gain for your armor or weapon, not your actual skill lines. Now, with new training trait, we not only get XP towards the armor we're wearing, but weapons AND skills that are set on the bar we're killing enemies and acquiring XP with. Over-leveled, then yes, that is a problem... but it's also incredibly easy to grind-level your armor, skills and weapons now. Basically with a full set of training trait gear you're almost at 'cake week' XP gain, add in XP booster and ESO+ and you're gaining MASSIVE amounts of XP from enemy kills. Once I hit level 50 I put on my CP150 training gear and jumped to a Cadwell's Gold zone and did some grinding for a couple of hours and completely leveled all armor, weapon and class skills along with acquiring a few more CP points along the way. ;)

    So for those thinking this is a downgrade, keep in mind that in the long run, this change to Training trait was a HUGE improvement and gives players the ability to use it far into the future and especially helps new players with CP gain.
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