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What would you like Prosperous to be? - Suggestions to change the trait

Bad_Company
Bad_Company
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So, after a previous thread of mine (namely: https://forums.elderscrollsonline.com/en/discussion/278696/suggestion-changing-the-prosperous-trait-into-something-useful ) I wanted to make a poll to see if people would like Prosperous to be changed and if so how.
This poll will include some options that I worked around with after the feedback on my suggestion post. These are all options that would take the place of the current bonus given by the Prosperous trait.
The values refer to a gold piece of gear. The current bonus for a gold Prosperous piece is 8.5% extra gold on loot.
If you come up with more ideas be aware that I may not edit this poll, but you can leave a comment here or on my other discussion.
Hopefully we'll get some feedback on ZOS' part too.

Thanks for voting!
Edited by Bad_Company on July 24, 2016 9:04AM
My characters (EU PC):
Leopardo Di-Caprio (Khajiit Templar) || Matthew Makehoney (Altmer Sorcerer) || Luck-Luster Burt (Redguard Dragonknight)
Clint Histwood (Argonian Templar) || Martin Uber Ping (Redguard Sorcerer) || Louis Farmstrong (Imperial Nightblade)
Anthony Hotskins (Altmer Nightblade)

What would you like Prosperous to be? - Suggestions to change the trait 41 votes

Increased Gold (on loot), Alliance Points (on kill) and Tel Var Stones (on kill) - All increased by 5%
12%
starkerealmMolag_CrowPink_ViolinzjeedrzejQbiken 5 votes
Increased Gold (on loot, 7%) and Alliance Points (whenever gained, by 3.5%)
2%
susmitds 1 vote
Increased Gold (on loot, 7%) and Chance to Gain Double Materials (from natural nodes, 4.5%)
4%
GreenSoup2HoTRunefang 2 votes
Increased Gold (on loot, 10%) - Current perk, but higher in value
4%
KorprokPreyfar 2 votes
Increased Chance to Gain Double Materials (from natural nodes, 6%)
12%
Cîanaidjs0130johu31BruhItsOver9000Trublz 5 votes
Increased Gold (on loot, 7%) and Tel Var Stones (on kill, 7%)
2%
Wolfkeks 1 vote
Increased Loot Quality and/or Loot Quantity (on kill) - Percentage TBA
9%
HymzirFfastylMinute_Waltzlogosloki 4 votes
Increased Chance to Gain Double Materials (from natural nodes, 4%) and Chance to Gain Better Loot (from chests, 4%)
14%
DhariusLeon119LEGENDARYYYJaronkingKammakaziStratforge 6 votes
A different combination/other idea, further details in the comment
34%
AcrolasSanTii.92nine9sixAsysredspecter23code65536VaohRex-UmbraWaseemVercingetorixSamphaastarsandsRohamad_AliBakven 14 votes
Leave it as it is
2%
BlackEar 1 vote
  • Acrolas
    Acrolas
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    A different combination/other idea, further details in the comment
    It should have the same upgrade percentages as Infused.
    8.0%, 11.0%, 14.0%, 17.0%, 20.0%

    Full blue armor would almost double your gold. Full gold would give you 140% extra, which feels like an appropriate bonus for anyone crazy enough to make a full gold set of Prosperous.

    140% of the 8 gold that ogre dropped is 19.2.
    140% of the average 20 gold bandit drop is 48.
    These are not game-breaking increases by any stretch of the imagination.
    signing off
  • Rex-Umbra
    Rex-Umbra
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    A different combination/other idea, further details in the comment
    Gold and better loot/Chest drops maybe Tel Var too.
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  • code65536
    code65536
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    A different combination/other idea, further details in the comment
    Rename trait to "Lucky".
    1. Small increase in gold gain from kills. (Leave it as-is.)
    2. Small increase in loot chance from kills.
    3. Small increase in critical strike chance (needs to be less effective than Divines with Thief).

    The third point would make it somewhat useful in combat. Not too useful that it negates Divines, but not entirely worthless like it is now.
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  • Phinix1
    Phinix1
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    What would you like Prosperous to be?

    Removed from the loot tables of BoP items completely, along with Training.

    As for changing it for crafted items, the best option would be to increase the gold gained from selling items by 2/3/4/5/6% (by quality) per item, so a full set of gold Prosperous armor (7 pieces) would increase gold from item sales to merchants by 42%.

    Something like that anyway. The gold you get from kills and drops makes it pretty much pointless.
    Edited by Phinix1 on July 24, 2016 12:09PM
  • Vaoh
    Vaoh
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    A different combination/other idea, further details in the comment
    Update 11

    ITEM TRAIT ADJUSTMENTS:
    • Prosperous has been renamed to Sanctified.
    • This trait no longer increases gold looted from enemies. Instead, it now improves the values listed in your activated final set bonuses. This includes the final set bonuses of 5-piece sets, 3-piece sets, and 2-piece Undaunted sets.

    2%, 4%, 6%, 8%, 10%

    Seven pieces of Legendary: 70%
    Seven pieces of Epic: 56%
    Seven pieces of Superior: 42%
    Seven pieces of Fine: 28%
    Seven pieces of Normal: 14%

    Sanctified
    Increase values listed by the final bonus of item sets by [X%].

    (Also buff Nirnhoned weapons/armor!)

    Edited by Vaoh on July 24, 2016 12:44PM
  • UltimaJoe777
    UltimaJoe777
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    I have no issues with a trait that increase Gold. I do, however, have issues with a trait that increases gold so minimally it hardly does jack ***. Increase the % to something more substantial because no one is going to run a full Prosperous set to get a decent additional gold gained in a system that drops so little in the first place, especially when it may hinder their farming speed.
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  • starsands
    starsands
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    A different combination/other idea, further details in the comment
    Remove presperuos from premises.
  • KochDerDamonen
    KochDerDamonen
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    I think a trait that reduces critical damage would be better. Then PvPers would actually want some dungeon loot... Wait a second...

    In all seriousness, I don't get how there hasn't been a trait that interacts with item looting.

    Kindred: Increases the chance to loot the same item type (slot, weight) from sources (mobs, chests, crates?) by 25/35/45/55 %

    So basically, if you're hunting a looted set of some kind, you would want to wear temp gear with this trait only on the parts you lack. You would see much more of the same item type (ie 'epaulet' or 'cuirass' or 'helm') in the trash and set loot. Would make an expensive but visible path to hunting items. As far as weapons, uhh... I don't know if you could/should put this there too, or over what trait.
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  • Molag_Crow
    Molag_Crow
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    Increased Gold (on loot), Alliance Points (on kill) and Tel Var Stones (on kill) - All increased by 5%
    AP increase would be nice, but I can just see it now... Templar healer with all of their armor and resto staff with all "Prosperous" traits, spamming Rapid Regen on zergs in Cyrodiil. :lol: Not like it would bother me, Grand Overlord's aren't usually great players anyway!
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  • redspecter23
    redspecter23
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    A different combination/other idea, further details in the comment
    Prosperous
    - All loot you receive has a 1/2/3/4/5% greater chance of dropping with the Divines trait.

    9 legendary pieces would mean a +45% chance of your loot dropping with Divines. I love how you'd hate to see Prosperous still but the more you get, the greater your chance is of getting good stuff later. A very odd sort of gear balance.
  • Rohamad_Ali
    Rohamad_Ali
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    A different combination/other idea, further details in the comment
    A crafting suit would be nice . I don't know how the math would work but reduced research times , a chance to use less mats and increased crafting Xp or deacon mats maybe .
  • Bakven
    Bakven
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    A different combination/other idea, further details in the comment
    get rid of it completely and totally from cp160 gear and all endgame content.
    EP NA Haderus
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    Soon to come
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  • SanTii.92
    SanTii.92
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    A different combination/other idea, further details in the comment
    Phinix1 wrote: »
    What would you like Prosperous to be?

    Removed from the loot tables of BoP items completely, along with Training.

    As for changing it for crafted items, the best option would be to increase the gold gained from selling items by 2/3/4/5/6% (by quality) per item, so a full set of gold Prosperous armor (7 pieces) would increase gold from item sales to merchants by 42%.

    Something like that anyway. The gold you get from kills and drops makes it pretty much pointless.

    Exactly this.
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  • tinythinker
    tinythinker
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    Re-working Prosperous

    Kept as "Prosperous", it would need to be "Increase gains from all looted currencies by 15% "(for gold pieces), so a 7pc set increases gold and telvar stones looted from mobs, chests, and (for telvar) enemy players by another 105%, or 100+105=205% reward.

    I kill a player with 600 telvar, I get 615 telvar (if the rate is kept at 50% lost per death for players).
    I kill a mob with 200 telvar, I get 410 telvar.
    I loot a mob with 10 gold, I get 21 gold (rounding up).
    I loot a chest with 60 gold I get 123 gold.

    I mean, if you are going to give up infused, divines, or impen for it, it needs to be worth it. I'm still not sure this boost is worth it. You are losing a lot in potential damage/healing/damage mitigation for this. Might have to take the percent bonus up more. But at least with this "any looted currency" it's broad enough to have potential for desirability.

    Tested with the gold per piece bonus at 20%, a 7 pc set bonus is an extra 140% on top of the norm, so 240% total. Plugging that in, we get:

    I kill a player with 600 telvar, I get 720 telvar (if the rate is kept at 50% lost per death for players).
    I kill a mob with 200 telvar, I get 480 telvar.
    I loot a mob with 10 gold, I get 24 gold.
    I loot a chest with 60 gold I get 144 gold.

    I definitely like the second one better. If you would have normally ground out 8000 telvar for a trip to IC, you would instead leave with 19,200. If you would have looted 3000 gold from mobs and chests while exploring and questing, you would instead receive 7200. This sounds more like something people might want to craft, but, I would still leave it out of end-game loot tables. If you want to grind and risk not having the other crafting bonuses, well, this is definitely a risk/reward scenario with an ample reward.

    Replacing Prosperous

    As far as dumping prosperous and replacing it with something entirely new, there are so many possibilities. The following are per piece of armor improved to gold level quality:

    Mercantile: sell items for 14% more to merchants. With 7 pcs that's 198% more you get for things you sell. The downside is that most stuff sells for so little, so having a gold set just for selling things? Meh. I guess you could give it the 20% per item bonus, for a total of 240% the usual cost of the item to make it worthwhile to, well, someone. I mean, if you loot all the junk you get while adventuring and exploring it could actually add up nicely. Still, I would keep it off of the end-game loot tables, crafting only.

    Nimble: Weapon attack speed is increased by 2.5%. So at 7pcs that's 15% faster light and heavy weapon attacks. I'm not sure that's fast enough to make a real difference. It would need testing obviously. The next bump would be 3% per piece, or 21% for a 7 pc set. Sounds good, especially with animation canceling. But whatever the number, the concept is obvious. If it were a good enough speed bonus, this might actually be worth a spot on end-game loot tables.


    I will have to add more later, need to go.
    Edited by tinythinker on July 25, 2016 3:47AM
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  • BruhItsOver9000
    BruhItsOver9000
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    Increased Chance to Gain Double Materials (from natural nodes, 6%)
    A crafting suit would be nice . I don't know how the math would work but reduced research times , a chance to use less mats and increased crafting Xp or deacon mats maybe .

    Great idea dude.
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  • Kammakazi
    Kammakazi
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    Increased Chance to Gain Double Materials (from natural nodes, 4%) and Chance to Gain Better Loot (from chests, 4%)
    DOUBLE NODE MATERIALS AND BETTER CHEST LOOT HELL YES
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Chance for enemies to drop crowns.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    Chance the trait name from "Prosperous" to "Useless."

    The new trait would do nothing but encourage you to run the content again.
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