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Itemtrait changing system

SaintSubwayy
SaintSubwayy
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I've heard from many people now, that they want to have a trait changing system similar to the Style transmorg system which is already in the game (Imerial and Moragtong style)

Regardless of how this should be implemented in the game, I'm wondering what the community thinks about the idea to change itemtraits.

Quick example: You drop a Defending Moondancer firestaff...but you want a Infused MD firestaff, should it me possible to change the trait from Defending to Infused?
Edited by SaintSubwayy on August 4, 2017 5:27PM
PC EU
vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

Itemtrait changing system 26 votes

Yes.
57%
BowserTurelusNebthet78kimaerilApheriusPC0523MerkabehMalkorgaKingYogi415ComboBreaker88ResfeberSaintSubwayyTrinotopsdeleted210304-002304Fang_of_Lorkhaj 15 votes
No.
42%
PlagueSDSanTii.92BouldercleaveNumber_51CheepsNSalsaSTEVILVipstaakkiOrjixBlazingDynamojlboozersupaskrub 11 votes
  • Turelus
    Turelus
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    Yes.
    I've always been for this system, but I want it in a way which makes trait stones actually valuable again and requires some investment so it's not an easy meta change every week.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • jlboozer
    jlboozer
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    No.
    The grind is part of the fun imo...
  • PlagueSD
    PlagueSD
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    No.
    I'd say no. The purpose of an MMO (from a business standpoint) is to keep players playing. If they can get the item they want on the first drop, there's no incentive to go back. Eventually no one will be running dungeons anymore. This will result in players getting bored and unsubbing, which means no money for ZOS.
  • Resfeber
    Resfeber
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    Yes.
    What Turelus said.
    As long as it isn't easy to do I don't see why it can't be done for try-hards willing to put the effort in. If it costs me the equivalent time of the 30 attempts at the boss except that I'm guaranteed the thing I want? Why not?
    Resfeber (n.): the restless race of the traveler's heart before the journey begins, when anxiety and anticipation are tangled together; a travel fever that can manifest as an illness.
    [Jan '14 Beta Tester]
  • supaskrub
    supaskrub
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    No.
    I say no to easy mode gear upgrading via a trait change system, for sure rng sucks most of the time and could do with some improvements (maybe a token system for group dungeon sets) but trait changing would certainly wreck the economy on BOE gear, people play the game for all different reasons, some get a buzz out of trading, most get a buzz out of running end game content and there needs to be a mid-ground that keeps people coming back to the particular aspect of the game they prefer to play.

    With a good group of friends or guildies there really is no reason that you can't get the gear you want (sooner or later) by pooling resources and farming to help each other out, trait changing would be insta-win and if it was ever implemented would need to be pretty hard to achieve and have some kind of limits imposed.
  • STEVIL
    STEVIL
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    No.
    IMO one of the few things that crafted sets offer is a quicker route to get the trait you want for crafted sets. I think giving that over to drops devalues the already devalued crafting equipment sub-system even further.

    Also, grind-for-trait is an intentional element intended to provoke repeated runs thru content.

    That said, i think the weapon trait hunt is overly onerous and what should be done is for set-weapons to be only crafted, not drops.

    this would do two things -

    remove the most egregious of the trait hunt RNg elements

    give crafted sets a "pair" of slots all their own, just like jewelry belongs to drop-sets so that both crafted and drop sets would be a part of every strong build. No longer a competition between crafted and dropped for slots but a collaboration.

    Eases RNG,for drops, helps crafted, ends the which should be better competition - win-win-win.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

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