Related node: Defensive Equipment Balance
Here is a summary of the role trinkets play in the game so far:
- Penta Heart Pendant is king and generally trumps all other defense/status pendants. The only trinkets to use other than a Penta is an Elite module to buff a weapon.
- Cost of trinkets + trinket slots are too high for new players; trinkets are seen as an after-thought compared to new equipment. It doesn't help that the defensive ones you receive from missions look like they have trivial defensive stats, which doesn't justify the 150 E trinket cost.
- Defense/status pendants give about a Medium UV of resistance, approximately 1/3 pip reduction per attack in T3
Thus the only reason to select a defense trinket over a penta is if the defense trinket will save you more than 6 pips of health, meaning the break even point is 18 attacks. Of that damage type.
I don't think anything can survive 18 hits from a pure damage type, even with a 28 vita and Ancient Plate set.
Doubling the effectiveness of each defense pendant is just the bare minimum of bringing back their viability, and even so their uses would be rather questionable. But it's better than a guaranteed "not worth it."
For status UVs, even though you only need +7 for minor immunity, most things in T3 deal stronger than minor status anyway. It provides situational effectiveness, which is a good thing: being asked to trade +6 HP for +4 status resistance is an interesting question, and can justify enemies imposing stronger status in the future.
Status trinkets wouldn't break lockdown either since situational status immunity won't outweigh +6 HP as a striker. Regular Black Kat Cowl + Mercurial would need +5 Shock for immunity, and a +4 shock trinket with penta is a fair trade vs 2 pentas, given that you'd still need at least a Shock Low UV for immunity as well as taking 1 less Flourish hit to be killed. You would still need to carefully evaluate whether it's worth trading 2 pentas over a status trinket, which in most cases, still won't be.
Cost of trinkets being high is not a problem--it's their value. It isn't emphasized enough that HP is the most important form of defense, and encouraging players to obtain heart trinkets early on (by playing T1 and T2 lockdown maybe?? It would be an interesting way to promote more lower tier LD games) would greatly increase their survivability and reduce their spark usage while grinding through T2.
Oh yeah, let's just destroy Lockdown and make FSC even easier with just a blitz needle and a shivermist buster than it already is. I'm all for this.