It has been quite some time since the announcement of VR removal, but up until recently we had no idea what would be in store for us when it was implemented.
Before I go any further, let me make two things perfectly clear:
1. VRs are going to get removed, no point in saying things should stay as they are
2. VR removal is a good thing, but the way to implement it is tricky
Some of the forum members (myself included) are not happy with the system ZOS proposed would replace current VR levels in terms of gear.
So I made a suggestion of my own in
this thread which soon became a collection of ideas, each with their own way of dealing with VR removal.
Here is a list with those ideas, including ZOS' proposal, with links and short descriptions answering to these 5 questions critical to VR removal in terms of gear:
1. What level would VR16 convert to? (add + if that number would grow with updates)
2. What requirement to wear would each tier of gear have?
3. How many tiers would there be upon conversion? / how would gear progress?
4. What materials would be used to craft tiers of gear?
5. Would there be (X) new materials with (X) updates?
1 | 2 | 3 | 4 | 5
v16 | gear | tiers/seasonal | crafting mats | future
lvl | requires | progression | requirements | materials
Developer suggestion by
@ZOS_RichLambert
50 | 10CP/tier | 16/same as current | veteran mats | seasonal X
Alternate suggestion 1 by
@Dubhliam - Hardcap and softcap CP scaling
50 | lvl 50 | 10/scale more by CP | veteran mats | seasonal X
Alternate suggestion 2 by
@Dubhliam - Gear tiers progress with unlocked CP passives
50 | lvl 50 | 5/unlock CP passives | Void+Rubedite | season 2&3
Alternate suggestion 3 by
@Sausage - Gear Armory- grind multiple gear sets
50 | lvl 50 | 1/legendary+1 | Ebony | none
Alternate suggestion 4 by
@NewBlacksmurf - Level 50 - 55+ gear progression via motifs
55+ | 1lvl/tier | 5/one motif/tier | veteran mats | seasonal X
Alternate suggestion 5 by
@Faulgor - Gear progression with non veteran existing materials
80+ | lvl 50 | 16/every 2 lvls | up to Ebony | none
Alternate suggestion 6 by
@andypappb16_ESO - Seasoned and special gear + CP/trait crafting
50 | lvl 50 | 1/seasonal (special) | Ebony+CP/trait| none
Alternate suggestion 7 by
@Enodoc - Gear Specialization with veteran materials
50 | lvl 50 | 5/specialised gear | veteran mats | seasonal X
Alternate suggestion 8 by
@Autolycus - Gear with class-specific skills
50 | 90CP/tier | 5/class specific | veteran mats | seasonal X
I would really like to see a global perspective of what would players want to see implemented, and it would also serve as a guideline to ZOS.
Note that although these short descriptions deal with gear issues only, please feel free to discuss other issues with VR removal, f.e. how Cadwell zones should be dealth with. After all, it is one of the biggest reasons for VR removal.