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Should enchant stats be the same on all peices?

Darastix
Darastix
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Enchants vary depending on the peice its applied to. Only chest,helm,and legs get full stat displayed on enchant,the rest about 1/3 of it. For example a 70 health boost enchant would only add about 17 health to feet,hands,waist ect..
Edited by Darastix on 31 May 2014 07:26

Should enchant stats be the same on all peices? 104 votes

yes
49% 51 votes
no
50% 53 votes
  • Sakiri
    Sakiri
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    If they arent going to be the same then the tooltip needs to state so.

    When I found out about this I was puzzled as to why the hell they'd do it this way.
  • p.hurst1b16_ESO
    p.hurst1b16_ESO
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    Voted No becasue I do not mind it as it is. I do not mind it if it changes to all same either.

    I would like the tooltip to be clear. (please add "tooltip" to the spell check dictionary)

    I also want dropped items and reward items to follow the same rule. No more boots with 100+ stats, even at lvl 30 odd, never mind VR.

    The biggest problem with enchants is the fact that drops and store bought are only 2 points shy of crafted Epic for the same level.

    With the drastic scaling, why not just use those ? It will only make about 5 points difference overall per quality tier and the bought and dropped are like Denata+

    Needs a long hard look at by the devs when they have time for mere crafting imbalances.

    I start threads to try and discuss this in crafting but just get rage and sarcasm and a lot of "it is ok as it is".

    Oh and don't bother looking at tables of glyph effects on fansites. They are out of date or there has been a significant stealth nerf we were never told of.
    Edited by p.hurst1b16_ESO on 31 May 2014 07:50
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  • GrimCyclone
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    Yeah, I'm tired of all that lopsided crap. Just make it even, damnit. Enchantments don't sit there and think to themselves, "Oh gee look, I'm on a belt. I think I'll drop down in power a bit." Then the chest and leg enchantments start calling him a slacker.
  • Epona222
    Epona222
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    I've known since early on that only chest, head, leg, and feet gear get full enchantment value from enchants. However it is not obvious in game at all until you try it out and go 'huh?' at your results.

    Should it be changed? I'm leaning towards no, but it wouldn't kill me if it was changed to all be equal.

    Should it be made clearer in game? Abso-bloomin-lutely. (that means YES).
    Edited by Epona222 on 31 May 2014 08:05
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  • nikolaj.lemcheb16_ESO
    nikolaj.lemcheb16_ESO
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    The reduced effectiveness of gloves, shoulders, belt and boots means that there is a use for blue or even green glyphs. :)

    Seriously it is a bit of a waste to spend good aspect runes on glyphs in those pieces.
  • Darastix
    Darastix
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    yes, at the very least the tool tips should reflect how it will be applied more clearly. Although id rather just get what i paid for.

    ESOBetaSig.png
  • Thunderchief
    Thunderchief
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    It forces you to not just go with the same trait for all 7 pieces.
  • reggielee
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    i said no since it makes sense the enchantment covers a less area and would have a less effect or power due to that.

    that said, I would not be opposed to clearer tooltip stating that the effect would be decreased for smaller pieces
    Mama always said the fastest way to a man's heart is through his chest.
  • Celysa
    Celysa
    Sakiri wrote: »
    If they arent going to be the same then the tooltip needs to state so.

    When I found out about this I was puzzled as to why the hell they'd do it this way.

    THIS!!!!
  • Epona222
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    Darastix wrote: »
    yes, at the very least the tool tips should reflect how it will be applied more clearly. Although id rather just get what i paid for.

    ESOBetaSig.png

    Yep, for me it's just a case of that info about lowered enchantments on certain items should be detailed in game, so that players know what the outcome of applying an enchantment is before they do it. It's all about being able to make an informed decision, and that info is not really presented in game, you have to mess up and then go find why your enchantment is not as good as you thought it would be when you put it on the sash instead of the robe.
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  • Thunderchief
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    Glyphs should not be the same for 1handed weapons as for 2handed? 2handed should be at least x1.5 more. I'm sure the calculation might be more complex, but it should be more.
  • Jeremy
    Jeremy
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    I voted yes. Can't stand how certain pieces give lesser returns on my enchants. So my thanks for this thread.
    reggielee wrote: »
    i said no since it makes sense the enchantment covers a less area and would have a less effect or power due to that.

    that said, I would not be opposed to clearer tooltip stating that the effect would be decreased for smaller pieces

    That's an interesting way of looking at it. ^^

    If the tooltips were more clear I would find this mechanic a lot more palatable.
    Edited by Jeremy on 31 May 2014 13:43
  • Darastix
    Darastix
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    It forces you to not just go with the same trait for all 7 pieces.

    This is incorrect, its not a case of diminishing returns.
  • FrauPerchta
    FrauPerchta
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    I don't think they should but I do think as part of the enchanting process a tool tip tells you what the final enchantment value will be.
  • RangerChad
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    I think there should be an enchanting passive that allows you to increase the amount of increase you can have on pieces that nerf enchanting adds. Most other crafting trees get a long list of good stuff, but enchanting (even though it's the hardest to level) gets the bare minimum of assistance from its passives.
  • AlexDougherty
    AlexDougherty
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    reggielee wrote: »
    i said no since it makes sense the enchantment covers a less area and would have a less effect or power due to that.

    that said, I would not be opposed to clearer tooltip stating that the effect would be decreased for smaller pieces

    Yes, a better tooltip would help, not sure how they could do it, but it would help.
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  • Sakiri
    Sakiri
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    It forces you to not just go with the same trait for all 7 pieces.

    No it doesn't, because people *still* go for the same trait for all 7 pieces.
  • Sakiri
    Sakiri
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    reggielee wrote: »
    i said no since it makes sense the enchantment covers a less area and would have a less effect or power due to that.

    that said, I would not be opposed to clearer tooltip stating that the effect would be decreased for smaller pieces

    Then tell me why helmet gets the full amount as opposed to say, boots, shoulders or gloves?

    There's more area in the other three between both parts of them than there is the head, and yet head gets full value.
  • zgrssd
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    I voted no. I think the reduced effect is a important balancing considertion. The same way Chest gives you a lot more armor then hands or belt.
    The logic for enchantment granted and armor granted does not seem to match perfectly. But that might be intentional.
    The enchanting preview (you get when choosing the glyph to apply) is precise regarind the lessened effect, but the I agree that it would help if the glyphs tooltip stated something like "less effect on belt, hands, shoulders, ..."


    I also think the value was 40%, so the 70 health glyph of the example would still give 28 health.
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  • charles_crowe
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    voted no. protection received is scaled based on how much surface area the piece actually protects, so why shouldn't armor enchantments?
  • tanthil
    tanthil
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    Yeah, I'm tired of all that lopsided crap. Just make it even, damnit. Enchantments don't sit there and think to themselves, "Oh gee look, I'm on a belt. I think I'll drop down in power a bit." Then the chest and leg enchantments start calling him a slacker.

    That's a good arguement, but here's were it goes wrong, enchantments don't "think" period, so they also don't think "oh gee look, I'm the same on everything"
  • Jeremy
    Jeremy
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    zgrssd wrote: »
    I voted no. I think the reduced effect is a important balancing considertion. The same way Chest gives you a lot more armor then hands or belt.

    I disagree.

    Diminishing returns on this game already prevents a single stat from becoming too powerful. There is no need to have such a confusing enchanting system that adds stats differently to different pieces. Especially so since this isn't explained in the tool tip. Besides, enchanting is such a pain to level it needs to be more powerful.
  • Wolfshead
    Wolfshead
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    No it should not be same stats think of how overkill it would be in pvp if you would have max stats on gear that you have enchant just look at WoW when near the end of expansion you have so much stats on your gear from enchant that you boss fight in WoW become boring like hell so at the end you just stop doing dungeon and raid all together for you have more less become a god and nothing will hurt you.
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  • Jeremy
    Jeremy
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    Wolfshead wrote: »
    No it should not be same stats think of how overkill it would be in pvp if you would have max stats on gear that you have enchant just look at WoW when near the end of expansion you have so much stats on your gear from enchant that you boss fight in WoW become boring like hell so at the end you just stop doing dungeon and raid all together for you have more less become a god and nothing will hurt you.

    As I said in my previous post Wolf, diminishing returns already exists on stats so you can't become a god. So I think you are exaggerating the effect this would have.

    And WoW is boring because of the weak gameplay. It's not because players have enchantments.
    Edited by Jeremy on 1 June 2014 12:30
  • Wolfshead
    Wolfshead
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    Jeremy wrote: »
    Wolfshead wrote: »
    No it should not be same stats think of how overkill it would be in pvp if you would have max stats on gear that you have enchant just look at WoW when near the end of expansion you have so much stats on your gear from enchant that you boss fight in WoW become boring like hell so at the end you just stop doing dungeon and raid all together for you have more less become a god and nothing will hurt you.

    As I said in my previous post Wolf, diminishing returns already exists on stats so you can't become a god. So I think you are exaggerating the effect this would have.

    And WoW is boring because of the weak gameplay. It's not because players have enchantments.

    And i did not say that in ESO you will become a god i say that in WoW you are more or less become a god at end of there expansion for that simple fact that base stats on raid gear are way to high already and if you add enchant, gem to the gear will make your gear become overkill and i also say if you would have same stats on chest and gloves for example in ESO would make pvp even worst as it is already and i think the way the made enchant in ESO is alot better then it is in WoW.
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  • Gern_Verkheart
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    It should only be the same for stamina enchants, it would help balance out the discrepancy between magicka and stamina builds, and makes sense since you use stamina not just for abilities, but to block and dodge as well.
  • Jeremy
    Jeremy
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    Wolfshead wrote: »
    Jeremy wrote: »
    Wolfshead wrote: »
    No it should not be same stats think of how overkill it would be in pvp if you would have max stats on gear that you have enchant just look at WoW when near the end of expansion you have so much stats on your gear from enchant that you boss fight in WoW become boring like hell so at the end you just stop doing dungeon and raid all together for you have more less become a god and nothing will hurt you.

    As I said in my previous post Wolf, diminishing returns already exists on stats so you can't become a god. So I think you are exaggerating the effect this would have.

    And WoW is boring because of the weak gameplay. It's not because players have enchantments.

    And i did not say that in ESO you will become a god i say that in WoW you are more or less become a god at end of there expansion for that simple fact that base stats on raid gear are way to high already and if you add enchant, gem to the gear will make your gear become overkill and i also say if you would have same stats on chest and gloves for example in ESO would make pvp even worst as it is already and i think the way the made enchant in ESO is alot better then it is in WoW.

    Right. But you are missing my point. WoW is boring rather you are in a raid gear or not. I can kill enemies my own level naked and with a fishing pole/auto attack on that game (I know because I have). It's an over-all gameplay design issue. The game is made in such a way to allow toddlers to roll their face across the keyboard and still kill things.

    It's not because of the enchants.
    Edited by Jeremy on 1 June 2014 12:57
  • Bhakura
    Bhakura
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    A belt is not the same size as a cuirass or greaves, so its only logical it has reduced enchantment power.
    Why boots and helms are not affected by this beats me.
    Maybe they felt having all pieces with maxed out enchantment power would become to OP and made the three smaller equipments have less.
    And theres not really a need for a tooltip, you can see the outcome before you actually enchant it. Theres more pressing matters to fix then this.
  • Jeremy
    Jeremy
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    Bhakura wrote: »
    A belt is not the same size as a cuirass or greaves, so its only logical it has reduced enchantment power.
    Why boots and helms are not affected by this beats me.
    Maybe they felt having all pieces with maxed out enchantment power would become to OP and made the three smaller equipments have less.
    And theres not really a need for a tooltip, you can see the outcome before you actually enchant it. Theres more pressing matters to fix then this.

    I agree there is more pressing matters to fix. But a tooltip alteration would be nice because it's confusing the way it is now.

    I don't think it would be OP.
    Edited by Jeremy on 1 June 2014 13:11
  • zhevon
    zhevon
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    Sakiri wrote: »
    If they arent going to be the same then the tooltip needs to state so.
    You learn something new everyday.

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