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Official Feedback Thread for Crafting Node Scaling

  • helediron
    helediron
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    I tested enchanting rune drops. I got usual mix of aspects and essences, nothing new to mention there. Potencies were: Kude: 8, Kura: 10, Rejera: 2. Much droppings from third tier. What's the point? I can go to Craglorn and farm them there. Aspects should be the real limitation, not potencies. Remove third tier and drop only first and second.

    Waters dropped: Star Dew: 27, Lorkhan's Tears: 7. Star Dew is garbage. I get way more tears from IC base each visit. Just drop the second tier away.

    Nodes don't respawn. I got total of 62 runes from two passes in lower Wrothgar and visit to upper. First pass gave 45, second ten and rest from upper. My map from lower Wrothgar has maybe 50 nodes. I always get most of resources from first pass of the day.

    Why is upper Wrothgar so empty? I understand the ice plateau, but otherwise the upper part feels wasted potential. As it is a mountain area, maybe it could have less plants and more ores and runes, and placed close to enemies dropping rubedo leather. XD
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • tordr86b16_ESO
    tordr86b16_ESO
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    helediron wrote: »
    I tested enchanting rune drops. I got usual mix of aspects and essences, nothing new to mention there. Potencies were: Kude: 8, Kura: 10, Rejera: 2. Much droppings from third tier. What's the point? I can go to Craglorn and farm them there. Aspects should be the real limitation, not potencies. Remove third tier and drop only first and second.

    Waters dropped: Star Dew: 27, Lorkhan's Tears: 7. Star Dew is garbage. I get way more tears from IC base each visit. Just drop the second tier away.

    Nodes don't respawn. I got total of 62 runes from two passes in lower Wrothgar and visit to upper. First pass gave 45, second ten and rest from upper. My map from lower Wrothgar has maybe 50 nodes. I always get most of resources from first pass of the day.

    Why is upper Wrothgar so empty? I understand the ice plateau, but otherwise the upper part feels wasted potential. As it is a mountain area, maybe it could have less plants and more ores and runes, and placed close to enemies dropping rubedo leather. XD

    I'm honestly starting to dislike this scaling system entirely, too much RNG. With the old system you'll know where to go to find the specific materials you need.
    Edited by tordr86b16_ESO on 17 October 2015 17:22
  • helediron
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    helediron wrote: »
    ... snip ...
    Why is upper Wrothgar so empty? I understand the ice plateau, but otherwise the upper part feels wasted potential. As it is a mountain area, maybe it could have less plants and more ores and runes, and placed close to enemies dropping rubedo leather. XD
    I take back these words. I am finding now many nodes in upper Wrothgar. I think when i visited it (three times) someone had harvested it and node spawning was stuck. I believe it was node spawning because today lower part spawn rates have been higher than before.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • Soleya
    Soleya
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    This is the official feedback thread for crafting node scaling found in Orsinium. Specific feedback the team is looking for includes:
    • Is it clear that crafting nodes are scaling to the passive, and do you find that more enjoyable that scaling to your level?
    • Do Veteran Rank 15 and above materials still feel rare?
    • Do you feel you could obtain the Ancient Orc and Akiviri chapters and style items fairly reasonably?
    • What are your overall thoughts about the new crafted item sets? Is it fun?

    @ZOS_GinaBruno

    First, I'm with the few people who think the nodes should scale to your level not your crafting skill. I play multiple characters and many of them aren't crafters. These players would be gathering tons of tier 1(level 1-15 mats). Which are pretty much useless if all your characters are over level 15. My V12 sorc ended up with 90 rawhide after doing both public dungeons.

    V15/16 mats still seem too rare to me. Based on my node info below, the hirling drops and the amount needed for gear.

    I did both public dungeons and got 0 ancient orc chapters. So I would say the drop rate is way too low. Akiviri is also unobtainable for someone who doesn't pvp 24/7. I'm not sure I've gotten 500k AP total since I started playing pre-launch.

    Liking the new Julianos set so far.

    I like that the hirelings now bring V15/16 mats but the amounts (either 1 or 10 it seems) seem bad. I'd prefer to see at least 5 mats per day, especially since it takes 100-150 to craft V16 gear.

    I ran around collecting mats on my V16 with Lv 50 crafter with all skills in and these were my findings.

    Void Stone 13 nodes = 44 mats
    Rubidite 4 nodes = 12 mats
    Nightwood 12 nodes = 45 mats
    Ruby Ash 3 nodes = 9 mats
    Void Bloom 11 nodes 34 mats
    Ancestor Silk 1 node = 3 mats

    Out of 44 nodes one had the sand for ancient orc style.

    The V15/16 nodes felt too rare. Seemed like I was finding lots of voidstone and nightwood but not the others. Also, only found 1 ancestor silk node, I almost gave up, it was the last node I found.
    Edited by Soleya on 18 October 2015 23:20
  • Slurg
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    I am good with the nodes scaling to crafting passive level. It is not hard to go pick up a bunch of cheap intricate gear on the guild stores to decon and put some points in crafting on a veteran level character.

    I am not good with only having a very small chance to harvest top level mats for a character with 10/10 in crafting. If the level 10 writs are going to use these mats they need to be more obtainable.

    Happy All the Holidays To You and Yours!
    Remembering better days of less RNG in all the things.
  • tordr86b16_ESO
    tordr86b16_ESO
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    First, I'm with the few people who think the nodes should scale to your level not your crafting skill. I play multiple characters and many of them aren't crafters. These players would be gathering tons of tier 1(level 1-15 mats). Which are pretty much useless if all your characters are over level 15. My V12 sorc ended up with 90 rawhide after doing both public dungeons.

    I disagree and here's why scaling nodes to your character level is a really, really bad idea. Scaling nodes to your character means you will need multiple low level characters to gather resources at those specific levels. We only have so much character slots which means they need to increase it. I find this counter productive since most people already have maxed all their characters to vr14 and above.

    Scaling nodes to your characters crafter level / skillpoints spent in crafting level is the way to go if done properly. I can't stress this enough, otherwise we are better off having it as it is now on the live servers.

    Edited by tordr86b16_ESO on 19 October 2015 21:36
  • Enodoc
    Enodoc
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    First, I'm with the few people who think the nodes should scale to your level not your crafting skill. I play multiple characters and many of them aren't crafters. These players would be gathering tons of tier 1(level 1-15 mats). Which are pretty much useless if all your characters are over level 15. My V12 sorc ended up with 90 rawhide after doing both public dungeons.
    I disagree and here's why scaling nodes to your character level is a really, really bad idea. Scaling nodes to your character means you will need multiple low level characters to gather resources at those specific levels. We only have so much character slots which means they need to increase it. I find this counter productive since most people already have maxed all their characters to vr14 and above.

    Scaling nodes to your characters crafter level / skillpoints spent in crafting level is the way to go if done properly. I can't stress this enough, otherwise we are better off having it as it is now on the live servers.
    I agree. Scaling to crafting skill rank is much more appropriate, as you can respec at any time to change your rank downwards. There's no way to change your level downwards.
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  • Rosveen
    Rosveen
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    Only Wrothgar and Cyrodiil scale. If you need lower level mats, you can harvest them in their appropriate zone with any of your characters, regardless of their level or crafting skills. However, you can't harvest higher level mats (specifically tier 10) without maxing out your crafting passives, which in turn requires maxing out the crafting skill itself. If you play multiple charactes, this change is nothing but a massive skill point sink.
  • OMA
    OMA
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    SCALE TO CRAFT SKILL .....YES PLEASE!

    I really do not like being forced to go into IC to farm sewer mobs for things to decon so I can get 1 bit of one v15 material. That is grinding and I felt it was rediculous. As for leveling to your character rank? No sorry none of the crafting works that way. If you get your level 10 noobie up to crafting level 50 items and you have somehow gotten the skill points to invest in that #1 skill to be able to craft the higher levels. Where do you think you will be getting the materials? Craglorn on a level 10?? No the node leveling is fun, not all my characters have the top crafting skill so it will give each one of my crafting characters something to look for and what they find will be appropriate for their crafting skill level. The other commenters are right, you know where to find the level 20 and level 30 stuff so go to those zones. If you are too low of a level and need those level crafting mats for your writs while leveling, you will now have wrothgar to go to if you want to collect the mats yourself and you will find the nodes that match your skill level and you can do that level of crafting writs.

    If you are a higher skilled crafter and need to make a level 20 armor/weapon then you can always go to the lower level zone and pick up the mats without fear that you will be annihilated for farming mats.

    As for the RNG on the skill level 10 materials, I tried it just before the new patch and was glad to find the highest tier stuff in my hireling mail, I found a few nodes and killed lots of beasties to find the higher tiered leather scraps. Killed humanoid NPC's and got a good collection of v15 items to decon so I was happy at that point that I wouldn't go to IC to grind and fend off evil enemies and those scary banner generals just to pick up 1 ruby staff.

    I'm liking Orsinium quite a bit. I will test the new updates to the crafting but...I don't think that I saw the crafting updates in the patch notes? I'll check again....still dling the pts patch.
  • Soleya
    Soleya
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    First, I'm with the few people who think the nodes should scale to your level not your crafting skill. I play multiple characters and many of them aren't crafters. These players would be gathering tons of tier 1(level 1-15 mats). Which are pretty much useless if all your characters are over level 15. My V12 sorc ended up with 90 rawhide after doing both public dungeons.

    I disagree and here's why scaling nodes to your character level is a really, really bad idea. Scaling nodes to your character means you will need multiple low level characters to gather resources at those specific levels. We only have so much character slots which means they need to increase it. I find this counter productive since most people already have maxed all their characters to vr14 and above.

    Scaling nodes to your characters crafter level / skillpoints spent in crafting level is the way to go if done properly. I can't stress this enough, otherwise we are better off having it as it is now on the live servers.

    Nodes scale to the level of the zone they are in. Low level zones will still drop low level mats like they do now. Orsinium is scaled to the player level, so the nodes should be as well.

    It's ridiculous for V16 characters to have to level 4 crafting skills to max and spend 40 skill points to get materials they need. I don't want all my characters to be crafters, nor do I want them spending tons of skill points on crafting they don't do. I have dedicated crafters.

    I think it would be rediculous for a level 15 (my blacksmith is level 15 and max crafting) to be able to get V15 mats. Especially going to an area where they are battle leveled so they can survive easily and get high end valuable mats.

    Only the nodes in orsinium and cyrodiil should be scaled. All others should remain how they are on live.
  • helediron
    helediron
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    First, I'm with the few people who think the nodes should scale to your level not your crafting skill. I play multiple characters and many of them aren't crafters. These players would be gathering tons of tier 1(level 1-15 mats). Which are pretty much useless if all your characters are over level 15. My V12 sorc ended up with 90 rawhide after doing both public dungeons.

    I disagree and here's why scaling nodes to your character level is a really, really bad idea. Scaling nodes to your character means you will need multiple low level characters to gather resources at those specific levels. We only have so much character slots which means they need to increase it. I find this counter productive since most people already have maxed all their characters to vr14 and above.

    Scaling nodes to your characters crafter level / skillpoints spent in crafting level is the way to go if done properly. I can't stress this enough, otherwise we are better off having it as it is now on the live servers.

    Nodes scale to the level of the zone they are in. Low level zones will still drop low level mats like they do now. Orsinium is scaled to the player level, so the nodes should be as well.

    It's ridiculous for V16 characters to have to level 4 crafting skills to max and spend 40 skill points to get materials they need. I don't want all my characters to be crafters, nor do I want them spending tons of skill points on crafting they don't do. I have dedicated crafters.

    I think it would be rediculous for a level 15 (my blacksmith is level 15 and max crafting) to be able to get V15 mats. Especially going to an area where they are battle leveled so they can survive easily and get high end valuable mats.

    Only the nodes in orsinium and cyrodiil should be scaled. All others should remain how they are on live.
    That can't be any real obstacle. Leveling crafting skills is easy, and V16 has tons of skillpoints to spend. Scaling nodes to craft skills is the correct choice. More important is that it gives the choice. The other alternative forces to level blacksmith alts from level 15 to vet15. *That* is ridiculous.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • Rosveen
    Rosveen
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    nvm
    Edited by Rosveen on 20 October 2015 07:49
  • Ra'Shtar
    Ra'Shtar
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    I just want to say after 40 mins of farming runes i got 1 Kuta and 0 vr16 runes *drops mic*
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  • Arkadius
    Arkadius
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    Ra'Shtar wrote: »
    I just want to say after 40 mins of farming runes i got 1 Kuta and 0 vr16 runes *drops mic*

    Yeah. I still haven't seen any confirmation that vr16 runes can drop. Even my hirelings only deliver vr15 runes.
  • newtinmpls
    newtinmpls
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    Scaling nodes to your character means you will need multiple low level characters to gather resources at those specific levels. We only have so much character slots which means they need to increase it. I find this counter productive since most people already have maxed all their characters to vr14 and above.

    Speak for yourself.

    I have been playing since a couple months after PC release. My highest level character is vet 4, and of the 15 I play, only two are vet at all.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • Soleya
    Soleya
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    helediron wrote: »
    That can't be any real obstacle. Leveling crafting skills is easy, and V16 has tons of skillpoints to spend. Scaling nodes to craft skills is the correct choice. More important is that it gives the choice. The other alternative forces to level blacksmith alts from level 15 to vet15. *That* is ridiculous.

    Please explain why the blacksmith would have to level to V15.

    Say you have a V16 character who is not a crafter, and a Level 15 that is your blacksmith. You play the V16 character and collect mats they need, put them in your bank and your blacksmith uses them to craft the gear. No different that how it was when V14 was max level. If you wanted V14 mats, you had to go to a V9-14 level zone to collect them. Could only do that if you were in Cadwell Gold.

    Hirelings should always bring mats based on your crafting level.

    You still collect mats of all levels by going to appropriate level zones. There is still a choice. We're talking about scaling 1 zone to your own level.

    Again, it's dumb to have a V16 collecting rawhide from V16 monsters they are killing.
  • kyrowski
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    I would prefer scaling by level. When I'm roaming through the zone I want to collect material for my next set of armour for that character and not have to lose levelling time because I have to hop on a crafter character to go collect nodes.
  • helediron
    helediron
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    Rosveen wrote: »
    nvm
    helediron wrote: »
    That can't be any real obstacle. Leveling crafting skills is easy, and V16 has tons of skillpoints to spend. Scaling nodes to craft skills is the correct choice. More important is that it gives the choice. The other alternative forces to level blacksmith alts from level 15 to vet15. *That* is ridiculous.

    Please explain why the blacksmith would have to level to V15.

    Say you have a V16 character who is not a crafter, and a Level 15 that is your blacksmith. You play the V16 character and collect mats they need, put them in your bank and your blacksmith uses them to craft the gear. No different that how it was when V14 was max level. If you wanted V14 mats, you had to go to a V9-14 level zone to collect them. Could only do that if you were in Cadwell Gold.

    Hirelings should always bring mats based on your crafting level.

    You still collect mats of all levels by going to appropriate level zones. There is still a choice. We're talking about scaling 1 zone to your own level.

    Again, it's dumb to have a V16 collecting rawhide from V16 monsters they are killing.
    Yes, we are talking about scaling Wrothgar to our level. My level is top tier crafting - for all crafting alts. I have seven maxed crafters. Not all are yet vr16. They surely will harvest top tier mats, and scaling to character level would prevent that.

    Because now Wrothgar is scaling battle level, those lower level crafters are viable to farm in Wrothgar. The area is designed for that and I have tested that. I am using all my craft alts that way, as they are also leveling up normal skills and becoming viable fighters for different roles/classes/builds.My crafters are not pocket crafters staying at home.

    Spend a week in leveling crafting skills up and you're done. You probably already have alchemy and provisioning leveled up because of passives. I have several vr16 toons that are very viable fighters and maxed crafters on all professions. There are enough skillpoints for that.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • Elephant42
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    Elephant42 wrote: »
    I spent about an hour roaming all over Wrothgar to test out the new harvesting nodes. I kept a log of every node, whether it was an "old" node or a "new" one - new meaning it yielded VR15+ materials.

    I didn't bother logging solvent nodes as it quickly became apparent that they are split evenly between Star Dew and Lorkhans Tears.

    I treated one hide bearing animal as a node.

    I found 65 "old" nodes and 10 "new" nodes. I found 6 Essence runes, 1 Aspect rune (Ta) and 1 Potency rune (Kuta).

    From this I draw the following conclusions.

    If you are an alchemist you are fine.

    If you are a clothier, woodworker or blacksmith you are a bit screwed. If you have the patience for hours of farming you might be ok.

    If you are an enchanter you are royally screwed.

    -snip-

    Ok I've now repeated my little experiment now that patch 2.2.2 is active with the following results:

    Crafting - 45 "old" nodes and 20 "new" nodes.
    Enchanting - 7 "old" nodes and 0 "new" nodes (note that I only counted potency runes).
    Solvents - didn't get quite the same 1:1 ratio as I did last time but still found plenty of tears.

    So the new patch has improved the situation for crafting noticeably although I did see quite a discrepancy between the northern and southern parts of Wrothgar - most of my "new" nodes seemed to come from the south and very few from the north but this is only anecdotal as I did not log north and south separately. If I ever repeat the exercise I will keep separate logs.

    New conclusions:

    If you are an alchemist you are still fine.

    If you are a clothier, woodworker or blacksmith you are sort of ok. My gut feel is that it will take 2 to 3 times as long to outfit with V15 gear as it does for V14, however V16 is still "pie in the sky".

    If you are an enchanter you are still royally screwed.

    I really can't fathom what ZOS is hoping to achieve with this insane grind for V16 gear.

    I just like to quest and play the game without running the same content over and over again and there is some content that is just beyond me. I don't mind repeating content, especially when it's with good company, but not the same content several times in the same session. Based on my experience it will take me at least a couple of months to get enough mats to outfit 1 (one) character with V16 and I currently have 4 vets that will be ready for V16 in the next month or so.

    It seems that the ZOS devs don't want players like me to have V16 gear - why???
  • Soleya
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    helediron wrote: »
    Spend a week in leveling crafting skills up and you're done. You probably already have alchemy and provisioning leveled up because of passives. I have several vr16 toons that are very viable fighters and maxed crafters on all professions. There are enough skillpoints for that.

    I disagree on the skill points.

    For example, my V16 main nightblade character.

    My understanding there are 335 (333 depending on a quest choice) skill points available in game. 49 of those from PVP. I'm currently level 9. I imagine most players aren't 50 in all characters in PVP, so we'll just round to 10. So that's 296 skill points.

    All class skills = 60
    Weapons skills (1H+2H+DW+Bow) = 80
    Armor Skills = 33
    Racial = 9
    Werewolf = 22 (currently 0 cause I'm out, but it would be nice to actually be able to use these)
    Fighters Guild = 17
    Mages Guild = 3
    Undaunted = 8
    Alliance War = 6
    Soul Magic = 6
    Legerdemain = 12
    Alchemy = 3
    Provisioner = 6

    Total = 265

    Leaving me with 30. You need 40 to max out the skills for the material scaling.

    My main also happens to be my woodworker and clothier. Excluding Keen Eye, that's 23 skills per each line. Which totals another 46.

    I'm pretty much out of skill points (and I have none in WW cause I'm so short on them right now). I definitely don't have enough for all 4 crafting disciplines.
  • Faulgor
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    Elephant42 wrote: »
    If you are an enchanter you are still royally screwed.

    This is really troublesome. Enchanting nodes are already heavily penalized compared to other professions.
    - Enchanting nodes in general seem much rarer than others
    - Only 1/3 chance you get the node you are looking for (split between potency/essence/aspect).
    - For potency, again, 1/2 chance you get the rune you are looking for (additive or subtractive).
    - Top tier, V15+, is split again between V15 and V16 runes. Other professions have the same materials for V15 and V16.

    Let's be honest, what we would need from Enchanting nodes are Reporas. There is no point in making V16 gear if you can't enchant it. Yet, Enchanting has to jump through so many more hoops than other professions it's just sad. To get Reporas (just assuming for a second that they do drop from scaled nodes, which doesn't seem to be the case currently), you have to hope to get a potency node (33%), then hope you get the high tier rune (currently feels like ~10%), and then hope you get the right modifier (50%, additive or subtractive). That is absolutely ridiculous.

    But alas, V16 runes don't even drop from scaled nodes, so why bother at all. If you don't have IC, the only option is to buy V16 runes from guild stores. This is not the case for any other material.

    EDIT: But wait! It gets worse:
    qrb203z.jpg

    Writs now require VR15 glyphs. Fantastic. Why do we get VR10-14 runes from scaled nodes at all?
    Also, the description of the quest and the required tasks don't match.

    So, maybe at least the rewards might be better?

    KBP61Wc.jpg

    Nope. At least not this time. Let's check back tomorrow!
    Edited by Faulgor on 21 October 2015 07:28
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Elevensies
    tengri wrote: »
    Nodes should scale to your crafting skill - not to the (may or may not unlocked because of skillpoint shortage) passives

    Amen! Please consider making skill not current passives the gateway.

    @honeyslaughter ~The Golden Banner [AD]
    '... If you can't be a good example, you'll have to serve as a horrible warning'
  • mr_wazzabi
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    Rosveen wrote: »
    Only Wrothgar and Cyrodiil scale. If you need lower level mats, you can harvest them in their appropriate zone with any of your characters, regardless of their level or crafting skills. However, you can't harvest higher level mats (specifically tier 10) without maxing out your crafting passives, which in turn requires maxing out the crafting skill itself. If you play multiple charactes, this change is nothing but a massive skill point sink.

    This.

    Why does anyone even bother with crafting lower level mats? When i level an alt, i just use the looted gear from quests. It seems like some high level players want to collect low level mats for others. Why? Let low levels gather their own mats and send them to you.

    Scaling the nides to player level makes perfect sense. Either that, or make all nodes v16 mats in wrothgar. Most people don't have the time to grind crafting on all their characters. I only craft on my main. I want to be able to mine rubedite on my alts when I quest with them.
    Edited by mr_wazzabi on 21 October 2015 16:39
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • nimander99
    nimander99
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    Word of the day; Hyper-Inflation :p
    I AM UPDATING MY PRIVACY POLICY

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    ∽∽∽ 2 years of Elder Scrolls Online ∼∼∼
    "Give us money" = Box sales & monthly sub fees,
    "moar!" = £10 palomino horse,
    "MOAR!" = Switch to B2P, launch cash shop,
    "MOAR!!" = Charge for DLC that subs had already paid for,
    "MOAR!!!" = Experience scrolls and riding lessons,
    "MOARR!!!" = Vampire/werewolf bites,
    "MOAARRR!!!" = CS exclusive motifs,
    "MOOAARRR!!!" = Crown crates,
    "MOOOAAARRR!!!" = 'Chapter's' bought separately from ESO+,
    "MOOOOAAAARRRR!!!!" = ???

    Male, Dunmer, VR16, Templar, Aldmeri Dominion, Master Crafter & all Traits, CP450
  • Wizzo91
    Wizzo91
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    Definitely scale Mats to Character level. I only have one Crafter. He has at least 8 traits on every item and knows all my styles. The game should not force people to play with their crafter or level crafting on other characters.

    I don't get where ZoS is going with this ridiculous item grind after IC. Before you could easily craft new sets and theorycraft etc. Now you have to spend 100ks of gold, or farm 100s of hours to do so.

    This is the main Reason I don't play two of my v16s because I don't have the time to farm for hours. If this continues through wrothgar I will have to leave the game. I don't want to be forced into a play style I detest. All I want to is craft some nice armour for PVP and do what I enjoy the most.

    I have a bad feeling that we will see crafting mats soon in the crown store, or why else introduce this crazy grind?
    [EU]

    Wizzo - Stamina DK - 50 - DC
    Wizzox - Magicka NB - 50 - DC
    Vilest Wizz - Magicka Sorc - 50 - DC
    Wiser Wizz - Magicka NB - 50 - DC
    Wizzo X - Magicka NB - 50 - AD
    In Rainbows - Stam Sorc - 50 - AD
    Fake Plastic Tree - Stamplar - 50 - EP

    6XX CP

  • Contraptions
    Contraptions
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    I honestly think the only way to please everyone now is to just make all nodes in Wrothgar drop tier 10 materials, including enchanting and alchemy.

    Let the great deflation begin. Prices were ridiculous anyway.
    Patroller and Editor at UESP
  • newtinmpls
    newtinmpls
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    It does seem like higher level ... everything ... is turning into a big grind
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • Taleof2Cities
    Taleof2Cities
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    helediron wrote: »

    Spend a week in leveling crafting skills up and you're done. You probably already have alchemy and provisioning leveled up because of passives. I have several vr16 toons that are very viable fighters and maxed crafters on all professions. There are enough skillpoints for that.

    ^^ This. ^^

    I'm surprised there are complaints, here, when crafting has gotten so much easier since beta.

    A character's choice of not investing time or skill points in crafting should bear consequences.

    Wrothgar node scaling rewards those who have invested.

    I would prefer the scaling to be based off the 1-10 mat tier skill points invested. However, the crafting skill level method (in my opinion) would also be acceptable.

    Node scaling based on player level, to put it plainly, disincentivizes crafting. Regular zones already have the necessary leveled mats (including IC for end game mats).

  • Taleof2Cities
    Taleof2Cities
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    Wizzo91 wrote: »
    I don't want to be forced into a play style I detest.

    You're not being forced to do anything since there are mats in the other zones already.

    Not liking to grind mats ... was that your play style before IC and Wrothgar? You're still playing the game and posting on the forums ... Wrothgar doesn't seem to bring any sort of change in that respect.
  • Faulgor
    Faulgor
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    Faulgor wrote: »
    Let's check back tomorrow!

    Ah! And it does get even better still.

    m86vfpR.jpg

    The Good: Quest description and tasks match this time! Hooray!

    The Bad: It's asking for runes that don't exist.

    Probably VR17/18. Impossible to proceed here.
    You got to fix this, ZOS.
    - Remove VR10-14 runes from Enchanting nodes in Wrothgar.
    - Common drop should be VR15, rare VR16.
    - Remove VR17/18 runes from daily writs.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
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