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 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.... 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
ZOS_GinaBruno wrote: »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?
Slayer9292_ESO wrote: »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 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.tordr86b16_ESO wrote: »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.Slayer9292_ESO wrote: »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.
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.
tordr86b16_ESO wrote: »Slayer9292_ESO wrote: »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.
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.Slayer9292_ESO wrote: »tordr86b16_ESO wrote: »Slayer9292_ESO wrote: »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.
I just want to say after 40 mins of farming runes i got 1 Kuta and 0 vr16 runes *drops mic*
tordr86b16_ESO wrote: »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.
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.
nvm
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.Slayer9292_ESO 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.
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-
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.
Elephant42 wrote: »If you are an enchanter you are still royally screwed.
Nodes should scale to your crafting skill - not to the (may or may not unlocked because of skillpoint shortage) passives
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.
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 don't want to be forced into a play style I detest.
Let's check back tomorrow!