Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
What's a crap rune? They all do useful stuff, some not all that usual, but even the 'potion cool down' is useful to a few people.Stonesthrow wrote: »Been suggesting/feedbacking for the addition of achievements and titles in crafting since November.
If you look at how many achieves fishing has and how many titles PvP has, you'll see why. Crafting takes longer, takes more skill points and requires more effort than many of the other things that reward you with titles and achieves.
I imagine they will add things, just not high on the list atm.
Adding multiple enchants or traits would require them to rebalance and tweak a lot of encounters and mobs. They have to assume everyone will have them and it can't be a face roll, just like they tune stuff knowing you will be using Ultimates now. Same goes for food/drink/potions.
Some ideas while a much Mighty Taco…
They should add enchants that require multiple Potencies or essences to be used up to increase the amount the enchant provides in small doses. Basically creating higher quality enchants by burning more material.
Should have a trade in system for crap runes and style/trait or boosters at their respective vendors. Dump a few hundred Ta for a couple Rekuta, unload the essences you will never use for something else, the 500 honing stones piling up for some purps, etc...
Should be able to craft any number, 1 to 100 of something, as long as you have the matts and the room in your bag.
Special spot in your bank to store crafting items away from you regular inventory like Trait and Style stones, upgrade materials, etc… Make it Crafting Only Bank space and charge handsomely for it like regular bank space, but it is only for crafting materials.
Seriously, 95% of my swapping from mule to mule is for crafting storage and retrieval. One of the only things that really is wearing on me. I don't want anything for free, but the account bank system could be utilized so much better with a crafting bank addition to it.
Balance is not the issue as everyone will eventually have them, the issue is more survive-ability without them and when they will be required to continue. Personally, I agree with your objection to the Double this or double that, while the OP tempers that by only granting 75% to 90% of the effect, this issue would be something that could lead to problems, but it's not really a balance issue simply because the answer would be "Get the Double-X item for yourself"Double traits, double enchantments, double food buffs... I don't see how you can argue those are balanced.