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Please Replace Enchanting with Jewlery craft. Move enchanting to BS, WW and Clothing

NewBlacksmurf
NewBlacksmurf
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While I like having the enchanting options this really needs to be on the crafting of blacksmith, woodwork and clothing. When these items are crafted there should be another slider to apply enchants when making the item.

The cost or level of the enchant can apply to either gold, or a rune vs runes.

The idea is to consolidate one feature and allow another.

Jewelry making should be in place of the enchanting craft.
As far as nodes, I think it makes sense to use the enchanting nodes as these bizarre rocky things don't really look like runes. Let those become mats for Jewlery making.

This would also have the enchanting option.

Runes would now be loot from kills or boxes, crates and bags.
Enchanting a crafted item would cost a rune type

The only issue would having enchants for those who want to share trade or give existing items enchantments. I'd suggest having more npc's that sale enchants as they do today.


Thoughts?
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  • Qumulous
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    I disagree enchanting is a money maker.

    Just add another craft called Jewelry making no need to change any other crafting skill.

    That's the simplest solution
  • Rylana
    Rylana
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    Not replace.

    Incorporate. Enchant line w/ jewelry line. Makes sense.
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  • NewBlacksmurf
    NewBlacksmurf
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    Qumulous wrote: »
    I disagree enchanting is a money maker.

    Just add another craft called Jewelry making no need to change any other crafting skill.

    That's the simplest solution

    If you add another you have to add thousands if nodes for another craft. I'm not suggesting to take anything away but to consolidate.

    How about you still have the ability to make enchants in each but enchanting having it's own craft is silly when we have Jewlery which is actually made and enchanting which isn't.

    You're only enchanting the armor or weapons and Jewlery when added. Why have another craft?

    Maybe the reverse then. Keep enchanting and add Jewlery to one of the crafts.
    I still would like enchanting to become a part of making items as the extra slots needed for enchanting runes and the spot to create the enchant is silly. If I can make it let me apply it while creating the item I'm crafting in one interface.
    Edited by NewBlacksmurf on June 30, 2014 10:42AM
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  • Nazon_Katts
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    Rylana wrote: »
    Not replace.

    Incorporate. Enchant line w/ jewelry line. Makes sense.

    That's how it's planned, iirc.
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  • tengri
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    New jewelry craft profession? Absolutely, bring it yesterday!

    But it has no place within enchanting skill line; would prefer new skill line for it - or if there must be shared something it definitely should go to blacksmithing.
    It's still metal that is used there after all...
  • Merlin13KAGL
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    Qumulous wrote: »
    I disagree enchanting is a money maker.

    Just add another craft called Jewelry making no need to change any other crafting skill.

    That's the simplest solution

    How about you still have the ability to make enchants in each but enchanting having it's own craft is silly when we have Jewlery which is actually made and enchanting which isn't.

    @NewBlacksmurf‌, Enchanting belongs as it's own craft. Adding jewelcraft as an extension or perhaps it's own skill line makes sense.

    While you may have the skill it takes to beat on a hunk of metal to make a full plate chest piece, one could argue that it would take more skill and precision to do the same with jewelry you intend to enchant.

    In the standalones, enchanting has always been separate. It is effectively the art of Spellcrafting imbued into an item. This takes a separate level of research, both in effect and in level applied.

    As @Qumulous‌, indicates, there is money to be made from this skill and this skill is widely sought after. It makes sense as a separate skill line, because the subtleties of the art are arguably different than that of Blacksmithing, Clothing, or Woodworking. Smiths make the base gear. They can even imbue with enhancements (after additional study and research) to improve.

    Enchanters produce the final touch...(which we currently get no credit for on the item...Our name appears when we make a Glyph, our name does not appear when the glyph is used to make the smith's base item much more powerful. The smith's name remains as the creator of the item though...)
    You're only enchanting the armor or weapons and Jewlery when added. Why have another craft?

    Not true.

    Find any master smith out there, and they cannot change the item once made (unless you count deconstruction). Enchanters can, in most cases, alter the magical effect present on a given item.

    This alone warrants separation.
    If you add another you have to add thousands if nodes for another craft. I'm not suggesting to take anything away but to consolidate.

    Not necessarily so. the same style materials can be used. Base metals do not have to be harvestable - they can easily be acquired from decon of the thousands of pieces of jewelry that drop as loot and are given as quest rewards.

    In regard to improvement, existing gems can serve double duty through refinement as suggested in this post.

    This would warrant the creation of 50 or so new items for the refined versions, which is a drop in the bucket compared to the millions of items currently in the database. (disregarding the fact that each new smith/woodworking/clothing creation effectively makes a new one, as it stands now.)
    Maybe the reverse then. Keep enchanting and add Jewlery to one of the crafts.
    I still would like enchanting to become a part of making items as the extra slots needed for enchanting runes and the spot to create the enchant is silly. If I can make it let me apply it while creating the item I'm crafting in one interface.

    You are not obligated to use enchantments at all, therefore, you are not obligated to retain the inventory items. The fact that you choose to indicates your understanding of its worth...

    On the mystic side of the house, we have three crafts...we have Alchemy (which has limited use at present due to the number of dropped potions available), Provisioning (which closer resembles Alchemy of past games in regard to potency of long term effects, in my mind. I find it difficult to believe that someone, myself included, can roast a slab of meat on stick or brew up some soup, yielding a concoction that is arguably more powerful than something refined from the very essence of matter though the use of (in previous games) no less than four pieces of highly specialized laboratory equipment.)

    Lastly we have Enchanting. None of these are on par with the smithing trades, at present. They do not level as quickly, the world resources are not nearly as widely available (through harvest or decon, either one), and the functional and monetary return is hardly comparable in the present state.

    We have limited ability to enchant armor and weapons (due to limits on functionality), and jewelry enchants are rarely comparable to items found or rewarded.

    Allow us our balance. Afford us our function by giving us our craft.

    The game is designed to have individuals compliment each others' abilities. If you employ the services of an enchanter (@Qumulous‌ or I would have to pay you for your smithing abilities, right?), you do not have to use up the inventory spaces you hold dear, any more than we would fill our bags with ore, wood, or style mats...

    One could equally argue that Woodworking, Blacksmithing, and Clothing should be combined, as they all involve creation of items... However, I think it's easy to see the need for the separation of these three and the benefit, as well.

    Enchanting warrants the same. Some day, when Spellcrafting is added, it too, will warrant its own skill line.
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  • Ser Lobo
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    Disagree, op. Just add a new Jewelrycrafting and Spellmaking lines.

    As far as new materials, I'd honestly make them (jewelrycrafting) be random pulls from regular drops. In example, players pull gold or silver out of regular ores, instead of having to find new veins.
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  • rootimus
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    As far as nodes, I think it makes sense to use the enchanting nodes as these bizarre rocky things don't really look like runes.

    Either you haven't really looked at them or you have a stale cheese sandwich in place of a graphics card.
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  • The_Sadist
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    I feel there should ultimately be a jewellery crafting profession, but enchanting is enchanting. If you've played any Elder Scrolls games you'll know that enchanting is a pretty awesome skill when utilised correctly and as it stands there's a difference between being able to make a weapon and having the arcane knowledge to enchant said item.
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  • charles_crowe
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    The_Sadist wrote: »
    I feel there should ultimately be a jewellery crafting profession, but enchanting is enchanting. If you've played any Elder Scrolls games you'll know that enchanting is a pretty awesome skill when utilised correctly and as it stands there's a difference between being able to make a weapon and having the arcane knowledge to enchant said item.

    in the case of morrowind and oblivion, membership in the mages guild was a prerequisite for learning enchanting, as the stations for it were located there. (sigil stones in oblivion not included)

    i personally would love the ability to tweak magnitudes, durations, and number of effects on enchantments as could be done in TES 3 and 4.
  • The_Sadist
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    in the case of morrowind and oblivion, membership in the mages guild was a prerequisite for learning enchanting, as the stations for it were located there. (sigil stones in oblivion not included)

    i personally would love the ability to tweak magnitudes, durations, and number of effects on enchantments as could be done in TES 3 and 4.

    Actually in Morrowind your player could enchant items without being part of the Mage's Guild (See http://www.uesp.net/wiki/Morrowind:Enchant), but fair enough.

    Interesting, but may potentially lead to overpowered situations. I would love for glyphs which deal both fire and shock damage or increases health and stamina sort of thing though.
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  • DeLindsay
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    No, leave Enchanting as it's own profession. Jewelry crafting is coming down the road, not sure if it'll be tied to another profession or be something new we will have to level. ZoS stated recently that Enchanting was specifically made to be HARD as they wanted 1 profession that players had to really work at. Lets face it, the other professions are a joke to level by comparison.
  • The_Death_Princess
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    I thank OP original complaint is the method of leveling Enchant is expensive and difficult. When the Jewelry side gets in its will be balanced I bet. I'm a GM enchanter, so, really there is no fact based complaint here. It just cost me tons of gold and time buying/farming Aspects.

    As far as separate line for jewels.... no way. Need to beef out the line (since it tops at 40) and honestly, the only thing missing now is 'sets' from jewelry, because I have so many pieces in bank that I need to sell to players/npc, better yet deconstruct....
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  • NewBlacksmurf
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    rootimus wrote: »
    As far as nodes, I think it makes sense to use the enchanting nodes as these bizarre rocky things don't really look like runes.

    Either you haven't really looked at them or you have a stale cheese sandwich in place of a graphics card.

    I run everything on high. I'm pretty sure the Asus gaming republic laptops runs this game with ease.

    The runes in the world could easily be materials for Jewlery.
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  • Aureli
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    It isn't even necessary to add new nodes. Instead, jewelry would require jewels, metal, or bone, all items that are currently in the game in nodes or drops. Give every metal node a chance to drop a level appropriate gem or two, or convert weapon/armor trait stones into jewels in the jewel crafting hud, as part of the refinement process.
    There, no new nodes, all problems solved.
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