Enchanting has always been my favourite profession in TES. Sadly, in my humble opinion, it has several problems compared to the other crafting professions in ESO.
1.
You cannot look for what you need like you can with other professions (except provisioning perhaps, but gathering provisioning materials is super fast).
2.
This means, effectively, you will not make better glyphs than dropped (or bought!) ones before endgame. On the contrary, the other professions provide something valuable that is only dropped rarely or not at all (such as special potions, set items and styles).
3.
, which makes all other aspect runes obsolete. The equipment-professions require you to upgrade from white to green to blue (…) successively, which makes each ingredient valuable.
4.
And the one aspect of the mechanic that received the most love, combining different runes into a 'sentence' to create a glyph, is the least rewarding in terms of experience gain.
5.
This basically eliminates every sense of progression from enchanting after roughly level 5-10. While this is also true for alchemy, alchemy still progresses by offering interesting passives, like more potions per craft and combining more ingredients together. Which leads to ..
6.
Enchanting only gets the bare minium with unlockable aspect and potency runes that simply increase the magnitude, a hireling like every other profession and one skill for a slightly increased chance to extract aspect runes. Of course, as only white quality glyphs are dropped, this mainly results in a few more Ta runes.
7.
Clothing, woodworking and smithing use materials from previous TES games, and alchemy is almost a direct copy. Even provisioning references known ingredients and dishes from Elder Scrolls lore. Enchanting as it is right now could be placed in any random fantasy universe.
And a minor complaint: Using a glyph on an item is incredibly underwhelming. Not even a soundeffect AFAIR.
To make it short, enchanting is just not fun. It's tedious and boring for very minimal reward, and you don't really benefit before your reach endgame level.
While I realize that a lot of work went into this system, I think the best way to deal with these issues is to redesign enchanting from the ground up. If you don't want to do that – as is understandable – , I would still like to see these issues adressed somehow. Nevertheless, here is my idea. You can skip this section if you are not interested in such things.
Traditionally, enchanting in TES requires a filled soul gem, as well as the knowledge of a spell or a specific enchantment to apply to the item. I realize you introduced glyphs so everyone could apply enchantments themselves and doesn't have to give their item to an enchanter, which is reasonable, and should probably be kept. However, the 'ingredients' required to create a glyph should be changed: To a filled soul gem and a learned enchantment.
Currently, there are 34 possible enchantments in the game (3 armor, 13 weapon, 18 jewelry), However, these are based on only 17 'effects', e.g., 'stamina' can be applied to armor or weapons. Similar to clothing, woodworking and smithing, these could be learned by researching – either a glyph or an enchanted item. While I would prefer to be able to research enchanted items, there are also good reasons to keep the involved items in the process to a minimum. Now, either all 34 possible enchantments could be researched (possibly divided by the applicable item), or only the underlying 17 effects. The time needed for a completed research should be adjusted depending on this.
Soul gems already exist in the game in several levels, which could replace potency runes adequately. We also have soul trap in the game, which provides the means to trap any creature's soul. But how should we replace aspect runes? Simple, by using the different boss types.
Regular mobs would only provide souls of white quality (as would all store-bought filled soul gems). Mobs with one boss-pin next to their name, such as bull netches and trolls, would provide green souls, mobs with two pins blue souls, and mobs with three pins purple souls. Legendary souls would be acquired from (end)bosses in group dungeons that show a huge health bar on top. This would also be a great incentive to re-run old dungeons, which is currently somewhat lacking. If you think this would yield too little valuable souls to use, I'd like to remind you of the soul trap morph Soul Splitting Trap, which fills two soul gems. If you think this will result in too many high quality soul gems, I could think of an aditional system that drains more soul gems from the economy: Weapons can only be recharged with a soul of adequate quality. I.e., a sword enchanted with a legendary soul will only charge with other legendary souls, but regardless of level.
Now, this new system should be accompanied by adequate new skills.
Soul Mastery
- Allows the use of white/green/blue/purple/golden souls
Gem Mastery
- Allows the use of petty/minor/lesser/common/greater/grand soul gems
Hireling
- Delivers filled and unfilled soul gems every day
Unbinding
- Improves the chance of extracting (filled) soul gems from glyphs/equipment
Soul Study
- Reduces research time and allows research of 2/3 enchantments at once
Arcane Stability
- Enchantments placed on pauldrons/gloves/shoes/belts have 75/100% magnitude
Domination
- Increases chance to trap higher level souls (Possibly, trapping boss souls could fail, just like equipment upgrades have a lower success rate with higher grade.)
Rank 0: 100/80/60/40/20%
Rank 1: 100/100/80/60/40%
Rank 2: 100/100/100/80/60%
Now, this system should adress most of the 7 points mentioned earlier
1. You know exactly where and how you can gather ingredients for enchanting, just like for other professions, but a random element remains in finding the glyphs/gear required for research.
2. Enchantments of every quality are available to you throughout the leveling process (if you decide to collect souls for them), while the better ones are still rare and hard to obtain.
3. Because of this, every enchantment grade becomes useful.
4. This one needs to be adressed separately regardless of mechanics.
5. Researching all possible enchantments will take considerably longer than before, keeping a sense of progression.
6. Being able to add maximum power enchantments on otherwise inferior armor pieces should add a new bonus for being a master of a difficult craft, but is not too overpowered.. Increasing your chance to successfully trap boss souls will also add a new sense of progression.
7. It is very close to the enchanment system of previous Elder Scrolls games.
„But, Faulgor! Now there are no materials to gather in the wild. All you need is a soul gem to fill, which you can buy from an NPC merchant. Is that really enough?“
For one, crafting medium armor also only requires you to kill mobs, as hides and leathers can't be gathered, and that seems to work fine. But of course, should this become a problem, there are some solutions to this. For one, this system might require new types of soul gems which have to be mined like ore (think of geodes in Blackreach in Skyrim). Or, existing soul gems could be made mineable and removed from NPC merchants. Not the nicest thing to do if you want to be able to revive cheaply, but it is an option that might encourage trading. Further, another catalyst could be added besides soul gems that is needed to 'transcribe' the soul from the gem to a glyph, or modify the enchantment effect like potency runes do now (additive/subtractive).
Another alternative that makes bigger changes to the suggested system would be to have to mine soul gem shards, and refine them like ore and other raw materials. Then you'd have a chance to get a white/green/blue/purple/golden soul gem. So the quality of the filled soul gem would be determined by the soul gem itself, not the soul it contains (much more boring IMO, but still an option and would work well with current systems).
Well, this is just an idea. But as provisioning will receive a similar overhaul, it might not be too far fetched.