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Make Monster Sets into a BoP Recipe

Elyu
Elyu
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As it stands there only seem to be 3 'useful' monster sets.
Engine Guardian for sustain
Nerianeth or Molag Kena for damage

Due to the low drop chance and random traits, plus the simple fact that the 'usefulness' of each set changes all the time, depending on which one they want to nerf next, it would make far more sense to me if:

Instead of the final boss of a veteran dungeon having a small chance of dropping a monster helm of random trait, change it to 'a small chance of dropping a BoP 'equipment' recipe'
So still becomes difficult to get, but once dropped you can learn the recipe and craft monster helms of ANY level with the trait you choose.
Any item crafted with the recipe is also BoP so as not to change the market from what it currently stands as.

Shoulders work in the same pattern, but with the recipe dropping from undaunted chest (increased chance bronze>>silver>>.gold)

The other option (and to draw out the process slightly) is to add a new research tab to each equipment craft.
So: light/medium helm/shoulder once acquired can be researched via clothing etc.

Random thought and quickly written, but what are peoples thoughts on this?
:)
or
:|
or
:#

?
  • BeardLumber
    BeardLumber
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    I love this idea!

    Great for crafters but what about those non-crafter folks? Maybe keep the way it is now and increase the drop rate a touch. Then add the recipes at a lower drop rate so bother crafters and non-crafters can benefit.


    Or alternatively, introduce a small quest line for people to do in order to get those recipes to drop. That way non-crafters never have to worry about getting recipes. Cause someone will complain about getting them and not being able to use them.
    Heals Please
    PC Master Race
  • Waseem
    Waseem
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    i have a better idea, any set in eso can be sold from NPCs around tamriel. this will result in everyone having anything he wants and do nothing ingame
    PC EU

  • Marrtha
    Marrtha
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    I wish...
    Use @Marrtha when replying!
  • Skiserony
    Skiserony
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    Well, not really. As it is now, is one of the reasons people do the pledges and dungeons over and over again. How boring it is.
  • Starshadw
    Starshadw
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    Instead of dropping a recipe, I'd love it if we could simply decide to "decon" the item in order to research it. In fact, I've said in various guild chats for months that it would be amazing if we could do that with any dropped set in the world - get a piece to drop, and get the option to "research" it and learn the set.
  • Shadesofkin
    Shadesofkin
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    No thanks.

    Token system is the way to go.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Brrrofski
    Brrrofski
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    Just make all monster helms infused, all shoulders divines.

    I'd happily farm them then.

    Farming a dungeon over and over and getting the wrong weight in well fitted is just a complete troll
    Edited by Brrrofski on November 13, 2015 6:19PM
  • Timeetyo
    Timeetyo
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    although I'd love it - there is no way they'd ever do this.

    Forcing that grind is a key principle they continue to embrace.
  • ThatNeonZebraAgain
    ThatNeonZebraAgain
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    Malubeth is also useful, as is Blood Spawn (though now mainly the 1pc is what is desired rather than both pieces), but your point in general is on target. Players have been vocal critics of this systems since its inception, and nothing has yet to change, so my hopes for changing it are very low.

    Many months ago I devised a similar alternate system that was a mix of RNG, token, and crafting systems. Basically, bosses dropped 2-3 of their own unique mats (ie 'tokens,' which would all have a chance of dropping from both the bosses and Undaunted chests) required to make the helm/shoulder for their respective monster set, but these mats dropped at a somewhat lower rate than current helm drop rate to help keep them scarce since they could be traded (NOT BoP) and ultimately more powerful because of the freedom to craft desired armor type and trait. But, knowledge of how to craft each helm/shoulder wouldn't come from a recipe, but rather from completing the Undaunted quest line and the vet quest for that dungeon (and maybe other achievement(s) from the dungeon?) -- importantly though, this would be an account-wide unlock, similar to how dyes work so that players who have crafting alts aren't left in the lurch. For each dungeon/boss that you satisfied the requirements to 'unlock' the ability to craft the corresponding monster set, a new crafting station (designed in the theme of the boss) would appear in the basement largest Undaunted tavern in each faction where you could craft the item with your max level crafter (or in lieu of stations, there could be a single "master crafter NPC" that would basically craft it for you, but the monster trophy signifying what you've unlocked would still be there!). You would then use the unique monster mats that corresponded to the set you wanted to craft, along with the normal mats (eg rubedite, void, trait stones, etc) to actually crafting the item, which of course consumes the mats.

    Anyways, that's an idea. Bottom line is there are soooo many ways the system could be better.
    Edited by ThatNeonZebraAgain on November 13, 2015 7:15PM
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  • Rook_Master
    Rook_Master
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    Coming soon to the Crown Store!
  • Shader_Shibes
    Shader_Shibes
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    Brrrofski wrote: »
    Just make all monster helms infused, all shoulders divines.

    I'd happily farm them then.

    Farming a dungeon over and over and getting the wrong weight in well fitted is just a complete troll

    But but but but, all divines is the way to go now ^^
  • Elyu
    Elyu
    ✭✭✭
    Malubeth is also useful, as is Blood Spawn (though now mainly the 1pc is what is desired rather than both pieces), but your point in general is on target. Players have been vocal critics of this systems since its inception, and nothing has yet to change, so my hopes for changing it are very low.

    Many months ago I devised a similar alternate system that was a mix of RNG, token, and crafting systems. Basically, bosses dropped 2-3 of their own unique mats (ie 'tokens,' which would all have a chance of dropping from both the bosses and Undaunted chests) required to make the helm/shoulder for their respective monster set, but these mats dropped at a somewhat lower rate than current helm drop rate to help keep them scarce since they could be traded (NOT BoP) and ultimately more powerful because of the freedom to craft desired armor type and trait. But, knowledge of how to craft each helm/shoulder wouldn't come from a recipe, but rather from completing the Undaunted quest line and the vet quest for that dungeon (and maybe other achievement(s) from the dungeon?) -- importantly though, this would be an account-wide unlock, similar to how dyes work so that players who have crafting alts aren't left in the lurch. For each dungeon/boss that you satisfied the requirements to 'unlock' the ability to craft the corresponding monster set, a new crafting station (designed in the theme of the boss) would appear in the basement largest Undaunted tavern in each faction where you could craft the item with your max level crafter (or in lieu of stations, there could be a single "master crafter NPC" that would basically craft it for you, but the monster trophy signifying what you've unlocked would still be there!). You would then use the unique monster mats that corresponded to the set you wanted to craft, along with the normal mats (eg rubedite, void, trait stones, etc) to actually crafting the item, which of course consumes the mats.

    Anyways, that's an idea. Bottom line is there are soooo many ways the system could be better.

    Someone has thought about this issue more than I have it seems. :)
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