While removing VR levels (based on ZOS' shared ideas) adjust crafting

NewBlacksmurf
NewBlacksmurf
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What Id not like to see but what ends up happening is everyone looking for the same mats for "endgame gear" and then asking for more endgame or higher endgame items that beg for new materials and new places to loot

Suggestion as example:

Remove the vertical progression from material tiers entirely
Instead allow crafting to select any material (out of the 10 per crafting type) and allow the number of mats to determine the item level and round out the randomness and at least create a logic base.

Basically if this were in place now, a motif would still unlock a style
A material found would still craft but the item level would raise based upon the number of mats

Today if I wanted to make a staff out of sanded maple I can only go from level 1-14. This is kinda dumb especially if you're level 1-3 or 15. Considering you can't craft a level 15 item and you can't get to a crafting station at levels 1 and 2....what's the logic?

why not allow sanded maple to range today from level 3-VR16?

Passives (10) instead of opening up new materials, use them to unlock the tiers and resolve the complaints on nodes based on passives

Range by materials:
Maple 1-14 (3-9)
Oak 16-24 (4-8)
Beech 26-34 (5-9)
Hickory 36-44 (6-10)
Yew 46-50 (7-9)
Birch VR1-VR3 (8-10)
Ash VR4-6 (9-11)
Mahogany VR7-8 (10-11)
Night wood VR9-14 (11-16)
Ruby Ash VR15-16 (12-120)

-It makes no sense why these don't even follow the same spacing because at the start the deference is 14 and then it moves to 8 but later jumps all around then the required mats jump all around too but grow in requirements

-No one has ever explained why I can't craft at 15, 25, 35, 45

-what the logic of having 10 tiers of mats and 20 styles but only 8 traits

-then a staff differs in material requirements than a shield.

Just balance everything or rather round things out.
If Oak is weaker then I should need more Oak to make a good item
If Beech is better than Oak then I should need less Beech compared to Oak and so on

This also applies to Blacksmith and clothing
Edited by NewBlacksmurf on November 21, 2015 12:40AM
-PC (PTS)/Xbox One: NewBlacksmurf
~<{[50]}>~ looks better than *501
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Or maybe ZOS can not make vr16 gear cost 10X that of vr15 ....... cause crafted gear is not OP and there is no reason for crafted vr16 gear to cost 140 materials to make one piece of gear.
  • NewBlacksmurf
    NewBlacksmurf
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    Or maybe ZOS can not make vr16 gear cost 10X that of vr15 ....... cause crafted gear is not OP and there is no reason for crafted vr16 gear to cost 140 materials to make one piece of gear.

    That's a concern too but I'm hoping to avoid the inevitable which is why it's so high.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
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