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https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
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Enchanting for armor could be SO MUCH BETTER!!!

Azurephoenix999
Azurephoenix999
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There are currently 4 enchants you can give to armor. One for buffing the maximum of each primary attribute, and one that slightly buffs all three. As using these is pretty much mandatory for some of the endgame content (you must have gold VR16 armor with Gold Max Stamina/Magicka/Health enchants or you will NEVER make it through Maelstrom!!!), we should be allowed to put one of these...AND a secondary enchantment on armor pieces.

Let's face it, enchanting on armor sucks, so we need more variety. We also need the attribute buffs, so we should keep them in a different enchantment slot.

As for secondary enchantments for armor pieces, I'd like to suggest the following:
  1. Increase Movement Speed.
  2. Decrease Detection Radius (maybe a muffle enchantment or something).
  3. Increase Dodge Chance.
  4. Damage Shield. Depending on the strength of the enchantment, gives you a small damage shield equal to a certain percentage of your max health. This shield will recharge only if your health is full (kind of how shields work in sci-fi shooters like Halo and Mass Effect).
  5. Lowers Armor value in exchange for giving a powerful attack boost (all forms of damage, and higher boost than a normal weapon/spell damage buff).
  6. Increase Resurrection Speed (Increases speed that you resurrect other players AND increases speed that they resurrect you. Also, stacks).
  7. Curse, constantly drains health in exchange for super-high recovery of both magicka and stamina. (actually, maybe keep this one for jewelry so it can be removed easily).

Anyways, that's all I can think of for armor. Anyone else have suggestions?
Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • LiquidSchwartz
    LiquidSchwartz
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    Cool ideas man
    May the Schwartz be with you.
    EP/XB1/NA

  • Marktoneth3
    Marktoneth3
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    Nice
  • CaptainBeerDude
    CaptainBeerDude
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    Pretty sure damage shield is a weapon enchant.
    Also try thinking of it as an essence rune, what the positive and negative effects are and what equipment they would slit into.
  • hammayolettuce
    hammayolettuce
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    These are some cool ideas. Only problem is they're gonna be a balancing nightmare in an already terribly unbalanced game.
    Snü (Magicka DK) ♥ Thnu (Stamplar) ♥ Pizza for Breakfast (Magplar) ♥ Sparklefingers (Magicka Sorc) ♥
    Bean and Cheese Burrito (Magicka DK) ♥ Snurrito (Stamplar) ♥
    DARFAL COVANT
  • Taleof2Cities
    Taleof2Cities
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    +1 for bringing it up for discussion ...

    Agree only three choices of armor enchantments is in the very doldrums of the mundane ...
  • Sugaroverdose
    Sugaroverdose
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    There are currently 4 enchants you can give to armor. One for buffing the maximum of each primary attribute, and one that slightly buffs all three. As using these is pretty much mandatory for some of the endgame content (you must have gold VR16 armor with Gold Max Stamina/Magicka/Health enchants or you will NEVER make it through Maelstrom!!!), we should be allowed to put one of these...AND a secondary enchantment on armor pieces.

    Let's face it, enchanting on armor sucks, so we need more variety. We also need the attribute buffs, so we should keep them in a different enchantment slot.

    As for secondary enchantments for armor pieces, I'd like to suggest the following:
    1. Increase Movement Speed.
    2. Decrease Detection Radius (maybe a muffle enchantment or something).
    3. Increase Dodge Chance.
    4. Damage Shield. Depending on the strength of the enchantment, gives you a small damage shield equal to a certain percentage of your max health. This shield will recharge only if your health is full (kind of how shields work in sci-fi shooters like Halo and Mass Effect).
    5. Lowers Armor value in exchange for giving a powerful attack boost (all forms of damage, and higher boost than a normal weapon/spell damage buff).
    6. Increase Resurrection Speed (Increases speed that you resurrect other players AND increases speed that they resurrect you. Also, stacks).
    7. Curse, constantly drains health in exchange for super-high recovery of both magicka and stamina. (actually, maybe keep this one for jewelry so it can be removed easily).

    Anyways, that's all I can think of for armor. Anyone else have suggestions?
    From my POV ZOS should return to pre-U7 values for sets and enchants to make huge amount of jewelry enchants useful again, can't really understand what did they thinked about when completely destroyed everything except cost reduction/regen/damage boost, in fact only glass canon runned with spell/wep dmg enchant on jewelry those times(was 50 at vr14 gold, become 174 vr16), now - everyone just forced to do so, because set output is much lower now(was 194 dmg on vr14 gold, become 129 on vr16 gold).
  • hrothbern
    hrothbern
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    There are currently 4 enchants you can give to armor. One for buffing the maximum of each primary attribute, and one that slightly buffs all three. As using these is pretty much mandatory for some of the endgame content (you must have gold VR16 armor with Gold Max Stamina/Magicka/Health enchants or you will NEVER make it through Maelstrom!!!), we should be allowed to put one of these...AND a secondary enchantment on armor pieces.

    Let's face it, enchanting on armor sucks, so we need more variety. We also need the attribute buffs, so we should keep them in a different enchantment slot.

    As for secondary enchantments for armor pieces, I'd like to suggest the following:
    1. Increase Movement Speed.
    2. Decrease Detection Radius (maybe a muffle enchantment or something).
    3. Increase Dodge Chance.
    4. Damage Shield. Depending on the strength of the enchantment, gives you a small damage shield equal to a certain percentage of your max health. This shield will recharge only if your health is full (kind of how shields work in sci-fi shooters like Halo and Mass Effect).
    5. Lowers Armor value in exchange for giving a powerful attack boost (all forms of damage, and higher boost than a normal weapon/spell damage buff).
    6. Increase Resurrection Speed (Increases speed that you resurrect other players AND increases speed that they resurrect you. Also, stacks).
    7. Curse, constantly drains health in exchange for super-high recovery of both magicka and stamina. (actually, maybe keep this one for jewelry so it can be removed easily).

    Anyways, that's all I can think of for armor. Anyone else have suggestions?
    From my POV ZOS should return to pre-U7 values for sets and enchants to make huge amount of jewelry enchants useful again, can't really understand what did they thinked about when completely destroyed everything except cost reduction/regen/damage boost, in fact only glass canon runned with spell/wep dmg enchant on jewelry those times(was 50 at vr14 gold, become 174 vr16), now - everyone just forced to do so, because set output is much lower now(was 194 dmg on vr14 gold, become 129 on vr16 gold).

    I guess it was an "overall" balancing action to "compensate" for the CP system boosts, also balancing in the bigger picture of the Vet removal.
    And once the Vet removal action has been done, the bigger picture will also more clear to us.

    to OP's suggestion:
    Increasing the value of Armor enchants, by adding a second layer of enchants on top, will lessen the relative performance boost from a specific armor set, the CP's and the class line buffs.
    It will also increase our total "power"" towards Monsters in PVE, almost forcing to reduce the level of effects of Armor set specific bonusses, the level of the "normal" armor enchants and the level of the CP values.

    It can also increase one-stat stacking, making "overall" perhaps more difficult to control. And although Spell Crafting is on the backburner atm, Spell Crafting would add another one stat stacking risk.

    All in all, I find it very difficult to have a real opinion about OP's suggestion, because it becomes all so speculative, especially because we don't know how ZOS has the Vet removal in mind. And how strong future higher CP level Armor sets will be.



    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • VoiDGhOs7
    VoiDGhOs7
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    These are some cool ideas. Only problem is they're gonna be a balancing nightmare in an already terribly unbalanced game.

    Was on the way to say the same some combo enchants have the chance to make some builds even stronger than they are at the moment and since Zos doesn't know the meaning of balance they would probably screw something as usual.
    Edited by VoiDGhOs7 on April 14, 2016 8:30AM
  • Sugaroverdose
    Sugaroverdose
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    hrothbern wrote: »
    There are currently 4 enchants you can give to armor. One for buffing the maximum of each primary attribute, and one that slightly buffs all three. As using these is pretty much mandatory for some of the endgame content (you must have gold VR16 armor with Gold Max Stamina/Magicka/Health enchants or you will NEVER make it through Maelstrom!!!), we should be allowed to put one of these...AND a secondary enchantment on armor pieces.

    Let's face it, enchanting on armor sucks, so we need more variety. We also need the attribute buffs, so we should keep them in a different enchantment slot.

    As for secondary enchantments for armor pieces, I'd like to suggest the following:
    1. Increase Movement Speed.
    2. Decrease Detection Radius (maybe a muffle enchantment or something).
    3. Increase Dodge Chance.
    4. Damage Shield. Depending on the strength of the enchantment, gives you a small damage shield equal to a certain percentage of your max health. This shield will recharge only if your health is full (kind of how shields work in sci-fi shooters like Halo and Mass Effect).
    5. Lowers Armor value in exchange for giving a powerful attack boost (all forms of damage, and higher boost than a normal weapon/spell damage buff).
    6. Increase Resurrection Speed (Increases speed that you resurrect other players AND increases speed that they resurrect you. Also, stacks).
    7. Curse, constantly drains health in exchange for super-high recovery of both magicka and stamina. (actually, maybe keep this one for jewelry so it can be removed easily).

    Anyways, that's all I can think of for armor. Anyone else have suggestions?
    From my POV ZOS should return to pre-U7 values for sets and enchants to make huge amount of jewelry enchants useful again, can't really understand what did they thinked about when completely destroyed everything except cost reduction/regen/damage boost, in fact only glass canon runned with spell/wep dmg enchant on jewelry those times(was 50 at vr14 gold, become 174 vr16), now - everyone just forced to do so, because set output is much lower now(was 194 dmg on vr14 gold, become 129 on vr16 gold).

    I guess it was an "overall" balancing action to "compensate" for the CP system boosts, also balancing in the bigger picture of the Vet removal.
    And once the Vet removal action has been done, the bigger picture will also more clear to us.

    to OP's suggestion:
    Increasing the value of Armor enchants, by adding a second layer of enchants on top, will lessen the relative performance boost from a specific armor set, the CP's and the class line buffs.
    It will also increase our total "power"" towards Monsters in PVE, almost forcing to reduce the level of effects of Armor set specific bonusses, the level of the "normal" armor enchants and the level of the CP values.

    It can also increase one-stat stacking, making "overall" perhaps more difficult to control. And although Spell Crafting is on the backburner atm, Spell Crafting would add another one stat stacking risk.

    All in all, I find it very difficult to have a real opinion about OP's suggestion, because it becomes all so speculative, especially because we don't know how ZOS has the Vet removal in mind. And how strong future higher CP level Armor sets will be.


    No, it's simplification game mechanics to one-polarity crap state, in U6 people already had huge amounts of applied CP already, some - much more than actual CP cap(some people had max of CP's before U7 which is 3600).

    Vet rank removal is nothing from balance perspective, in fact vet remove = removing unnecessary term + end game progression is account-wide.

    It's clear that people who work on game balance don't really know that ESO is not CoD, and should not be one-polar, i bet that in next DLC they'll nerf ground-based dots, completely destroy already not so good blazing shield and make heavy armor inapplicable for magicka builds, just to make sure, that brainless people will not suffer from headache when they can't kill those guy while he doesn't do anything supernatural
    Edited by Sugaroverdose on April 14, 2016 8:36AM
  • LMar
    LMar
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    Set armour does just this no? Traits too. Set armour is basically enchanted armour craft able only at these magic imbuing places
    "If a stick of fish is a fish stick, it will stick like other fish sticks stick"
    "Taller races now sit in chairs correctly"
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