Last night I was looking at my inventory on my Enchanter. I have Essences coming out of my ears. No one buys them when I list them for cheap prices on the guild stores. I am not sure that having both an Essence and an Aspect drop in one Node is going to be of benefit to me. Currently, I ignore Essence Nodes in the wild, I just don't need any. I will just end up filling up my crafting bags with Essences I don't need, and no one will buy.
So, now I say, just leave the Harvest part of the Enchanting Craft alone. 3 Types of Nodes, and a random chance for one of the types to spawn, just like they have it now on Live. Then I can choose to Farm what I want. Go ahead and add the Potencies to the game Merchants, as those were always the ones that were harder to get
lordrichter wrote: »Last night I was looking at my inventory on my Enchanter. I have Essences coming out of my ears. No one buys them when I list them for cheap prices on the guild stores. I am not sure that having both an Essence and an Aspect drop in one Node is going to be of benefit to me. Currently, I ignore Essence Nodes in the wild, I just don't need any. I will just end up filling up my crafting bags with Essences I don't need, and no one will buy.
So, now I say, just leave the Harvest part of the Enchanting Craft alone. 3 Types of Nodes, and a random chance for one of the types to spawn, just like they have it now on Live. Then I can choose to Farm what I want. Go ahead and add the Potencies to the game Merchants, as those were always the ones that were harder to get
Honestly, from whet I see and hear, the enchanting farming is pretty good and does not need to be changed. I wish they would just add the potency to the merchants and leave the rest of the system alone.
lordrichter wrote: »The extra Aspect and Essence runes make me think that they may have reduced the number of nodes, or the spawn rate, but have not told us. They generally do not tell us when they change these things, if they change these things.
NewBlacksmurf wrote: »lordrichter wrote: »Last night I was looking at my inventory on my Enchanter. I have Essences coming out of my ears. No one buys them when I list them for cheap prices on the guild stores. I am not sure that having both an Essence and an Aspect drop in one Node is going to be of benefit to me. Currently, I ignore Essence Nodes in the wild, I just don't need any. I will just end up filling up my crafting bags with Essences I don't need, and no one will buy.
So, now I say, just leave the Harvest part of the Enchanting Craft alone. 3 Types of Nodes, and a random chance for one of the types to spawn, just like they have it now on Live. Then I can choose to Farm what I want. Go ahead and add the Potencies to the game Merchants, as those were always the ones that were harder to get
Honestly, from whet I see and hear, the enchanting farming is pretty good and does not need to be changed. I wish they would just add the potency to the merchants and leave the rest of the system alone.
Yep i think we are mostly on that same frame of mind.
OR
if they do change it...then 1 nodes gives all three...KISS ZOS
lordrichter wrote: »NewBlacksmurf wrote: »lordrichter wrote: »Last night I was looking at my inventory on my Enchanter. I have Essences coming out of my ears. No one buys them when I list them for cheap prices on the guild stores. I am not sure that having both an Essence and an Aspect drop in one Node is going to be of benefit to me. Currently, I ignore Essence Nodes in the wild, I just don't need any. I will just end up filling up my crafting bags with Essences I don't need, and no one will buy.
So, now I say, just leave the Harvest part of the Enchanting Craft alone. 3 Types of Nodes, and a random chance for one of the types to spawn, just like they have it now on Live. Then I can choose to Farm what I want. Go ahead and add the Potencies to the game Merchants, as those were always the ones that were harder to get
Honestly, from whet I see and hear, the enchanting farming is pretty good and does not need to be changed. I wish they would just add the potency to the merchants and leave the rest of the system alone.
Yep i think we are mostly on that same frame of mind.
OR
if they do change it...then 1 nodes gives all three...KISS ZOS
Yeah, but the problem this change creates is the abundance of aspect and essence runes that are not being used. The ability to target the runes that are needed is a pretty potent (pun intended) thing. Even with crafting bags, which not everyone will have, this is still an annoyance. Just because people have unlimited space does not mean that they really want to collect all this stuff, and if people don't have unlimited space, they are going to be leaving stuff behind (sorry folks) or just destroying it. The 5-10 minute despawn time will mean a lot of people could to be running across nodes with stuff that someone does not want.
People do not need all of the aspect, essence, and potency runes in equal measure. I am probably going to have thousands of Ta runes by this time next year. When housing comes out, I plan to pave the floors with them.
So, now I say, just leave the Harvest part of the Enchanting Craft alone. 3 Types of Nodes, and a random chance for one of the types to spawn, just like they have it now on Live. Then I can choose to Farm what I want. Go ahead and add the Potencies to the game Merchants, as those were always the ones that were harder to get
BergisMacBride wrote: »lordrichter wrote: »The extra Aspect and Essence runes make me think that they may have reduced the number of nodes, or the spawn rate, but have not told us. They generally do not tell us when they change these things, if they change these things.
From the time I have spent on PTS, the new nodes are in exactly the same location and appear to spawn with the same frequency and re as abundant as they are on live. I will test again once the new changes go up and look at this, mainly because I want to confirm the potency drop rates.
jmgrant44ub17_ESO wrote: »I went looking for runes in Wrothgar this morning on the PTS. I do this all the time so I know where the runes are and what I found was that some of the nodes that always had potency runes were gone. After a short run I had fourteen aspect runes and of the fourteen eleven were those awesome TA's. So something never change.
Despite your good intention no doubt, I can't help but feel sad to see the colored enchanting nodes go away. It fortified the experience that enchanting consisted of three essential forces.
I also can't help but wonder why crafts have to see equal participation. Why is it a bad thing that one of six crafts is harder to get into? Does that not make it more worthwhile for those that do choose to participate in enchanting? And if you absolutely have to make it more accessible, why would you do it in a way that removes some flavour that makes enchanting unique? Is it not possible to rebalance enchanting and increasing participation by for example changing inspiration values or adding more green to orange glyphs to loot tables around the world.
I think this is a negative change that only serves to increase a metric just so that metric increases, without regard for those who currently enjoy enchanting.
The change to single-coloured nodes is an improvement. It prevents node plague. If people would only pick potencies and leave 66% nodes intact, only third of the picked nodes will be new potencies. If nodes don't give a hint of their content, all nodes get picked preventing the plague. We saw this in Wrothgar before TG with two tiers of gear mats nodes.
But ZOS really need to implement all-or-nothing looting or small price at NPC vendor. Otherwise we get the half-looted symptom. This will naturally lead to too many Tas, but excessive loot is never real problem. I think changing rune price from 0 to 9 gold is pretty easy to implement before DB. The all-or-nothing loot is probably too big change into this patch.
OK, after playing a bit on the PTS and checking out some of the weapon enchants that synergize very well with some of the new weapon traits, I can see why they nerfed the availability of Potency runes a bit. So although it might be harder to get some of the new runes, that might not necessarily be a bad thing. I just wish ZOS would have been more upfront about WHY they made this change to Enchanting in the first place.
The change to single-coloured nodes is an improvement. It prevents node plague. If people would only pick potencies and leave 66% nodes intact, only third of the picked nodes will be new potencies. If nodes don't give a hint of their content, all nodes get picked preventing the plague. We saw this in Wrothgar before TG with two tiers of gear mats nodes.
But ZOS really need to implement all-or-nothing looting or small price at NPC vendor. Otherwise we get the half-looted symptom. This will naturally lead to too many Tas, but excessive loot is never real problem.
lordrichter wrote: »OK, after playing a bit on the PTS and checking out some of the weapon enchants that synergize very well with some of the new weapon traits, I can see why they nerfed the availability of Potency runes a bit. So although it might be harder to get some of the new runes, that might not necessarily be a bad thing. I just wish ZOS would have been more upfront about WHY they made this change to Enchanting in the first place.
What they should have done is put the Potency in the store, then changed the mix of resource nodes so that Aspect and Essence would spawn more frequently than Potency, compared to Live. (nerf potency spawns) That would put a gold price on the easy access, making repeated access expensive, while still making Potency available in the wild and making free access take a lot longer. The player can choose Time vs Gold, with both serving to limit Potency.The change to single-coloured nodes is an improvement. It prevents node plague. If people would only pick potencies and leave 66% nodes intact, only third of the picked nodes will be new potencies. If nodes don't give a hint of their content, all nodes get picked preventing the plague. We saw this in Wrothgar before TG with two tiers of gear mats nodes.
But ZOS really need to implement all-or-nothing looting or small price at NPC vendor. Otherwise we get the half-looted symptom. This will naturally lead to too many Tas, but excessive loot is never real problem.
All they really need to do is significantly shorten the life of the node, after it has been touched, and just let people do as they please. Take everything, take nothing, and anything in-between. If the node hangs around for even as long as 60 seconds after being touched, that will be a vast improvement. That is plenty of time to make room in inventory, and if you are one of those people™, the node won't be around for long after you leave.
Just read the other half of the text. It's not that long...The change to single-coloured nodes is an improvement. It prevents node plague. If people would only pick potencies and leave 66% nodes intact, only third of the picked nodes will be new potencies. If nodes don't give a hint of their content, all nodes get picked preventing the plague. We saw this in Wrothgar before TG with two tiers of gear mats nodes.
But ZOS really need to implement all-or-nothing looting or small price at NPC vendor. Otherwise we get the half-looted symptom. This will naturally lead to too many Tas, but excessive loot is never real problem. I think changing rune price from 0 to 9 gold is pretty easy to implement before DB. The all-or-nothing loot is probably too big change into this patch.
Except that it doesn't. The "node plague" as you describe it will actually be worse. People will only take the parts of the node they're interested in, leaving the undesirables behind to prevent the node from respawning fully elsewhere.
Thus, not an improvement at all.
I don't see any reason to lower drop rates of potencies. Enchanters like me disliked the principle of not being able to farm potencies. ZOS didn't think how the change would irritate enchanters. Many of us have DIY attitude. There is no need to compromise droprates after the principle gets fixed. We who take enchanting seriously have already everything stocked, and the vendor is irrelevant. Casual enchanters buy from vendor on-demand.lordrichter wrote: »OK, after playing a bit on the PTS and checking out some of the weapon enchants that synergize very well with some of the new weapon traits, I can see why they nerfed the availability of Potency runes a bit. So although it might be harder to get some of the new runes, that might not necessarily be a bad thing. I just wish ZOS would have been more upfront about WHY they made this change to Enchanting in the first place.
What they should have done is put the Potency in the store, then changed the mix of resource nodes so that Aspect and Essence would spawn more frequently than Potency, compared to Live. (nerf potency spawns) That would put a gold price on the easy access, making repeated access expensive, while still making Potency available in the wild and making free access take a lot longer. The player can choose Time vs Gold, with both serving to limit Potency.
...snip...
Your first suggestion I think is the absolute best idea. Seriously. Now if you need a potency you'll be running around checking EVERY node instead of just the blue ones...
It would allow them to have less potency in the world, still allow convenience for players looking fora specific node, and have them available for sale! Best of all the worlds!
So can we at least hear why this change was made before we try to decide what the good or bad is about it?
If we at least knew why you made the change maybe we could offer the best input to help understand what this is supposed to accomplish.
And as of today my Hirelings are still delivering Potency based on their current Passives.
@ZOS_GinaBruno, are there any changes to Hirelings expected with this or any other Craft Material changes?
(italics mine)ZOS_GinaBruno
ZOS_GinaBrunoThis change,...is to encourage additional participation with the enchanting system, ....
I don't see any reason to lower drop rates of potencies. Enchanters like me disliked the principle of not being able to farm potencies. ZOS didn't think how the change would irritate enchanters. Many of us have DIY attitude. There is no need to compromise droprates after the principle gets fixed. We who take enchanting seriously have already everything stocked, and the vendor is irrelevant. Casual enchanters buy from vendor on-demand.lordrichter wrote: »OK, after playing a bit on the PTS and checking out some of the weapon enchants that synergize very well with some of the new weapon traits, I can see why they nerfed the availability of Potency runes a bit. So although it might be harder to get some of the new runes, that might not necessarily be a bad thing. I just wish ZOS would have been more upfront about WHY they made this change to Enchanting in the first place.
What they should have done is put the Potency in the store, then changed the mix of resource nodes so that Aspect and Essence would spawn more frequently than Potency, compared to Live. (nerf potency spawns) That would put a gold price on the easy access, making repeated access expensive, while still making Potency available in the wild and making free access take a lot longer. The player can choose Time vs Gold, with both serving to limit Potency.
...snip...
Your first suggestion I think is the absolute best idea. Seriously. Now if you need a potency you'll be running around checking EVERY node instead of just the blue ones...
It would allow them to have less potency in the world, still allow convenience for players looking fora specific node, and have them available for sale! Best of all the worlds!
So yes, best of both worlds, but Repora isn't dropping easily today. Remember that with10/10 passives newest areas drop a mixture of potencies. Repora/Itade has low droprate, but is not absurdly rare like before TG. TG got finally potency droprates right. I suggest ZOS keeps the vendors and after putting potencies back into runes the overall droprates stay same as in TG.
CadenceRowan wrote: »Agree, there is no reason to reduce drop rates. If the reason is to make Enchanting easier, it is not at all logical to make Potency Runes even harder to find than they already are (which in all honesty, I have not found to be a big problem, but if it is, let's not make it worse).
ZOS_GinaBruno wrote: »Hey guys, thanks for your ongoing feedback on the enchanting changes.
We’re definitely listening and appreciate the concern regarding the inability to harvest potency runestones. As a result, we’re planning on trying a modification to the existing runestone harvest loot table so it will always provide an essence and aspect as it does now, but it will also provide a 1/3rd chance at a potency instead of a chance of a bonus aspect runestone . The potency runestones will continue to be offered by vendors to give you the option of buying instead of harvesting as desired.
This change will be implemented in an upcoming PTS update, and we will continue to monitor feedback and metrics.
Weapon glyphs got buff they deserve. On live they are weak, contributing very little to DPS. Now they are good on PTS.lordrichter wrote: »CadenceRowan wrote: »Agree, there is no reason to reduce drop rates. If the reason is to make Enchanting easier, it is not at all logical to make Potency Runes even harder to find than they already are (which in all honesty, I have not found to be a big problem, but if it is, let's not make it worse).
The reason to drop the frequency of Potency, at least for VR15+, is to limit glyph usage, now that they are more powerful. By controlling the Potency runes, they can charge 2500g for the top tier Potency runes. If they cannot control the market on Potency, they need to drop the spawn rate, of at least the top tier ones, or decrease the power of the glyphs.
Read carefully ZOS, lots of wisdom hide in his words!CadenceRowan wrote: »So, now I say, just leave the Harvest part of the Enchanting Craft alone. 3 Types of Nodes, and a random chance for one of the types to spawn, just like they have it now on Live. Then I can choose to Farm what I want. Go ahead and add the Potencies to the game Merchants, as those were always the ones that were harder to get
I agree. I pretty much always pick up Potency runes when I see them, but a lot of the time I ignore the Essence runes because I just don't need them. And I already have way more Ta runes than I need, they are useless to me.
This change gives a Ta rune for every single node. No one needs that many Tas. You can't even give them away.
Right now, if I need a Potency rune I just look for a the purple glow. It is already somewhat frustrating to pick up Aspect runes and almost always find a Ta; I really even have more than enough Jejota in my inventory at this point and will often skip those. So I just see this as increasing the frustration level because you will be hoping to find Potency runes and just ending up with stuff you don't want or need. Especially if people are picking up the bits they want (probably the potency rune and any decent aspect rune) and leaving the rest behind.
I do not see the logic behind this change at all, other than giving ZOS a way to sell mats.
Personally, I wouldn't care if you had the Enchanter merchant selling all of the runes like the Provisioner merchants do (though I'm sure some people would because they want to be able to sell in guild store) but I want to be able to go out and find the runes I need.
I am way less likely to waste Potency runes on doing Enchanter writs now. How does that help anyone level the craft?
CadenceRowan wrote: »I am way less likely to waste Potency runes on doing Enchanter writs now. How does that help anyone level the craft?