Reorx_Holybeard wrote: »Can we get a level description on Potency runes? Like for solvents it says "Makes a CP150 potion" I'd love a similar description on potencies that says "Makes a CP150 glyph".
Few points to make to the posters here:
1. Runestones share spawn with each other, when you harvest one it can reappear as an Essence, Potency, or Aspect (on live).
2. Nightshade, new poison plant, shares spawn with all the other flowers (columbine, mountain flower, lady smock, dragonthorn, thistle...etc)
3. Fastest way to level any of the crafts is decon of items not produced by yourself. You can get a fair amount of glyphs to decon just as you level your character from mob drops or treasure chests, if you are in a hurry and don't have a partner a lot of guild stores will have glyphs for 100g or less just for decon!
I agree Ta should not be so useless. It would be nice to say take 10 Ta and turn them into a Jejota, then 20 Jejota into a Denata, 30 Denata into Rekuta and 40 Rekuta into Kuta (or something like that). Refining Aspect runes!
@NewBlacksmurf IF they don't use CP how do you propose they distinguish between the item levels (vet1 through v16) that they previously put in the game. If all gear only requires level 50 to use then ALL the gear vet1 through vet15 is garbage, they would have to remove these item levels completely (or nerf all items currently vet1+ to level 50 item quality) and remove all those levels of crafting mats as well. THEN in future DLC/patches they could add new higher item level gear that is hard to get (ie. NOT crafted) via PvE or PvP that requires level 50, and thus each DLC/patch would make the previous DLC/patch gear obsolete due to the higher item level. I do not see it being easy to shift the game to that sort of system without enormous backlash from the players. It also doesn't "play nice" with the current crafting system, unless a new crafting mat to craft higher item levels was added along with each DLC/patch. I honestly think the gear requirement of Level 50; 160CP is a good adaptation as we don't see gear going "obsolete" in ESO like it did in WoW for instance, every new Raid tier outclassed the previous (haven't played WoW in over 2 years now so not sure if they changed that or not) and crafted gear was rarely an option, if it was the recipe dropped in the Raids and needed materials obtained from killing Raid bosses.
ZOS_GinaBruno wrote: »The adjustments to runestone harvestables were made to streamline the process of gathering the necessary materials to craft glyphs. These changes ensure that every single harvest can translate into a completed glyph, with the crafter having control over which level (and polarity) of glyph is created by way of purchasing the desired potency runestone from the vendor. This change, combined with the increased weapon glyph power and the ability to apply lower level glyphs to higher level pieces of equipment is to encourage additional participation with the enchanting system, which has been found to be significantly lower than other tradeskills.
That said, we understand there’s also some frustration over the price of these. We’re keeping an eye on feedback and metrics, and will adjust as needed.
3) Selective node harvesting MUST be addressed. As lordrichter called them, those people who are leaving useless or less valuable items behind in harvesting nodes, thieve's troves and treasure chests are effectively preventing the fresh spawn of nodes and essentially culling all of the more valuable mats out of crafting nodes. This was a major problem with alchemy mats early on, when people left wormwood, blessed thistle and emetic russula nodes intact, and harvested only columbine, namira's rot and the more valuable flowers. Eventually, we only had the reagents available to harvest that no one wanted, because there is no refresh/respawn timer on a node (that I know of). And those people who leave worms or Ta's or lockpicks behind are just hurting themselves as well as everyone else. Please make it an all or nothing harvest.
newtinmpls wrote: »-Potency to add OR subtract. More rune = higher max level of target item (possibly also related to crafter's level)
newtinmpls wrote: »And of course the big bad Pink Elephant in the room that I missed... that my sweetie pointed out last night
Enchanting isn't used much because it's a $%#%^$$ to level up, even more so since the XP for deconning "made" glyphs got nerfed.
So boost that some.
1/3, 1 in 3, or 33%. It means the chance of getting a potency rune is the same as it is on Live.elven.were_wolf wrote: »Can someone please inlighten me to what a 1/3rd chance to drop a potency runestone means?
Does it mean one out of three chance, or does it mean a ridiculously small percentage that makes no difference to the original plan to remove potency runestones from the harvest nodes.because if it's the latter I will be quite unhappy as harvesting for enchanting materials is fine as it is. Want to add it as an option to buy at vendors, fine. But making them a rare accurance like Kuta runestones is not a nice change.
Thank you very much for clarifying. Thank goodness it's not what I interpreted it to be.1/3, 1 in 3, or 33%. It means the chance of getting a potency rune is the same as it is on Live.elven.were_wolf wrote: »Can someone please inlighten me to what a 1/3rd chance to drop a potency runestone means?
Does it mean one out of three chance, or does it mean a ridiculously small percentage that makes no difference to the original plan to remove potency runestones from the harvest nodes.because if it's the latter I will be quite unhappy as harvesting for enchanting materials is fine as it is. Want to add it as an option to buy at vendors, fine. But making them a rare accurance like Kuta runestones is not a nice change.
BenevolentBowd wrote: »I went onto the PTS a little earlier today to try writs and noticed my rune hoard was missing. Is this a bug or intended?
1/3, 1 in 3, or 33%. It means the chance of getting a potency rune is the same as it is on Live.elven.were_wolf wrote: »Can someone please inlighten me to what a 1/3rd chance to drop a potency runestone means?
Does it mean one out of three chance, or does it mean a ridiculously small percentage that makes no difference to the original plan to remove potency runestones from the harvest nodes.because if it's the latter I will be quite unhappy as harvesting for enchanting materials is fine as it is. Want to add it as an option to buy at vendors, fine. But making them a rare accurance like Kuta runestones is not a nice change.
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.
ContraTempo wrote: »That would be REALLY simple
ContraTempo wrote: »That would be REALLY simple
You assume that everyone would welcome a "really simple" system ...
staracino_ESO wrote: »I also want to chime in and say that blue runes need to be found in the wild. If you want to make some crazy change to enchanting:
Make all nodes contain 1 potency, 1 essence, and 1 Ta. Jejota, Denata, Rekuta, and Kuta do not drop, but you combine Ta's to upgrade them. 5 Ta = 1 Jejota, 4 Jejota = 1 Denata, 3 Denata = 1Rekuta, 2 Rekuta = 1 Kuta. That makes 120 Ta per Kuta, which seems like a fair amount to me, maybe even a little too many. But this solves the problems of people leaving behind Ta, and the current issue with blues runes needing to be bought. Although with current stockpiles floating around, this would result in a huge amount of Kutas being produced, so maybe it will be too much.
BenevolentBowd wrote: »I went onto the PTS a little earlier today to try writs and noticed my rune hoard was missing. Is this a bug or intended?
@BenevolentBowd Did you go through all your characters and see if any of your characters can see the runes?