ContraTempo wrote: »I like the idea of getting rid of potency runes entirely. Instead having -/+ (add or subtract) runes with the level of the resulting glyph being dependent on the level of the enchanter's skill.
stevepdodson_ESO888 wrote: »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?
my guess as to the "why" is that the location of the removed Runes has now been taken up be replacing them with the new mats for making poisons, e.g. Nightshade
as for your hirelings...I see no reason why they should not still deliver Potency Runes for you
ContraTempo wrote: »I like the idea of getting rid of potency runes entirely. Instead having -/+ (add or subtract) runes with the level of the resulting glyph being dependent on the level of the enchanter's skill.
And that would effectively deny players the ability to make a vast majority of glyphs. Not everyone is max level.
ContraTempo wrote: »ContraTempo wrote: »I like the idea of getting rid of potency runes entirely. Instead having -/+ (add or subtract) runes with the level of the resulting glyph being dependent on the level of the enchanter's skill.
And that would effectively deny players the ability to make a vast majority of glyphs. Not everyone is max level.
I specifically said the enchanter's SKILL.
The level of Potency runes you can use now -- and therefore the level of glyph you can make -- is already dependent on the enchanter's skill. This would just make that connection direct instead of indirect through potency runes.
ZOS_GinaBruno wrote: »Thanks to everyone for your feedback on the change to Potency runes. 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.
ContraTempo wrote: »ContraTempo wrote: »I like the idea of getting rid of potency runes entirely. Instead having -/+ (add or subtract) runes with the level of the resulting glyph being dependent on the level of the enchanter's skill.
And that would effectively deny players the ability to make a vast majority of glyphs. Not everyone is max level.
I specifically said the enchanter's SKILL.
The level of Potency runes you can use now -- and therefore the level of glyph you can make -- is already dependent on the enchanter's skill. This would just make that connection direct instead of indirect through potency runes.
@ContraTempo How would you make a glyph that is lower level than you? Such as making armor for a guildmate or alt, or even selling it (crafting services)
Jennifur_Vultee wrote: »ZOS_GinaBruno wrote: »Thanks to everyone for your feedback on the change to Potency runes. 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.
"...participation with the enchanting system, which has been found to be significantly lower than other tradeskills."
This is partly because there is no random drop 280% bonus available from deconstructing runes. Its slower going than others, so maybe adding 280% runes in more often is better than making people pay for them.
Making people pay for something that was previously free is almost never a "convenience".
ZOS_GinaBruno wrote: »This is the official feedback thread for Enchanting. We’ve removed the Potency Runestones from nodes, and put them on the Enchanting vendors instead. Specific feedback that the team is looking for includes the following:
- Is it easy to tell where to get these now?
- Does it feel easier to start from scratch to make a rune?
- How does it feel to put lower-level enchants on higher-level gear?
- Do you have any other general feedback?
lordrichter wrote: »Could they not do that by having the node despawn after the interaction was finished (ie the player exits from interaction with the node) instead of when the contents were taken? Something I've wanted for ages, so sick of people leaving crud that they do not want to take in nodes/chests/troves.
Well, that would be bad. If they did that, you would have no opportunity to clean out a spot in your inventory and then reopen the node to get what you could not take. Instead, they start a timer after the node is closed. If the node is still around when that timer expires, the node goes away. The time is measured in minutes and is, according to many, too long.
I can't see them going to all of this work to try and solve the "left behind Ta" problem, while leaving the "left behind bait" problem in other nodes and not actually solving the Ta problem.
I go back to my statement above. This is about making top tier enchantments more expensive and harder to obtain. They only way to do that is to control the Potency market and charge insane prices.
ZOS: Possible solution. Change enchanting so that more than one Potency rune is needed. I get that this can't be done in Dark Brotherhood, but consider it before you drop this on us. That way, you can charge 1 Potency for the common Potency runes, and 1 million Potency for the top tier (or some suitably large number).
Enchanting was not broken. Please just leave it alone. If you want to give people the option of purchasing a potency rune from a vendor, that's fine (but it will kinda screw anyone trying to sell them in the guild store for anything over what a vendor charges...)
This can only be bad for game economy. There are basically 16 pages of "please don't do this..." That probably means people are against this change- so don't make it!
BenevolentBowd wrote: »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?
I cycled through my characters as suggested and it appeared to help: a lot more runes appeared in the bag. However, I am definitely missing some. I'm showing only 1 kuta and always have some of those on hand to sell if I have a slow week on the trader and need to make quota.
@Vandercat If it is related to mats disppearing from ESO Plus crafting bags, there was a bug that meant that if you created a template character after logging into a copied character, all mats that were moved into crafting bags (including runes) from the copied characters were deleted.Did we ever get an answer for this? Mine have all disappeared except for the ones I picked up tonight.BenevolentBowd wrote: »BenevolentBowd Did you go through all your characters and see if any of your characters can see the runes?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?
I cycled through my characters as suggested and it appeared to help: a lot more runes appeared in the bag. However, I am definitely missing some. I'm showing only 1 kuta and always have some of those on hand to sell if I have a slow week on the trader and need to make quota.
@Vandercat If it is related to mats disppearing from ESO Plus crafting bags, there was a bug that meant that if you created a template character after logging into a copied character, all mats that were moved into crafting bags (including runes) from the copied characters were deleted.Did we ever get an answer for this? Mine have all disappeared except for the ones I picked up tonight.BenevolentBowd wrote: »BenevolentBowd Did you go through all your characters and see if any of your characters can see the runes?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?
I cycled through my characters as suggested and it appeared to help: a lot more runes appeared in the bag. However, I am definitely missing some. I'm showing only 1 kuta and always have some of those on hand to sell if I have a slow week on the trader and need to make quota.
@Vandercat If it is related to mats disppearing from ESO Plus crafting bags, there was a bug that meant that if you created a template character after logging into a copied character, all mats that were moved into crafting bags (including runes) from the copied characters were deleted.Did we ever get an answer for this? Mine have all disappeared except for the ones I picked up tonight.BenevolentBowd wrote: »BenevolentBowd Did you go through all your characters and see if any of your characters can see the runes?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?
I cycled through my characters as suggested and it appeared to help: a lot more runes appeared in the bag. However, I am definitely missing some. I'm showing only 1 kuta and always have some of those on hand to sell if I have a slow week on the trader and need to make quota.
Just for the record, potency runes have officially been put back into the (now universal) enchanting harvest nodes.ZOS_GinaBruno wrote: »Enchanting
- All Enchanting Runes can now be sold to vendors for at least 1 gold.
- Potency runes can once again be obtained from runestones!
- Each harvestable runestone is guaranteed to contain an Essence and an Aspect rune, and one third of the runestones you find will also contain a Potency rune.
- Half the time, when you find a Potency rune it will be scaled to your combat level, and the other half of the time it will be scaled to your rank in the Potency Improvement passive.
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.
Rune_Relic wrote: »Add my pitchfork and torch to the rest.
Sorry ZOS. This is bad. Real bad.
We gather....to craft. And now we cant do that anymore beacuse you stuck "fundamental" crafting requirements behind a paywall.
ZOS_GinaBruno wrote: »This is the official feedback thread for Enchanting. We’ve removed the Potency Runestones from nodes, and put them on the Enchanting vendors instead. Specific feedback that the team is looking for includes the following:
- Is it easy to tell where to get these now?
- Does it feel easier to start from scratch to make a rune?
- How does it feel to put lower-level enchants on higher-level gear?
- Do you have any other general feedback?
Agreed. Scaling nodes should only be found in scaling zones. In zones which have a set level, all material nodes should also have a set level.Just for the record, potency runes have officially been put back into the (now universal) enchanting harvest nodes.ZOS_GinaBruno wrote: »Enchanting
- All Enchanting Runes can now be sold to vendors for at least 1 gold.
- Potency runes can once again be obtained from runestones!
- Each harvestable runestone is guaranteed to contain an Essence and an Aspect rune, and one third of the runestones you find will also contain a Potency rune.
- Half the time, when you find a Potency rune it will be scaled to your combat level, and the other half of the time it will be scaled to your rank in the Potency Improvement passive.
I'm really hoping that the Potency run scaling only applies in scaled node zones like the DLC areas, and not everywhere...
This is bad, Zeni, this is not what we want AT ALL. Please for the love of all that is good and reasonable, just revert to the way it is done on live. This is nonsense and is making me lose all faith that any of you know what you are doing when it comes to crafting.