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.
I have to agree here, the gathering aspect of Enchanting was simply not broken before DB and there is no reason to fix it. Keep the potency vendor if you like, I don't care, but we should be able to craft any glyph in the game through normal gathering, just like all the other crafts.
If you want more players involved in enchanting then make it level up faster to be more in line with the other crafts, but please leave our little blue, yellow and red rune resource nodes alone.
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.
I have to agree here, the gathering aspect of Enchanting was simply not broken before DB and there is no reason to fix it. Keep the potency vendor if you like, I don't care, but we should be able to craft any glyph in the game through normal gathering, just like all the other crafts.
If you want more players involved in enchanting then make it level up faster to be more in line with the other crafts, but please leave our little blue, yellow and red rune resource nodes alone.
Not only is this a pain (not being able to find a specific level of rune) but let's introduce something to make enchanting more confusing for new players.
If you want more players involved in enchanting - treat it like the other crafts so they actually can understand it. All others crafts the materials match the level of the zone they are in - if it is not a scaled zone. Scaled nodes only apply to scaled zones.
Quit trying to make enchanting different than the others. This will only cause more confusion, more frustration, and less player participation.
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.
And this is helpful in a user friendly, long term manner how exactly?ZOS_GinaBruno wrote: »Enchanting
- 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 created a max level template character, then ran around Stonefalls and found about 10 runestones, and not a single one yielded a potency rune. So I'm not entirely convinced that the potency runes dropping from runestones in non-scaled zones was properly applied. Then I went to Deshaan and finally got a potency rune out of a runestone, and it was scaled to my character level. The potency runes need to be scaled to zone level in the non-battle-leveled areas.
That said, I think the changes to runestones is a terrible idea. I miss having aspect, essence, and potency runestones, so you should put it back to the old way. This is what everyone is telling you to do anyways. If you want more people to participate in enchanting, then make it easier to level by lowering the levelling costs or increasing the inspiration gains from deconning, or both. No one has ever complained about the mechanic itself though, so don't change it.
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.
So, no mention in the patch notes of the potency runes not being scaled in the non-battle-leveled areas. Does this mean that potency runes are still scaling everywhere in the world? They need to not scale in the non-battle-leveled areas so that people can still find runes of any level if they want to. The potency rune scaling should work like all the other crafts.
So, no mention in the patch notes of the potency runes not being scaled in the non-battle-leveled areas. Does this mean that potency runes are still scaling everywhere in the world? They need to not scale in the non-battle-leveled areas so that people can still find runes of any level if they want to. The potency rune scaling should work like all the other crafts.
BergisMacBride wrote: »@ZOS_GinaBruno, please tell the devs to undo these changes and revert them back to to the way it exists on live. The initial changes and then last week's fix are breaking a system that works perfectly fine for the vast majority of players. Months from now when all this is a distant memory and this system is in place, runestone harvesting will be seen as an illogical, broken and unfinished part of the crafting game.
^^ this - plus I really like my runestones in multiple colors - much more interesting and pleasing to the eye!
BergisMacBride wrote: »@ZOS_GinaBruno, please tell the devs to undo these changes and revert them back to to the way it exists on live. The initial changes and then last week's fix are breaking a system that works perfectly fine for the vast majority of players. Months from now when all this is a distant memory and this system is in place, runestone harvesting will be seen as an illogical, broken and unfinished part of the crafting game.
^^ this - plus I really like my runestones in multiple colors - much more interesting and pleasing to the eye!
Sadly I am getting involved in this topic late due to not having time to read up on notes/threads.
However as I said here and other threads, if your plan is to lower the incoming numbers of Potency Runes then please consider just lowering the spawn rate of those nodes. There is no need to remove them then only to start placing them into other nodes at a lower chance.
This gives the impression as above that the enchanting system is half done and wonky. "why do the other two have nodes colour linked when the blue ones come from those two as well?"
I am fine with a nerf to the lowest levels with regards to spawn rates, I am fine having to break down glyphs for potency runes, but please I beg you don't merge potency runes into the other two nodes, it doesn't make sense and reeks of "band aid".
The nodes scaling everywhere (instead of just in the scaled zones like Cyrodiil, Wrothgar, and Hews Bane) is a totally awful idea..