MasterSpatula wrote: »On the bright side, I've never seen the Community so united on anything, ever.
So kudos to Zenimax on that accomplishment, at least.
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.
I too have a bad feeling about this decision and would like to know why, but the fact that you can now enchant items with lower level runes is obviously tied to the potency rune removal and the price of them from vendors.
This is not as bad as it seems. For example, the Glyphs that reduce the potion cool down are the same no matter what level you make, so there is no reason to use a high end glyph for something like this.
MasterSpatula wrote: »On the bright side, I've never seen the Community so united on anything, ever.
So kudos to Zenimax on that accomplishment, at least.
I too have a bad feeling about this decision and would like to know why, but the fact that you can now enchant items with lower level runes is obviously tied to the potency rune removal and the price of them from vendors.
This is not as bad as it seems. For example, the Glyphs that reduce the potion cool down are the same no matter what level you make, so there is no reason to use a high end glyph for something like this.
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.
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.
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.
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.
ZOS_GinaBruno wrote: »is to encourage additional participation with the enchanting system, which has been found to be significantly lower than other tradeskills.
ZOS_GinaBruno wrote: »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.
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.
The same could be achieved by having each node give up all three rune types, and keeping the current per-zone availability of potency runes. Having traders sell the potency runes as an alternative would be brilliant.ZOS_GinaBruno wrote: »is to encourage additional participation with the enchanting system, which has been found to be significantly lower than other tradeskills.
Have you considered that fewer people enchanting might have something to do with how tediously long it takes to level up the skill to 50?ZOS_GinaBruno wrote: »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.
That reads an awfully lot like: thanks for the overwhelming objection to this bad idea, but we're going to double down on doing it our way regardless.
ZOS_GinaBruno wrote: »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.
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.
No it can't. Hypothetical situation:ZOS_GinaBruno wrote: »These changes ensure that every single harvest can translate into a completed glyph, [...]
I don't think that will happen. Many enchanters have already said both here and elsewhere that they are likely to participate less in the enchanting system if they can no longer gather all their materials easily, and for free.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.
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.
I am more concerned with the material not being able to be harvested than I am about the price.
I can see where you are going with the changes, but I do not enjoy this new idea of buying crafting materials.
What about giving a runestone a chance to have a potency glyph? Sure, there will be less of them, but at least we will be able to harvest them.
ZOS_GinaBruno wrote: »This change... is to encourage additional participation with the enchanting system...