Maintenance for the week of November 11:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – November 11, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
· Xbox: NA and EU megaservers for patch maintenance – November 13, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – November 13, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)

Official Feedback Thread for Enchanting

  • staracino_ESO
    staracino_ESO
    ✭✭✭✭
    MissBizz wrote: »
    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.

    We really should not be trying to find a compromise here. The reasons given for this change are, as many would agree, wholly unsatisfactory. Each node needs to drop 1 of each type of rune. If they want to stick potency on vendors as well, more power to them.
  • Altairien
    Altairien
    ✭✭✭
    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.
    Adding to vendors for "convenience" is fine I suppose, but don't remove them from being harvested. Your (ZOS's) obvious inability to understand most crafters is glaring and helps me put into context your many missteps in other aspects of the game. Making enchanting more valued and less of an unreasonable grind (decon values are ridiculously small) is the way to increase participation, not removing harvesting opportunities.
    Edited by Altairien on April 27, 2016 2:43PM
  • Reorx_Holybeard
    Reorx_Holybeard
    ✭✭✭✭✭
    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.

    Thanks for a response...a few comments based on what you wrote:
    • I'm unsure why you want "every single harvest can translate into a completed glyph". No other craft works this way. All 3 smithing crafts you need to loot multiple nodes in order to get 10 raw materials to refine, not to mention the trait stone and improvement stones. Alchemy you need 2 different plants and 1 water. Provisioning you need 2 different ingredients.
    • Its *not* the price so much as the removal of harvesting potencies that people are upset about. Keep the vendored potencies and the current harvestable potencies and I doubt there would be many people disliking it.
    • I'm glad you noticed that "enchanting system..has been found to be significantly lower than other tradeskills", however this change is more likely to *increase* the difficulty of leveling the line. Enchanting has always been the hardest craft to level by a fair margin. I leveled up 2 crafters recently and by the time all 3 smithing crafts were at 50 Enchanting was only at 20-30. It levels slowly due to the low inspiration per deconstruction, the relatively rarity of glyphs to deconstruct, and the difficulty of acquiring raw materials. Your change attempts to fix the latter item but I fear it will have the reverse effect...previously creating glyphs was free but now it will cost. Not a big deal when creating 1 glyph but a larger deal when creating 100s to trade for deconstruction. Not only do I need to farm the aspect and essence runes but I need 1000s or 10,000s of gold to buy the essence runes.
    • If you wanted to "encourage additional participation" I would suggest there are better ways like making low level Aspect stones useful (Ta/Jejota), perhaps by permitting their combination/trade to higher quality ones. Increase the inspiration gain by a good amount...you could probably double all Enchanting inspiration gains which would make it comparable to the other crafts. Increase the drop rate of glyphs. Increase the number/quality of runes found in Enchanting nodes. Increase the number of Enchanting nodes. Or keep your recent change and have each node drop all 3 Potency/Aspect/Essence runes. I doubt anyone would take issue with any of those changes.
    • Assuming that this is a change made for the future addition of Enchanting items to the Crown store. I think most people are fine with making something available for sale but not necessarily in this manner. I think you'd be far more successful if you sold Kuta/Hakeijo runes instead of essence.

    I really hope you take all the one-sided fan opinion to heart in this manner!
    Reorx Holybeard -- NA/PC
    Founder/Admin of www.uesp.net -- UESP ESO Guilds
    Creator of the "Best" ESO Build Editor
    I'm on a quest to build the world's toughest USB drive!
  • Saltypretzels
    Saltypretzels
    ✭✭✭✭
    We got an explanation but it doesn't address the real issue here, which is why you are removing the aspect stones from harvesting?

    I know other people have said this but I wanted to assist by reiterating the point.
  • Nestor
    Nestor
    ✭✭✭✭✭
    ✭✭✭✭✭
    If you truly want to increase the participation in Enchanting, then give more Inspiration for Decon and Creating, and leave the current farming system alone, but add whatever runes you think are needed to game vendors.

    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • vyndral13preub18_ESO
    vyndral13preub18_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Why is it important for every gather to equal the ability to make something? And if this is something you see as important for some reason, why is it that this was only forced into enchanting?

    And finally if you feel people are getting frustrated by gathering and need to shorten the gathering process across the board why are the VR16 equipment pieces 10x the amount of materials?
    Edited by vyndral13preub18_ESO on April 27, 2016 2:59PM
  • maboleth
    maboleth
    ✭✭✭✭✭
    MAKE THEM AVAILABLE TO HARVEST IN THE WILD AS BEFORE (in addition to being able to buy them at vendors) !!!!!

    Why you seem so stubborn at this idea that was rejected by the whole community that speaks with you?
  • Ashtaris
    Ashtaris
    ✭✭✭✭✭
    ✭✭
    Nestor wrote: »
    If you truly want to increase the participation in Enchanting, then give more Inspiration for Decon and Creating, and leave the current farming system alone, but add whatever runes you think are needed to game vendors.

    Exactly what I was thinking Nestor when I read Gina's post. They are the ones who created the Enchanting leveling nightmare. You can go from 0-50 easily in Provisioning and Alchemy if you spend a few hours just creating food and potions. You get virtually no inspiration from creating glyphs, or deconstructing those you get from drops, especially since they are all white level glyphs. The only way I have found to level enchanting at a decent rate is find a Enchanting partner and trade blue level glyphs for decon. But many people don't want to depend on someone else to help level their craft.
  • Acharnor
    Acharnor
    ✭✭✭✭
    The convenience of purchase is fantastic, it ensures you can get it if you need it but please dont get rid of drops. I know I already commented but I feel strongly about it.
    Celebrate for life is short but sweet for certain.
  • CP5
    CP5
    ✭✭✭✭✭
    ✭✭✭
    Nestor wrote: »
    If you truly want to increase the participation in Enchanting, then give more Inspiration for Decon and Creating, and leave the current farming system alone, but add whatever runes you think are needed to game vendors.

    Unless you want to enchant for an entire guild of people (taking into account you would be making low level enchants few would need for a long time) and that the glyphs that are found in the world give garbage inspiration, the main reason the skill line is so rarely leveled is since it is a grind. I second what Nestor said, I don't know how sane someone would be if they hadn't teamed up with someone to trade glyphs for leveling if they wanted to reach level 50.
  • JelliedBigfoot
    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 guess I'll chime in as well because after 6 pages of outcry to keep the harvesting of potency runes we receive an official update, which I do appreciate don't get me wrong but I don't feel like the conclusion of the statement that adjustments will be made as necessary was very promising. It concerns me this may be a change we will see like it or not.

    Price is not the issue, you could charge me 100k for a potency rune at an NPC vendor. So long as I have the OPTION to purchase it not be forced to. Harvesting must stay.

    I only visited the enchanter today to see what was purchasable and currently it's only glyphs. Sounds fair. However if you add potency runes to the NPC store and they are not harvestable, I ask who then is stocking this store?

    That is a serious question about immersion, I mean I and no one else would be able to harvest these so how in the world do they get into the store? Let's say I am a Master Enchanter, you're telling me that the NPC is a better rune harvester than me because my character can't seem to recover one from any runes, but the clown NPC making petty glyphs can harvest Potency runes then sell them at outrageous markup? (Idc about price so long as NPC doesn't have Monopoly on market)

    Ability to harvest needs to stay. If the issue as you claim is to allow players to have a ready made stash to craft glyphs, why have the mechanic of crafting any enchantments in general and not just make them a purchasable item or just harvest the glyphs in the wild. If you can't harvest one type I see no point in the other 2 rune types nor skill line existing. If a rune is of equal or lesser value to the piece of equipment it can be applied. But that sounds pretty boring right?
  • TerraDewBerry
    TerraDewBerry
    ✭✭✭✭✭
    Epona222 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.

    It's not just about the price, it's about a crafting mat no longer being able to be harvested. Keep them available via the vendor no issue with that per se, but we would like to also be able to go and harvest our own - it's a basic function of crafting that everything can be collected in the world.

    Yup. this! It's about no longer being able to go out and harvest them on our own. What other crafting profession is needing to buy vital mats from a vendor? Many have said they do not mind the potency runes being available by vendor.. but please hear us loud and clear we want to be able to harvest potency runes out in the wild as well. I don't care if the runes were a gold each.. I would still want the option to go out and harvest my own.
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    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 -

    I appreciate the timely response given by Zenimax and the explanation for what can now be seen is an unpopular change. As someone who has grinded - and I don't use that word lightly - enchanting all the way to rank 50 back in the day when it took creating and deconning thousands of glyphs, I can offer some insight why a lot of people do not participate with the enchanting system.

    I remember seeing an interview with Paul Sage back in the early days of ESO where he said he wanted 1 tradeskill to require dedication to master. I believe he said this when asked why it was so easy to level up provisioning while so hard to do enchanting. Even though the difficulty of mastering this tradeskill has been eased considerably since that point, the basic issue still remains: it's still something of a pain to level and there isn't much reward for doing so.

    Consider the other trade skills for a moment.
    • Provisioning. Piece of cake (haha see that) to level to 50. I use this every single day, every hour I play ESO. The jump in character power and customization of exactly what stats I want to increase is obvious, apparent, and significant. The combination of ease, convenience, and how often this gets used make it an attractive tradeskill to level. I do not make any money from this any more (I mean I can withdraw a stack of max level purple food from my guild bank for free!), but it's OK because I use it so often and it's so easy to do.
    • Alchemy. Again, this is easy to do (I bough a "kit" for like 20,000 that allowed my non alchemists to level this skill to 50 in like 90 minutes and the power gained is both obvious and often needed (every 45 seconds!). This alone of the trade skills actually increases my character's performance and power in and of itself. This is also potentially a huge money maker. Put all this together and anyone who has the time and care about min-maxing *will* have this trade mastered. Not everyone has the time to do so or gather Columbine, which allows alchemists a way to use their trade to make money. This is the best designed trade skill.
    • Blacksmithing. This isn't easy to master, but it is something I can do all by myself simply by deconning all the trash loot I come across. The only real roadblock is the research as it takes time (and it should otherwise Blacksmiths would have zero to offer the community) and occasionally having to ask a friend or buy a random research trait. I do not really use this skill that often so the motivation isn't quite there, however, the convenience of crafting the motif style I want and not having to settle is a powerful enough attraction to level this. I also feel good helping friends/guildmates get the gear they want. I've made more than enough Nirn swords in my day to recognize some people (though not a lot) skip on blackmsithing - and that's FINE. Blacksmiths need work!
    • Clothing. Same as blacksmith. I can do it myself and there's enough of a reward to incentivizing it.
    • Woodworking. This is going to be the creation trade that some people will skip because only magicka-based players are going to bother with staffs and shields only cover 1 of the 6 weapon lines. The reward isn't quite always there (everyone wears armor!), but since it's still relatively easy to do alone, people like myself will participate

    All of these skills I had maxed out to 50 within the first few months of playing ESO. I have made constant use of them all and all of them had noticeable and desirable effects on my characters (actual power with provisioning and alchemy, aesthetics and convenience for the other three).

    Now we get to enchanting. It was a Nightmare to level. Asking in zone/guild chat to make swap 100s, no 1000s, of useless glyphs to simply decon them when the max amount of inventory space was like 90 and the most you could trade at one time was 6. Ugh! And for what? My character looked exactly the same, and, as I pointed out in a thread two years ago, I could get a whopping grand total of +8 extra magicka for a legendary rune over something I could buy for like 230 gold. Unlike provisioning and enchanting, I do not need or use this skill everyday. All I need is a glyph to put on my armor and *poof* I'm forever done with any enchanting need.

    I understand it's not quite the albatross to level, but it's still not exactly easy, and the process of making pointless runes that nobody will ever use is a very lazy and unrewarding means to level it, to say nothing of blowing away any sense of immersion. This skill hardly ever gets used (only on the creation of new gear, something that isn't happening very often due to very expensive high-end costs and there is no difference in how my glyphs look or the power they hold over some random stranger's glyphs so there isn't any incentive to be an enchanter except convenience, which is kind of counter-productive since it is such an inconvenient trade to master.

    Here is why I do not think ZoS's attempts are going to make much of a difference:
    • Gathering mats was *not* the problem. It's easy. They are all over the place, do not require the keen eye passive to see, and certainly easier than scrounging through random barrels looking for provisioning ingredients. I have literally 1000s of these taking up space in my bank. ZoS's efforts are making this *more* difficult than anything. I can log in right now, devote 10 minutes of my time, and gather - for free - the high level potency runes I need to do writs and craft max level writs, all the time while gathering other mats I need like Columbine, raw cloth, etc. When Dark Britherhood goes live, I instead have to go to a merchant and spend 1000s of gold just to acquire 1. Wut? What the DB patch will do is make it easier to collect the already easier to collect runes that clog my bankspace, but not the only ones I care about: Kuta and max level Potencies.
    • "every single harvest can translate into a completed glyph" - this is not true. The potency is NOT there.
    • Why must the developers control the market on Potency rune and not the players? Guild Stores do exist and if ZoS wants enchanters to have control "over which level (and polarity) of glyph is created," why cant actual enchanters use their trade skill to harvest, create, and sell them? By making it so the only way to acquire these independent of NPCs is to decon random drops from mobs, that further disincentivizes the very tradeskill ZoS is trying to make more attractive in the first place. I have over 100 max level potency runes in my bank. I won't feel these changes whatsoever. Those new up and coming enchanters however, ZoS is robbing blind. Sorry, having to buy mats for any profession is unacceptable in my view. Especially since I did not have to buy a single runestone - ever - to level or make any glyph.
    • I do not never understand why ZoS thinks putting a lower level/potency rune is something we'd actually want to do. I mean, ZoS is actually asking us on our feedback on this and trying to sell it as a feature to make the enchanting trade more attractive. WUT?!? We do *not* want to do this. At all. We may be forced to *begrudgingly settle* for this undesirable alternative because of limiting factors such as time and availability. That's a huge difference. ZoS has this backwards. What would make enchanting more attractive? The ability to put and use HIGHER or better glyphs than what would otherwise be available to non-enchanters.

    If ZoS wants to make enchanting more appealing, this is what I would do:
    • First and foremost, the materials need to be free and easily accessible. The previous system worked fine, it is not necessary to have us always pick up an aspect, potency, and essence from a single node since there are so many around. In fact, this may be somewhat counterproductive as a flood of unwanted runestones will flood the market. But if this is something your team deems important, give us potencies!
    • Leveling this up was unrewarding and a pain, mostly because I made crap that nobody wanted or used. Why doesn't ZoS make it so leveling up enchanting actually provides the community with what they want: the appropriate level potency runes and high quality aspect runes? Tas are useless. People don't even pick them up. But what if I could combine some Tas with a low level potency rune to make high level Potency Runes (which would ideally be more rarely harvested)? Enchanters could then actually use their trade skill, the undesirable mats they harvest, to do what it is ZoS wants them to: having control over which level (and polarity) of glyph is created by actually creating - instead of being forced to purchase the desired potency runestone. Such a system would then mean I could level this trade up myself and not have to ask/beg/buy stuff from other people just to make trash nobody wants.
    • The reward for enchanting isn't there. I eat food every hour. When I drink a potion is lasts longer. When I see my character, the armor is a style that I made. Enchanting is invisible, forgettable, and done only when players regear. I notice ZoS is hesitant to actually add power to tradeskills - Provisioning and Alchemical passives make users more efficient as opposed to more powerful - but you can't make a Health Glyph last longer or look prettier so I think you need to break ground here and give Enchanters some minor benefit for the glyphs they made and use (i.e. no buying a random glyph.). Maybe a 10% chance a weapon glyph will double proc, a tiny chance a cost reduction glyph will remove the cost of an ability, or if all 7 armor glyphs were made by the player, they would synergize into a 1% increase to their attributes. Just some rare or token benefit that a player can say to themselves, "Wow, that was pretty cool. I'm glad I am an enchanter."

    ZoS's proposed system is just going to clog our bankspace with runestones mostly we don't want or use to make stuff that we actually gear our characters. It will make it so even max level enchanters will have to use their own money to create their own glyphs.
    Edited by Joy_Division on April 27, 2016 3:43PM
  • Daraugh
    Daraugh
    ✭✭✭✭✭
    If the actual issue here is to get more people involved in enchanting, don't make it a boring gold sink. You could include rarer glyphs, green and blues in regular quest areas and blues and purples in higher leveled areas as well as dungeons. That would bring it on par with other types of crafting as far as deconning for xp and better aspect stones go. It would also separate poisons and enchanting a little better!
    May all beings have happiness
    May they be free from suffering
    May they find the joy that has never known suffering
    May they be free from attachment and hatred
  • NBrookus
    NBrookus
    ✭✭✭✭✭
    ✭✭✭✭
    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.

    You don't achieve that goal at all. Each harvest PLUS gold has the potential to create a useless trash glyph you don't want. Harvesters will still have to harvest nodes to eventually collect the actual runes they want, only now they won't be able to collect what they need. Instead, they'll need to spend time farming gold. This is just moving furniture around, not cleaning up clutter.
    ... is to encourage additional participation with the enchanting system, which has been found to be significantly lower than other tradeskills.

    I guarantee you it won't work to increase participation in this craft. I always level each toon in all crafts, just because I can. Now I would never, ever level enchanting on a toon again, because it will just be a waste of gold. I also won't be enchanting for free for new chums, because I can no longer pick up potency runes that are useless to me for free and I need to horde my low level potency runes for personal use.

    This hurts new players and crafters the most, by creating a gold sink for players who don't have the gold to spend. Long time players and enchanters mostly have a sizeable stash of runes.

    If you truly want to streamline the process, just let the crafter choose what level of glyph to create based on their enchanting skill and get rid of potency runes altogether.
  • Aleraon
    Aleraon
    ✭✭✭✭
    @ZOS_GinaBruno @ZOS_RichLambert

    I'm really against this change to being able to harvest potency stones. As has been said many times throughout this thread in one form or another is - everything you need to craft gear, potions, enchantments must be harvestable in the world as it always has been.

    Going out and actually looking for these things is what leads to exploration of the game, gives people a break from questing or levelling or grinding or whatever else it is they do most of. Its what leads us to find that ruin or dungeon we've never seen before or gets us to find a quest we've never come across.
    Its what allows crafters like myself to make gear for other people and enchant it for them free of charge because we can actually harvest a healthy supply of materials for later use, or to even actually help level up enchanting.

    Being able to buy them at an enchanters store for convenience is acceptable, but no longer being able to harvest them is not. There are already more than enough gold sinks in the game without adding even more, especially to an already existing system where none really existed outside of buying from guild stores which will now either suffer or sell stacks for overly inflated prices.

    If this change makes it to live then I can see it not being too long before other things start to disappear from the harvesting world for the sake of "streamlining". If that happens there'll be less people actually exploring and more people just stood in towns buying their materials. If anything needs streamlining its having the motifs drop as full books again rather than 14 random chapters or CP160 gear requiring only slightly more materials than CP150 instead of ten times more as currently on live. Apologies if the latter of those two has been changed on pts as I've not checked yet.

    Please reconsider this change and allow us to keep harvesting if we wish OR buy if we choose too. Tis a slippery slope you tread upon.
    (EU/AD) CP501 Razum-dah - Khajiiti Templar Healer
    (EU/AD) CP501 J'Kara Silverclaw - Khajiiti Dragonknight tank
    (EU/AD) CP501 Rajhiin - Khajiiti stamina Nightblade
    (EU/AD) CP501 Draven Corvillian - Breton magicka Nightblade
    (EU/AD) CP501 Sinderian Nightflame - High Elf magicka sorcerer
    (EU/AD) CP501 J'zargo Silverclaw - Khajiit stamina Templar
    (EU/AD) CP501 Ariella Nightshade - High Elf Magicka Nightblade
    (EU/AD) CP501 Ri'shada - Khajiit Stamina Sorcerer
    (EU/AD) LVL29 Valeon Indoril - Dark Elf Magicka Dragonknight
    *The Queen stole this one's moonsugar candies lol*
  • Slurg
    Slurg
    ✭✭✭✭✭
    ✭✭
    NBrookus 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.

    You don't achieve that goal at all. Each harvest PLUS gold has the potential to create a useless trash glyph you don't want. Harvesters will still have to harvest nodes to eventually collect the actual runes they want, only now they won't be able to collect what they need. Instead, they'll need to spend time farming gold. This is just moving furniture around, not cleaning up clutter.
    ... is to encourage additional participation with the enchanting system, which has been found to be significantly lower than other tradeskills.

    I guarantee you it won't work to increase participation in this craft. I always level each toon in all crafts, just because I can. Now I would never, ever level enchanting on a toon again, because it will just be a waste of gold. I also won't be enchanting for free for new chums, because I can no longer pick up potency runes that are useless to me for free and I need to horde my low level potency runes for personal use.

    This hurts new players and crafters the most, by creating a gold sink for players who don't have the gold to spend. Long time players and enchanters mostly have a sizeable stash of runes.

    If you truly want to streamline the process, just let the crafter choose what level of glyph to create based on their enchanting skill and get rid of potency runes altogether.

    I agree. This change only helps rich players already maxed in enchanting (like me) get richer because newer players will not want to spend their limited cash leveling enchanting. Gets rid of my future competition as a glyph seller.

    But even though eliminating the competition helps me - I will still have plenty of money to buy what I need to make profit - I don't like this change because it's bad for the community as a whole.
    Happy All the Holidays To You and Yours!
    Remembering better days of less RNG in all the things.
  • aelurosa
    aelurosa
    ✭✭
    I have to agree with the above posts too.

    Please let us to continue to harvest all runes? Keep the vendor, but please let us keep gathering them too.

    Why would you make enchanting, the most awkward tradeskill to level, even harder by gating it? Adding a gold requirement to enchanting is not going to make more people want to do it. I'm sure it will have the opposite effect. No other craft has the requirement to buy materials, this just doesn't make sense at all!
    @ Delirya.Gold
    GM of Rusty Old Dragons
    RustyOldDragons.com
  • lithgorin
    lithgorin
    Soul Shriven
    @ZOS_GinaBruno

    Hiya!

    I don't post on here often, but this change really has me a bit confused. Your explanation was that you wanted more participation in enchanting. Let me explain what I consider the issues with enchanting first:

    Leveling up enchanting is a burden. Since the only enchants that drop are white, the primary method of skilling up for "free" is very tiresome. You need hundreds of enchants to deconstruct just for low levels of skill. At higher levels, it becomes a monumental task. The only real way around this right now is to get someone to construct blue/purple glpyhs in large quantities for you to make significant progress.

    Enchanting writs give you a small amount of xp and a green enchant to deconstruct which is great but you can only do those once a day.

    This change is going to make it even harder to level up. No one is going to spend gold buying hundreds of these potency runes to make glyphs to deconstruct no matter how cheap. You also added a cost to doing enchanting writs. At low levels this may cost you more gold than you make just to do a writ. How is that going to encourage people to level up enchanting?

    A sensible change would be to have enchants drop throughout the world like other equipment, in white/green/blue and occasionally purple. This would give enchanters a sensible xp for deconstruction.
  • gw2only1b14_ESO
    gw2only1b14_ESO
    ✭✭✭
    Ourorboros wrote: »
    I'm not surprised to find a massive thread from angry Enchanters reviling this change. This ranks with making monster collectibles unbankable as WORST changes ever to the game. Sad to say that despite enormous feedback against the collectibles change, it went into the game just as stated in patch notes. So I won't be surprised when the same thing happens to potency nodes. It seems that someone who doesn't actually play the game is making a poor decision, based on reasons no one here can fathom. Way to go, zos, keep pissing on your players.

    I would be very interested to see if a CM, or a system designer, pops into this thread to explain what the thinking and reasoning was behind this. I am not going to hold my breath, though. This is one of those decisions where they know best and our job is to enjoy the ride.







    Off the Cliff? hell no!!
  • Elsonso
    Elsonso
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.

    Thanks for the information, @ZOS_GinaBruno

    I have a few alts that are working up enchanting, including one that just started. Given the current changes, and the gold requirements, I expect that I will stop enchanting with alts and run all my enchanting through my existing level 50 enchanter. I don't see this change as really hurting me, but I don't see myself spending a lot more effort on the skill line now that I have a level 50 enchanter. I don't need more than one.

    Even though I am level 50, I still do enchanting writs, mostly for the surveys and runes I get. After DB, I will probably stop doing enchanting writs, but a question for the forum is whether the drop rate of the enchanting surveys is enough to offset the depletion of my Potency resources in advance of the Update. I guess I get a survey about once every few writs, but the writs themselves cost me runes each time I do them, with no guarantee of replacement. I want to preserve or build my Potency rune supply over the next month. Is it worth it to try for Enchanting Surveys or just farm farm farm?
    ESO Plus: No
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
    X/Twitter: ElsonsoJannus
  • quadraxis666
    quadraxis666
    ✭✭✭✭✭
    ZOS straight up ignores the fact that this change is universally hated and completely unwanted. Potency runes MUST remain harvestable in the world. That is literally all there is to it.
  • Dagonthir
    Dagonthir
    ✭✭✭
    Nestor wrote: »
    If you truly want to increase the participation in Enchanting, then give more Inspiration for Decon and Creating, and leave the current farming system alone, but add whatever runes you think are needed to game vendors.

    I agree - this is a much better solution to increase participation.
  • gw2only1b14_ESO
    gw2only1b14_ESO
    ✭✭✭
    ZOS straight up ignores the fact that this change is universally hated and completely unwanted. Potency runes MUST remain harvestable in the world. That is literally all there is to it.

    Quoted for truth,

    Yes we want to harvest them....ADD them if you want to a vendor Zos BUT we want to harvest the node still
  • maboleth
    maboleth
    ✭✭✭✭✭
    Dagonthir wrote: »
    Nestor wrote: »
    If you truly want to increase the participation in Enchanting, then give more Inspiration for Decon and Creating, and leave the current farming system alone, but add whatever runes you think are needed to game vendors.

    I agree - this is a much better solution to increase participation.

    Not only better, but also lore and RPG friendly.
  • Daraugh
    Daraugh
    ✭✭✭✭✭
    So how about this, don't change the harvestable runestones, leave them exactly as they are and scale them as the other mats are now scaled. Put the potency stones at a vendor for a much lower price than they are currently, (like 5 gold for the Jone and Jode 1-10 stones) and add a greater variety of green, blue and purple glyph drops from mobs for a better xp curve of inspiration.
    May all beings have happiness
    May they be free from suffering
    May they find the joy that has never known suffering
    May they be free from attachment and hatred
  • ThePonzzz
    ThePonzzz
    ✭✭✭✭✭
    If the end goal is to be able to sell something in the Crown store, enchanting should be redone to offer some sort of style material like other crafting abilities. If the end result is to get it more in line with food/drinks where most everything can be purchased, there are better ways to handle it.

    The term streamlined isn't being used properly here. I know this isn't Gina's decision, and I won't pile on the messenger, I just hope a month of PTS will convince who ever decided this that there are better options.
  • Altairien
    Altairien
    ✭✭✭
    ZOS straight up ignores the fact that this change is universally hated and completely unwanted. Potency runes MUST remain harvestable in the world. That is literally all there is to it.
    This situation very much reminds me of the widely loathed change to collectibles last year. @ZOS_JessicaFolsom tried to explain it and @ZOS_GinaBruno and @ZOS_RichLambert straight up ignored the negative feedback. In the end, it wasn't changed. (You're only players. /dismiss, is how I felt)

    The reasons ZOS gave were ridiculous and exposed their fundamental lack of player understanding. Their reasoning has also proven false in my own game play each time an alt got a trophy my main needs while my main remains unable to get the trophy. (I've long since given up trying to complete my trophy lists.)

    I expect the same ZOS response with this change, but I could be mistaken. I hope I'm mistaken because this could be the first step in dumbing down (and perhaps even monetizing) crafting.
    Edited by Altairien on April 27, 2016 5:34PM
  • Astanphaeus
    Astanphaeus
    ✭✭✭✭✭
    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 Thank you for replying with the reasoning behind this change. That said, whoever thought this change would address why many people don't participate in the enchanting skill line does not seem to have an understanding of the actual issue.

    First off, the change does not ensure that every single harvest can translate into a completed glyph; it does the exact opposite. When people have to have gold to then go buy a potency, there becomes zero guarantee that each harvest can provide a full glyph. I'm having trouble understanding how someone would think this would be the case.

    Secondly, a better response to the polarity issue would be to make potency drops reflect the fact that you use more positives than negatives when enchanting a full set of armor.

    Third, the reason why this trade skill is so low is because it requires a lot of work to level it, and works best with a partner instead of being something that a lot of people can do solo. People aren't willing to put in that work when they can just ask a guild mate to make a glyph for them, and making it so that you have to spend a small fortune on potency runes to make glyphs to deconstruct certainly isn't going to help this.

    Also, the rune that people have the most trouble with is the Aspect rune. Tas which are ridiculously frequent, just aren't used. I've leveled a good number of guild mates to 50, and I didn't even use Tas for that. I use Jejotas up to level 40, Denatas to 45, and Rekutas to finish it out. The best thing you could do to help encourage leveling of the skill is to decrease the frequency of finding the lower Aspects as you level the skill while increasing your chance of finding the higher ones.
  • Maotti
    Maotti
    ✭✭✭✭✭
    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.

    Everyone knows this reply actually says "We're not going to change it,".
    PC EU
Sign In or Register to comment.