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.
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.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.
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.
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.
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.
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.
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.
... is to encourage additional participation with the enchanting system, which has been found to be significantly lower than other tradeskills.
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.
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.
lordrichter wrote: »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.
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.
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.
quadraxis666 wrote: »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.
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.
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)quadraxis666 wrote: »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.
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.