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.
BlueViolet wrote: »@ZOS_GinaBruno ... the issue people seem to be taking isn't with the price of the runes. It's the fact that the potency runes are no longer able to be harvested from nodes out in the wild, so to speak.
Few to none here seem to agree with this change. We'd like to be able to harvest potency runes as normal, in addition to being able to purchase them in stores, if you really must make that kind of change.
Personally speaking, and I've seen quite a few others say it too... Enchanting is one of the hardest and most tedious tradeskills to level.
I don't think that has anything to do with having to collect runes, but rather the XP given when creating / deconstructing. Even deconstructing the highest tier enchantments made by others seems to give my level 46 enchanter pathetically little XP. Unlike armour and weapons that we're almost bombarded with from quests or drops, enchantments seem a little more scarce, thus contributing to the slow leveling.
Even finding enchantments as drops is next to useless because they are always around my character level, which gives pitiful XP - less so than the higher tier runes.
Maotti_Nor wrote: »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.
Everyone knows this reply actually says "We're not going to change it,".
Maotti_Nor 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.
Everyone knows this reply actually says "We're not going to change it,".
willklippsteinb14_ESO wrote: »BlueViolet wrote: »@ZOS_GinaBruno ... the issue people seem to be taking isn't with the price of the runes. It's the fact that the potency runes are no longer able to be harvested from nodes out in the wild, so to speak.
Few to none here seem to agree with this change. We'd like to be able to harvest potency runes as normal, in addition to being able to purchase them in stores, if you really must make that kind of change.
Personally speaking, and I've seen quite a few others say it too... Enchanting is one of the hardest and most tedious tradeskills to level.
I don't think that has anything to do with having to collect runes, but rather the XP given when creating / deconstructing. Even deconstructing the highest tier enchantments made by others seems to give my level 46 enchanter pathetically little XP. Unlike armour and weapons that we're almost bombarded with from quests or drops, enchantments seem a little more scarce, thus contributing to the slow leveling.
Even finding enchantments as drops is next to useless because they are always around my character level, which gives pitiful XP - less so than the higher tier runes.
i think the enchanting experience vs all the other crafting lines makes sence , look at clothing, woodworking, and Blacksmithing, and how you have to spend so much time and energy on researching, where as with enchanting, get it to fifty and fill in the perks and your done, enchanting shouldn't have been changed, but research times should have ^^
It'll make sense when we see this announcement in the near future:Astanphaeus wrote: »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.
When the market for an item doesn't already exist, you must force the creation of that market in order to sell into it. That's why the gold prices are so high and will likely not be reduced much, or at all. This change is simply ZOS creating the need. And soon they will provide the Crown solution!Crown Store Showcase wrote:Crown Potency Rune
Crafters! Are you tired of paying gold for that Potency Rune? Crown potency runes act as universal potency items, enabling crafting glyphs of any level! And they're available in quantities to suit any budget.
(The Crown Potency Rune packs will be available with the release of the Dark Brotherhood – Month Day for PC and Mac, Month Day for Xbox One, and Month Day for PlayStation®4.)
They'll likely be removed from writ rewards since the nodes themselves are changed (I can check that in a bit). Either immediately or eventually they'll be removed from hireling mails since you can't maintain a market if you keep feeding the system with freebies.The_Patriarch wrote: »@ZOS_GinaBruno
What about writ rewards? Are the writ rewards going to increase, since we'll have to spend gold on potency runes to complete them?
myrrrorb14_ESO wrote: »@Joy_Division very well written post as always! I think you may have talked up ProvisioMaotti_Nor 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.
Everyone knows this reply actually says "We're not going to change it,".
There is no time to change it. Problem is once it goes to PTS there is virtually no time to make any significant changes before it goes live. They don't give themselves enough of a window to do anything more than minor changes to numbers.
They'll likely be removed from writ rewards since the nodes themselves are changed (I can check that in a bit). Either immediately or eventually they'll be removed from hireling mails since you can't maintain a market if you keep feeding the system with freebies.The_Patriarch wrote: »@ZOS_GinaBruno
What about writ rewards? Are the writ rewards going to increase, since we'll have to spend gold on potency runes to complete them?
myrrrorb14_ESO wrote: »@Joy_Division very well written post as always! I think you may have talked up ProvisioMaotti_Nor 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.
Everyone knows this reply actually says "We're not going to change it,".
There is no time to change it. Problem is once it goes to PTS there is virtually no time to make any significant changes before it goes live. They don't give themselves enough of a window to do anything more than minor changes to numbers.
Why they waste their own time for something NOBODY complained, whatsoever? Why they didn't ask the community first for a change that just does not sound right at all? NOBODY complained about the price, EVERYONE is complaining about taking this rune from the wild. They are just mocking us with lame excuses, completely ignoring what we are talking and pointing out here.
myrrrorb14_ESO wrote: »Maotti_Nor 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.
Everyone knows this reply actually says "We're not going to change it,".
There is no time to change it. Problem is once it goes to PTS there is virtually no time to make any significant changes before it goes live. They don't give themselves enough of a window to do anything more than minor changes to numbers.
Glyphs cannot be harvested from resource nodes, and no other power-affecting crafting item must be gained through decon (or purchase).DaveMoeDee wrote: »While I find removing the ability to harvest the nodes is not addressed at all in the comment by ZOS_GinaBruno, I do think people have overstated the problem in comments. You can get still get potency runes in the wild. Deconstruct glyphs. If they increase the frequency of potency rune extraction, there could be even more free runes.
PS4_ZeColmeia wrote: »Now if you make heikijo, repora, and ithade runes able to be received by your hireling...
Excellent point! Writs will be a huge gold sink unless the vendor is avoided and that's going to be rather difficult to do.The_Patriarch wrote: »I also meant that it takes potency runes to complete the writs. We have to spend gold just to complete the writ, and completing the writs gives us inspiration to increase our enchanting levels. With this in mind, the writ rewards, which includes gold, actually decreased.
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'll make sense when we see this announcement in the near future:Astanphaeus wrote: »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.When the market for an item doesn't already exist, you must force the creation of that market in order to sell into it. That's why the gold prices are so high and will likely not be reduced much, or at all. This change is simply ZOS creating the need. And soon they will provide the Crown solution!Crown Store Showcase wrote:Crown Potency Rune
Crafters! Are you tired of paying gold for that Potency Rune? Crown potency runes act as universal potency items, enabling crafting glyphs of any level! And they're available in quantities to suit any budget.
(The Crown Potency Rune packs will be available with the release of the Dark Brotherhood – Month Day for PC and Mac, Month Day for Xbox One, and Month Day for PlayStation®4.)
So I take back what I said in my previous post. The Crown Mimic Stone has already been the first step toward monetizing crafting. It has been accepted by the players at large because you can still get the actual style items in game.
But think about this. What if ZOS had instead decided to remove the style items as drops, placed them on vendors for gold, and then introduced the Crown Mimic Stone...?
Sound familiar?
This change to potency runes is the next incremental step. Unlike the style items, this time ZOS did decide to remove the items as drops.
So how much pain will the players accept? Will they accept the move to vendors thus creating that market for Crown Potency Runes? If not, will they accept a reduced drop rate instead thereby still maintaining a market albeit a smaller one? I've already seen it proposed that potency runes could still drop, but at a reduced chance.
This is the proverbial slippery slope and we've already lost our footing with one foot over the edge.
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.