Maintenance for the week of December 16:
• PC/Mac: No maintenance – December 16
• NA megaservers for patch maintenance – December 17, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for patch maintenance – December 17, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)
The issues on the North American megaservers have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!
Interesting approach Zenimax...
First off, all you've done with Enchanting sounds nice and promising, in many ways!
Enchanting Improvements
We’ve implemented a number of changes and improvements to Enchanting:
Enchantment glyphs no longer have an upper limit on the equipment they can be applied to. This means a lower level enchantment can now be applied to a higher level piece of gear.
All harvestable runestones will now provide at least one Essence and Aspect runestone per harvest.
Potency runestones no longer need to be harvested, with every tier of both polarities now available for purchase from any enchanting vendor, including Alliance Point enchanting vendors.
The overall power of weapon enchantments has been significantly increased.
And now the main topic...
Harvest Nodes
Resource nodes that spawn in battle leveled zones (such as Orsinium or the Gold Coast) now come in two varieties and provide crafting resources based on either your combat level or your rank in the associated material-use passive.
When the resource node spawns, it has an even chance to be based on either level or passive rank.
For example, if you are Level 3 and have purchased Metalworking up to Rank 5, half the ore nodes found in scaled zones will be Iron, and half will be Ebony.
Some may not agree on your approach with the battle-leveled nodes but it is considerably fair to both sides. Well played.
Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy