Maintenance for the week of January 23:
• No PC/Mac maintenance – January 23
• ESO Store and Account System for maintenance – January 25, 10:00AM EST (15:00 GMT)
The issue surrounding ESO Plus for Steam players is now resolved. Thank you for your patience!

Enchanting Surveys bugged?

WhiteCoatSyndrome
WhiteCoatSyndrome
✭✭✭✭✭
I went through six surveys with six nodes each and not a single blue runestone. The Patch Notes state there should be a 1 in 3 chance for those. Is anyone else experiencing this or does the RNG just hate me?
Ask Us Anything compilation
#proud2BAStarObsessedLoony
PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
A useful explanation for how RNG works
  • sphane
    sphane
    ✭✭✭
    Yeah. I reported it in game.
  • thomas1970b16_ESO
    thomas1970b16_ESO
    ✭✭✭
    Sounds like RNG since it worked fine for me this morning.
  • ausmack2014
    ausmack2014
    ✭✭✭
    I did an enchanting survey a little earlier and got a heap of glyphs including blues. Might just be bad luck. Not every drop had a blue.
  • BergisMacBride
    BergisMacBride
    ✭✭✭
    Have harvested over 50 Runestones today(including writ surveys) without a potency drop. Either RNG is being a cruel god or something is amiss. If I have time later I plan to do a detailed test with my Master Enchanter.

    IMO, while some of the enchanting changes are nice, ZOS really screwed the pooch with the runestone harvesting changes. As it stands now, I'm not going to be able to cover my potency runestone needs to keep running writs without having to purchase them from the vendor. In game /bug and /feedback sent.

    Good thing I've been hoarding potencies since news of these changes dropped on PTS weeks ago....
  • Nestor
    Nestor
    Community Ambassador
    I also think the Survey Nodes are governed by a different set of rules than the regular harvest nodes.
    Enjoy the game, life is what you really want to be worried about.

  • BenevolentBowd
    BenevolentBowd
    ✭✭✭
    Nestor wrote: »
    I also think the Survey Nodes are governed by a different set of rules than the regular harvest nodes.
    Something may be amiss because I looted a Rejera Potency rune in Eastmarch.

    According to the patch notes, the special half nodes were only to be in "scaled" zone and my character was EP (not gold or silver zone).
    PC: NA Server
    Consumables: Alchemist 50, Enchanter 50, Provisioner 50 (537 Recipes)
    Equipment: Blacksmith 50 (9 Armor,9 Weapons), Clothier 50 (9 Traits), Woodworker 50 (9 Traits)
    Styles: All

    Eat...Hireling Mail...Writ...Feed Mount...Pledge...Biobreak...Dailies...Sell/Repair...Deconstruct...Harvest/Refine...Sleep...Repeat...

    #CraftingBagKleptomaniac
    Blog: http://benevolentbowd.ca
  • BergisMacBride
    BergisMacBride
    ✭✭✭
    The scaling of potency runes in all zones essentially means that any given char cannot harvest any level potency rune out in the wild. We pointed this out on the PTS thread and ZOS either didn't listen or didn't care. The vast majority of that thread consisted of feedback pleading with them to revert the harvesting changes altogether.

    As it stands now, I am accumulating an unbelievable number of aspect and essence runestones and am personally getting a potency about 5-10% of the time. This will destroy any market for the aspects and essence stones (except for Kuta). I guess Telvar farmers can still sell their Reporas and Itades for below vendor prices.
  • STEVIL
    STEVIL
    ✭✭✭✭✭
    Nestor wrote: »
    .

    I think they really messed enchanting up by trying to fix something that was not a problem.

    I wholly disagree.

    The old fixed node zones model makes sense ONLY FOR the old levelling system.

    In that system, you had plenty of characters in silver and gold zones running thru different level mostly close to the zone nodes levels. It made perfect sense to have so many nodes and so much geography devoted to mid-tier potencies.

    That all changed. Its no longer how the population exists or levels in most cases.
    First a whole lot of alts just lespfrogged out of needing cp 30 to cp 140 nodes. A lot of new alts from bought char slots will make that same leap too in a few weeks.

    The demand for mid-tier nodes is vastly reduced and the demand for both very high and lo2 has gone up.

    So why in the world anyone would think having 2 out of three major areas devoted to the old fixed model would work for the new paradigm is baffling.

    But that was sure the knee jerk response.

    But if you take each case of why you want glyphs and look carefully at what will happen now, the 50/50 between skill and character level/cp makes much more sense.

    If they had left it as it was, there would be much screaming now. What got lost in the NOT THEVSAME AS BEFORE OMG WTF playtest shout threads was the change in the demographics and progression. It wouldnt show clearly there.
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.
    To quote K'Cops (half-klingon, half-vulcan) "The needs of the many outweigh the greed of the few, or the one."
    First Law of Nerf-o-Dynamics
    "The way I used to get kills was good but the way others kill me now is bad."

    My Sorcerer Wish List
    What I would look forward to on my sorcerer moving past Update 13:
    1. TOGGLES-PERSISTANCE REPLACED WITH OVERTIME: Change the Persistence passive to give toggles a brief "overtime" of say 3s/6s where if you swap off the toggle bar the toggle can continue for that overtime without cancel. if you swap back before overtime expires, the toggle continues. This would allow a "risky" setup where your pets and such are only on the attack bar but you can swap-rebuff quickly and come back without losing the pets and armor - but if you get stunned or delayed you can lose them and have to recast.
    2. TOGGLES: leave pets as toggles. if you dont do Overtime, Bound armor and morphs could be not toggles but buffs for maybe 30s. mageguikld inner light needs to be buff with 30s on the crit bonus and the current 5s-ish on the spotlight anti-stealth stuff.
    3. SHIELDS: i am ok with them as they are now.
    4. PETS: Hoping for minor group buff added to them - different for each morph - on top of the U13 changes but might be fine with them as U13.
    5. COLD DISCOMFORT: Enable "ice mages" with cold vs shock morph changes for Overload, liq lightning, Endless fury, Bound Armor/Aegis and maybe the atronarch as well. Replace crystal blast with icy blast which works like Cfrag but instead of the empower option it applies maim or snare after the hit. Passives should include cold where they include shock/physical.
    6. DAEDRIC PREY: give it the 12s double tap and duration you gave to VelociCurse as well as make it a pet magnet.
    7. DAEDRIC TOMB: Cut down to ONE mine but drastically lower the cost creating a "spammable" quick pop--n-heal (via drak magic) and giving miners a solid tough choice between the spammable and the five mine denial.
    8. EXPLOITATION: Should be like dark magic triggered by not activation but damaging or affecting enemies - specificallt taking dark deal/conversion off the group buff 20s trigger free.

    My Equip Crafting Improvements Package
    To include some or all of:
    1. Ability to up-scale pieces to higher level keeping quality. (new drops scale to you)
    2. Ability to craft lower gear with higher mat, losing the lower cap on met levels. (Fits with scaled nodes)
    3. Ability to craft all crafted sets as 4pc sets by sacrificing one of the 2-3-4pc bonuses. (Adds felxibility in builds setting crafted apart from drops, this may be limited to 9 traits capability)
    4. Ability to change one of a set 2-3-4 pc bonus for another bonus of the same 2-3-4 pc type at time of crafting. (Allows for greater versatility without inventing new sets a plenty. Also can help some lesser sets.)
    5. Drop the 10x mats cost for CP160 over Cp150. (CP 160 drops everywhere now... its no longer s special threshold thing anymore. if you are cp160 every drop set is cp 160 not nine 150 and one 160. So the need for cp160 crafting to be 10x is no longer relevant.)
    6. Writs to ask for 1/3 as many items with a specific trait and style requirements, but allow more items if you dont have trait/style. (cost effective change spreads resource cost over item types.)
    7. Writs no longer assign a material type or tier, but instead base their rewards on the tier the crafter used to satisfy the writ. if they provied iron dagger with sharpened and dunmer style, the gold, gear pieces and the 25pc mat box would be based off iron AND the chance of survey goes up as they provide higher tier payouts.
    8. Trait research times changed to one day each period (optional but the current time vs benefit is not in sync with other crafts.)

    Not all of these my own but i think they go a long way for forming a comprehensive 1T upgrade/rebalance of equip crafted.

    While i think all of these are worthwhile, i think 1-2-3 are critically important.

    1t started the process, just needs to be carried through fully into crafted equipment.

    My Circumstantial Traits Suggestion
    Traits for armor and weapons need complete redesign to achieve one goal:
    Make it so that no trait is "best" everywhere and so that every trait is "best" somewhere and it is obvious where those are.
    • Sample Armor Traits:
    • Reinforced: Increase armor value by XYZ (flat or percentage, whatever)
    • Insulated: Increase spell and elemental resistances by 2*XYZ
    • Hardened: increase physical and poison/disease resistance by 2*XYZ
    • Infused: increase damage shields strength by 2*XYZ
    • Sealed: increase resistance vs AOE by 2*XYZ
    • etc for DOT, crits, and other such possibilities including a healing received option.
    • Sample Weapon Traits:
    • Powerful: Increase damage by XYZ
    • Piercing: increase damage by 2*XYZ vs damage shields
    • Slayer: increase damage by 2*XYZ vs daedra
    • Divines: increase damage by 2*XYZ vs undead
    • Silvered: increase damage by 2*XYZ vs werewolves.
    • etc etc fort things like elementals, vs 5pc hvy, vs 5 pc light, and so on as long as the "counts when" is determined by the target affected not the attacker stats.
  • lord_dal
    lord_dal
    ✭✭✭
    I took a break from the game for a long time, and just started playing again, talk about a chock with the new changes lol
    but doing the writ on 8 toons, and not getting even one blue on any of them sucks..
    ran around harvesting nodes for an hours got lots of essence/aspect runes, and one blue, makes enchanting a bit hard, when I dont get the runes from harvesting nodes, or writs, and none on the guild stores I looked at.
  • Tyrion87
    Tyrion87
    ✭✭✭✭✭
    I thought that this thread is about another bug which happened to me yesterday.
    Having one of the Wrothgar Enchanter Surveys (no. III), I couldn't find the nodes in a place where they have always been so far. I had to relog and then they appeared. Wierd...
  • lord_dal
    lord_dal
    ✭✭✭
    Tyrion87 wrote: »
    I thought that this thread is about another bug which happened to me yesterday.
    Having one of the Wrothgar Enchanter Surveys (no. III), I couldn't find the nodes in a place where they have always been so far. I had to relog and then they appeared. Wierd...

    had kinda the same thing, I got there, didnt see any nodes, but I could target invisible nodes, but I could see them after a relog
  • BergisMacBride
    BergisMacBride
    ✭✭✭
    It seems that indeed no potencies drop from Survey nodes, which are likely governed by a separate set of rules. Whether this is a bug, oversight or intended is anyone's guess.

    I'm now getting some potencies from regular nodes in ok numbers; however the dramatically increased amount of aspect and essence drops means that overall I am harvesting aspect:essence:potency runes on a 6:6:1 ratio (this includes surveys from my data). I can post the detailed results if anyone's interested. This relative glut of the aspect and essence stones is such that I'll never be able or need to use all of them. Either they need to have all stones drop one of each type or cut back some on the Aspect\Essence drops - there's just too many being harvested now than will EVER be used to create glyphs. They'll most likely be vendor fodder.

    Also, regarding the scaling issue, I do agree that the old VR 1-14 (now CP 10-140) level mats are essentially obsolete for anything other than leveling, so scaling the silver and gold zones to enchating\char level is something that doesn't bother me that much (this logic also applies to the other crafting mats as well). That being said, I strongly believe that the level 1-50 zones and Coldharbour should NOT scale for harvesting mats so as to allow a master enchanter to harvest these mats for alts, guildmates or others they are crafting for.

    Oh and PLEASE have the runestones spawn in their previous colors on a random basis - the new monocular ones are boring and unpleasing to the eye!
  • MissBizz
    MissBizz
    Community Ambassador
    STEVIL wrote: »
    Nestor wrote: »
    .

    I think they really messed enchanting up by trying to fix something that was not a problem.

    I wholly disagree.

    The old fixed node zones model makes sense ONLY FOR the old levelling system.

    In that system, you had plenty of characters in silver and gold zones running thru different level mostly close to the zone nodes levels. It made perfect sense to have so many nodes and so much geography devoted to mid-tier potencies.

    That all changed. Its no longer how the population exists or levels in most cases.
    First a whole lot of alts just lespfrogged out of needing cp 30 to cp 140 nodes. A lot of new alts from bought char slots will make that same leap too in a few weeks.

    The demand for mid-tier nodes is vastly reduced and the demand for both very high and lo2 has gone up.

    So why in the world anyone would think having 2 out of three major areas devoted to the old fixed model would work for the new paradigm is baffling.

    But that was sure the knee jerk response.

    But if you take each case of why you want glyphs and look carefully at what will happen now, the 50/50 between skill and character level/cp makes much more sense.

    If they had left it as it was, there would be much screaming now. What got lost in the NOT THEVSAME AS BEFORE OMG WTF playtest shout threads was the change in the demographics and progression. It wouldnt show clearly there.

    @STEVIL So you're suggesting that they change alchemy water and oils too? So that you can only ever find either your crafting level or character level materials?
    Lone Wolf Help
    For the solo players who know, sometimes you just need a hand.
    PC | NA | AD-DC-EP | Discord | WWW
  • STEVIL
    STEVIL
    ✭✭✭✭✭
    MissBizz wrote: »
    STEVIL wrote: »
    Nestor wrote: »
    .

    I think they really messed enchanting up by trying to fix something that was not a problem.

    I wholly disagree.

    The old fixed node zones model makes sense ONLY FOR the old levelling system.

    In that system, you had plenty of characters in silver and gold zones running thru different level mostly close to the zone nodes levels. It made perfect sense to have so many nodes and so much geography devoted to mid-tier potencies.

    That all changed. Its no longer how the population exists or levels in most cases.
    First a whole lot of alts just lespfrogged out of needing cp 30 to cp 140 nodes. A lot of new alts from bought char slots will make that same leap too in a few weeks.

    The demand for mid-tier nodes is vastly reduced and the demand for both very high and lo2 has gone up.

    So why in the world anyone would think having 2 out of three major areas devoted to the old fixed model would work for the new paradigm is baffling.

    But that was sure the knee jerk response.

    But if you take each case of why you want glyphs and look carefully at what will happen now, the 50/50 between skill and character level/cp makes much more sense.

    If they had left it as it was, there would be much screaming now. What got lost in the NOT THEVSAME AS BEFORE OMG WTF playtest shout threads was the change in the demographics and progression. It wouldnt show clearly there.

    @STEVIL So you're suggesting that they change alchemy water and oils too? So that you can only ever find either your crafting level or character level materials?

    ABSOLUTELY!

    For all gold/silver/scaled zones take whatever the levelling elenent for a craft and set to to 50/50 char/craft level. That far better supports the new schene and population.

    I was chasing down gold zone chests and later a gold zone bounty and wound up with stinking cloud mist. As useless as PBR or my own bottled urine.

    Fortunately having crafting bag means i dont have to waste time throwing it out.

    However, along with that change, must allow vendor sales of levelling mat for the rare occasion where you might need a tweener as they do with runes now.

    But having 2/3 of your territory spawning mostly useless mats in your new progression is not gonna support the need.

    Stinking cloud mist, bleeccch.

    @MissBizz
    Ask yourself: With the new CP based scheme for levels, what % of character now need or will ever need a cp50 panacea???
    That answer is likely ALMOST NONE. Only accounts first char. After that the next likely skips past cp50 pans.

    So how many entire zones should be devoted to solely producing the star fluids in every single PURE WSTER geyser? Used to be 5 full maps, 5 zones out of 15.

    Much better imo if that first charscter can get his pans star juice as he marches thru or an allied crafter can buy it if needed.
    Edited by STEVIL on June 8, 2016 3:13PM
    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.
    To quote K'Cops (half-klingon, half-vulcan) "The needs of the many outweigh the greed of the few, or the one."
    First Law of Nerf-o-Dynamics
    "The way I used to get kills was good but the way others kill me now is bad."

    My Sorcerer Wish List
    What I would look forward to on my sorcerer moving past Update 13:
    1. TOGGLES-PERSISTANCE REPLACED WITH OVERTIME: Change the Persistence passive to give toggles a brief "overtime" of say 3s/6s where if you swap off the toggle bar the toggle can continue for that overtime without cancel. if you swap back before overtime expires, the toggle continues. This would allow a "risky" setup where your pets and such are only on the attack bar but you can swap-rebuff quickly and come back without losing the pets and armor - but if you get stunned or delayed you can lose them and have to recast.
    2. TOGGLES: leave pets as toggles. if you dont do Overtime, Bound armor and morphs could be not toggles but buffs for maybe 30s. mageguikld inner light needs to be buff with 30s on the crit bonus and the current 5s-ish on the spotlight anti-stealth stuff.
    3. SHIELDS: i am ok with them as they are now.
    4. PETS: Hoping for minor group buff added to them - different for each morph - on top of the U13 changes but might be fine with them as U13.
    5. COLD DISCOMFORT: Enable "ice mages" with cold vs shock morph changes for Overload, liq lightning, Endless fury, Bound Armor/Aegis and maybe the atronarch as well. Replace crystal blast with icy blast which works like Cfrag but instead of the empower option it applies maim or snare after the hit. Passives should include cold where they include shock/physical.
    6. DAEDRIC PREY: give it the 12s double tap and duration you gave to VelociCurse as well as make it a pet magnet.
    7. DAEDRIC TOMB: Cut down to ONE mine but drastically lower the cost creating a "spammable" quick pop--n-heal (via drak magic) and giving miners a solid tough choice between the spammable and the five mine denial.
    8. EXPLOITATION: Should be like dark magic triggered by not activation but damaging or affecting enemies - specificallt taking dark deal/conversion off the group buff 20s trigger free.

    My Equip Crafting Improvements Package
    To include some or all of:
    1. Ability to up-scale pieces to higher level keeping quality. (new drops scale to you)
    2. Ability to craft lower gear with higher mat, losing the lower cap on met levels. (Fits with scaled nodes)
    3. Ability to craft all crafted sets as 4pc sets by sacrificing one of the 2-3-4pc bonuses. (Adds felxibility in builds setting crafted apart from drops, this may be limited to 9 traits capability)
    4. Ability to change one of a set 2-3-4 pc bonus for another bonus of the same 2-3-4 pc type at time of crafting. (Allows for greater versatility without inventing new sets a plenty. Also can help some lesser sets.)
    5. Drop the 10x mats cost for CP160 over Cp150. (CP 160 drops everywhere now... its no longer s special threshold thing anymore. if you are cp160 every drop set is cp 160 not nine 150 and one 160. So the need for cp160 crafting to be 10x is no longer relevant.)
    6. Writs to ask for 1/3 as many items with a specific trait and style requirements, but allow more items if you dont have trait/style. (cost effective change spreads resource cost over item types.)
    7. Writs no longer assign a material type or tier, but instead base their rewards on the tier the crafter used to satisfy the writ. if they provied iron dagger with sharpened and dunmer style, the gold, gear pieces and the 25pc mat box would be based off iron AND the chance of survey goes up as they provide higher tier payouts.
    8. Trait research times changed to one day each period (optional but the current time vs benefit is not in sync with other crafts.)

    Not all of these my own but i think they go a long way for forming a comprehensive 1T upgrade/rebalance of equip crafted.

    While i think all of these are worthwhile, i think 1-2-3 are critically important.

    1t started the process, just needs to be carried through fully into crafted equipment.

    My Circumstantial Traits Suggestion
    Traits for armor and weapons need complete redesign to achieve one goal:
    Make it so that no trait is "best" everywhere and so that every trait is "best" somewhere and it is obvious where those are.
    • Sample Armor Traits:
    • Reinforced: Increase armor value by XYZ (flat or percentage, whatever)
    • Insulated: Increase spell and elemental resistances by 2*XYZ
    • Hardened: increase physical and poison/disease resistance by 2*XYZ
    • Infused: increase damage shields strength by 2*XYZ
    • Sealed: increase resistance vs AOE by 2*XYZ
    • etc for DOT, crits, and other such possibilities including a healing received option.
    • Sample Weapon Traits:
    • Powerful: Increase damage by XYZ
    • Piercing: increase damage by 2*XYZ vs damage shields
    • Slayer: increase damage by 2*XYZ vs daedra
    • Divines: increase damage by 2*XYZ vs undead
    • Silvered: increase damage by 2*XYZ vs werewolves.
    • etc etc fort things like elementals, vs 5pc hvy, vs 5 pc light, and so on as long as the "counts when" is determined by the target affected not the attacker stats.
Sign In or Register to comment.