So quick question. How is a CP level 160 character, who is Rank 10 in, say, Blacksmith suppose to get some lower level materials to craft some gear for a friend or alt?
Can max level crafters really not gather their own low level materials anymore?
Only solutions I can think of is respec your entire skill line over and over (which will cost most people 10-15k per respect, not to mention the PIA factor), or create 1 alt for each zone and park them permanently so they can gather low materials for you. Is this the solution?
Ok so in OneT a character with cp160 level and a 10 in blacksmith will not be able to harvest nodes or pick up scrap drops from kills ogf any mat other than rubedite. if that character had nothing in clothing, he would harvest half-rubedite and half jute from cloth nodes and find half-ruby scraps and half rawhide scraps in beast kills.
if the character does writs, every writ which doesn't give a survey map will provide a 25 pack of lesser materials. (On PTS I got out of three writs one pack of 25 steel and one pack of 25 kresh.)
So, when planning "how to get my crafting stuff done" in OneT this should be kept in mind and the answers might be different than they are now.
parking in zones is irrelevant. that is the entire point. no matter where you are, what you find will be relevant to your character - for e-v-e-r-y-b-o-d-y. That makes every zone useful, functional and viable. that makes grouping from different factions equally good for everyone.
In the first days of ESO, character progressions were like zone mats tied to a narrow one-track route. When character stayed on that one path at the one rate, the nodes were matched to them by default - zone = level = mat. That started to get killed when gold and silver began, got blown up worse when Cp replaced vet levels and finally in OneT it will die - zone now has nothing to do with level so mats cannot be assigned to zone and serve the majority of the players.
However, as a result of the change, more mats relevant to the characters in play will be harvested. more cases of "i got the mats can you craft for me" should occur and fewer "i got no mats that help."
But some things for some characters will change, as they do in every update.
For example, instead of crafting gear upgrades as soon as you hit a new material level (good idea in the current weay) in onet it will be better to craft at the end of a tier and wear that through the next tier while your character gathers mats for the next upgrade at the end of next... etc. that simple change makes the "gather as i go" work better in a node-scale world.
Thats just one example i actually just went thru, even before OneT and it will serve well in OneT.
@STEVIL
Thanks for the extra info. Still what I get from it is that a max level crafter can no longer harvest their own materials but must rely on once/day writs for a small sum of some random previous tier of materials, or rely on others to harvest it for them.
Why not just remove the lower end of the crafting range for materials? So instead of Rubedite Ingots being only useful for CP150-160, just make them used in crafting "up to level CP 160".
The price of lower level mats is going to go up - no doubt about it.
not for iron maple jute
others maybe but IDK
So quick question. How is a CP level 160 character, who is Rank 10 in, say, Blacksmith suppose to get some lower level materials to craft some gear for a friend or alt?
Can max level crafters really not gather their own low level materials anymore?
Only solutions I can think of is respec your entire skill line over and over (which will cost most people 10-15k per respect, not to mention the PIA factor), or create 1 alt for each zone and park them permanently so they can gather low materials for you. Is this the solution?
Ok so in OneT a character with cp160 level and a 10 in blacksmith will not be able to harvest nodes or pick up scrap drops from kills ogf any mat other than rubedite. if that character had nothing in clothing, he would harvest half-rubedite and half jute from cloth nodes and find half-ruby scraps and half rawhide scraps in beast kills.
if the character does writs, every writ which doesn't give a survey map will provide a 25 pack of lesser materials. (On PTS I got out of three writs one pack of 25 steel and one pack of 25 kresh.)
So, when planning "how to get my crafting stuff done" in OneT this should be kept in mind and the answers might be different than they are now.
parking in zones is irrelevant. that is the entire point. no matter where you are, what you find will be relevant to your character - for e-v-e-r-y-b-o-d-y. That makes every zone useful, functional and viable. that makes grouping from different factions equally good for everyone.
In the first days of ESO, character progressions were like zone mats tied to a narrow one-track route. When character stayed on that one path at the one rate, the nodes were matched to them by default - zone = level = mat. That started to get killed when gold and silver began, got blown up worse when Cp replaced vet levels and finally in OneT it will die - zone now has nothing to do with level so mats cannot be assigned to zone and serve the majority of the players.
However, as a result of the change, more mats relevant to the characters in play will be harvested. more cases of "i got the mats can you craft for me" should occur and fewer "i got no mats that help."
But some things for some characters will change, as they do in every update.
For example, instead of crafting gear upgrades as soon as you hit a new material level (good idea in the current weay) in onet it will be better to craft at the end of a tier and wear that through the next tier while your character gathers mats for the next upgrade at the end of next... etc. that simple change makes the "gather as i go" work better in a node-scale world.
Thats just one example i actually just went thru, even before OneT and it will serve well in OneT.
@STEVIL
Thanks for the extra info. Still what I get from it is that a max level crafter can no longer harvest their own materials but must rely on once/day writs for a small sum of some random previous tier of materials, or rely on others to harvest it for them.
Why not just remove the lower end of the crafting range for materials? So instead of Rubedite Ingots being only useful for CP150-160, just make them used in crafting "up to level CP 160".
The price of lower level mats is going to go up - no doubt about it.
not for iron maple jute
others maybe but IDK
That's just because most people playing CP160+ non-crafting alts have zero points invested in crafting so it's either top end mats or tier 1 dropping for them. The only people that will be harvesting any tier of material between tier 1 and top end will be those who are leveling crafting so those mats will become pretty rare.
Still... I'm willing to bet even tier 1 stuff will go up in price although not as much as the other lower tiers.
Although I suppose that at the same time the increased drop of all these new 3 per zone sets at all levels will make crafting lower level sets much less desirable except maybe for the most dedicated min-maxers who PVP in Blackwater Blade. And this will result in lower demand for low tier mats.
Heck I already did that when I made a couple of new low-level characters on the PTS. On live when I make lowbee alts I routinely craft them 7/7 of whichever armor they wear to speed-up the leveling. On the PTS I didn't bother and just went looking for Trainee drops.
Here's a suggestion:
since there are so many new monster sets, Adhazabi Aba-daro the Golden should sell more of them at the same time as well. She's the only way too make dlc specific monster sets available for everyone and now it will be way harder to get any of these sets if she continues selling 2-3 sets a week. (I've been waiting for Molag Kena for way too long )
Please no BoP in dungeons.
I like trading. It makes me feel like playing an MMO.
Please no BoP in dungeons.
I like trading. It makes me feel like playing an MMO.
I actually like BoP with in group trading.
This makes me want to run dungeons with my friends when farming for a specific set.
When the game has all items BoE, then it just becomes a grindfest + stock broker simulator.
Not really MMO-ish, don't you think?
silvereyes wrote: »
- I really only have one complaint, and it's that gold jewelry for most sets will only come from the PvP golden vendor
- They will be really expensive (250k gold or 500k AP).
- That's okay for sets like Warlock and Silks of the Sun that sell for 400k+ gold right now on PC / NA
- That's not so okay for sets like Sithis' Touch, which nobody in their right mind would even buy gold jewels for, making those wasted weeks.
- For really popular BoE sets, those with deep pockets will probably stockpile and then try to flip for 500k gold to the poor saps that missed the weekend they were available.
- With the number of BoP sets and BoE sets to rotate through, it's gonna take a loooooooong time (possibly up to 2 years!) for your desired sets to come up for both rings and necklace. Being able to mix and match rings to one set and neck to another will help, but it's still gonna take a long time.
Suggestions
- I think there should be a way to get gold jewelry from running overworld and dungeon content.
- Maybe as a reward for a new vet hard-mode for world bosses?
- Maybe as an extra reward for perfect vet hard-mode dungeon runs with no wipes? (or maybe no-deaths at all o.O?)
silvereyes wrote: »
- I really only have one complaint, and it's that gold jewelry for most sets will only come from the PvP golden vendor
- They will be really expensive (250k gold or 500k AP).
- That's okay for sets like Warlock and Silks of the Sun that sell for 400k+ gold right now on PC / NA
- That's not so okay for sets like Sithis' Touch, which nobody in their right mind would even buy gold jewels for, making those wasted weeks.
- For really popular BoE sets, those with deep pockets will probably stockpile and then try to flip for 500k gold to the poor saps that missed the weekend they were available.
- With the number of BoP sets and BoE sets to rotate through, it's gonna take a loooooooong time (possibly up to 2 years!) for your desired sets to come up for both rings and necklace. Being able to mix and match rings to one set and neck to another will help, but it's still gonna take a long time.
Suggestions
- I think there should be a way to get gold jewelry from running overworld and dungeon content.
- Maybe as a reward for a new vet hard-mode for world bosses?
- Maybe as an extra reward for perfect vet hard-mode dungeon runs with no wipes? (or maybe no-deaths at all o.O?)
There are some things that I agree with you on, there needs to be another way, other than Vet Hard Mode trials and The Golden vendor in Cyro to get gold jewelery from. I would even like to suggest a token system from doing Vet Hard Mode undaunted pledges to get a specific gold jewelery item from a specific dungeon. Maybe even have it so that there is a chance it will drop from the Hidden Treasure chests if you have the skill in Treasure Hunter for the CP tree.
As it is right now, (and in regards to the quoted part I bolded); A lot of the end game players are shooting themselves in the foot trying to gouge others by astronomically raising the price of their current gold jewelery (panick mode pricing), which I find is laughable. Sets that used to be selling for 150k (and yes, that is what I bought mine for), are now being sold for 300-600k and a lot of people are laughing at it.
These players are complaining that they are not going to be able to make money next patch to continue to keep raiding, and yet try to sell their stuff at such an astronomical price NOW that the smart players aren't going to buy it, and will actually be patient and wait until it appears at the Golden Vendor for the 250k, therefor not giving gold to any other player.
I also do think that is a bit too expensive on PTS Gold Vendor for the jewelry at 250k and feel 175k would have been more reasonable to what market prices have been for most gold jewelery over the past year, though as it stands right now that 250k is a more reasonable price to what most players are asking for in the Rawl guild traders right now.
In terms of the new itemization, I do like it. I like knowing where to go to get a specific set. It makes it easier for when I want to try out a new build, and so I can go and farm the area for what I need or help other players to get what they need instead.
Wrothgar sets will need to be fixed to be more in line with the rest of Tamriel in regards to the BOP being changed to BOE.
Overwhelming Surge set
The set in its current for is performing "average". I would suggest increasing the proc chance to like 33% as not many classes use a lot class skills. Or increase the uptime to 10 seconds instead of the very short 6 seconds.
Overwhelming Surge set
The set in its current for is performing "average". I would suggest increasing the proc chance to like 33% as not many classes use a lot class skills. Or increase the uptime to 10 seconds instead of the very short 6 seconds.
Anyway it is outperfomed by 2 heavy armor sets that deal damage to all nearby targets, not only 1. It must be changed to deal damage to all nearby targets.
Overwhelming Surge set
The set in its current for is performing "average". I would suggest increasing the proc chance to like 33% as not many classes use a lot class skills. Or increase the uptime to 10 seconds instead of the very short 6 seconds.
Anyway it is outperfomed by 2 heavy armor sets that deal damage to all nearby targets, not only 1. It must be changed to deal damage to all nearby targets.
Yes, this would actually be a much better improvement.
Although I think they would reduce the damage a bit while making that change.
@ZOS_GinaBruno @ZOS_JessicaFolsom
Short version: There are a couple of problems with Deshaan's overland drops:
- Night Mother's Embrace is dropping in an older, incorrect heavy variant instead of medium.
- Plague Doctor has no assigned style (already reported earlier).
Long version: First, a little bit of history. Night Mother's Embrace is set that had been in the game for a long time. It was originally added to the game as a medium-armor set.
When the set was updated and added to the Thieves Trove loot table for Update 9, it was made into a heavy armor set (which made very little sense since it's a stamina/stealth set, but it was done because the aim was to have the troves drop one set of each weight, so either Darkstride had to go heavy, or NME).
For Update 12, NME was added to the Deshaan overland loot table. The two other sets in Deshaan are Mother's Sorrow (light) and Plague Doctor (heavy), so NME was clearly intended to fill the medium-armor slot. Additionally, for Update 12, ZOS added to the game a complete set of medium armor item IDs for NME. But while testing drops in Deshaan (I was in the public dungeon), the NME drops that I got were the old Update 9 heavy versions, not the new Update 12 medium versions.
It seems that this is an unintended oversight: Why create medium armor IDs for NME if you're still using the heavy armor IDs added in Thieves Guild? And if it's dropping in heavy armor, then Deshaan will have two heavy sets and no medium set. Please fix this and have the Deshaan drops use the new medium armor IDs and not the old Update 9 heavy armor IDs.
(Again, I tested this in Deshaan's public dungeon--not sure if the problem is confined to just that location or if it's zone-wide.)
PS: While you're at it, any chance you could change the style of the new medium armor variant from Thieves Guild to Assassin's League (or Dark Brotherhood), so that it's more befitting the set's name? You can keep the heavy armor variant's style as Thieves Guild for the troves...