Ok for the point by point
- Crafted sets have fallen behind dropped sets.
In general i tend to agree tho its debatable about which and how many are worth it for what purpose etc. basically as you develop a character thru levels, the drop sets are very efficient since you find a new higher level one as you go up. Beats re-crafting. All the drop-sets having jewels is killer.
Suggestion - allow jewel crafting and allow up-leveling of crafted gear at same quality using higher tier mats.
- Hirelings don't bring anything like enough of anything good to be worth the skill point(s).
Hire lings could be better but frankly they dont consume a lot of skills. No strong feelings here but i dont think hirelings is where the fixes will come.
- Crafting Writs have become expensive to complete, which is crazy!
Note that equipment surveys provide twice as much now and when a survey doesn't drop you get a 25pc of lower tier mats.
Still, i can see your point for equipment writs right now.
SUGGESTION: Have each writ ask for one item with one trait and one style but allow extra items if you dont do trait or style to be sufficient. This spreads the loss over the mats of differing types - style token - trait token.
- The (lack of) availability of lower level mats has caused uproar and rightly so. It'll rebalance the economy the wrong way - lower level builds will (for a very short time) have access to farm the most rare and expensive of materials. How is that right? I'm all for increased higher level yield, but not at the expense of ANY lower level nodes.
This is basically wrong. For a few folks - the master crafters, they will have to acquire lower end material;s a different way if those characters themselves want to do it. But this is offset by every other type of character getting more mats of types they can use in any harvesting activity AND in casual harvesting while questing AND in drop-scraps and in gear-drops-decon etc etc etc etc etc etc... the net will be a dramtically reduced need for master top-tier crafters running around looking for kresh... because the characters who can craft up to kresh or the characters who want to wear kresh are able to get it from anywhere and everywhere. The big difference to the economy wont be unavailable mats but drop in demand to buy mats. casuals wont be paying someone to make sets at develop[ing levels AS MUCH when they have current level gear dropping all the time and with weapons and jewels.
SOLUTION-A (?): To make the master crafter's life a little easier, remove the lower end cap on crafting mats, so everywhere everynode can be tier-10 for those masters and they can also use those for any level gear.
SOLUTION-B(?): Ok so because some folks want to have 30 different inventory line items, allow master crafters to set the tier between 1-10 for what they will see in their nodes, drops, etc. that way instead of spending 20mins gathering X ruby ash (and craft to any level gear as in A), they can spend the same time gathering Oak if they want and use it only for oak tier crafting..
- The same is true no matter whether we're talking about arms and armour crafting, or enchanting, provisioning, or alchemy.
Sorry but no not really. Consumables are still, very very very much the "you will want to use the crafted stuff and not the drop-stuff at all" while the lines for equipment are very much less pronounced.
Equip crafting needs some love now that 1t has changed (for the better IMO) so much of the crafting/drop world.
i expect we will see some of it as updates come along.
Ok for the point by point
- Crafted sets have fallen behind dropped sets.
In general i tend to agree tho its debatable about which and how many are worth it for what purpose etc. basically as you develop a character thru levels, the drop sets are very efficient since you find a new higher level one as you go up. Beats re-crafting. All the drop-sets having jewels is killer.
Suggestion - allow jewel crafting and allow up-leveling of crafted gear at same quality using higher tier mats.
- Hirelings don't bring anything like enough of anything good to be worth the skill point(s).
Hire lings could be better but frankly they dont consume a lot of skills. No strong feelings here but i dont think hirelings is where the fixes will come.
- Crafting Writs have become expensive to complete, which is crazy!
Note that equipment surveys provide twice as much now and when a survey doesn't drop you get a 25pc of lower tier mats.
Still, i can see your point for equipment writs right now.
SUGGESTION: Have each writ ask for one item with one trait and one style but allow extra items if you dont do trait or style to be sufficient. This spreads the loss over the mats of differing types - style token - trait token.
- The (lack of) availability of lower level mats has caused uproar and rightly so. It'll rebalance the economy the wrong way - lower level builds will (for a very short time) have access to farm the most rare and expensive of materials. How is that right? I'm all for increased higher level yield, but not at the expense of ANY lower level nodes.
This is basically wrong. For a few folks - the master crafters, they will have to acquire lower end material;s a different way if those characters themselves want to do it. But this is offset by every other type of character getting more mats of types they can use in any harvesting activity AND in casual harvesting while questing AND in drop-scraps and in gear-drops-decon etc etc etc etc etc etc... the net will be a dramtically reduced need for master top-tier crafters running around looking for kresh... because the characters who can craft up to kresh or the characters who want to wear kresh are able to get it from anywhere and everywhere. The big difference to the economy wont be unavailable mats but drop in demand to buy mats. casuals wont be paying someone to make sets at develop[ing levels AS MUCH when they have current level gear dropping all the time and with weapons and jewels.
SOLUTION-A (?): To make the master crafter's life a little easier, remove the lower end cap on crafting mats, so everywhere everynode can be tier-10 for those masters and they can also use those for any level gear.
SOLUTION-B(?): Ok so because some folks want to have 30 different inventory line items, allow master crafters to set the tier between 1-10 for what they will see in their nodes, drops, etc. that way instead of spending 20mins gathering X ruby ash (and craft to any level gear as in A), they can spend the same time gathering Oak if they want and use it only for oak tier crafting..
- The same is true no matter whether we're talking about arms and armour crafting, or enchanting, provisioning, or alchemy.
Sorry but no not really. Consumables are still, very very very much the "you will want to use the crafted stuff and not the drop-stuff at all" while the lines for equipment are very much less pronounced.
Equip crafting needs some love now that 1t has changed (for the better IMO) so much of the crafting/drop world.
i expect we will see some of it as updates come along.
Appreciate your response - some good points here. I don't agree with your view on Hirelings (3 skill points per hireling, which is 3 per crafting discipline.....) not taking up many skills. Just for the 3 main arms and armour production lines, that's 9 skill points to max out the hireling. Another 9 if you want potions, food and enchanting too. 18 skill point not much....? I don't think so. That's more than an entire weapon line!
Also, your point of survey drop rates and the consequences are already being proved wrong. The price of high level mats is falling like a stone in an empty well, whereas the price of the lower level stuff is gradually on the increase. The mid-level materials are rising fastest, but the others will catch up. I don't trade quite as much these days, but during 2015 I was turning over 6m-7m per week, mostly in crafting materials. I know the market economy of the game. I get that surveys each drop slightly more materials (not that much more - remember that node output was enhanced to balance the reduction in the number of nodes, now capped at 6 per survey), but the nerf on the rate that a player can get a survey more than balances that out. Most higher level crafters did the writs for the surveys - surveys lead to raw mats, which lead to the chance of gold tempers in the refinement process, which are the most tradeable commodity in the game by a huge margin. I do like your suggestions though - frankly anything to get a better return, especially at the level below the top tier, which is technically the lowest point of ROI.
It's a great, great game and I invest a lot of time in it - but I want crafting to get the same love as dungeons, pledges, and all that schizz
RoyalPink06 wrote: »Agree with OP, but just want to point out that hirelings can bring rare items. I've gotten many a kuta, along with few and far between dreugh waxes and tempering alloys It's rare, but it does happen.
I really agree with the OP. All these new sets from 1T have made master crafting rather redundant.
Almost all other skills and abilities can be grinded and fast levelled in days. Even these new sets can be farmed in days. 9 traits across all items takes months and months. ZOS really need to review/tweek the set bonuses for crafted set stations to make them worth the time taken to learn all the traits. Or else give an extra value to master crafting such as style/trait changing in any item where you have 9 traits learned.
I really agree with the OP. All these new sets from 1T have made master crafting rather redundant.
Almost all other skills and abilities can be grinded and fast levelled in days. Even these new sets can be farmed in days. 9 traits across all items takes months and months. ZOS really need to review/tweek the set bonuses for crafted set stations to make them worth the time taken to learn all the traits. Or else give an extra value to master crafting such as style/trait changing in any item where you have 9 traits learned.
I'd like to see alchemy get some love.
- ALchemy has no hireling
- I'm new to alchemy writs, but I don't believe I've ever seen an alchemy survey. Mats are devilishly time consuming to attain.
Pretty much in agreement with the op.
PS4_ZeColmeia wrote: »Honestly I think its as simple as this:
Jewelry crafting (we agree)
Give 9 Trait crafters the ability to add an additional 5pc bonus to the crafted set or to allow 9 trait crafters to extend the crafted set up to 7pc bonuses (which would then have to make the 6 and 7 pc as good or better than monster helms)
Reorganize the set trait requirements to make 1-5 traits great for leveling, 6-7 traits are niche builds, 8-9 traits are equivalent to the BiS Dungeon gear (I can agree to Trials and Arenas having uniquely powerful gear)
Under crafted sets are redone to remove the redundancies between crafted sets, and to make them worthwhile (best example is Oblivion's foe, really it only affects 1 spell? ::gasp::)
PS4_ZeColmeia wrote: »Honestly I think its as simple as this:
Jewelry crafting (we agree)
Give 9 Trait crafters the ability to add an additional 5pc bonus to the crafted set or to allow 9 trait crafters to extend the crafted set up to 7pc bonuses (which would then have to make the 6 and 7 pc as good or better than monster helms)
Reorganize the set trait requirements to make 1-5 traits great for leveling, 6-7 traits are niche builds, 8-9 traits are equivalent to the BiS Dungeon gear (I can agree to Trials and Arenas having uniquely powerful gear)
Under crafted sets are redone to remove the redundancies between crafted sets, and to make them worthwhile (best example is Oblivion's foe, really it only affects 1 spell? ::gasp::)
Well vamp lord affects two?
But just to be clear with what you describe... what definition os "simple" are you using?