yeah - eventually...Except for Jewelry (which they should impenent)
You are the funny one.you can be like 98% as effective with crafting sets as you can with the best trials and dropped sets.
I voted "Yes", but I'm challenging this statement!Caligamy_ESO wrote: »I am not saying that these sets should be reworked to be more powerful than their dropped counterparts, but I think they should at least be put on par with them.
crafting should be much stronger than grinding sets- the perseverance and reward for researching traits should be superior to farming a location. i think Zos wanted to make things easier for the new player- hence the double xp bonus and the ability to quickly acquire set bonuses for newer players. u can be a noob and within a week be cp160 with a monster set, 5 piece red mountain and spriggans. for me to get to cp160 took ages and i remember wearing something dire like 2piece marksman, 3 piece leki + 2piece sithis and 2 piece endurance - a hodge podge of whatever i could get as a lowly solo player learning on my own. but it was fine because i had something to aim for and look forward to. there was a real sense of growth and progression , seeing my player get stronger and mobs get easier. now with levelling and all the new changes- i dont know.
i agree with all of what uve said PLUS i d like to see nirnohoned buffed again too. for one- its meant to be the mythic and best trait, but itsnt and secondly it would revive what is a dead area in craglorn -which also should be a haven for vets and experienced players to converge, do writs, group up for trials, etc and trade - as it once was.
they are aware of these things and actively do things to encourage areas- look at what theyre doing with orsinium this week- a clear attempt at pushing an area that has died down and to revive maelstrom. but imo there are other areas and industries that need more love and attention right now- in particular - crafting. it used to mean something to be a 9 trait crafter, now that I'm finally almost there- I'm at 8- it almost seems like a whole bunch of nothing . other than 2bs - there isn t much incentive when a spriggans or a leviathan can do almost or as well according to some number crunchers.
crafting should be much stronger than grinding sets- the perseverance and reward for researching traits should be superior to farming a location. i think Zos wanted to make things easier for the new player- hence the double xp bonus and the ability to quickly acquire set bonuses for newer players. u can be a noob and within a week be cp160 with a monster set, 5 piece red mountain and spriggans. for me to get to cp160 took ages and i remember wearing something dire like 2piece marksman, 3 piece leki + 2piece sithis and 2 piece endurance - a hodge podge of whatever i could get as a lowly solo player learning on my own. but it was fine because i had something to aim for and look forward to. there was a real sense of growth and progression , seeing my player get stronger and mobs get easier. now with levelling and all the new changes- i dont know.
i agree with all of what uve said PLUS i d like to see nirnohoned buffed again too. for one- its meant to be the mythic and best trait, but itsnt and secondly it would revive what is a dead area in craglorn -which also should be a haven for vets and experienced players to converge, do writs, group up for trials, etc and trade - as it once was.
they are aware of these things and actively do things to encourage areas- look at what theyre doing with orsinium this week- a clear attempt at pushing an area that has died down and to revive maelstrom. but imo there are other areas and industries that need more love and attention right now- in particular - crafting. it used to mean something to be a 9 trait crafter, now that I'm finally almost there- I'm at 8- it almost seems like a whole bunch of nothing . other than 2bs - there isn t much incentive when a spriggans or a leviathan can do almost or as well according to some number crunchers.
crafting should be much stronger than grinding sets- the perseverance and reward for researching traits should be superior to farming a location. i think Zos wanted to make things easier for the new player- hence the double xp bonus and the ability to quickly acquire set bonuses for newer players. u can be a noob and within a week be cp160 with a monster set, 5 piece red mountain and spriggans. for me to get to cp160 took ages and i remember wearing something dire like 2piece marksman, 3 piece leki + 2piece sithis and 2 piece endurance - a hodge podge of whatever i could get as a lowly solo player learning on my own. but it was fine because i had something to aim for and look forward to. there was a real sense of growth and progression , seeing my player get stronger and mobs get easier. now with levelling and all the new changes- i dont know.
i agree with all of what uve said PLUS i d like to see nirnohoned buffed again too. for one- its meant to be the mythic and best trait, but itsnt and secondly it would revive what is a dead area in craglorn -which also should be a haven for vets and experienced players to converge, do writs, group up for trials, etc and trade - as it once was.
they are aware of these things and actively do things to encourage areas- look at what theyre doing with orsinium this week- a clear attempt at pushing an area that has died down and to revive maelstrom. but imo there are other areas and industries that need more love and attention right now- in particular - crafting. it used to mean something to be a 9 trait crafter, now that I'm finally almost there- I'm at 8- it almost seems like a whole bunch of nothing . other than 2bs - there isn t much incentive when a spriggans or a leviathan can do almost or as well according to some number crunchers.
In any game, for crafting to be really useful, crafted things need to be the best items in the game.
Crafted items have to be better than any dropped items.
Perhaps use special dropped mats to make special crafted sets, so that there is still a reason to kill that major boss. But the drops CANNOT be better than crafted items.
Now count how many overland/dungeon ones are and tell how many of those are useless too.Unsent.Soul wrote: »I actually had to count how many crafted sets were available, couldn't believe there are 35... so many underwhelming sets.
MCGA!
Now count how many overland/dungeon ones are and tell how many of those are useless too.Unsent.Soul wrote: »I actually had to count how many crafted sets were available, couldn't believe there are 35... so many underwhelming sets.
MCGA!
Caligamy_ESO wrote: »Now count how many overland/dungeon ones are and tell how many of those are useless too.Unsent.Soul wrote: »I actually had to count how many crafted sets were available, couldn't believe there are 35... so many underwhelming sets.
MCGA!
How many overland sets take 3,066 hours to just get access to? How many of the 'meta' builds involve crafted sets?
Overland set farmers have it waaaaaay too easy.
Should jewellery be craftable? Yes
Should crafting sets be on par with overland sets? No
Personally I think anything you have to farm for, even a little, should be better than crafted in my opinion. Crafted gear should be the first point of entry for gearing up a max level toon, then overland sets, then dungeons, then trial gear.
Should jewellery be craftable? Yes
Should crafting sets be on par with overland sets? No
Personally I think anything you have to farm for, even a little, should be better than crafted in my opinion. Crafted gear should be the first point of entry for gearing up a max level toon, then overland sets, then dungeons, then trial gear.
Q: In end game on ESO, will the Crafting gear be equivalent or better then dungeon drops?
A: Crafted gear of equal level and equal quality rating is always better than dropped gear from a numerical standpoint. Weapons do more damage, armor has more… armor. However, certain enchantments can only be found on drops. Crafters can always improve those items which have unique enchantments.
Should jewellery be craftable? Yes
Should crafting sets be on par with overland sets? No
Personally I think anything you have to farm for, even a little, should be better than crafted in my opinion. Crafted gear should be the first point of entry for gearing up a max level toon, then overland sets, then dungeons, then trial gear.
The original creative director for ESO (Paul Sage) disagrees with you:Q: In end game on ESO, will the Crafting gear be equivalent or better then dungeon drops?
A: Crafted gear of equal level and equal quality rating is always better than dropped gear from a numerical standpoint. Weapons do more damage, armor has more… armor. However, certain enchantments can only be found on drops. Crafters can always improve those items which have unique enchantments.
Required farming is a rotten concept used to prolong the life of content over and above any time where it remains fun.
It is a lazy approach to game design that people have accepted and so it has become the norm.
Should jewellery be craftable? Yes
Should crafting sets be on par with overland sets? No
Personally I think anything you have to farm for, even a little, should be better than crafted in my opinion. Crafted gear should be the first point of entry for gearing up a max level toon, then overland sets, then dungeons, then trial gear.
The original creative director for ESO (Paul Sage) disagrees with you:Q: In end game on ESO, will the Crafting gear be equivalent or better then dungeon drops?
A: Crafted gear of equal level and equal quality rating is always better than dropped gear from a numerical standpoint. Weapons do more damage, armor has more… armor. However, certain enchantments can only be found on drops. Crafters can always improve those items which have unique enchantments.
Required farming is a rotten concept used to prolong the life of content over and above any time where it remains fun.
It is a lazy approach to game design that people have accepted and so it has become the norm.
yes but their decision changed as to what was appropriate. Citing a pre-game launch quote only shows they changed their minds, not any universal truth. Then again, in three years, they have changed their minds on many things, gaining experience as to what works and doesn't with their audience.
As for me, i DO NOT want jewel crafting. What i want instead is to overhaul the craft/drops to make drop sets not have weapons, just like crafted sets do not have jewels. That way, every end-game-build would likely be comprised of one crafted, one drop and then misc odd-balls - likely drops like monsters or rings or whatever.
That way, the interactions between dropped and crafted cease to be competitive - which **should** be better blah blah _ and instead becomes collaborative.
While a few crafted sets are worthwhile now in content where it really matters, mostly equip crafting is more used for alterations of drop sets. the new transmog will only add to that in all likelihood.
letting "weapon sets" be crafted also yanks one of the more difficult RNG elements away.
For maelstrom and master and asylum type weapons, since they are "sets of their own" you could elect to have the drops be mats/tokens needed for crafting. instead of a weapon, they could drop either a maelstrom alloy or stain usable in crafting to provide the maelstrom boost, etc.
Would be a chapter sized change so not holding my breath.
DocFrost72 wrote: »Should jewellery be craftable? Yes
Should crafting sets be on par with overland sets? No
Personally I think anything you have to farm for, even a little, should be better than crafted in my opinion. Crafted gear should be the first point of entry for gearing up a max level toon, then overland sets, then dungeons, then trial gear.
The original creative director for ESO (Paul Sage) disagrees with you:Q: In end game on ESO, will the Crafting gear be equivalent or better then dungeon drops?
A: Crafted gear of equal level and equal quality rating is always better than dropped gear from a numerical standpoint. Weapons do more damage, armor has more… armor. However, certain enchantments can only be found on drops. Crafters can always improve those items which have unique enchantments.
Required farming is a rotten concept used to prolong the life of content over and above any time where it remains fun.
It is a lazy approach to game design that people have accepted and so it has become the norm.
yes but their decision changed as to what was appropriate. Citing a pre-game launch quote only shows they changed their minds, not any universal truth. Then again, in three years, they have changed their minds on many things, gaining experience as to what works and doesn't with their audience.
As for me, i DO NOT want jewel crafting. What i want instead is to overhaul the craft/drops to make drop sets not have weapons, just like crafted sets do not have jewels. That way, every end-game-build would likely be comprised of one crafted, one drop and then misc odd-balls - likely drops like monsters or rings or whatever.
That way, the interactions between dropped and crafted cease to be competitive - which **should** be better blah blah _ and instead becomes collaborative.
While a few crafted sets are worthwhile now in content where it really matters, mostly equip crafting is more used for alterations of drop sets. the new transmog will only add to that in all likelihood.
letting "weapon sets" be crafted also yanks one of the more difficult RNG elements away.
For maelstrom and master and asylum type weapons, since they are "sets of their own" you could elect to have the drops be mats/tokens needed for crafting. instead of a weapon, they could drop either a maelstrom alloy or stain usable in crafting to provide the maelstrom boost, etc.
Would be a chapter sized change so not holding my breath.
Bold: Unless you're willing to make sets like VO or twice fanged serpent craftable, this will be a massive nerf to end game setups for no other reason than it "works better ", while magicka still gets Julianos and IA/moondancer.
In short, I'm gunna say no.