do not post on this topic. we will run this like enlisted soldier explaining a system in testing to a general, we will state only the pros of the system. that means no i hate this, this is a crap idea, or anything else along similar lines of thinking. thank you have a good day
since 1t was introduced you have been able to combine any dropped gear set with any other set in the game including sets that when released did not come with jewelry due to the benefits allowing those sets to run in a 5 5 2 build would give. we now can get those sets in jewelry thanks to 1t. this means that you can already run 5 5 2 combinations of sets much more powerful and benefitial then what crafting sets can give. the benefits of gold vs purple jewelry also is so minimal that it would add less then a 1% increase to dps already out there so the benefits to upgrading purple jewelry to gold would offer little benefit overall.
the premise of 1t in regards to gear dropping in jewelry, gear, and weapons was that you were going to allow any possibility of combinations with gear, yet you failed on the department of crafting gear sets. as stated the benefits of running 2 crafted sets is well below that of running dropped/reward sets. max geared players would benefit very little from having jewelry crafting implemented, those who would benefit are those that are not maxed lvl with best gear already. by allowing new players and those still farming for BiS gear to combine 2 crafting sets would allow them to actually gain benefit from thier jewelry pieces instead of runnign random jewelry, 1 5p set and odds and ends in other slots. overall you would see new players in a slightly stronger situation as they would more easily be able to maintain all gear (weapons, armor AND JEWELRY) at a lvl appropriate range.
lets face the facts that 1t hurt new players more then it helps them. it takes them a while to get the passives needed in order to do a solid rotation. it will take them even longer to get the cp to have decent damage equivalency with older players. so why lock new players behind a multiple tier wall of weakness? they dont have cp on par with older players, they dont have the BiS gear that makes thier numbers the best it can be, this all compiles to make new players significantly weaker already, they are the only ones that will truly benefit from dual 5p crafted sets, and that will lose its flavor to dropped sets as they aquire them.
furthermore the addition of jewelry crafting would mean 6 more traits would need to be added, which means more build diversity, and also more grinding (which we know is something zos is for) of BiS jewelry. (on side note: i say make all jewelry drops from all sources drop with any of the 3 current traits and if this idea is implemented then all 9 traits) What this would mean is, more research for crafters to accomplish, have a purpose for jewelry drops beyond the simple oh pretty shiny purple/gold jewelry, sell to vendor for 30g, now you would be able to research traits and decon for upgrade mats. (also this would lock gold upgrade mats to trial/pvp leaderboard rewards and rare mail/writ rewards (7th writ quest line for it). new crafting discipline means more skill points used for crafting, introduction of new mats for tiers. and tell me how many players would be able to jump even to 40 on the first day on a toon? 1% of the population? this would boost the grinding of players to get jewelry to lvl up the new craft discipline.
some ideas on what the passives would look like.
gemology: 10 controls lvl of mats one can use
keen eyes: gem: 3 see mats better
gem hireling: 3 periodic generation of materials
gem extraction: 3 increased chance at extracting materials on decon
gem research 4 faster research times
lapidary: 3 increased chance at improving
some ideas on added jewelry traits
spell crit
weapon crit
magicka regen
stamina regen
health regen
reduced cost of block
reduced cost of dodge roll
reduced cost of sprint
reduced cost of break free
increase armor
increase spell resist
increase crit damage
impenetrable
yes i am aware there is more then 6 suggested traits, because that is what they are suggested traits. i hope zos takes this under advisement and tests on thier inhouse test server for viability of jewelry crafting being added in light of 1 tamriel.
i pray all the forum surfers do not 1. try to derail a logical argument as they are apt to do. 2. keep any criticism positive and constructive. 3. add well thought out comments to the argument being laid out. too often people come in and post rediculous posts on what should be added without thinking it over and ensuring everything in thier power to make thier suggestions are logical, aimed at balance while promoting diversity. i thank you for your time zos, and please give this real consideration.
v160 spellsword (nightblade)
v160 restoration archmage (Templar)
v160 battlemage (sorcerer)
v160 restoration archmage (Templar)
v160 warrior (DragonKnight)
v160 assassin (nightblade)
v160 swordsman (sorcerer)
v160 spellsword (nightblade)