NewBlacksmurf wrote: »Wouldn't it make more sense to unwind all visuals from gear and allow crafters to make any existing visual outfits and weapons for players to apply which would be a way to change the look without messing with actual gear itself.
Think of it like a motif glyph that could be crafted using the mats ......
I say this cause it seems their direction is that set drops are where weight is being placed so that's cool, let crafting become fun at least all while letting ppl still craft the sets that exist now but I'd much rather mix and match any level 1-cp artwork from my known motifs and that would make mat farming make sense instead of having scaled nodes, just have nodes by region as it's all cosmetic
Then ppl can have any cp X gear with different looks using the same amount of mats today
1. Cosmetic crafting
2. Unlock mat artwork crafting
3. Go back to old node locations (dlc would be rng )
NewBlacksmurf wrote: »Wouldn't it make more sense to unwind all visuals from gear and allow crafters to make any existing visual outfits and weapons for players to apply which would be a way to change the look without messing with actual gear itself.
Think of it like a motif glyph that could be crafted using the mats ......
I say this cause it seems their direction is that set drops are where weight is being placed so that's cool, let crafting become fun at least all while letting ppl still craft the sets that exist now but I'd much rather mix and match any level 1-cp artwork from my known motifs and that would make mat farming make sense instead of having scaled nodes, just have nodes by region as it's all cosmetic
Then ppl can have any cp X gear with different looks using the same amount of mats today
1. Cosmetic crafting
2. Unlock mat artwork crafting
3. Go back to old node locations (dlc would be rng )
Also a cool idea, but crafted gears should honestly just be strong enough to wear for absolute endgame and not just a costume designer. If they are so intent on having rng involved make the absolute endgame sets require some dropped item. I didn't level blacksmithing to 50 to make some random a pretty bowtie.
To be clear I'm not asking for crafted gear to be better than trials gear. Just as good as. I mean you dont use two sets dropped in trials do you?
Making a set that is hard to obtain (dropped recipe pieces or another way) that is as good to complement that trials set is more what I was trying to get at.
To be clear I'm not asking for crafted gear to be better than trials gear. Just as good as. I mean you dont use two sets dropped in trials do you?
Making a set that is hard to obtain (dropped recipe pieces or another way) that is as good to complement that trials set is more what I was trying to get at.
I agree. And no @NewBlacksmurf I didn't necessarily mean better than Trials gear, but I do want to get away from crafted gear being "entry level". Trials gear seem to get that whole "does damage to trials monsters" thing and that helps it stand out and improve the specific activity. Like Shieldbreaker or Marksman for PvP. I want crafted sets to get in on some of that action.
And you are of course right there are more sets than hundings/juli... willows path might see a resurgence come morrowind. But there are far more completely useless and just plain weird crafted sets that could do with a reimagining.
To make crafting an essential part of the game, crafted items have to be better than dropped items.
ESO will never do this, so crafting is more like a side hobby than an essential part of the game.
To make crafting an essential part of the game, crafted items have to be better than dropped items.
ESO will never do this, so crafting is more like a side hobby than an essential part of the game.
I think it's funny that you say ESO will never do this because it actually used to be exactly like this!
Back when ESO first launched, crafted sets were better than dropped sets and the forums showed a lot of angry posts about that. Maybe you could still find some of those posts in the archives?
Solution
Remove weapons from drop sets altogether.
That means drop sets have jewelry slots all to their own. (Plus monter sets and 3pc jewel set)
That means crafted set have weapons slots all to their own.
That means any full build would include a crafted set and several drop sets.
Ends the competition between drops and crafteds by giving each their own unique place and removes the ludicrously out of whack weapon trait grind.
For arena weapons either make them jewels (more manageable rng) maybe just necklace *or* drop craftsble tokens *or* replace the item reward with a blessing like say bonus mundus that times out after certain time frame based on mode.
NewBlacksmurf wrote: »Wouldn't it make more sense to unwind all visuals from gear and allow crafters to make any existing visual outfits and weapons for players to apply which would be a way to change the look without messing with actual gear itself.
Think of it like a motif glyph that could be crafted using the mats ......
I say this cause it seems their direction is that set drops are where weight is being placed so that's cool, let crafting become fun at least all while letting ppl still craft the sets that exist now but I'd much rather mix and match any level 1-cp artwork from my known motifs and that would make mat farming make sense instead of having scaled nodes, just have nodes by region as it's all cosmetic
Then ppl can have any cp X gear with different looks using the same amount of mats today
1. Cosmetic crafting
2. Unlock mat artwork crafting
3. Go back to old node locations (dlc would be rng )