danieltweedleub17_ESO wrote: »Why not full quest the zone and farm as you go?
danieltweedleub17_ESO wrote: »I do the crafting writs and have my wife send me things, but she is slowly leveling her professions as well. I just wondered if there was a way to mass farm a mat, say clear water.
danieltweedleub17_ESO wrote: »Why not full quest the zone and farm as you go?
All the given solutions are not really solutions but more workarounds for something not functioning properly.
What i don't understand is why crafting nodes per level cap aren't area bound... Especially with the wayshrines that would make it easy to get to those locations in a short amount of time.
They should have taken an example from GW2 which has a proper solution for almost all the issues that we encounter in ESO
All the given solutions are not really solutions but more workarounds for something not functioning properly.
What i don't understand is why crafting nodes per level cap aren't area bound... Especially with the wayshrines that would make it easy to get to those locations in a short amount of time.
They should have taken an example from GW2 which has a proper solution for almost all the issues that we encounter in ESO
All the given solutions are not really solutions but more workarounds for something not functioning properly.
What i don't understand is why crafting nodes per level cap aren't area bound... Especially with the wayshrines that would make it easy to get to those locations in a short amount of time.
They should have taken an example from GW2 which has a proper solution for almost all the issues that we encounter in ESO
That's the way it used to be before One Tamriel, and it does make it more difficult to find materials that you've out-leveled. A lot of us were concerned about the change when they announced it, but now that I've gotten used to it, I like it a lot better than mats being locked to a specific zone. Why? I can get the mats for my character's level wherever I am. I don't have to wander into another zone (before 1T, it would be a higher-level zone) to get the mats that I needed for my characters who were always over-leveled.
The system is functioning properly, just not the way you want it to.
danieltweedleub17_ESO wrote: »Without using traders or resetting skill points
All the given solutions are not really solutions but more workarounds for something not functioning properly.
What i don't understand is why crafting nodes per level cap aren't area bound... Especially with the wayshrines that would make it easy to get to those locations in a short amount of time.
They should have taken an example from GW2 which has a proper solution for almost all the issues that we encounter in ESO
That's the way it used to be before One Tamriel, and it does make it more difficult to find materials that you've out-leveled. A lot of us were concerned about the change when they announced it, but now that I've gotten used to it, I like it a lot better than mats being locked to a specific zone. Why? I can get the mats for my character's level wherever I am. I don't have to wander into another zone (before 1T, it would be a higher-level zone) to get the mats that I needed for my characters who were always over-leveled.
The system is functioning properly, just not the way you want it to.
I still think it sucks as I need to lvl up on some crafting I didn't know I would need at this point. This point meaning with creating items for the housing. Since I focused on blacksmithing, provisioning, alchemy and enchanting, I now need to lvl up on the remaining crafting options to be able to create those housing items... However, due to the "One Tamriel" this is not possible as I am Champion lvl.
I have had similar issues.
I keep running into times when I am low in particular tiers of materials. With the furniture recipes I am finding that I have to level up one toon in ALL crafting disciplines. So all of a sudden, I need some wood that is some tier that I have collected at all.
Another problem I ran into was when a toon leveled to the next tier and I had a lack of materials for that tier from which to make their gear.
Yeah, repec'ing skill-points and globetrotting to browse Guild Stores is a pain, but the only option.
I have had similar issues.
I keep running into times when I am low in particular tiers of materials. With the furniture recipes I am finding that I have to level up one toon in ALL crafting disciplines. So all of a sudden, I need some wood that is some tier that I have collected at all.
Another problem I ran into was when a toon leveled to the next tier and I had a lack of materials for that tier from which to make their gear.
Yeah, repec'ing skill-points and globetrotting to browse Guild Stores is a pain, but the only option.
Well, adapt...
pre-1T you built new gear when you hit a new tier.
post-1T its easier and almost as good to craft gear at the top of a tier.
hit level 14, craft level 14 then to carry you thru say 16-24 or maybe just halfway.
use the mats you harvest during a tier to craft top of that tier to wear during the next tier.
easy and simple adjustment.
I have had similar issues.
I keep running into times when I am low in particular tiers of materials. With the furniture recipes I am finding that I have to level up one toon in ALL crafting disciplines. So all of a sudden, I need some wood that is some tier that I have collected at all.
Another problem I ran into was when a toon leveled to the next tier and I had a lack of materials for that tier from which to make their gear.
Yeah, repec'ing skill-points and globetrotting to browse Guild Stores is a pain, but the only option.
Well, adapt...
pre-1T you built new gear when you hit a new tier.
post-1T its easier and almost as good to craft gear at the top of a tier.
hit level 14, craft level 14 then to carry you thru say 16-24 or maybe just halfway.
use the mats you harvest during a tier to craft top of that tier to wear during the next tier.
easy and simple adjustment.
@STEVIL !!!!
I know you are a highly intelligent, helpful person, but I can't help but feel a bit of condescension in your reply...
We've had this discussion before.
I have adapted, thanks. I know how to navigate this game's moronic crafting system. Just because we have found solutions to some of the system's problems doesn't make the problem disappear.
From time to time I realize" Wow, I need to get some hickory. How can I get some Hickory?" It's a pain that I can't just go to where hickory grows and gather some like I do, and even enjoy, in other games. It's a pain that sometimes in character progression I may not have had an opportunity to gather much Hickory and now have to shop guild stores to find some.
My memory is cloudy, but it was particularly painful as my main was advancing through the tiers from 10-160 CP. It's like five tiers in there and I never seemed to have enough materials to gear up. On top of that I was watching my damage rating drop dramatically, even when i equipped the new stuff.
So, I feel the OP's pain.
I have had similar issues.
I keep running into times when I am low in particular tiers of materials. With the furniture recipes I am finding that I have to level up one toon in ALL crafting disciplines. So all of a sudden, I need some wood that is some tier that I have collected at all.
Another problem I ran into was when a toon leveled to the next tier and I had a lack of materials for that tier from which to make their gear.
Yeah, repec'ing skill-points and globetrotting to browse Guild Stores is a pain, but the only option.
Well, adapt...
pre-1T you built new gear when you hit a new tier.
post-1T its easier and almost as good to craft gear at the top of a tier.
hit level 14, craft level 14 then to carry you thru say 16-24 or maybe just halfway.
use the mats you harvest during a tier to craft top of that tier to wear during the next tier.
easy and simple adjustment.
@STEVIL !!!!
I know you are a highly intelligent, helpful person, but I can't help but feel a bit of condescension in your reply...
We've had this discussion before.
I have adapted, thanks. I know how to navigate this game's moronic crafting system. Just because we have found solutions to some of the system's problems doesn't make the problem disappear.
From time to time I realize" Wow, I need to get some hickory. How can I get some Hickory?" It's a pain that I can't just go to where hickory grows and gather some like I do, and even enjoy, in other games. It's a pain that sometimes in character progression I may not have had an opportunity to gather much Hickory and now have to shop guild stores to find some.
My memory is cloudy, but it was particularly painful as my main was advancing through the tiers from 10-160 CP. It's like five tiers in there and I never seemed to have enough materials to gear up. On top of that I was watching my damage rating drop dramatically, even when i equipped the new stuff.
So, I feel the OP's pain.
Well, ok, so... may i make a suggestion we may find constructive then.
When it comes time that you choose to post on a thread where folks are discussion difficulties they are having with a system...
and you decide to post a bit of you own history of problems with the same issue...
but it is an issue you have learned how to adjust to, to deal with, to adapt to....
when it is a challenge or difficulty you have overcome...
then...
instead of just posting another example of a problem and leaving it hanging there like an unresolved issue **ALSO** type a sentence or two about what you just did to push back on my response - tell them that you already figured out how to adapt to it and how to overcome it and post that info as well.
Posting a "problem" on a discussion board tends to almost always have someone respond offering advice on how to adapt to it, to improvise around it or to overcome it.
Its an expected outcome.
Posting a problem and also how you overcame it already... that has different results and i would argue usually better results.
Also, now that you throw in other peeves you have i will respond to just a bit about them...
"On top of that I was watching my damage rating drop dramatically, even when i equipped the new stuff. "
I have leveled iirc six characters from 1 to 50 max cp since 1T came out. it is **not** true that equipping high level gear lowers you damage levels. That is simply not true unless it is done by some action like equipping a one handed weapon when you previously had a two-handed weapon *or* you equip an item of a lower quality *or* you equip weapons with different/lower passives and skill advancement
A level 16 character wearing level 10 armor equips level 14 gear - ratings should go up (barring weapon type, passives and quality changes.)
Now, to be direct, your statement was "even when I equipped" so maybe you really meant "when i equipped the better armor it went up but not as much as it once was" but it really seemed to be linking "equipped better armor" and "damage rating went dow" in the way you wrote it and particularly in light of the topic of this thread being about crafting gear - not overall damage scaling which is where that issue comes from..
To be clear for any wondering about that oblique refernece to damage ratings - nothing changes - works the same as it did - mechanically - only change is the *labels* shown shift around due to scaling and all your enemies are of equal *level* now. (which is not the same as difficulty.)
For what its worth i wish they had added to 1T the ideas of farms and mines - a few small sections in each zone where the "lower tier mats" exist to be farmed when needed. The massive benefits of scaled nodes is great but a small nod to them that does not involved random chests would be nice. They could also give us "gardens" and "veins" "springs" and the like that we can put in our houses - allowing "harvesting" of non-top-tier materials. they could also have allowed higher tier mats to be used to craft lower tier gear.
There are a lot of options where a single addition would have given a bit of a nod to those wanting to gather lower tier mats than the character is operating at... i wish they had chosen one.
But locked rewards tiers determined by your zone and politics... that was bad for many many reasons.
danieltweedleub17_ESO wrote: »Without using traders or resetting skill points