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Crafting Concept: Artifacts

Azurephoenix999
Azurephoenix999
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Base Concept

An Artifact is a unique player-crafted item that is inherently more powerful than other weapons of its type. Complete with a custom name, flavor text, and visual effects, they are the absolute pinnacle of crafting. They carry the name of their creators, as well as the champions who wield them.

The idea is to allow master crafters to immortalize themselves through the creation of a masterpiece, allowing them to create something that's actually meaningful. It also gives players in general one more thing to obsess over.

Unique Properties:
  • Each Artifact has a custom name and flavor text, written by its creator.
  • Each Artifact has a small buff to its base damage/armor value.
  • 5% of the XP gained from killing enemies while wielding an Artifact is bestowed upon the creator of that Artifact, thus causing the creator to grow in power when their Artifacts are used in battle.
  • The trait used in an Artifact is inherently stronger than normal, with the specific percentage depending on the trait.
  • The enchantment used in an Artifact is either slightly stronger (if on armor) or never runs out (if on a weapon). The main drawback is that the enchantment must be applied during the Artifact's creation, and cannot be changed afterwards.
  • A visual effect can be applied to the weapon, such as flames, a slight glow, chilly air, an electrical charge, and more. The effects available sometimes depend on the enchantment (e.g. can't have an ice effect if the item has a fire-related enchantment). The effect's color can be changed using any unlocked dyes (i.e. blue fire, red electricity, etc.).
  • When a creator gifts one of their Artifacts to another character, that character becomes a "champion" of that weapon, and their name is forever listed in a new champion section located on the weapon's item page underneath the "Created by".
  • A player can only wield one Artifact at a time, except in very specific circumstances (explained below).
  • An Artifact CANNOT be destroyed by anybody except its creator. If another player attempts this, it will instead send the Artifact back to its creator (via the mail system).
  • An Artifact CANNOT be transmuted.
  • An Artifact CANNOT be sold to a vendor.
  • A player who is not the creator CANNOT attempt to improve an Artifact, as this would run the risk of destroying it. They also cannot dye the weapon.
  • An Artifact CANNOT be traded, unless the creator is one of those involved in the trade. Under normal circumstances, it cannot be sent through the mail at all, and they cannot be put up for sale in Guild Stores.
  • The creator of an Artifact may call it back to them at any time (will also arrive via the mail system).

Crafting an Artifact:
  • Must be rank 50 in the appropriate skill line.
  • Must have researched all 9 traits on the desired item.
  • Cannot be crafted as part of a set.
  • Must be crafted as CP160.
  • Requires 5x the normal mats all around (5x base mats, 5 trait gems, 5 style mats).
  • They also require 5x the normal amount of mats to improve (e.g. with maxed passives; 10 green improvement mats to guarantee success, 15 blue, 20 purple, and 25 gold), making a Legendary Artifact one of the most costly things to craft in the entire game.
  • Desired Glyph must be ready in advance.
  • Requires one Aetherial Dust.
  • Crafting can be done at any non-set crafting station.
  • Once crafting has started, it takes a week before the Artifact is ready (timer works like the Research timer).
  • After crafting an Artifact, another cannot be crafted until a month has passed.

Exceptions to the Above:
  • "Paired" Artifacts are two one handed weapon Artifacts (or one hand and shield) that are created at the same time by the same creator. The buffs normally applied to a single Artifact are split between them. They are crafted using a special crafting option in the UI, and additional base mats, 5 trait gems, style mats, and an additional Glyph are required for the second weapon/shield. They appear separately in the inventory, but they always travel together (e.g. if one goes in the bank, they both go in the bank. If one is traded away, they are both traded away. If one is equipped, they are both equipped. Etc.).
  • A player can wield two Artifacts together, but only if they were created as a pair.
  • A weapon/shield Artifact on one bar doesn't count as being "equipped" unless that bar is active. This means players can have an Artifact on one bar and a 2nd on the other.

Feedback:
When I check this post in a bit, I'll put any feedback I receive here along with my response.
Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • VaranisArano
    VaranisArano
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    This would fit in well if ZOS ever implements spellcrafting.
  • Azurephoenix999
    Azurephoenix999
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    This would fit in well if ZOS ever implements spellcrafting.

    Spellcrafting would be awesome, but at the same time that would create tons of balance issues.

    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • adriant1978
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    • The creator of an Artifact may call it back to them at any time (will also arrive via the mail system).

    This would be wide open to abuse:
    1. Create Artifact
    2. Sell for lots of gold
    3. Recall Artifact
    4. I now have the Artifact and some poor schmuck's gold
  • Azurephoenix999
    Azurephoenix999
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    • The creator of an Artifact may call it back to them at any time (will also arrive via the mail system).

    This would be wide open to abuse:
    1. Create Artifact
    2. Sell for lots of gold
    3. Recall Artifact
    4. I now have the Artifact and some poor schmuck's gold

    Solution: Make it so that Artifacts can only be "gifted" (i.e. A trade that involves an Artifact can only go through if there are no other items or gold on either side of the trade).

    EDIT: Better solution: When gifting an Artifact, a time will be set by the creator in the trade window where the gold would normally be. The timer would start once the item was traded, and would be visible by looking at the item's card in the inventory. The creator would be unable to recall the Artifact until the timer expired.
    Edited by Azurephoenix999 on May 10, 2018 2:43PM
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • Asardes
    Asardes
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    If you want something almost impossible to craft, try crafting a Hunding's Rage CP160 legendary ring in Summerset patch. It fits perfectly some of the description, though the material quantities are a serious understatement :D
    • Must be crafted as CP160.
    • Requires 5x the normal mats all around (5x base mats, 5 trait gems, 5 style mats).
    • They also require 5x the normal amount of mats to improve (e.g. with maxed passives; 10 green improvement mats to guarantee success, 15 blue, 20 purple, and 25 gold), making a Legendary Artifact one of the most costly things to craft in the entire game.
    Edited by Asardes on May 10, 2018 2:55PM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
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    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Yzalirk
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    This seems like a cool concept but a few of unique properties are disagreeable. For example, being able to gift said artifact and it gets sent back to the crafter if someone tries to deconstruct it. They should not have an option to deconstruct the item as it is seen as very unique and top tier.

    In my opinion, this would work extremely well with various Daedric Artifacts. However, it is debatable if they can actually be crafted. It would be nice to see all of the artifacts such as Volundrung and the Masque of Clavicus Vile, to name a few. Even further, they can fill the spot of a set but you could only equip one armor piece and one weapon they provide a lore fitting benefit to make them that more unique and better.
  • karekiz
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    Decent concept <VMA style weapons for crafters>, but so many restrictions that it kind of sounds silly.

    Make it:
    1. Bind on Equip
    2. Then get rid of trade restrictions
    3. Be able to deleted w/o return <Why would you remove delete options?>

    The problem I think I see is that it is of no set. Sure, pre-summerset that would be fine as it would be a crafters way of getting VMA style weapons, but after that? You are gonna have to give it some gooood stats to be better than a standard 5-5-2.
  • Azurephoenix999
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    Yzalirk wrote: »
    This seems like a cool concept but a few of unique properties are disagreeable. For example, being able to gift said artifact and it gets sent back to the crafter if someone tries to deconstruct it. They should not have an option to deconstruct the item as it is seen as very unique and top tier.

    In my opinion, this would work extremely well with various Daedric Artifacts. However, it is debatable if they can actually be crafted. It would be nice to see all of the artifacts such as Volundrung and the Masque of Clavicus Vile, to name a few. Even further, they can fill the spot of a set but you could only equip one armor piece and one weapon they provide a lore fitting benefit to make them that more unique and better.

    It's not if they try to deconstruct it (that would obviously not be allowed anyway). It gets sent back to the creator if they try to DESTROY it (as in, by going into the inventory and erasing it from the game). The option to destroy it wouldn't exist, but it would be replaced by the option to send it back to the creator for when the person with it genuinely didn't want it anymore.

    Daedric Artifacts could be added to the game with a similar system, this is my way of putting together something similar that players themselves could craft.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • Vanthras79
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    Wabbjack! Wabbajack!

    I would love if artifacts could be found in game much akin to the collection quests from the DLC. A nice treasure hunt based on lore and speculation. Akin to artifacts I think ES III had some good weapons and armor that people actually had to find.
    Norion Germain - Telvanni Wizard, Covenant Battle Mage, Mage's Guild Magister, Resident of Daggerfall Overlook, Lord of Tel Galen, Psijic Monk, Antiquarian, Breton Scholar, and Traveler.

  • Azurephoenix999
    Azurephoenix999
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    karekiz wrote: »
    Decent concept <VMA style weapons for crafters>, but so many restrictions that it kind of sounds silly.

    Make it:
    1. Bind on Equip
    2. Then get rid of trade restrictions
    3. Be able to deleted w/o return <Why would you remove delete options?>

    The problem I think I see is that it is of no set. Sure, pre-summerset that would be fine as it would be a crafters way of getting VMA style weapons, but after that? You are gonna have to give it some gooood stats to be better than a standard 5-5-2.

    They have to be of no specific set, because they are intended to be unique standalone items that reflect the crafter's individual skill. As each player can only have one equipped at a time, they will be more than powerful enough to consider using. Besides, there's no rule saying you can't equip them alongside set items, it's that the items themselves can't contribute towards the unlocking of set bonuses.

    As for #3 on your list, only the creator of an Artifact is capable of destroying or deconstructing it. The option to deconstruct the item isn't there for other players, and if they attempt to destroy it through the inventory, it will return it to the creator instead of completely erasing it from the game.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • josiahva
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    it would work if a player could only have ONE(2 at most) artifact in existence at a time, and it should take a month to create, and the crafter would not be able to call it back at will. This would allow a more powerful effect because players would have to choose between creating their own relic or selling it to another player. Most people dont have more than one master crafter, so they would at most be able to keep one and sell one, the market couldnt become flooded with relics this way...they would be rare indeed, far more so than vMA weapons...anyone could have one if they created a master crafter...or paid millions of gold for one...but most people would not(except end-game min/maxxers)
    Edited by josiahva on May 10, 2018 3:48PM
  • Azurephoenix999
    Azurephoenix999
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    josiahva wrote: »
    it would work if a player could only have ONE(2 at most) artifact in existence at a time, and it should take a month to create, and the crafter would not be able to call it back at will. This would allow a more powerful effect because players would have to choose between creating their own relic or selling it to another player. Most people dont have more than one master crafter, so they would at most be able to keep one and sell one, the market couldnt become flooded with relics this way...they would be rare indeed, far more so than vMA weapons...anyone could have one if they created a master crafter...or paid millions of gold for one...but most people would not(except end-game min/maxxers)

    No need to implement limits like that. You need Aetherial Dust to make one, as long as it remains as rare as it is currently, there's no chance the market will become absolutely flooded with them. Sure, there's going to be a couple here and there, but it won't become flooded. In the event that's too insane (probably) there could be a different limitation in place.

    If there absolutely must be a limit on stuff like this, it should only be enforced on items traded away from the creator's account (e.g. only allowed one Artifact away from the creator's account at a time, which must be recalled before another is sent out).

    The item exists to create a sort of bond between its creator and the champion who wields it. Like a Daedric prince bestowing their most powerful relic on a mortal who has earned their favor. It's essentially a symbol of trust between the two. The ability to recall the Artifact exists in case that the bond is broken, for whatever reason, and the trust is no longer there.
    Guildmaster of Spectral Liberty - Xbox One - European Megaserver
  • TheShadowScout
    TheShadowScout
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    Unique Properties:
    • Each Artifact has a custom name and flavor text, written by its creator.
    ...anyone else sees a big and possibly awkward problem right there? I know I do... considering human nature over online interactions...
    • The creator of an Artifact may call it back to them at any time (will also arrive via the mail system).

    This would be wide open to abuse:
    1. Create Artifact
    2. Sell for lots of gold
    3. Recall Artifact
    4. I now have the Artifact and some poor schmuck's gold
    ...and another huge problem.

    Ideas that only work if all players were honest and decent people may not be such good ideas after all ;)
    Crafting Concept: Artifacts
    The general idea is not such a bad thing.
    BUT - it should not be added to player crafting, it should be added to an in-world option.
    Then they can make the artifact character-bound, and sidestep some problems like people who fail to have the right skills needing to have it made by others, thus either devaluing the artifact to just another item status, or making a mess out of transaction options and dangers; as well as make it partially game controlled, sidestepping other issues (like "custom" descriptions and names that I cannot go into further details without breaking forum rules again, and I promised to be good after the last time...)

    SO...
    ...how about adding an in-world "craftsmaster" DLC, where after completing the story one of the perks you can game for is earning a single piece of artifact gear?
    So instead of limiting it to characters who have mastered the right crafting skills themselves, everyone could get one by bringing some NPC craftmaster all the right (very rare) ingredients, complete all the right quests, jump through all the right hoops, etc.

    Earning all the stuff you need to make your desired artifact should be rather time consuming, so people have to make choices as to what character they want to spend the effort at (also, at the very least half or it should be stuff where noone can help, so the ones in big guilds do not have too much of an advantage there); and then you get to have the craftsmasters make it "to order", by selecting properties and visuals... (and naturally some of the hoops you have to jump through might change depending on what effects or visuals you would want... - unlock this visual through that hoops, unlock that visual through these hoops, etc.; one of the hoops I am thinking of is bring a creature trophy item -like that chattering skull from skeletons- as ingredient for example...)

    And of course the artifact you can get there will be good stuff, better then anything comparable you could find or craft... but it might also be possibe to -tune- it to any existing item set on creation (so you can make a new shiny artifact for your character without having to give up a slot on your favorite item setup for it - and the various sets might have their own sets of loops to jump through to unloek them as options there)

    Naturally each character could only have one artifact, so they would have to choose which - one might select a legendary sword, another a special helmet, a different one go for a necklace, etc. And the whole thing -could- be resone by destroying the old artifact and starting all the hoop-jumping anew if someone really wanted to...

    And it might take quite a bit of time to create, much like crafting research; that way they -could- even allow custom names, with the creation delay giving them a chance to check and occasionally correct some... questionable choices... in naming your characters shiny new artifact...
    Yzalirk wrote: »
    In my opinion, this would work extremely well with various Daedric Artifacts. However, it is debatable if they can actually be crafted...
    Eh. The daedric artifacts are supposedly -unique- so only one "Volendrung" would exist in all the world. (while they all were at some point crafted one presumes, they became more them mere items through some mystic conenction to their daedric prince... not something one ought to be able to replicate on demand tho)
    That would mean, either they were so fleeting that you'd loose it again after minimal time enjoying them, or they were so rare noone would get to see them. Or worst, owning them for a few hours ends up acomplishments perks to make the best players even more able to godmode everyone else.
    Neither sound like fun for players...
    ...
    Personally I think the way the game currently handles "daedric artifacts" is best - either have them in their full glory suring specific quests (Wabbajack during that one mages guild quest, or Skeleton Key in CWC...), or have special skills that sort of summon their effect for a single strike (Fighters guild "Dawnbreaker" ultimate)
    More artifacts showing up in that spirit would be god. Letting players use them... not so great.
    How-ever... giving the option to have an "inspired by" artifact with their visuals... that would be a nifty option for the aforementioned player artifact idea, yes? So, you would not be able to have -The- Volendrung... but you could have an "Volendrung replica" artifact warhammer, which would be nifty in its own right...
  • SpLaTTyDaDDy
    SpLaTTyDaDDy
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    Artifacts?
    Someone's been playing WOW.
    How about they fix the broken stuff thats been that way since release or updates that break other stuff to make other things seem like they are working as intended.
  • josiahva
    josiahva
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    Unique Properties:
    • Each Artifact has a custom name and flavor text, written by its creator.
    ...anyone else sees a big and possibly awkward problem right there? I know I do... considering human nature over online interactions...
    • The creator of an Artifact may call it back to them at any time (will also arrive via the mail system).

    This would be wide open to abuse:
    1. Create Artifact
    2. Sell for lots of gold
    3. Recall Artifact
    4. I now have the Artifact and some poor schmuck's gold
    ...and another huge problem.

    Ideas that only work if all players were honest and decent people may not be such good ideas after all ;)
    Crafting Concept: Artifacts
    The general idea is not such a bad thing.
    BUT - it should not be added to player crafting, it should be added to an in-world option.
    Then they can make the artifact character-bound, and sidestep some problems like people who fail to have the right skills needing to have it made by others, thus either devaluing the artifact to just another item status, or making a mess out of transaction options and dangers; as well as make it partially game controlled, sidestepping other issues (like "custom" descriptions and names that I cannot go into further details without breaking forum rules again, and I promised to be good after the last time...)

    SO...
    ...how about adding an in-world "craftsmaster" DLC, where after completing the story one of the perks you can game for is earning a single piece of artifact gear?
    So instead of limiting it to characters who have mastered the right crafting skills themselves, everyone could get one by bringing some NPC craftmaster all the right (very rare) ingredients, complete all the right quests, jump through all the right hoops, etc.

    Earning all the stuff you need to make your desired artifact should be rather time consuming, so people have to make choices as to what character they want to spend the effort at (also, at the very least half or it should be stuff where noone can help, so the ones in big guilds do not have too much of an advantage there); and then you get to have the craftsmasters make it "to order", by selecting properties and visuals... (and naturally some of the hoops you have to jump through might change depending on what effects or visuals you would want... - unlock this visual through that hoops, unlock that visual through these hoops, etc.; one of the hoops I am thinking of is bring a creature trophy item -like that chattering skull from skeletons- as ingredient for example...)

    And of course the artifact you can get there will be good stuff, better then anything comparable you could find or craft... but it might also be possibe to -tune- it to any existing item set on creation (so you can make a new shiny artifact for your character without having to give up a slot on your favorite item setup for it - and the various sets might have their own sets of loops to jump through to unloek them as options there)

    Naturally each character could only have one artifact, so they would have to choose which - one might select a legendary sword, another a special helmet, a different one go for a necklace, etc. And the whole thing -could- be resone by destroying the old artifact and starting all the hoop-jumping anew if someone really wanted to...

    And it might take quite a bit of time to create, much like crafting research; that way they -could- even allow custom names, with the creation delay giving them a chance to check and occasionally correct some... questionable choices... in naming your characters shiny new artifact...
    Yzalirk wrote: »
    In my opinion, this would work extremely well with various Daedric Artifacts. However, it is debatable if they can actually be crafted...
    Eh. The daedric artifacts are supposedly -unique- so only one "Volendrung" would exist in all the world. (while they all were at some point crafted one presumes, they became more them mere items through some mystic conenction to their daedric prince... not something one ought to be able to replicate on demand tho)
    That would mean, either they were so fleeting that you'd loose it again after minimal time enjoying them, or they were so rare noone would get to see them. Or worst, owning them for a few hours ends up acomplishments perks to make the best players even more able to godmode everyone else.
    Neither sound like fun for players...
    ...
    Personally I think the way the game currently handles "daedric artifacts" is best - either have them in their full glory suring specific quests (Wabbajack during that one mages guild quest, or Skeleton Key in CWC...), or have special skills that sort of summon their effect for a single strike (Fighters guild "Dawnbreaker" ultimate)
    More artifacts showing up in that spirit would be god. Letting players use them... not so great.
    How-ever... giving the option to have an "inspired by" artifact with their visuals... that would be a nifty option for the aforementioned player artifact idea, yes? So, you would not be able to have -The- Volendrung... but you could have an "Volendrung replica" artifact warhammer, which would be nifty in its own right...

    The whole point of this exercise is that crafters would be in-demand. There is nothing stopping anyone from making a crafter of their own...but if they don't make one, then they will be paying gold for one of these items. Making a master crafter IS time consuming(not to mention skill points). I would also add in the further restriction that only a crafter that is maxed in ALL crafts could make one and maybe drop the restriction that only 2 could exist per master crafter(but then add it a restriction it would take 3 different types of gold mats like aetherial dust, one gotten through PvP, one gotten through PvE, and Aetherial dust itself...which is gotten through mat farming)
  • Zardayne
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    This reminds me of farming motes in Asheron's Call and finally forging my Atlan weapon. I was so happy when I got that thing. Then I got to hit all of the bad A dungeons and retrieve the stones that would turn my plain atlan into fire, cold, acid, and lightning. Damn those were good times..
  • starkerealm
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    Unique Properties:
    • Each Artifact has a custom name and flavor text, written by its creator.

    This would be great... if everyone could be mature about it. Unfortunately, this is the internet. You don't want to know some of the things I've seen in chat. You really do not want players with the authority to name their own items.
  • KanedaSyndrome
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    This would fit in well if ZOS ever implements spellcrafting.

    Spellcrafting would be awesome, but at the same time that would create tons of balance issues.

    No it wouldn't.
    KanedaSyndrome's Suggestions For Game Improvements
    The Fortuitous Collapse of the Wave Equation
    The Best Plans Require No Action
  • dazee
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    My masterpiece will be a magic bow, the Kneecapper, which turns anyone shot with it into a guard.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • TheShadowScout
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    josiahva wrote: »
    The whole point of this exercise is that crafters would be in-demand...
    Not too good an idea for that...
    ...

    Though if that was the intent, all that was needed were better craftable sets. Simple.
    Right now, crafted sets just cannot seem to compete with some of the better otherwise earnable sets...

    Hmmm... of course, they -could- just add a special optiopn to all craftable sets? Like, give every set crafting station an chance to add something to -crafted- sets that other sets cannot have. Something like... a special second trait or other bonus for example? That requires some rare and difficult to find item to be worked into the gear piece?

    Then those "mastercrafted" set items would be in -greater- demand then the farmed stuff, whereas right now the farmed stuff is more desirable for a better effort/effect ratio...
  • NewBlacksmurf
    NewBlacksmurf
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    Not for this game, sorry

    If this was TES then yes but as ESO, no because they seem to want this to mimic more and more a online server based multiplayer game style.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
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