There is nothing that says jewelry has to be super rare in a game. ZOS is making it so. They should just remove the grain or platings(feels like adding minute grains to jewelry to improve them sounds more logical than plates to it imo). Reduce the AP cost of gold jewelry while they are at it. PvP and trial groups will still run them for specific set and achievements. I don't think vet raiders do trials just for the jewelry. I hear they used to trash gold pieces them before JC was introduced now they deconstruct them. The market will be messed up for a while but it will stabilize.
You are exactly right. ZoS is on record as stating that they want gold jewelry to be special and unique. They designed to the system to do that. So, it is working exactly as intended.
It will take work... but, in all truth, you don't NEED gold jewelry to do anything in this game (short of "score pushing" PvE, or end-game "elite" PvP... and even then, I know plenty of people who run purple (unless it drops, in game, in gold))
JC is a bonus... it is not a base game mechanic like the other crafts. It will not be the same as the others for that very reason.
You are exactly right. ZoS is on record as stating that they want gold jewelry to be special and unique. They designed to the system to do that. So, it is working exactly as intended.
It will take work... but, in all truth, you don't NEED gold jewelry to do anything in this game (short of "score pushing" PvE, or end-game "elite" PvP... and even then, I know plenty of people who run purple (unless it drops, in game, in gold))
JC is a bonus... it is not a base game mechanic like the other crafts. It will not be the same as the others for that very reason.
What about a few chapters later when JC might be added to base game if ZOS can come up with new systems for other chapters (nothing new in this department for Elsweyr).
JC being a bonus annoys me, it was the highlight of a paid expansion. Feels like what you add as F2P system toa game. Forget gold, even the other gear levels are so grindy. Should a paid for feature be more grindy than a base game one. Its like getting a fastpass at a themepark to wait longer in line.
My opinion is that the extra refining should be removed if the system is ever introduced to base game and gold jewelry should be buffed a bit like the armor or weapon system if this ever happens.
You are exactly right. ZoS is on record as stating that they want gold jewelry to be special and unique. They designed to the system to do that. So, it is working exactly as intended.
It will take work... but, in all truth, you don't NEED gold jewelry to do anything in this game (short of "score pushing" PvE, or end-game "elite" PvP... and even then, I know plenty of people who run purple (unless it drops, in game, in gold))
JC is a bonus... it is not a base game mechanic like the other crafts. It will not be the same as the others for that very reason.
What about a few chapters later when JC might be added to base game if ZOS can come up with new systems for other chapters (nothing new in this department for Elsweyr).
JC being a bonus annoys me, it was the highlight of a paid expansion. Feels like what you add as F2P system toa game. Forget gold, even the other gear levels are so grindy. Should a paid for feature be more grindy than a base game one. Its like getting a fastpass at a themepark to wait longer in line.
My opinion is that the extra refining should be removed if the system is ever introduced to base game and gold jewelry should be buffed a bit like the armor or weapon system if this ever happens.
It's within your prerogative for it to bug you. But, ZoS believes that it should be unique... given it only provides a minor buff, and most builds use gold jewelry that drops in game regardless... I think it's working as intended.
Would it content you to remove the extra refining but reduce the drop rate to 1/10th it's current value? Is it the extra refining that bugs, or the amount of materials you need?
The other side to consider... you need 12 chromium platings to upgrade all the possible jewelry you can wear at once. You need between 72-88 gold upgrade materials to upgrade the rest of your gear. 88/12 = 7.33 72/12 = 6 So, for every 1 chromium grain that a build needs, it needs 6-7.33 Alloy/Rosin/Wax. So the 1:10 ratio of drops (with the grain system) is reasonable based on the total number of gold upgrade materials needed for a specific purpose. Yes, it's a little rarer... I call that the "unique" that ZoS is going for...
Rosin is cheaper because it's less needed, only staves/shields... but Wax and Alloy hold their value because they're used in all builds.
There is logic behind the system. I really, really wish that a lot of the vitriol here would be looked at again with a logical eye... as it seems to make sense once taken into account.
You are exactly right. ZoS is on record as stating that they want gold jewelry to be special and unique. They designed to the system to do that. So, it is working exactly as intended.
It will take work... but, in all truth, you don't NEED gold jewelry to do anything in this game (short of "score pushing" PvE, or end-game "elite" PvP... and even then, I know plenty of people who run purple (unless it drops, in game, in gold))
JC is a bonus... it is not a base game mechanic like the other crafts. It will not be the same as the others for that very reason.
What about a few chapters later when JC might be added to base game if ZOS can come up with new systems for other chapters (nothing new in this department for Elsweyr).
JC being a bonus annoys me, it was the highlight of a paid expansion. Feels like what you add as F2P system toa game. Forget gold, even the other gear levels are so grindy. Should a paid for feature be more grindy than a base game one. Its like getting a fastpass at a themepark to wait longer in line.
My opinion is that the extra refining should be removed if the system is ever introduced to base game and gold jewelry should be buffed a bit like the armor or weapon system if this ever happens.
It's within your prerogative for it to bug you. But, ZoS believes that it should be unique... given it only provides a minor buff, and most builds use gold jewelry that drops in game regardless... I think it's working as intended.
Would it content you to remove the extra refining but reduce the drop rate to 1/10th it's current value? Is it the extra refining that bugs, or the amount of materials you need?
The other side to consider... you need 12 chromium platings to upgrade all the possible jewelry you can wear at once. You need between 72-88 gold upgrade materials to upgrade the rest of your gear. 88/12 = 7.33 72/12 = 6 So, for every 1 chromium grain that a build needs, it needs 6-7.33 Alloy/Rosin/Wax. So the 1:10 ratio of drops (with the grain system) is reasonable based on the total number of gold upgrade materials needed for a specific purpose. Yes, it's a little rarer... I call that the "unique" that ZoS is going for...
Rosin is cheaper because it's less needed, only staves/shields... but Wax and Alloy hold their value because they're used in all builds.
There is logic behind the system. I really, really wish that a lot of the vitriol here would be looked at again with a logical eye... as it seems to make sense once taken into account.
Let’s assume that you’re making a “meta” sorc build with the 5-1-1 armor set and 2 staves. To gold all of your gear you need 48 wax, 16 rosin, 8 alloy, and 120 chromium grains. If all things drop at the same rate(which in my experience chromium grains drop at best 1/3 the rate of other gold materials) you are still refining almost 3 times the raw jewelry materials as you would any other materials group.
The only things incrafting that are rarer then chromium and zircon grains are some of the trait dusts and nirncruxes. I’ve gotten Perfect Roe to drop at better rates than chromium plating. If you want jewelry crafting to be such a rare thing, then don’t drop master writs for it. The amount of effort and cost for me to complete 1 master jewelry writ is far greater than the effort and cost for me to complete my greatest return on another type of writ for 1/10th the vouchers.
To put it plainly, the balance is still way off. It feels more like ZoS is saying “You wanted jewelry crafting, here you go. We hope you choke to death on it”.
And for those of you who say that there are addons for that, don’t forget that the console side of the community doesn’t get to use those addons.
@tmbrinks
The almost 3x cost is simple. If upgrading 6 pieces of light/medium armor from purple to gold costs 6*8(48) dreugh wax and upgrading 3 pieces of jewelry from purple to gold costs 3*4*10(120) chromium grains, then the cost is 120/48(2.5) times the necessary mats. If I were using a double bar dual wield then in this same scenario the cost to upgrade 1 heavy piece and 4 1h weapons from purple to blue is 5*8(40) tempering alloy which is 1/3 the 120 cost to again upgrade only 3 pieces of gear. As I stated, even if the drop rates are the same, the cost is significantly higher. In the best scenario, at a 40/8 cost ratio, even if I’m only upgrading half the number of items, the requirement is that I refine 2.5-3x the number of raw materials.
I can’t speak for everyone, I know that I’ve done over 100 level 5 crafting writs and a few hundred level 1-4 writs, and refined thousands of platinum, silver, electrum, copper, and pewter dusts. I have 13 chromium platings to show for it. I know that I have probably refined similar amounts of the other raw materials over the last 8 months, and have received dozens of alloys, waxes, and rosins.
I defer to those who have taken the time to build up and refine 10000 raw mats at a time to derive drop rates. Regardless of whether my RNG For jewelry is made up for by other things, the costs are still unbalanced and either need to be made comparable or the drop rates for grains need to be adjusted to accommodate for the differences.
If perception is reality, and perception is that jewelry crafting is broken, then changes need to be made so that perception is changed.
To be honest... would I like it if the system was easier? Yes, I'd have more gold gear. I guess I'm arguing from the perspective that ZoS has taken, and what they've done for the system at this point. I personally, think it's fair for what they are trying to accomplish (other than master writs)
belial5221_ESO wrote: »Maybe another solution would be to not allow upgrading of dropped jewelry,only crafted.That way they can sell the drop sets in The Golden,and people have to work for gold jewelry from dropped areas,or pay premium from ppl who did do the grind.
There is nothing that says jewelry has to be super rare in a game. ZOS is making it so. They should just remove the grain or platings(feels like adding minute grains to jewelry to improve them sounds more logical than plates to it imo). Reduce the AP cost of gold jewelry while they are at it. PvP and trial groups will still run them for specific set and achievements. I don't think vet raiders do trials just for the jewelry. I hear they used to trash gold pieces them before JC was introduced now they deconstruct them. The market will be messed up for a while but it will stabilize.
You are exactly right. ZoS is on record as stating that they want gold jewelry to be special and unique. They designed to the system to do that. So, it is working exactly as intended.
It will take work... but, in all truth, you don't NEED gold jewelry to do anything in this game (short of "score pushing" PvE, or end-game "elite" PvP... and even then, I know plenty of people who run purple (unless it drops, in game, in gold))
JC is a bonus... it is not a base game mechanic like the other crafts. It will not be the same as the others for that very reason.
There is nothing that says jewelry has to be super rare in a game. ZOS is making it so. They should just remove the grain or platings(feels like adding minute grains to jewelry to improve them sounds more logical than plates to it imo). Reduce the AP cost of gold jewelry while they are at it. PvP and trial groups will still run them for specific set and achievements. I don't think vet raiders do trials just for the jewelry. I hear they used to trash gold pieces them before JC was introduced now they deconstruct them. The market will be messed up for a while but it will stabilize.
You are exactly right. ZoS is on record as stating that they want gold jewelry to be special and unique. They designed to the system to do that. So, it is working exactly as intended.
It will take work... but, in all truth, you don't NEED gold jewelry to do anything in this game (short of "score pushing" PvE, or end-game "elite" PvP... and even then, I know plenty of people who run purple (unless it drops, in game, in gold))
JC is a bonus... it is not a base game mechanic like the other crafts. It will not be the same as the others for that very reason.
All true ... But the writs ask for gold jewellery and cos it's so hard and expensive to get the stuff required then ZoS are making writs worthless by forcing them out of the realms of players ability to complete them under normal game play
Jewellery crafting is an absolute joke, if someone is considering buying summerset for it....dont, you will never craft anything because it costs 50 000 to make 1 purple item...lets not even talk about gold.
Jewellery crafting is an absolute joke, if someone is considering buying summerset for it....dont, you will never craft anything because it costs 50 000 to make 1 purple item...lets not even talk about gold.
BringerOfOmens wrote: »Remember the original comments and concerns were the introduction of Jewelry crafting ("JC") would trivialize the Golden Vendor and their offerings. ZOS acknowledged this and said were balancing JC on the Golden Vendor.
The problem as I see it was the introduction of the master writs requiring legendary products and the lack of a hireling which may provide gold materials (which would have violated the intended balance already stated as desired).
I have a stockpile of those master writs that will never get used and I am almost at the point of destroying them because I dont think we can expect much more change on the balance issue.
At this point I would like to see ZOS do the following:
1. Add a JC hireling to the passives. Instead of a gold mat, add chance of purple mats.
2. Restructure the master writs to require purple jewelry with a very rare occurrence of a gold legendary requirement
3. Restructure the number of vouchers to balance against the other master writs. Based on current price associations, legendary JC should provide somewhere around 1,250 vouchers. With a purple mat hireling, I would think the number of vouchers provided on those writs would come into line with similar master writs requiring legendary items for blacksmithing,clothier or woodworking.
With those additions, I think we gain more value from JC master writs and materials bringing those in line with the other master writs while preserving the balance of the gold jewelry and the golden vendor.
My 2 cents worth.
(Also, as an aside, for everybody saying you get "more" JC master writs... yes, you do. The chances of you getting them are going to be higher, as it's based on the number of traits that you have researched. Whereas the blacksmithing/woodworking/clothing, are based on the number of full, complete, purple motifs that you have. So, having all 9 traits researched in JC has the same increase in drop chance as having the knowledge of over 50 motifs. I'm guessing that more people have a higher percentage of JC traits researched than they do full motifs on characters, as motifs can be very expensive. So, that mystery is solved)
(Also, as an aside, for everybody saying you get "more" JC master writs... yes, you do. The chances of you getting them are going to be higher, as it's based on the number of traits that you have researched. Whereas the blacksmithing/woodworking/clothing, are based on the number of full, complete, purple motifs that you have. So, having all 9 traits researched in JC has the same increase in drop chance as having the knowledge of over 50 motifs. I'm guessing that more people have a higher percentage of JC traits researched than they do full motifs on characters, as motifs can be very expensive. So, that mystery is solved)
Not disagreeing with you, but (anecdotally) my master writ return for crafting professions looks something like this alchemy/enchanting/provisioning < BS/WW/Clothing < Jewelry.
Based on the above logic, I should see an approximately similar return on my consumable crafting professions with jewelry crafting since they, too, do not require motif knowledge.
Full disclaimer: I have every available crafting achievement with the exception of the outfit-related ones (I'm not paying to change my outfit slot 100 times, and haven't yet used prisoner's on my main crafter), and my motif knowledge is complete other than Silver Dawn, Elder Argonian and Pyandonean.
I'm fully okay with jewelry awarding more master writs than the material crafting lines based on the motif knowledge argument, but I would definitely like to see the consumable lines brought more in line with jewelry rates.
Edit: Missing words.
(Also, as an aside, for everybody saying you get "more" JC master writs... yes, you do. The chances of you getting them are going to be higher, as it's based on the number of traits that you have researched. Whereas the blacksmithing/woodworking/clothing, are based on the number of full, complete, purple motifs that you have. So, having all 9 traits researched in JC has the same increase in drop chance as having the knowledge of over 50 motifs. I'm guessing that more people have a higher percentage of JC traits researched than they do full motifs on characters, as motifs can be very expensive. So, that mystery is solved)
Not disagreeing with you, but (anecdotally) my master writ return for crafting professions looks something like this alchemy/enchanting/provisioning < BS/WW/Clothing < Jewelry.
Based on the above logic, I should see an approximately similar return on my consumable crafting professions with jewelry crafting since they, too, do not require motif knowledge.
Full disclaimer: I have every available crafting achievement with the exception of the outfit-related ones (I'm not paying to change my outfit slot 100 times, and haven't yet used prisoner's on my main crafter), and my motif knowledge is complete other than Silver Dawn, Elder Argonian and Pyandonean.
I'm fully okay with jewelry awarding more master writs than the material crafting lines based on the motif knowledge argument, but I would definitely like to see the consumable lines brought more in line with jewelry rates.
Edit: Missing words.
Alchemy is based on the fully known traits of the herbs/flowers/mushrooms
Enchanting is based on the runestones "translated"
Provisioning is based on the number of purple and gold recipes known
(Also, as an aside, for everybody saying you get "more" JC master writs... yes, you do. The chances of you getting them are going to be higher, as it's based on the number of traits that you have researched. Whereas the blacksmithing/woodworking/clothing, are based on the number of full, complete, purple motifs that you have. So, having all 9 traits researched in JC has the same increase in drop chance as having the knowledge of over 50 motifs. I'm guessing that more people have a higher percentage of JC traits researched than they do full motifs on characters, as motifs can be very expensive. So, that mystery is solved)
Not disagreeing with you, but (anecdotally) my master writ return for crafting professions looks something like this alchemy/enchanting/provisioning < BS/WW/Clothing < Jewelry.
Based on the above logic, I should see an approximately similar return on my consumable crafting professions with jewelry crafting since they, too, do not require motif knowledge.
Full disclaimer: I have every available crafting achievement with the exception of the outfit-related ones (I'm not paying to change my outfit slot 100 times, and haven't yet used prisoner's on my main crafter), and my motif knowledge is complete other than Silver Dawn, Elder Argonian and Pyandonean.
I'm fully okay with jewelry awarding more master writs than the material crafting lines based on the motif knowledge argument, but I would definitely like to see the consumable lines brought more in line with jewelry rates.
Edit: Missing words.
Alchemy is based on the fully known traits of the herbs/flowers/mushrooms
Enchanting is based on the runestones "translated"
Provisioning is based on the number of purple and gold recipes known
Yeah, I'm aware of what they require and it's a pretty much direct comparison to jewelry crafting.
For ease of math let's assume:
- knowing all jewelry traits is a 0.5 modifier for rewarding master writs (I.E. each daily jewelry writ has a 50% chance to award a master writ)
- knowing all four traits of every alchemy ingredient should be a 0.5 modifier
- having every rune translated for enchanting should be a 0.5 modifier, and
- knowing every gold and purple recipe should also be a 0.5 modifier
Again, these numbers are just for comparison and not presumed to be accurate in any way...
Bottom line - because motif knowledge is not factored into these four professions, once all applicable requirements have been met, you would think they would have the same chance to provide a master writ upon daily writ completion. As my anecdotal response earlier indicated, this is definitely not the case. I average 2-3 jewelry master writs per week on my main crafter. I'm lucky to get 1 each of alchemy and enchanting every two weeks, and provisioning seems to be more on par with 1-2 per month. Now, I will admit that I have not learned the two gold aetherial ambrosia recipes, but I have a hard time believing that two out of the whole pool of purple/gold recipes would impact the modifier that much.
Again, all parts being equal across the four skills, you would think that the return of master writs should also be comparable. Unfortunately, to this point, I think we've all seen a preponderance of jewelry writs and not so much of the others.