Items do degrade and break, losing their effective armor rating and do need to be repaired, but you're correct in that they never break beyond repair.
The real demand for crafted sets are for those who wish to not deal with swapping gear between characters and instead have a dedicated set for each character. Also, outside of stalwarts like Julianos and Hunding's Rage, each update tends to favor a select group of crafted sets that weren't utilized that much before. See Torug's Pact and weapon enchantments with the Murkmire patch (before it was "fixed) for a recent example. Night Mother's Gaze was another required crafted set for trials prior to Summerset, then its 5-piece bonus got drastically altered and basically made it worthless in group content, thus changing the dynamic and demand.
Also, add in all the new players who may ask for low-level training gear, and CP160 sets once they reach that level, and you have a fairly steady demand in that regards.
Items do degrade and break, losing their effective armor rating and do need to be repaired, but you're correct in that they never break beyond repair.
The real demand for crafted sets are for those who wish to not deal with swapping gear between characters and instead have a dedicated set for each character. Also, outside of stalwarts like Julianos and Hunding's Rage, each update tends to favor a select group of crafted sets that weren't utilized that much before. See Torug's Pact and weapon enchantments with the Murkmire patch (before it was "fixed) for a recent example. Night Mother's Gaze was another required crafted set for trials prior to Summerset, then its 5-piece bonus got drastically altered and basically made it worthless in group content, thus changing the dynamic and demand.
Also, add in all the new players who may ask for low-level training gear, and CP160 sets once they reach that level, and you have a fairly steady demand in that regards.
Breaking beyond repair creates a greater demand on Crafters to build replacement sets, as well on Overland set gatherers and gives greater reason to rerun Dungeon and Trial content. With more replacement pieces built it soaks up more of the resource supplies thus creating a larger market on them.
New players generally sell gathered gear in most games as a means to jump start their income. In ESO they do not have as much of a income boost as they could if the system was changed to BBR.
Items do degrade and break, losing their effective armor rating and do need to be repaired, but you're correct in that they never break beyond repair.
The real demand for crafted sets are for those who wish to not deal with swapping gear between characters and instead have a dedicated set for each character. Also, outside of stalwarts like Julianos and Hunding's Rage, each update tends to favor a select group of crafted sets that weren't utilized that much before. See Torug's Pact and weapon enchantments with the Murkmire patch (before it was "fixed) for a recent example. Night Mother's Gaze was another required crafted set for trials prior to Summerset, then its 5-piece bonus got drastically altered and basically made it worthless in group content, thus changing the dynamic and demand.
Also, add in all the new players who may ask for low-level training gear, and CP160 sets once they reach that level, and you have a fairly steady demand in that regards.
Breaking beyond repair creates a greater demand on Crafters to build replacement sets, as well on Overland set gatherers and gives greater reason to rerun Dungeon and Trial content. With more replacement pieces built it soaks up more of the resource supplies thus creating a larger market on them.
New players generally sell gathered gear in most games as a means to jump start their income. In ESO they do not have as much of a income boost as they could if the system was changed to BBR.
Because most players will probably strangle you if you propose that they have to re-farm new vMA destors and fresh Relequen every other week just because some crafters feel uneeded. Not even talking about PvP here.
Items do degrade and break, losing their effective armor rating and do need to be repaired, but you're correct in that they never break beyond repair.
The real demand for crafted sets are for those who wish to not deal with swapping gear between characters and instead have a dedicated set for each character. Also, outside of stalwarts like Julianos and Hunding's Rage, each update tends to favor a select group of crafted sets that weren't utilized that much before. See Torug's Pact and weapon enchantments with the Murkmire patch (before it was "fixed) for a recent example. Night Mother's Gaze was another required crafted set for trials prior to Summerset, then its 5-piece bonus got drastically altered and basically made it worthless in group content, thus changing the dynamic and demand.
Also, add in all the new players who may ask for low-level training gear, and CP160 sets once they reach that level, and you have a fairly steady demand in that regards.
Breaking beyond repair creates a greater demand on Crafters to build replacement sets, as well on Overland set gatherers and gives greater reason to rerun Dungeon and Trial content. With more replacement pieces built it soaks up more of the resource supplies thus creating a larger market on them.
New players generally sell gathered gear in most games as a means to jump start their income. In ESO they do not have as much of a income boost as they could if the system was changed to BBR.
Because most players will probably strangle you if you propose that they have to re-farm new vMA destors and fresh Relequen every other week just because some crafters feel uneeded. Not even talking about PvP here.
Items in ESO have unlimited life for a character. They never need replacing so crafted sets are not in as much demand. This makes a crafter less important in the game than is systems that have or had this. Would like to see this. It would be an increase in the games economy, creating a greater transfer of wealth and use of resources.
Items do degrade and break, losing their effective armor rating and do need to be repaired, but you're correct in that they never break beyond repair.
The real demand for crafted sets are for those who wish to not deal with swapping gear between characters and instead have a dedicated set for each character. Also, outside of stalwarts like Julianos and Hunding's Rage, each update tends to favor a select group of crafted sets that weren't utilized that much before. See Torug's Pact and weapon enchantments with the Murkmire patch (before it was "fixed) for a recent example. Night Mother's Gaze was another required crafted set for trials prior to Summerset, then its 5-piece bonus got drastically altered and basically made it worthless in group content, thus changing the dynamic and demand.
Also, add in all the new players who may ask for low-level training gear, and CP160 sets once they reach that level, and you have a fairly steady demand in that regards.
Breaking beyond repair creates a greater demand on Crafters to build replacement sets, as well on Overland set gatherers and gives greater reason to rerun Dungeon and Trial content. With more replacement pieces built it soaks up more of the resource supplies thus creating a larger market on them.
New players generally sell gathered gear in most games as a means to jump start their income. In ESO they do not have as much of a income boost as they could if the system was changed to BBR.
Because most players will probably strangle you if you propose that they have to re-farm new vMA destors and fresh Relequen every other week just because some crafters feel uneeded. Not even talking about PvP here.