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New Gear Trait For Leveling

Vapirko
Vapirko
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I’m just kind of spitballing with this one. When you level, you level fairly quickly and gear becomes pretty bad quite quickly. What if we replaced the invigorating trait, which I’m pretty sure no one uses, with a unique trait that allowed your gear to scale with your growth until 49? This would still serve the purpose of watering down the RNG for high level items (which I think ZOS wants) but would let you find or craft pieces that wouldn’t be useless in a few levels. Now as I said it’s just an idea and tbh idk if it’s even possible, I just know that it’s a real nuisance to keep your gear relevant as you level, but it’s also important to for low level PvP and dungeons. Some people power level in a day but I prefer to take a bit of time and not burn out. Lowbie BGs for example can be a nice change of pace and sometimes it’s fun to keep a new toon around for a bit. The trait could also be limited to just crafting.
Edited by Vapirko on April 12, 2019 4:29AM
  • Taleof2Cities
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    This idea starts to break down when ZOS sees that players would not have to run content to obtain higher level gear ... like ever.
    "May you walk on warm sands."
    "First, I would ask that you look to the poor and the suffering around Cyrodiil. Look into their hearts, and then look into your own."
    "May Auri-El's light guide you in your darkest hours."

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  • Vapirko
    Vapirko
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    This idea starts to break down when ZOS sees that players would not have to run content to obtain higher level gear ... like ever.

    Absolutely they would. Once you hit level 50 and that’s the only reason to ever farm gear. If you’re smart you’re not farming for level 40 gear. Sorry I guess I should amend this idea and say it would scale until level 49, as in once you hit 50 it stops working.
    Edited by Vapirko on April 12, 2019 4:20AM
  • therift
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    Your idea is not bad at first glance, however...

    1) Questing provides all of the gear your character may need as part of the 'package' of exploring, earning experience, unlocking skills, and learning to play the game.

    2) The newly launched Level Reward system provides additional, unique gear at key levels

    3) The original 'starter' islands - Bleakrock, Kenarthi's Roost, and Stros M'kai - provide gear especially designed for boosting experience gains and thus accelerated levelling

    4) Gear progression is a cornerstone of MMOs and one of the main rewards from gameplay. Gear 'regression', which seems to be a possible description of one of your ideas, would subvert gear progression altogether, since one end-game character could obtain end-game gear and share it with any level character. I shudder to think of the impact of Maelstrom inferno staves and Perfected gear on Kyne.

    5) Crafting is a key component of the game, yet it can also be considered optional. If you think you may wind creating a number of characters over time (most players do), creating a crafting character will be a valuable asset to your account and would permit you to make/store or remake a variety of tailor-made training sets of all levels.

    You mentioned you like to take your time. I think that's the best route. In time, you'll find the gear you discard is soon forgotten.
  • Vapirko
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    therift wrote: »
    Your idea is not bad at first glance, however...

    1) Questing provides all of the gear your character may need as part of the 'package' of exploring, earning experience, unlocking skills, and learning to play the game.

    2) The newly launched Level Reward system provides additional, unique gear at key levels

    3) The original 'starter' islands - Bleakrock, Kenarthi's Roost, and Stros M'kai - provide gear especially designed for boosting experience gains and thus accelerated levelling

    4) Gear progression is a cornerstone of MMOs and one of the main rewards from gameplay. Gear 'regression', which seems to be a possible description of one of your ideas, would subvert gear progression altogether, since one end-game character could obtain end-game gear and share it with any level character. I shudder to think of the impact of Maelstrom inferno staves and Perfected gear on Kyne.

    5) Crafting is a key component of the game, yet it can also be considered optional. If you think you may wind creating a number of characters over time (most players do), creating a crafting character will be a valuable asset to your account and would permit you to make/store or remake a variety of tailor-made training sets of all levels.

    You mentioned you like to take your time. I think that's the best route. In time, you'll find the gear you discard is soon forgotten.

    I’ve leveled 7 toons now and have a very capable crafted. Yet logging on to remake two sets or more ever 5 levels or so is a pain. And people aren’t really farming for new gear below level 50. But I do agree the second idea is not good and I pretty much said as much. But I think a trait that scales gear with you from 1-49 wouldn’t throw the game off. Maybe even keep it to a craftable only trait.
  • Acrolas
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    A set of training gear at 4, 10, 20, 30, and 40 is really all you need to level. Scaling gear would function similarly anyway, getting a little worse for each new level as your battle leveling tapers off.
    signing off
  • therift
    therift
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    Vapirko wrote: »
    therift wrote: »
    Your idea is not bad at first glance, however...

    1) Questing provides all of the gear your character may need as part of the 'package' of exploring, earning experience, unlocking skills, and learning to play the game.

    2) The newly launched Level Reward system provides additional, unique gear at key levels

    3) The original 'starter' islands - Bleakrock, Kenarthi's Roost, and Stros M'kai - provide gear especially designed for boosting experience gains and thus accelerated levelling

    4) Gear progression is a cornerstone of MMOs and one of the main rewards from gameplay. Gear 'regression', which seems to be a possible description of one of your ideas, would subvert gear progression altogether, since one end-game character could obtain end-game gear and share it with any level character. I shudder to think of the impact of Maelstrom inferno staves and Perfected gear on Kyne.

    5) Crafting is a key component of the game, yet it can also be considered optional. If you think you may wind creating a number of characters over time (most players do), creating a crafting character will be a valuable asset to your account and would permit you to make/store or remake a variety of tailor-made training sets of all levels.

    You mentioned you like to take your time. I think that's the best route. In time, you'll find the gear you discard is soon forgotten.

    I’ve leveled 7 toons now and have a very capable crafted. Yet logging on to remake two sets or more ever 5 levels or so is a pain. And people aren’t really farming for new gear below level 50. But I do agree the second idea is not good and I pretty much said as much. But I think a trait that scales gear with you from 1-49 wouldn’t throw the game off. Maybe even keep it to a craftable only trait.

    I have found that I get by with 3 level tiers 4, 14, 36. My crafter happens to be my main character, so knocking out a couple sets of gear isn't a problem for me.

    Limiting your 'Levelling Trait' to crafted sets solves some of the potential problems, but it does not solve the most important problem: Gear Progression is one on the cornerstone concepts of MMO games. This means old gear must become weaker as your character gains experience so that it is worthwhile to quest, to explore, to test your mettle in delves or in group content, in order to have a worthy reward for victory.

    There are very few MMOs -or single player games - that do not have some mechanism to encourage players to seek and win better, stronger, or more useful gear. Gear progression is one expression of the fundamental reasons human beings play games - effort, risk, reward.

    If you are looking for a convenient way to avoid gear progression on multiple characters, simply acquire and/or craft suitab l e sets and store them for future use. ;)
  • Vapirko
    Vapirko
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    therift wrote: »
    Vapirko wrote: »
    therift wrote: »
    Your idea is not bad at first glance, however...

    1) Questing provides all of the gear your character may need as part of the 'package' of exploring, earning experience, unlocking skills, and learning to play the game.

    2) The newly launched Level Reward system provides additional, unique gear at key levels

    3) The original 'starter' islands - Bleakrock, Kenarthi's Roost, and Stros M'kai - provide gear especially designed for boosting experience gains and thus accelerated levelling

    4) Gear progression is a cornerstone of MMOs and one of the main rewards from gameplay. Gear 'regression', which seems to be a possible description of one of your ideas, would subvert gear progression altogether, since one end-game character could obtain end-game gear and share it with any level character. I shudder to think of the impact of Maelstrom inferno staves and Perfected gear on Kyne.

    5) Crafting is a key component of the game, yet it can also be considered optional. If you think you may wind creating a number of characters over time (most players do), creating a crafting character will be a valuable asset to your account and would permit you to make/store or remake a variety of tailor-made training sets of all levels.

    You mentioned you like to take your time. I think that's the best route. In time, you'll find the gear you discard is soon forgotten.

    I’ve leveled 7 toons now and have a very capable crafted. Yet logging on to remake two sets or more ever 5 levels or so is a pain. And people aren’t really farming for new gear below level 50. But I do agree the second idea is not good and I pretty much said as much. But I think a trait that scales gear with you from 1-49 wouldn’t throw the game off. Maybe even keep it to a craftable only trait.

    I have found that I get by with 3 level tiers 4, 14, 36. My crafter happens to be my main character, so knocking out a couple sets of gear isn't a problem for me.

    Limiting your 'Levelling Trait' to crafted sets solves some of the potential problems, but it does not solve the most important problem: Gear Progression is one on the cornerstone concepts of MMO games. This means old gear must become weaker as your character gains experience so that it is worthwhile to quest, to explore, to test your mettle in delves or in group content, in order to have a worthy reward for victory.

    There are very few MMOs -or single player games - that do not have some mechanism to encourage players to seek and win better, stronger, or more useful gear. Gear progression is one expression of the fundamental reasons human beings play games - effort, risk, reward.

    If you are looking for a convenient way to avoid gear progression on multiple characters, simply acquire and/or craft suitab l e sets and store them for future use. ;)

    Such a waste of bank space lol. And again this isn’t really gear progression. The 1-50 grind has been reduced to a sort of nuisance. Gear progression comes more from grinding new sets as a poised to higher level sets which I personally prefer for the most part. I see your points but obviously think that crafted scaling trait 1-49 wouldn’t be a big deal st all. And some people would likely still prefer to use training or even craft divines or impending gear. It’s just a qol suggestion, it’s probably fairly unlikely they implement it. If people don’t like it, no big deal.
    Edited by Vapirko on April 12, 2019 4:53AM
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