They have literally doubled or even tripled the sources of transmute crystals since clockwork city was released and the cost has stayed the same - this is actually a net decrease in cost since now you are capped at 500/1000 instead of 250/500 and now you can get 10 per random normal instead of I think it used to be 5?
Jabbs_Giggity wrote: »They have literally doubled or even tripled the sources of transmute crystals since clockwork city was released and the cost has stayed the same - this is actually a net decrease in cost since now you are capped at 500/1000 instead of 250/500 and now you can get 10 per random normal instead of I think it used to be 5?
Interesting, I get 1 crystal from Normal dungeon dailies....
Jabbs_Giggity wrote: »They have literally doubled or even tripled the sources of transmute crystals since clockwork city was released and the cost has stayed the same - this is actually a net decrease in cost since now you are capped at 500/1000 instead of 250/500 and now you can get 10 per random normal instead of I think it used to be 5?
Interesting, I get 1 crystal from Normal dungeon dailies....
Jabbs_Giggity wrote: »Trait changes, at the very least, should cost no more than your current cost to reconstruct. Even Mythics, by default, only cost 25 to reconstruct.
IMO, reconstruction should definitely cost more than a mere trait change...the logic is backwards.
Jabbs_Giggity wrote: »They have literally doubled or even tripled the sources of transmute crystals since clockwork city was released and the cost has stayed the same - this is actually a net decrease in cost since now you are capped at 500/1000 instead of 250/500 and now you can get 10 per random normal instead of I think it used to be 5?
Interesting, I get 1 crystal from Normal dungeon dailies....
You get a guaranteed 10-crystal geode in the mail as part of the rewards for completing your first *random* dungeon. You must use the queue and select random, so it is not guaranteed to match the pledges for the day.
This is in addition to whatever geodes you get for completing a daily (i.e. pledge).
Jabbs_Giggity wrote: »Trait changes, at the very least, should cost no more than your current cost to reconstruct. Even Mythics, by default, only cost 25 to reconstruct.
IMO, reconstruction should definitely cost more than a mere trait change...the logic is backwards.
Blood_again wrote: »Basically, the whole transmute idea (retraiting and then reconstruction) was added as an auxiliary mechanism for traditional gear drop mechanic.
If you don't have spare crystals, use it as the last tool only.
First things first. You should farm the content for the gear you need.
Somehow it became a common idea that reconstruction/retraiting is the main tool to make your build. It is wrong.
Well, some percent of players can reconstruct the whole build. Just because they've already fulfilled their collection and gained a lot of spare crystals in process. So they can afford spending 300+ transmutes at a time.
Most of the players don't have both, so they need to farm the gear to certain point, then fix the gaps in their build with retraiting/reconstruction.
How it works:
For example, I farmed relequen and got only 4 different pieces divines for 6 runs. I got 8 relequen pieces to my collection in total.
I can reconstruct the 5th piece in divines, but it will take over 50 crystals. So I'd better retrait the piece I got with a wrong trait. It will be cheaper.
As a result, I spent 6 trial runs, 50 crystals and some improvement materials to get 5 of 13 items for my awesome build. Then I hunt for another set.
Jabbs_Giggity wrote: »Blood_again wrote: »Basically, the whole transmute idea (retraiting and then reconstruction) was added as an auxiliary mechanism for traditional gear drop mechanic.
If you don't have spare crystals, use it as the last tool only.
First things first. You should farm the content for the gear you need.
Somehow it became a common idea that reconstruction/retraiting is the main tool to make your build. It is wrong.
Well, some percent of players can reconstruct the whole build. Just because they've already fulfilled their collection and gained a lot of spare crystals in process. So they can afford spending 300+ transmutes at a time.
Most of the players don't have both, so they need to farm the gear to certain point, then fix the gaps in their build with retraiting/reconstruction.
How it works:
For example, I farmed relequen and got only 4 different pieces divines for 6 runs. I got 8 relequen pieces to my collection in total.
I can reconstruct the 5th piece in divines, but it will take over 50 crystals. So I'd better retrait the piece I got with a wrong trait. It will be cheaper.
As a result, I spent 6 trial runs, 50 crystals and some improvement materials to get 5 of 13 items for my awesome build. Then I hunt for another set.
I don't think I agree with this. Yes, we have all done the hours upon hours grinds for gear. This generally lead to 80% of time played as farming time and 20% play time, where the latter gave you just enough time to barely enjoy it before the next nerf sweep or new replacement set from new content drop.
Then, transmuting was introduced to allow players to bring the grind time down to a minimal with a new grind - being that transmutes were harder to come by.
Now we are at the current, where reconstructing any collected item had reduced cost based on the number of pieces collected. Thus, reducing said grinds (above) even further.
That being said, reconstruction requires maximum collection for minimal cost. Yet, you are still creating an entire item from having nothing.
Whereas transmuting you are simply changing a trait on an item you already found and own, bound to you. The cost on this should be maximum 25 crystals (the current minimum cost to reconstruct any set item)
DenverRalphy wrote: »Transmuting has already all but destroyed Crafting. I'd rather not see it become even easier.
Aggrovious wrote: »DenverRalphy wrote: »Transmuting has already all but destroyed Crafting. I'd rather not see it become even easier.
How? Dungeon and trial sets would have to be farmed for the perfect trait.
Jabbs_Giggity wrote: »Blood_again wrote: »Basically, the whole transmute idea (retraiting and then reconstruction) was added as an auxiliary mechanism for traditional gear drop mechanic.
If you don't have spare crystals, use it as the last tool only.
First things first. You should farm the content for the gear you need.
Somehow it became a common idea that reconstruction/retraiting is the main tool to make your build. It is wrong.
Well, some percent of players can reconstruct the whole build. Just because they've already fulfilled their collection and gained a lot of spare crystals in process. So they can afford spending 300+ transmutes at a time.
Most of the players don't have both, so they need to farm the gear to certain point, then fix the gaps in their build with retraiting/reconstruction.
How it works:
For example, I farmed relequen and got only 4 different pieces divines for 6 runs. I got 8 relequen pieces to my collection in total.
I can reconstruct the 5th piece in divines, but it will take over 50 crystals. So I'd better retrait the piece I got with a wrong trait. It will be cheaper.
As a result, I spent 6 trial runs, 50 crystals and some improvement materials to get 5 of 13 items for my awesome build. Then I hunt for another set.
I don't think I agree with this. Yes, we have all done the hours upon hours grinds for gear. This generally lead to 80% of time played as farming time and 20% play time, where the latter gave you just enough time to barely enjoy it before the next nerf sweep or new replacement set from new content drop.
Then, transmuting was introduced to allow players to bring the grind time down to a minimal with a new grind - being that transmutes were harder to come by.
Now we are at the current, where reconstructing any collected item had reduced cost based on the number of pieces collected. Thus, reducing said grinds (above) even further.
That being said, reconstruction requires maximum collection for minimal cost. Yet, you are still creating an entire item from having nothing.
Whereas transmuting you are simply changing a trait on an item you already found and own, bound to you. The cost on this should be maximum 25 crystals (the current minimum cost to reconstruct any set item)
Why would anyone ever reconstruct anything in that case?
Jabbs_Giggity wrote: »Trait changes, at the very least, should cost no more than your current cost to reconstruct. Even Mythics, by default, only cost 25 to reconstruct.
IMO, reconstruction should definitely cost more than a mere trait change...the logic is backwards.
Cooperharley wrote: »I agree.
I feel like the people that generally have too many play one character largely, PvP a ton, or don’t change builds often. If you enjoy many characters or experimenting with builds, it heavily dampens your ability to do so. The transmute system as a whole could use a facelift. My proposed changes would be:
1. Remove the cap altogether. There’s no logical reason to me why there’s even a cap on this. Data? Come on. This would solve the problem for people that complain about having too many. ZOS could even be cheeky and lift the cap for ESO+ members only 🤷🏻♂️
2. Either lessen transmutes needed to change traits or reconstruct OR enable you to earn more in content SO LONG AS #1 holds true to not overwhelm those who don’t want them. Maybe your daily random gives 25 and your preceding ones, to incentivize you to continue interacting with the random dungeon finder could give you 5 or something rather than 1, which frankly is just silly. Could do the same for the daily BG - 25 for the daily, 5 for preceding random BGs.
I think the game should incentivize you to create more characters and more builds and to interact with a variety of systems rather than constantly time gating you. The way I look at it is, if I have 4 characters for example and I need like 300 transmute for a build, I just think about how many days of random dungeons I have to run on all 4 to accumulate all of those, which is a little over a week. But, this just makes me not want to play after the random dungeons tbh whereas if I had plenty to have fun and mess with new build ideas, it’d make me want to play longer each day.
To those people that have too many, I’d recommend just reconstructing gear with the nirnhoned trait, breaking it down, and selling that trait material for gold FYI.
Just my $0.02
Not everything needs FOMO and time gating
Cooperharley wrote: »I agree.
I feel like the people that generally have too many play one character largely, PvP a ton, or don’t change builds often. If you enjoy many characters or experimenting with builds, it heavily dampens your ability to do so. The transmute system as a whole could use a facelift. My proposed changes would be:
1. Remove the cap altogether. There’s no logical reason to me why there’s even a cap on this. Data? Come on. This would solve the problem for people that complain about having too many. ZOS could even be cheeky and lift the cap for ESO+ members only 🤷🏻♂️
2. Either lessen transmutes needed to change traits or reconstruct OR enable you to earn more in content SO LONG AS #1 holds true to not overwhelm those who don’t want them. Maybe your daily random gives 25 and your preceding ones, to incentivize you to continue interacting with the random dungeon finder could give you 5 or something rather than 1, which frankly is just silly. Could do the same for the daily BG - 25 for the daily, 5 for preceding random BGs.
I think the game should incentivize you to create more characters and more builds and to interact with a variety of systems rather than constantly time gating you. The way I look at it is, if I have 4 characters for example and I need like 300 transmute for a build, I just think about how many days of random dungeons I have to run on all 4 to accumulate all of those, which is a little over a week. But, this just makes me not want to play after the random dungeons tbh whereas if I had plenty to have fun and mess with new build ideas, it’d make me want to play longer each day.
To those people that have too many, I’d recommend just reconstructing gear with the nirnhoned trait, breaking it down, and selling that trait material for gold FYI.
Just my $0.02
Not everything needs FOMO and time gating
Jabbs_Giggity wrote: »That being said, reconstruction requires maximum collection for minimal cost. Yet, you are still creating an entire item from having nothing.
Whereas transmuting you are simply changing a trait on an item you already found and own, bound to you. The cost on this should be maximum 25 crystals (the current minimum cost to reconstruct any set item)
Cooperharley wrote: »I agree.
I feel like the people that generally have too many play one character largely, PvP a ton, or don’t change builds often. If you enjoy many characters or experimenting with builds, it heavily dampens your ability to do so. The transmute system as a whole could use a facelift. My proposed changes would be:
1. Remove the cap altogether. There’s no logical reason to me why there’s even a cap on this. Data? Come on. This would solve the problem for people that complain about having too many. ZOS could even be cheeky and lift the cap for ESO+ members only 🤷🏻♂️
2. Either lessen transmutes needed to change traits or reconstruct OR enable you to earn more in content SO LONG AS #1 holds true to not overwhelm those who don’t want them. Maybe your daily random gives 25 and your preceding ones, to incentivize you to continue interacting with the random dungeon finder could give you 5 or something rather than 1, which frankly is just silly. Could do the same for the daily BG - 25 for the daily, 5 for preceding random BGs.
I think the game should incentivize you to create more characters and more builds and to interact with a variety of systems rather than constantly time gating you. The way I look at it is, if I have 4 characters for example and I need like 300 transmute for a build, I just think about how many days of random dungeons I have to run on all 4 to accumulate all of those, which is a little over a week. But, this just makes me not want to play after the random dungeons tbh whereas if I had plenty to have fun and mess with new build ideas, it’d make me want to play longer each day.
To those people that have too many, I’d recommend just reconstructing gear with the nirnhoned trait, breaking it down, and selling that trait material for gold FYI.
Just my $0.02
Not everything needs FOMO and time gating
DenverRalphy wrote: »Aggrovious wrote: »DenverRalphy wrote: »Transmuting has already all but destroyed Crafting. I'd rather not see it become even easier.
How? Dungeon and trial sets would have to be farmed for the perfect trait.
If your character hasn't researched that trait, then an alt need only research 1 trait which takes no time at all, then reconstruct it. You don't have to farm the perfect trait.