the1andonlyskwex wrote: »One reason that trait changing costs more is because it lets you avoid all of the gold/mat costs associated with upgrading and enchanting a newly reconstructed item.
Cooperharley wrote: »
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: »
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
You won’t ever get nirncrux from a reconstructed piece of gear.
It’s only transmutation that provides a chance at the trait mat on decon.
Trait changes costing 25 transmutes is a very reasonable idea.
Let us buy another 1000 slot transmute bag please. I have toons filling up and about 50 pieces of earth gore storing pieces. I really wish you could MOVE geodes from characters too. I don't even do daily dungeon because I have no more space for geodes. Between that and scripts, there isn't enough space now.
For normal pledges yes but its 10 from random normal dungeons.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....
I tend to reconstruct sets for builds but I have more crystals than I can use. Now if your farming an set for use, your have an point. Also if already golded out weapons and jewelry its cheaper to change traits.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.
Aggrovious wrote: »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.
You said the introduction of the transmutes have ruined crafting. It is necessary to craft gear that otherwise has to be farmed. Why want acquiring traits to take longer? That is boring and frustrating. I have a master crafter that makes everything and sends it to the corresponding character. I do not want an alt to craft because they wont have all the necessary reduction cost passives.
DenverRalphy wrote: »Aggrovious wrote: »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.
You said the introduction of the transmutes have ruined crafting. It is necessary to craft gear that otherwise has to be farmed. Why want acquiring traits to take longer? That is boring and frustrating. I have a master crafter that makes everything and sends it to the corresponding character. I do not want an alt to craft because they wont have all the necessary reduction cost passives.
I said Transmuting has all but destroyed crafting, because since curated drops and the ability to transmute/reconstruct anything a player has added to their stickerbooks was introduced to the game, crafting has pretty much lost 90% of its usefulness. With the exception of a very few sets, crafted gear generally takes a back seat to overland/dungeon/trial gear. Relegating the crafting profession to little more than to provide decorative house furnishings. Motifs aren't even important to crafting anymore, as now anybody can eat a motif and slap it onto the gear they're wearing.
There was a time when crafting was a viable profession.
And I did NOT say acquiring traits or transmute crystals should take longer. I simply said that they don't need to become even easier to obtain than they already are.
the1andonlyskwex wrote: »DenverRalphy wrote: »Aggrovious wrote: »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.
You said the introduction of the transmutes have ruined crafting. It is necessary to craft gear that otherwise has to be farmed. Why want acquiring traits to take longer? That is boring and frustrating. I have a master crafter that makes everything and sends it to the corresponding character. I do not want an alt to craft because they wont have all the necessary reduction cost passives.
I said Transmuting has all but destroyed crafting, because since curated drops and the ability to transmute/reconstruct anything a player has added to their stickerbooks was introduced to the game, crafting has pretty much lost 90% of its usefulness. With the exception of a very few sets, crafted gear generally takes a back seat to overland/dungeon/trial gear. Relegating the crafting profession to little more than to provide decorative house furnishings. Motifs aren't even important to crafting anymore, as now anybody can eat a motif and slap it onto the gear they're wearing.
There was a time when crafting was a viable profession.
And I did NOT say acquiring traits or transmute crystals should take longer. I simply said that they don't need to become even easier to obtain than they already are.
I don't particularly agree with this.
Crafted sets have been overshadowed by dropped sets since long before transmutation crystals or curated drops existed. Maybe there's been a minor shift because it's easier to grind all of the dropped set pieces you need, but my experience was that even before transmutation and curated drops, crafted sets were only really desirable during the grind to fill out two 5-piece sets from normal dungeons and a monster set.
While that initial grind to non-crafted sets has improved a little, the main change from curated drops and reconstruction is in the time it takes to subsequently replace your (already better than crafted) initial dropped sets with top-tier sets, and the main change from transmutation (which was introduced much earlier) was that it allowed most people to start optimizing traits at all (instead of just living with whatever they happened to get).
I think the real thing you're mad about is the outfit system, which was introduced separately from both transmutation and curated drops. That's the change that made ESO fashion more accessible to non-crafters, and made dedicated crafters with massive motif collections obsolete. That said, outside of people playing dress-up, crafting has never really been a viable profession.
The main problem with crafting has been around since the game first came out, and is the fact that it's so easy to be a (practical, fashion-agnostic) crafter that supply always outstrips demand, where the only real barrier to just crafting things yourself is the initial (passively time consuming) grind to research traits on your first character. I suppose that initial grind probably made crafters rarer for the first couple years of the game, before a critical mass of people had completed their research, but the structural problem always existed. If you're mad that it's not really viable to play as a crafter who primarily sells sets to other players, then you shouldn't be complaining about transmutation and curated drops, you should be complaining about the fact that crafting is so easy that everyone and their mother can just do it themselves.