I disagree enchanting is a money maker.
Just add another craft called Jewelry making no need to change any other crafting skill.
That's the simplest solution
Not replace.
Incorporate. Enchant line w/ jewelry line. Makes sense.
NewBlacksmurf wrote: »I disagree enchanting is a money maker.
Just add another craft called Jewelry making no need to change any other crafting skill.
That's the simplest solution
How about you still have the ability to make enchants in each but enchanting having it's own craft is silly when we have Jewlery which is actually made and enchanting which isn't.
NewBlacksmurf wrote: »You're only enchanting the armor or weapons and Jewlery when added. Why have another craft?
NewBlacksmurf wrote: »If you add another you have to add thousands if nodes for another craft. I'm not suggesting to take anything away but to consolidate.
NewBlacksmurf wrote: »Maybe the reverse then. Keep enchanting and add Jewlery to one of the crafts.
I still would like enchanting to become a part of making items as the extra slots needed for enchanting runes and the spot to create the enchant is silly. If I can make it let me apply it while creating the item I'm crafting in one interface.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
NewBlacksmurf wrote: »As far as nodes, I think it makes sense to use the enchanting nodes as these bizarre rocky things don't really look like runes.
The_Sadist wrote: »I feel there should ultimately be a jewellery crafting profession, but enchanting is enchanting. If you've played any Elder Scrolls games you'll know that enchanting is a pretty awesome skill when utilised correctly and as it stands there's a difference between being able to make a weapon and having the arcane knowledge to enchant said item.
charles_crowe wrote: »in the case of morrowind and oblivion, membership in the mages guild was a prerequisite for learning enchanting, as the stations for it were located there. (sigil stones in oblivion not included)
i personally would love the ability to tweak magnitudes, durations, and number of effects on enchantments as could be done in TES 3 and 4.
NewBlacksmurf wrote: »As far as nodes, I think it makes sense to use the enchanting nodes as these bizarre rocky things don't really look like runes.
Either you haven't really looked at them or you have a stale cheese sandwich in place of a graphics card.