I think that crafting should be something that you have to put a little more effort into, rather than just picking a few items to research and waiting, and leveling up by deconstructing VR gear in the process. It should be so that it actually feels like an accomplishment when you get to that next material, or when you max it out, instead of just being able to decon your way to level 50.You don't think time spent in research is enough?
What changes would you like to see then?
In a game with over 300 skill points and counting, you have enough to completely max out almost every skill line. There's no shortage of skill points.demonlkojipub19_ESO wrote: »How would you make it so not just anyone could do it. It already takes a chunk out of your skill points to be able to craft and upgrade with efficiency, And not everyone has spent those skill points towards crafting. How many people put all those points into every craft rather than become totally flexible for combat? Not everyone thats for sure.
emeraldbay wrote: »In a game with over 300 skill points and counting, you have enough to completely max out almost every skill line. There's no shortage of skill points.demonlkojipub19_ESO wrote: »How would you make it so not just anyone could do it. It already takes a chunk out of your skill points to be able to craft and upgrade with efficiency, And not everyone has spent those skill points towards crafting. How many people put all those points into every craft rather than become totally flexible for combat? Not everyone thats for sure.
Well, if you could max out everything, there wouldn't really be any point to making choices, so I don't think we should be able to max out everyting. I do still think we should be able to be proficient in most things.demonlkojipub19_ESO wrote: »emeraldbay wrote: »In a game with over 300 skill points and counting, you have enough to completely max out almost every skill line. There's no shortage of skill points.demonlkojipub19_ESO wrote: »How would you make it so not just anyone could do it. It already takes a chunk out of your skill points to be able to craft and upgrade with efficiency, And not everyone has spent those skill points towards crafting. How many people put all those points into every craft rather than become totally flexible for combat? Not everyone thats for sure.
You have to get them first, and i'm currently out with not all combat skills morphed or learned. You have a lot for sure But I dont think its enough to max out everything, especially if you have one of the optional skill lines learned.
It's not about tying you down, it's just about making crafting feel more worthwhile than it is now. All you have to do to level it up currently is deconstruct loot and wait on research timers. I'd like it if the amount of experience you could gain from deconstruction each tier had some sort of cap, so you had to actually use the profession in order to keep it up.I like crafting as it is. I like that it takes so long to unlock traits. I like that you have to hunt down motifs for styles. I like that by investing points you can be as good of a crafter as you want to be. I don't think you should be tied down to just one or two crafting professions. Limiting crafting in that way is not TES.
emeraldbay wrote: »Well, if you could max out everything, there wouldn't really be any point to making choices, so I don't think we should be able to max out everyting. I do still think we should be able to be proficient in most things.demonlkojipub19_ESO wrote: »emeraldbay wrote: »In a game with over 300 skill points and counting, you have enough to completely max out almost every skill line. There's no shortage of skill points.demonlkojipub19_ESO wrote: »How would you make it so not just anyone could do it. It already takes a chunk out of your skill points to be able to craft and upgrade with efficiency, And not everyone has spent those skill points towards crafting. How many people put all those points into every craft rather than become totally flexible for combat? Not everyone thats for sure.
You have to get them first, and i'm currently out with not all combat skills morphed or learned. You have a lot for sure But I dont think its enough to max out everything, especially if you have one of the optional skill lines learned.
It's not that I want crafting to have a bigger skill point sink, I just want it to be a little more difficult to pick up if, say, you ignore it until level 35 or so.It's not about tying you down, it's just about making crafting feel more worthwhile than it is now. All you have to do to level it up currently is deconstruct loot and wait on research timers. I'd like it if the amount of experience you could gain from deconstruction each tier had some sort of cap, so you had to actually use the profession in order to keep it up.I like crafting as it is. I like that it takes so long to unlock traits. I like that you have to hunt down motifs for styles. I like that by investing points you can be as good of a crafter as you want to be. I don't think you should be tied down to just one or two crafting professions. Limiting crafting in that way is not TES.
emeraldbay wrote: »In a game with over 300 skill points and counting, you have enough to completely max out almost every skill line. There's no shortage of skill points.demonlkojipub19_ESO wrote: »How would you make it so not just anyone could do it. It already takes a chunk out of your skill points to be able to craft and upgrade with efficiency, And not everyone has spent those skill points towards crafting. How many people put all those points into every craft rather than become totally flexible for combat? Not everyone thats for sure.
I like crafting as it is. I like that it takes so long to unlock traits. I like that you have to hunt down motifs for styles. I like that by investing points you can be as good of a crafter as you want to be. I don't think you should be tied down to just one or two crafting professions. Limiting crafting in that way is not TES.
I can see that being a double-edged sword. Sure, you can now get materials more easily, but now people won't be able to sell their excess materials to other players because everyone will have enough of what they want. Except for unrefined materials, of course.I'd like to be able to buy the crafting supplies, (not just traits), from the vendors like in Skyrim, the more rare the item the higher it costs, etc.
I think this may be the first time I agreed with you. Getting items from dungeons would be a fun way to add to the system and justify the fact that it makes the best gear, and it would make me want to run dungeons more often.Arsenic_Touch wrote: »Crafting should never be the best items unless it requires items that can only obtained via dungeons and can't be purchased, because practices like that allow users to short change the system and jump ahead of other players. I would rather it be based on the amount of work you put into it. So crafting supplemented by dungeons and raiding would be the best system. Either way they need to drastically improve the rewards in this game.
emeraldbay wrote: »In a game with over 300 skill points and counting, you have enough to completely max out almost every skill line. There's no shortage of skill points.demonlkojipub19_ESO wrote: »How would you make it so not just anyone could do it. It already takes a chunk out of your skill points to be able to craft and upgrade with efficiency, And not everyone has spent those skill points towards crafting. How many people put all those points into every craft rather than become totally flexible for combat? Not everyone thats for sure.