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Opinions on crafting the best gear in the game?

emeraldbay
emeraldbay
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As it is now, crafting weapons and armor at endgame is the way to get some of the best gear. The problem (for me at least) is that even if you ignore crafting up until the Veteran levels, you can just as easily pick it up and start making great gear. The only thing stopping people from instantly becoming master crafters is research, which frankly isn't enough, in my opinion. So, what changes, if any, would you like to see to the crafting system?
Edited by emeraldbay on July 19, 2014 4:51PM

Opinions on crafting the best gear in the game? 75 votes

I like being able to craft good gear, but I don't like that anyone can do it. (it should be more difficult)
28%
SirAndyArsenic_TouchMalpherianc0rpAmsel_McKaySunnymcknightKayirawisshardb16_ESOKorprokb92303008rwb17_ESOStillianShunraviUPrimeDenniMyuuMKLSpreeviousAudigyRodarioemeraldbayPupsy 21 votes
I like crafting as it is. (no changes)
65%
DCGoth_OTGKowalzkyTabbycatGothicben_ESO5Kikazaruclayandaudrey_ESOKangasMoeCoastieKevinmonGrasshopperLisaBugCollectorMorduilYakidafiRictherskillastatAnath_QbabylonKirito144 49 votes
I dislike crafting because ______ (please comment), but I still want it to be important.
2%
AleriSadasIndorilRSram 2 votes
I don't want crafting to produce the best gear.
4%
EliteZSimen.askeland89b16_ESOsparafucilsarwb17_ESO 3 votes
I don't care one way or the other.
0%
  • KariTR
    KariTR
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    You don't think time spent in research is enough?

    What changes would you like to see then?
  • emeraldbay
    emeraldbay
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    I like being able to craft good gear, but I don't like that anyone can do it. (it should be more difficult)
    KariTR wrote: »
    You don't think time spent in research is enough?

    What changes would you like to see then?
    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.
  • Audigy
    Audigy
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    I like being able to craft good gear, but I don't like that anyone can do it. (it should be more difficult)
    To me crafting in an MMO should ultimately lead to the best gear. Better than raid or pvp? No, but equally good - Yes!

    At ESO I would like to see new crafting recipes added with each new "season".

    Make those new recipes based on quests, maybe even world events, long and challenging story lines for non raiders.

    In my opinion crafting is an important part of the game, if we look at WOW then this wasn't executed so well and I do hope ZO will not fall into the same trap as Blizzard did. After all, there was a time when crafting actually mattered at WOW ;)
  • Tavore1138
    Tavore1138
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    I like crafting as it is. (no changes)
    The time spent researching, deconstructing, gathering & refining is high to craft the best gear... unlike some other MMOs you have to fight while gathering too so it is not the easy option.

    I would like to see it being more versatile around sets too.

    Either allowing you to research dropped set abilities and the craft them as high trait items at a suitably high research time cost...

    Or like the upcoming spellcrafting allow you to discover abilities you can use to create your own special sets of 2/3/4/5 pieces.

    Overall everyone should be able to do it if they spend the time and effort...
    Edited by Tavore1138 on July 19, 2014 5:07PM
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    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
    emeraldbay
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    I like being able to craft good gear, but I don't like that anyone can do it. (it should be more difficult)
    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.
    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.
  • DeLindsay
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    Keep in mind even more Racials are coming soon, the Dye system and a 9th Trait as well. This will add even more option to the crafting system. I do think it's pretty easy to level all professions outside of Enchanting but I don't think it should necessarily be much harder. I like the idea that folks who run Trials have access to slightly superior gear than the best crafted gear, but I also love that one uses that crafted gear to get into those Trials to get the gear it drops. I think the system is reasonably well balanced but there's always room for improvement.
  • Tabbycat
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    I like crafting as it is. (no changes)
    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.
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  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    emeraldbay 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.
    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.

    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.
  • Lynx7386
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    Here's what I'd like to see them do to the crafting system:

    1. Allow crafters to 'learn' how to craft dropped sets by reverse engineering them. In a similar manner to how the research system works for traits, you'd have to find a piece of a dropped set, then reverse engineer it, destroying the item in the process and learning how to craft that particular slot for that particular set. Create specialized crafting stations, perhaps on eyevea or in some other high level area, where these sets can be made.

    2. Allow crafters to apply a custom name to any piece of gear they create upon improving it to legendary status. This would require that you craft the base item (create a white item to start), then upgrade it to green, blue, purple, and finally yellow quality, at which point you can apply a custom name to it.

    3. Give crafters better control over the creation and customization process. There was that earth-forge that was used during the fighter's guild quest, why not use that.
    Basically, allow us to create a custom looking item by combining different aspects from different motifs that we've learned. If I've learned all the motifs, allow me to go to the earth forge and create, say, a greatsword that has the redguard blade style (scimitar-like) with the wrapped handle from the nord greatsword.

    4. Since the dye system wont allow you to change the colors of weapons or shields, why not give that option to crafters? When creating an item, let the crafter apply various materials to the item in order to change how it will look. For example, you currently pick a few basic things when you create a weapon: the level (determined by material and amount of material), the type of weapon (sword, for example), the style it is created in (redguard, khajiit, etc.), and the trait bonus it has.
    Add an additional step where you can apply a temper, optional of course. If you dont apply a temper, the weapon will have a basic dull steel look. If you apply a green-quality temper, you get a brighter steel. If you apply a blue temper, you get a coppery blade color. If you apply a purple temper, you get a golden blade color. If you apply a legendary/yellow temper, you get a golden blade with glowing runes etched into it.
    Even further, allow a blacksmith to buy a variety of dyes from blacksmithing vendors (such as light brown, dark brown, blue, red, yellow, purple, green, white, and black), and apply these when creating the weapon. These dyes will change the color of the material used on the weapon's grip (the leather or cloth wrapping on the handle). Perhaps these dyes would also effect the color of the glowing runes if you use a legendary temper in the crafting interface.
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  • emeraldbay
    emeraldbay
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    I like being able to craft good gear, but I don't like that anyone can do it. (it should be more difficult)
    emeraldbay 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.
    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.

    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.
    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.

    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.
    Tabbycat wrote: »
    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.
    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.
  • demonlkojipub19_ESO
    demonlkojipub19_ESO
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    emeraldbay wrote: »
    emeraldbay 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.
    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.

    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.
    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.

    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.
    Tabbycat wrote: »
    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.
    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.

    Of course, thats why currently not everyone is going to max out every craft because they will be giving up on a lot of combat flexibility. But how would you make it more difficult?
    Edited by demonlkojipub19_ESO on July 19, 2014 5:34PM
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    I like crafting as it is. (no changes)
    emeraldbay 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.
    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.

    I have all working crafting skills, and I do not have enough skillpoints to do everything I need currently at about 246 skillpoints. It's not that you can't get enough, but you aren't necessarily going to be participating in the things that get you some skillpoints. I still need a lot from pvp, but some crafters aren't going to want to pvp. I am missing 5 skyshards and that is it, and need skillpoints from vr2 4man dungeons and v6 public dungeons and above, but that isn't always easily accessible.

    So there are enough skillpoints if you exhaust all your options, but not everyone is going to be able to do that.

    Personally, researching traits is enough, what with the last trait taking almost a month.

    It doesn't have to be an exclusive club or something.
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  • ianangelospreub18_ESO
    I am not gonna vote on this but for the most part I don't want to see changes to the system. The only changes I would make seem to be being fixed in the soon to come update or sometime after which are the xp while enchanting (currently lvl 35) and then the 8 trait set effects. The time it takes for the 8 trait set effects is ehhhh its alright, it gives the illusion of difficulty by making the player wait but with crafting that's about the only difficulty you could really add other then rare mats. What I would like though are better effects, they aren't horrible by any means but I find myself more often then not just using seducer and Magus even when using a primarily stamina based build with a few magicka class skills. As I said though that is being addressed so should be fun.
  • ianangelospreub18_ESO
    Tabbycat wrote: »
    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 actually hadn't heard about a 9th trait being added do we know anything about it? The time it would take to research that enough for a full 5 set effect might be a bit much.
  • demonlkojipub19_ESO
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    lol 9th trait would be twice as long as the 8th, 60 days w/o trait..... not looking forward to that. They would have to actually add new gear traits tho. What would they add for gear traits?
    Edited by demonlkojipub19_ESO on July 19, 2014 5:40PM
  • Nox_Aeterna
    Nox_Aeterna
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    I like crafting as it is. (no changes)
    Fine the way it is to me.
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  • dodgehopper_ESO
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    Star Wars Galaxies had the best crafting system of any game I have ever seen. For console/PC games I've always thought TES had the best crafting systems. I've loved Alchemy/Enchanting/Spelldesign forever on these games. One thing that does make me sad (and yet also happy) about ESO is that Alchemy seems so much more limited in its prior iterations. One might almost say gutted. There are no poisons available, and far fewer status effects. Additionally, there are far fewer materials which is both a pro and a con considering how little inventory/storage space we get in this game.
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  • RSram
    RSram
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    I dislike crafting because ______ (please comment), but I still want it to be important.
    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.
  • emeraldbay
    emeraldbay
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    I like being able to craft good gear, but I don't like that anyone can do it. (it should be more difficult)
    RSram wrote: »
    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 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.
    Edited by emeraldbay on July 19, 2014 6:40PM
  • Arsenic_Touch
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    I like being able to craft good gear, but I don't like that anyone can do it. (it should be more difficult)
    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.
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  • AlexDougherty
    AlexDougherty
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    I like crafting as it is. (no changes)
    I chose this one, because there was no make the research easier option.
    Edited by AlexDougherty on July 19, 2014 6:44PM
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  • SirAndy
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    I like being able to craft good gear, but I don't like that anyone can do it. (it should be more difficult)
    To become a master crafter should be more difficult.

    Right now, one can ignore crafting completely all the way up to VR12 and then, with little effort, max it out in no time.
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  • emeraldbay
    emeraldbay
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    I like being able to craft good gear, but I don't like that anyone can do it. (it should be more difficult)
    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.
    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.
  • Falmer
    Falmer
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    I like crafting as it is. (no changes)
    Ultimately, if crafting isn't the way to get the best gear, then crafting becomes completely pointless.

    No! Drops should never be better than the best crafted gear. Having unique dropped gear just encourages farming... and all that does is spoil the game for people that don't want to farm. Did everyone just forget what encountering a dungeon boss was like when the game first started?

    You fought your way to the dungeon to where 20 people were standing around in a group. You took your spot HOPING you might get a hit or two of enough damage in on the boss in the 1.87 seconds it lived that you might get credit for the dungeon completion, much less a chance at actually looting a corpse. No thanks.
    Edited by Falmer on July 19, 2014 9:40PM
  • NadiusMaximus
    NadiusMaximus
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    I like crafting as it is. (no changes)
    There's enough gap for new players to overcome, but sure I'll be an elitist prikk and say yes make it 20k harder for everyone next week after my reaches max please.
  • Dontezz
    Dontezz
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    emeraldbay 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.
    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.

    LOL you have got to be kidding! 300 skill points comes way shy of maxing out everything.. its like 140 to max all crafting so its like 450+ to max everything.. So you can max alot of lines.. if you focus on stuff.. but alot you better leave alone..
  • AleriSadasIndoril
    AleriSadasIndoril
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    I dislike crafting because ______ (please comment), but I still want it to be important.
    I don`t like crafting, I do not care, there is too much to see in ESO to deal with it.
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