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Kallipsoe’s Game Improvement Suggestions Volume 1: Enchanting

Kallipsoe
Kallipsoe
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One of the reasons I continue to play ESO and I believe I will continue for some time is because of the steady improvements to the game and how receptive the development team is to their players. For this reason I will be posting a series of improvements to the game that I think will further enhance the game play and make the game even more enjoyable.

The first topic that I would like to discuss is Enchanting and what I would recommend in order to improve the current system.

Enchanting

Current Condition: Overly cluttered crafting system.

Issue 1: Many of the Potency Runes affect varying level ranges even though they share the same potency level. For example one Potency Five Rune affects level 40 to 50 while another Potency Five Rune affects VR1 to VR3 “not to mention that level 50 and VR1 gear is entirely different and a level 50 enchant cannot be applied to VR1 gear or vise versa”. This often leads to players mistakenly using sparse resources to make enchants they want only to realize it cannot be applied to their gear “my poor Rekuta”. This is a common problem in a system that has close to if not more than 100 material associated that have the same visual representation and are only different in name. Locating the Potency Level Five Rune that crafts a VR1 to VR3 Weapon Enchant is hidden in all the other Potency Runes that cannot be sorted by level causes this mistake to happen to me more than I care to admit.

Recommendation: I believe it would be more beneficial and user friendly to have all Potency Runes of the same Potency Level affect the same level range. Have all Potency Level Five Runes affect level 40 to VR3. I would even go as far to suggest dropping the low cap all together having a Potency Level Five Rune affect up to VR3 gear and everything below. This would make the system much more user friendly and the addition of an equipment cap for enchants would prevent overpowered low level equipment. So if the player wished to waste a Potency Level Five Enchant on his level 20 gear that is his choice but it would only give him the equivalent of the highest Enchant available for the level range of 20.

Issue 2: Currently the enchanting system is overly cluttered and is often a daunting task to make multiple enchants for level specific gear. Clothing, Blacksmithing and Woodworking utilize backwards planning when crafting “my preferred method” while Enchanting uses a more “let’s see what we get” approach. With the other crafting systems you choose your finished product “I want a Heavy Armor Chest Piece VR1” and the system tells you what you need in order to craft the product, then you have the option to add traits. With enchanting you randomly add material together to see what you get. At first this is fine and it’s kind of fun to discover the different traits. However this gets a little annoying every time I go back to try to make a new enchant.

Recommendation: I highly suggest retaining the discovery system within enchanting. However once a player discovers what each enchant does it should slowly develop into a backwards planning system much like the other crafting system “excluding alchemy”. I would recommend having a tab at the top of the crafting window with the options of “Weapon Enchants, Armor Enchants and Jewelry Enchants”. The player will choose what kind of enchant he is looking for and then the level range required. At that time he can scroll through the varies enchants that he has discovered for that level range “like the other crafting systems two boxes that can be selected for display enchants that I have material for and enchants I have knowledge to craft”. Once the player selects the type of enchant he wants “Weapon” the level range of the enchant and the effect “Causes X fire damage”, he will then choose the appropriate Aspect Rune to determine the strength of the enchant. If the player has the material required than the enchant will be a success and crafting complete. If the player does not have the material required but has the knowledge to craft the enchant than the player knows what material he will have to acquire. However if the player has not discovered the specific traits from the Potency, Essence or Aspect Runes it will simply state Unknown to the player.

This concludes my suggested improvements for today. Please tell me what you thank or any alternate suggestions that you believe would be better than the ones I suggested.
  • Nestor
    Nestor
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    Honestly, if I could get more Aspect Stones, then I could figure the rest out. As it stands now, I am on the cusp of getting an Enchanter to level 20 in that skill and he will only be able to make things for characters that are lower than all 3 of my current characters (high 40's). He needs to grind out more levels. This after deconstructing every Glyph that all 3 of my characters have looted. No Aspect Stones, nothing to make. I have lots of Potency and Essence, I have a mule full of them.

    Without Aspect Stones, I can't make any Glyphs anyway, so what's the point? It's so much better to buy Glyphs. 1470 for a complete armor set, 420 for a weapon set or weapon shield and usually nothing for jewelery as something useful always pops up as loot. So, 1890 gold every few levels to avoid the Never Ending Enchanting Grind is worth it to me. That is like 20 minutes in a Public Dungeon to get the coin.

    I am going to respec my DK tonight (because of course I could not figure this out last week when it was cheap) and remove the skill points I have wasted in Enchanting on that guy and put them into something useful. Like Heavy Armor Passives.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Azzuria
    Azzuria
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    My level 27 toon is a level 25 enchanter, but that's only because I have two level 46+ characters feeding her -every single glyph and rune they find-.

    On the upside, she can make glyphs for gear up to VR3 and crafting them with Denata (blue) quality is a HUGE chunk of inspiration.

    Still, it's the single most annoying tradeskill in the game.

    I like your suggestions, OP. Keep up the good work.
    Brunhilda Icehammer - Nord Dragonknight, 'Smith & Enchantress 'What is 'ranged? I need to hit something!!'
    Laehl Direthorn - Bosmer Nightblade, Purveyor of fine Clothes, Bows and Staves
    Reeza gra-Zuni - Orc Templar 'War Shaman' and Apothecary
    Noemi Snowpaw - Kajiit Dragon Knight - I laugh... or I'd have to kill you.
    Kitera Dreamon - Breton of The Dominion: Because those Daggers don't appreciate a great Mage.
    Lysara Shadowcroft - Dunmer Bloodmage: This will only hurt a lot.
  • Ojustaboo
    Ojustaboo
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    Personally I find the current system just fine. I leveled it with no real problems, sure I've only recently achieved this from starting on prerelease, but I think all the others are far too easy to level.

    Since getting to about level 30 odd I was shown to the following site which has an eady pulldown menu, you select what glyph you want and it tells you what you need. Sure something similar built in would be great, but I doubt it would be better than this site.

    http://tindivall.com

    As I got higher level, spent points in all my enchanting passives, aspect ruins haven't been a problem for me, I dump my spare TA ones on my guild bank for other guildies to pinch all the time.

    Cyrodiil dungeons are nearly always aspect ruins and the ones out and about randomly change between the three.

    If I choose to spend an hour hunting ruins, I find an area where I can make a circuit and always get a fair few aspect ruins. Since getting to vet I havent had to do this, am finding blue, purple every day and usually find a couple of yellows a week (or hirelings give me them)
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