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Appreciate all the new content, what about enchanting

Aenra
Aenra
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- I understand why the addition of new content comes first (i myself had made a post advocating that)
- I am also under the impression (?) that a re-balancing of the profession is at work.

but -until- that goes live..
why don't you do something temporary, like up the XP per glyph break-down? A ten-fifteen percent, nothing major that could shatter any balance, yet still something that in the long run could make a difference?

Three days (ie what "free time" i have within 3 days, and it's a lot) i have been doing nothing than the typical merry go round, hunting glyph nodes. You want to know what these three days entailed to? Almost, almost two level ups. From 5, 5!, to, almost, 7.. We are talking some pretty consistent, thorough merry go round farming sessions. Know all the node spawn places and so on. Not fun guys, really :)

You probably have better things to do while at work, but have you perhaps been to Stros M'Kai recently? There's a full spectrum, ranging from 3 to V12, of people going round and round and round all day long, farming aspect nodes. Only.

What does that say?
How does that look to a new player?
Are you aware that it becomes even worse since most people only loot aspect nodes, leaving the others?
(see F-ed Up respawn rates, and people too dumb to comprehend how this hurts themselves as well. Which is why you will see most of them doing exactly that....)

Anyway, here goes nothing :)
Pride, honour and purity
  • abigfishy
    abigfishy
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    It is a bit weird that after 4 months of constantly being told that enchanting is way too hard that they have done nothing. Obviously I feel for those that did invest masses of time and money into the soul-destroying grind to level enchanting but it is just way too hard compared to the other professions.

    I am not a fan of massive changes that take the devs weeks to plan so how about a 1 minute of effort change? I like your idea. Just go to the line of code that defines the reward for deconstructing glyphs and add a 1.5 multiplier. Enchanting will still be stupidly slow...but better.
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  • Arsenic_Touch
    Arsenic_Touch
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    And what are they going to do for the rest of us that actually took the time and effort to level it past 40? at this point it would *** off more players to make drastic changes. Unless they plan on giving the previous people that actually took the time to level it something for their effort.
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  • bearclawmcbainb16_ESO
    I am Rank 50. It was harder than the other professions, yes, but it wasn't that hard. Just find an enchanting buddy and trade glyphs. I stopped trading around Rank 45 and then just deconstructed looted glyphs after that.
    Patience is a lost virtue in todays society.
  • ThisOnePosts
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    It took quite a while to max enchanting in comparison to the other crafting types. Glyph trading is a good one as bearclaw mentions above. You could also pay an enchanter an agreed upon price and have them craft you a bunch of glyphs with your materials (or theirs) and then break them down. You do not get much XP in creation other than discovering. The best XP comes from breaking down Vet level glyphs that are crafted by another. Obviously the higher level and rarity the more XP, but it wouldn't be wise to use all Rekuta and Kuta imo, the price/benefit ratio just isn't worth it imo so you could easily have it done using green and blue aspect runes.
    Edited by ThisOnePosts on August 14, 2014 2:03AM
  • Aenra
    Aenra
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    Patience is a lost virtue in todays society.

    you always presume this much? Maybe i have a bundle of alternate crafters, and a highest toon at lvl18 despite playing since pre-launch. Maybe i am older than you, so today's or yesterday's societies and them young people falls a touch off. Maybe.

    Or maybe illogical is just illogical. Occasionally.

    Pride, honour and purity
  • BBSooner
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    Not all professions need to be ridiculously easy(quick) to level.
  • Kuratla
    Kuratla
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    I did enchanting the hard and expensive way but I'd be totally fine if they re-did enchanting to make it on line with the other crafts. Then I could easily get all my other toons to rank 32 and give them all 3/3 hirelings. Win win. :smile:
    V14 Templar Argonian Healer, V12 DK Orc Tank, V2 Sorcerer High Elf DPS, V1 Templar Breton DPS, V1 Nightblade Bosmer DPS, and 3 low levels.

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  • Ojustaboo
    Ojustaboo
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    I couldn't care less that I have been levelling enchanting since early release and have only just finished it. Or to put it another way if they made it easier, it makes no difference to me.

    But personally I don't see any problems with the current system, 4 months to get to max for me and I'm still only V10

    If anything all the other crafts were far far too quick.

    Whether they change it or not, it's hardly a high priority as it isn't broken.
    Edited by Ojustaboo on August 14, 2014 6:08AM
  • cazlonb16_ESO
    cazlonb16_ESO
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    Wouldn't take more than green glyphs dropping in landscape PvE or from deconstructing armour/weapons to bring Enchanting in line with the other crafts. The only reason it levels so slow is that without a crafting buddy you can only deconstruct white ones. Blacksmithing and clothing would take just as long if you had to do it this way.

    And no, having a crafting buddy should not be mandatory, it's about the dumbest gameplay mechanic I've seen regarding crafting.
  • KariTR
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    You know those of us with rank 50 in other professions are still researching right? That is, our crafts are not finished and complete either.
    Edited by KariTR on August 14, 2014 5:44AM
  • Toad_Pond
    Toad_Pond
    Soul Shriven
    "Glyph trading" seems kind of lame. Feels like exploiting. Might as well up the XP to the same amount you'd get by trading.
  • The_Sadist
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    Toad_Pond wrote: »
    "Glyph trading" seems kind of lame. Feels like exploiting. Might as well up the XP to the same amount you'd get by trading.

    Feels like exploiting? Have you ever purchased traits to research or armour / weapons to deconstruct?

    I hit 40 enchanting this week and I agree it's slower compared with other professions and probably needs to be looked at a little. That being said, all of my alts hit level 12 with relative ease but getting from 30 to 40 was a pain. I find it amusing that you need to max enchanting on every character if you're an achievement enthusiast.. Or should I say masochist.
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  • Ojustaboo
    Ojustaboo
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    KariTR wrote: »
    You know those of us with rank 50 in other professions are still researching right? That is, our crafts are not finished and complete either.

    While true, my woodworkers been finished for a while
  • Toad_Pond
    Toad_Pond
    Soul Shriven
    I don't need to max enchanting. It's at about 15. I'm not saying it's exploiting, just that it's lame-- it's a meaningless gimmick, so remove it and just give the same XP to the solo crafter.
  • KariTR
    KariTR
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    Sure enough, woodworking has the fewest researching to be done, but I am sure that isn't your only trade.

    I am currently researching the last traits on shield, resto and lightning staff, but still have two traits to learn on frost. As I can only do one of those at a time, it will be end of September/early October before I am done.

    ETA: So that's a trade with 6 items to research, imagine how long it is taking us to research crafts with 14 items. Enchanters have it no worse, comparatively.
    Edited by KariTR on August 14, 2014 6:18AM
  • The_Sadist
    The_Sadist
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    Toad_Pond wrote: »
    I don't need to max enchanting. It's at about 15. I'm not saying it's exploiting, just that it's lame-- it's a meaningless gimmick, so remove it and just give the same XP to the solo crafter.

    You don't 'need' to do anything, but being able to create your own glyphs is handy, much the same as being able to make your own potions or gear. It's not hard to find a crafting buddy but I do agree, there shouldn't really be a need for it. Greatly increasing the experience for crafting glyphs could be an idea but people will still swap glyphs regardless.
    "Each event is preceded by Prophecy. But without the hero, there is no Event." ― Zurin Arctus, the Underking.
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  • killedbyping
    killedbyping
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    There is nothing wrong with Enchanting leveling up besides avaibility of looted glyphs.

    Enchanting leveling up with the same speed as BS,Wood or Clothier.

    Enchanting is just one of the most expensive skill to level up, but not hardest.
    I would even say that if you have gold Enchanting is the easiest and fastest skill to level up actualy. Just buy potency and aspect runes and make green\blue glyphs for decon. Making green\blue gear and decon gear crafted by other player wont give as much result with other crafting skills.

    While enchanting probably most important and profitable crafting skill there is nothing wrong with it beeing more expensive to level.
    Edited by killedbyping on August 14, 2014 8:21AM
  • purple-magicb16_ESO
    purple-magicb16_ESO
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    I have done smithing, clothing, alchemy, provisioning and enchanting. Enchanting is by far the slowest to level up. Not sure why that is.
    I don't comment here often but when I do, I get [snip]
  • Tabbycat
    Tabbycat
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    It needs to be balanced to be in line with the other crafting professions.

    Provisioning needs to be slowed down (you can level it all the way to 50 making level 2 or 3 cooking recipes).

    Enchanting needs to be sped up a bit to make it less tedious.

    As it stands, Enchanting is the only profession that is not enjoyable to do. I dread when I have to level up my enchanting because I know it's going to be another slow and tedious grind to attempt to get another level out of it. Sometimes I wonder why I bother doing it at all.
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  • DenverRalphy
    DenverRalphy
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    I'd be satisfied with the "find a buddy" mechanic, if there wasn't such a disparity between essence, potency, and aspect runes. At any given time, I have stacks and stacks of essence runes, a mediocre amount of potency runes (but a really crummy supply of the proper tier), and rarely ever enough aspect runes, to spend any decent amount of time swapping glyphs with a buddy.

    The buddy system OR the rune disparity would each be fine with me. But both together is just unneeded frustration.
  • purple-magicb16_ESO
    purple-magicb16_ESO
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    I'd be satisfied with the "find a buddy" mechanic, if there wasn't such a disparity between essence, potency, and aspect runes. At any given time, I have stacks and stacks of essence runes, a mediocre amount of potency runes (but a really crummy supply of the proper tier), and rarely ever enough aspect runes, to spend any decent amount of time swapping glyphs with a buddy.

    The buddy system OR the rune disparity would each be fine with me. But both together is just unneeded frustration.

    Yes. They make you spend skill points to up your "aspect rune finding ratio". I don't really agree with that. The fact that you need three components instead of one just to do one enchanment in my mind is unfair enough, then they have to go and make one of those components difficult to find.
    I don't comment here often but when I do, I get [snip]
  • dracobains_ESO
    dracobains_ESO
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    They should have designed some basic parity between the crafting lines period. It doesn't matter if someone got to 50 and another person is struggling to get to 10. What matters is it is nowhere near the other crafting lines in terms of difficulty.

    If you are going to get all PO'd because they improve a skill line and make it more compatible to the other skill lines then perhaps you are too narcissistic for a multilayer game.
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  • jrgray93
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    And here come the usual posts like "it shouldn't be easy," "just trade with others," and "I leveled it up, why don't you spend agonizing hours doing it too?"

    Nobody said it should be "easy." We just want it to be reasonable.

    I once spent three hours straight in The Rift trying to find somebody to trade with me and had no luck.

    Not all of us are masochists.

    A profession shouldn't require hours upon hours of additional work just to keep it concurrent with your character level. Sure, it should require attention and effort, but I shouldn't have to spend an entire day just catching it up because my character level skyrockets while my enchanting crawls.

    What should require this kind of effort is some sort of end-game bonus to enchanting, but the way that crafting was designed in this game doesn't leave room for dedication leading to meaningful progression. You can either craft at your level or you can't. It's all or nothing. Once you're a high level, you have access to everything the skill can offer. Other games at least keep the crafting level matching your character's progression but keep certain advanced aspects and rewards (recipes, etc) exclusive to those who put in the extra effort.

    Addendum: As somebody noted, BS / WW / CL all have research, which is a reward for long-term dedication, despite being able to keep the crafting concurrent with your level. These are designed in a way that is much better and actually makes sense.
    Edited by jrgray93 on August 14, 2014 3:25PM
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  • kieso
    kieso
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    Glyph trading is pretty lame; I have two accounts, one has been making glyphs to level up and deconning everything I loot. The glyphs I make I've sent off to my second account so he can deconn those and that toon's level in enchanting caught up easily. So one toon has probably done about 10 times the work as the other and they're only one level apart.
  • BBSooner
    BBSooner
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    jrgray93 wrote: »
    And here come the usual posts like "it shouldn't be easy," "just trade with others," and "I leveled it up, why don't you spend agonizing hours doing it too?"

    Nobody said it should be "easy." We just want it to be reasonable.

    I once spent three hours straight in The Rift trying to find somebody to trade with me and had no luck.

    Not all of us are masochists.

    A profession shouldn't require hours upon hours of additional work just to keep it concurrent with your character level. Sure, it should require attention and effort, but I shouldn't have to spend an entire day just catching it up because my character level skyrockets while my enchanting crawls.

    What should require this kind of effort is some sort of end-game bonus to enchanting, but the way that crafting was designed in this game doesn't leave room for dedication leading to meaningful progression. You can either craft at your level or you can't. Once you're a high level, you have access to everything the skill can offer. Other games at least keep the crafting level matching your character's progression but keep certain aspects (recipes, etc) exclusive to those who put in the extra effort.

    You assume people who oppose making it easier don't already find it reasonable. Wanting a crafting system that requires effort also doesn't = masochism.

    As it is, You can take the simpler crafts and create VR12 gear by the time the character is in their 40s just from casual deconstruction. Enchanting appears to be the only craft with an appropriate leveling scale that will last a player to VR12 with casual extraction(and VR12 glyphs are only level 40 enchanting IIRC).

    Edited by BBSooner on August 14, 2014 3:26PM
  • Zabalah
    Zabalah
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    I'm v5 and my enchanting is only lvl 30... and I work this skill every day. I can't tell you how much gold I have spent on this trade-skill!

    I tried for a week to get someone to trade with me, and finally gave up. In the earlier levels I used to buy crafted glyphs from other struggling enchanters, and sell my crafted ones in one of my 5 trade skill guilds. That slowed down, once everyone realized what a horrid grind it is to raise this skill.

    I have 1 mule that is devoted to holding my mats and surplus glyphs that I can't seem to sell for a little amount of gold. I hold onto them thinking things may get better. They havn't.

    When my bank get stuffed, I give the glyphs away in a low level zone.

    The entire tradeskill system in this game feels like an after thought... implemented to match the blurb on the retail box.

    But the enchanting craft is just over the top WRONG.
  • camelknightb16_ESO
    Let me take this oppertunity to clarify something. Enchanting is not hard.
    The definition of hard means something is a challenge. Enchanting is not a challenge, it's a grind. It takes ages to level up since the amount of XP received for constructing and deconstructing glyphs is low compared to the other professions. Taken into account that you need 3 items to create a single glyph instead of 2 with the other professions (material and style, apart from Provisioning) and the fact that the spawnrate of Enchanting-material nodes is low in comparison to the other professions, that all makes Enchanting a drag and a grind.

    Does grinding make Enchanting hard? No.
    Does Enchanting need a make-over or a boost (or both)? Most definately!

    As I understand it, the developers wanted to have at least one Profession that was challenging. I think that's a good thing. It values the Profession better, makes the endproduct more valuable to sell and you get a sense of accomplishment once you've succeeded to max that Profession. All good things.

    However, the implementation of the challenge is wrong IMHO. If you want to make a Profession challenging, you shouldn't make it a drag to gather the resources. You want to make it difficult to gather (some of) the resources.

    I suggest the following:
    - At every 10 or so levels, before you're able to level up, you will need to gather some specific resources to prove you're worthy of the next level of glyphs. (let's call these "steps" for the time being)
    - Those resources are bound and thus can't be bought from guildies or a vendor.
    - The resources are guarded by some evil Daedra, group of bandits or merry band of clowns. You'll think of something.
    - Every new "step" will send you off to a new, actually challenging, enemy to gather the new resources from.
    - These enemies can only be solo-ed since it's your own Profession you're working on. No grouping here, so you'd better get your A-game out. This is where the challenge lies. By creating a really tough (group of) enemy(s) with stuns, melee and ranged attacks, healing, etc. all combined.
    - The resources you gather from these enemies can be used in some special amulet (hey, why not give us the option to craft our own ring/amulet here?) for some high and mighty King, Queen, Lord, or whatever. Look at that, a few more quests to complete!
    - Completing these quests will award you the next "step" in your Enchanting, giving you the ability to create new, higher level glyphs.
    - (Oh yeah, I shouldn't have to mention this, but I will anyway: adding this doesn't mean Enchanting doesn't need an XP boost. It desperately does to get rid of the grinding)

    So that's my 2 cents. Bringing a challenge to a grinding experience. Hope you'll agree :)
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    guys, get a crafting partner and decon each other's glyphs. I stayed at level like this and am currently level 49 in enchanting.
    Dear Sister, I do not spread rumors, I create them.
  • BBSooner
    BBSooner
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    guys, get a crafting partner and decon each other's glyphs. I stayed at level like this and am currently level 49 in enchanting.

    This. Though it's also worth noting that my enchanter has been doing nothing but extracting dropped glyphs and creating white glyphs from materials and he's VR 3 with 33 enchanting. Still on par with leveling.
  • Caroloces
    Caroloces
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    I love the fact that enchanting is "hard" (I do understand and respect camelknight's perspective). Researching traits on clothing and blacksmithing is also "hard" in the sense that they take time (up to a month for a trait?). I think activities like these give the game a certain depth and longevity. Imagine if all of the crafts were as easy as provisioning. Oh, a couple of weeks and I've mastered all of the crafts! Now what? As far as trading glyphs is concerned, it makes perfect sense to do so. Don't researchers in the real world (no matter what field they're in) collaborate and share ideas and materials? Take cancer research as an example: Scientists and doctors painstakingly experiment and analyse and publish their findings, and then others build upon that.

    I do think camelknight was onto something when he elucidated the distinction between "hard" and "grind". I think all crafts, particularly enchanting, could be made more interesting if they were tied into quests.
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