reagen_lionel wrote: »Some Fire resist and such should be on armor as well.
In every other ES game. There were only specific enchants that could be only on jewelry. Everything else armor and jewelry shared. Here it feels really backwards.
It could be worse. It could take as many slots as provisioning. :P
I filled up an entire mule alt with provisioning supplies by level 13 then decided I would never want to do provisioning and sold it all for maybe 5 gold.
reagen_lionel wrote: »Some Fire resist and such should be on armor as well.
In every other ES game. There were only specific enchants that could be only on jewelry. Everything else armor and jewelry shared. Here it feels really backwards.
It will be balanced around only having so many resist glyphs. Single player games don't need to worry about balance; you are as a god if that's how you choose to play.
Agree, it is useless. What a waste of code. In fact, the whole crafting system is terrible.
For me, the problem is NOT that you have only 3 pieces of jewelry.
The real problem is that any set jewelry (which is FAR superior to other drops) cannot be enchanted.
I was furious when I realized I can't enchant my Warlock jewelry set. Especially when each of them has 11 magicka regen, while just ONE puts you on cap already. Totally, really tarded.
Let us at least enchant jewelry if you force all useful stats in it.
Currently enchanting is only used to mass produce armor glyphs and a few weapon ones, occasionally a fire resist glyph for a fellow vampire who doesn't like 50% weakness and would rather sacrifice one enchant to reduce it to 25%.