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Should crafters be able to recraft traits?

WhiskyBob
WhiskyBob
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So.
Seeing some amazingly terrible traits on many good sets (Footman) and randomness of traits from undaunted sets (even tho i got sturdy medium Bloodspawn set I feel kinda forced to use it anyway cause only God knows in how many years I can drop a heavy with infused) i was thinking:

Should ESO enable players to change traits?

From my point of view, recrafting traits should be a thing of master crafters, for example with some special, hard to obtain item (like Nirncrux) making the piece of gear white afterwards.

Thoughts?

Edited by WhiskyBob on December 13, 2014 9:57PM

Should crafters be able to recraft traits? 218 votes

Yes. And should be easy to do.
28%
mzirad_ESOItsMeTooAett_Thornjnjdun_ESOWraithAzraielDemiraPsychobunnidaryl.rasmusenb14_ESOGraviskelly.medleyb14_ESOKevinmonrevcasyAmsel_McKayMoonshadow66guybrushtb16_ESOMawhonic1990AgisBrasseurfb16_ESOXenceWodwo 63 votes
Yes, but should be hard to do.
57%
GloryDigitalCowLobharveyk9mouseSlurgryanmjmcevoy_ESOSweetroll-BanditHagbard_OMDiviniusNotSoEsha76DirtySmeegs33ThatNeonZebraAgainKravenxaraanKalikiMorvulDanske_Pietr.jan_emailb16_ESODracane 126 votes
No.
13%
Waltzotis67KalmanOrangeTheCatPheefsDrasnAndropediaGigasaxkwisatzMuizercote-bmsb16_ESOFishBreathShareesztartureb17_ESORSramLord_KreeganPmarsico9ArtemiisiaTandorEisregenX90 29 votes
  • Aett_Thorn
    Aett_Thorn
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    Yes. And should be easy to do.
    I proposed this idea in another thread, but I'll put it here as well.

    I think that in order to change a trait on a piece of armor, you should need to know both the current trait and the one that you are changing it to. Then you will use up the new trait stone as well as a few pieces of the material the armor is made of in the process.

    That makes sense to me, as you'd need to know how the old trait would have been incorporated into the armor, how the new trait needs to be incorporated, and a few pieces of material to patch up any holes.

    Don't know if you'd count that as easy or hard, but it's how I'd set the system up.
  • dharbert
    dharbert
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    Yes. And should be easy to do.
    Aett_Thorn wrote: »
    I proposed this idea in another thread, but I'll put it here as well.

    I think that in order to change a trait on a piece of armor, you should need to know both the current trait and the one that you are changing it to. Then you will use up the new trait stone as well as a few pieces of the material the armor is made of in the process.

    That makes sense to me, as you'd need to know how the old trait would have been incorporated into the armor, how the new trait needs to be incorporated, and a few pieces of material to patch up any holes.

    Don't know if you'd count that as easy or hard, but it's how I'd set the system up.

    ^ This exactly.

    You would need to know the trait the armor/weapon currently has on it, as well as the trait you are wanting to put on it, along with the trait stone for each. Use the appropriate crafting station, and voila! Your Footman's Fortune cuirass now has the Impenetrable trait instead of Exploration.
  • helediron
    helediron
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    Yes, but should be hard to do.
    I think that's too easy. Anyone can learn two first traits in a day. I as a master crafter would not be able to squeeze insanely high prices from trait changes - QQ.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • AshySamurai
    AshySamurai
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    Yes, but should be hard to do.
    Recraft trait or style sounds reasonable, but it should be hard to do and should be possible only on crafted items.
    Make sweetrolls, not nerfs!
  • WhiskyBob
    WhiskyBob
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    Yes, but should be hard to do.
    Recraft trait or style sounds reasonable, but it should be hard to do and should be possible only on crafted items.

    That kills the whole point of recrafting traits. If you want to recreate a crafted piece of gear just...re-craft it. I was thinking bout those Footmans with Exploration or Undaunted Coffer shoulders with sturdy.
  • ThatHappyCat
    ThatHappyCat
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    Yes, but should be hard to do.
    My suggestion in another thread was to have a 9-point passive corresponding to the 9-point creation passives that allows you to change the trait, style and even level up existing equipment. The problem with this (as well as with most recrafting suggestions) is that it's essentially "selfish", the crafter can only do it for their own equipment.

    A way to fix this may be to let crafters create "DIY recrafting kits" (name subject to change), so they can trade this ability to non-crafters (yeah right, everyone's a crafter now with how easy it is: that's why I suggest a 9-point passive). How specific these DIY kits should be is up for debate.
  • AshySamurai
    AshySamurai
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    Yes, but should be hard to do.
    WhiskyBob wrote: »
    Recraft trait or style sounds reasonable, but it should be hard to do and should be possible only on crafted items.

    That kills the whole point of recrafting traits. If you want to recreate a crafted piece of gear just...re-craft it. I was thinking bout those Footmans with Exploration or Undaunted Coffer shoulders with sturdy.

    Oh, I get it now. You just want OP set for yourself.
    Make sweetrolls, not nerfs!
  • WhiskyBob
    WhiskyBob
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    Yes, but should be hard to do.
    WhiskyBob wrote: »
    Recraft trait or style sounds reasonable, but it should be hard to do and should be possible only on crafted items.

    That kills the whole point of recrafting traits. If you want to recreate a crafted piece of gear just...re-craft it. I was thinking bout those Footmans with Exploration or Undaunted Coffer shoulders with sturdy.

    Oh, I get it now. You just want OP set for yourself.

    Thats was just an example of misplaced traits.
  • xaraan
    xaraan
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    Yes, but should be hard to do.
    I say yes, but hard to do. One issue though that players don't seem to think about is that the random trait/type drops we see on stuff is part of the drop chance to keep the most desired stuff more rare. You want infused on something, but get well-fitted - if you were able to change this, you may see drop rates changed all together and the items harder to find period.
    -- @xaraan --
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  • Slurg
    Slurg
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    Yes, but should be hard to do.
    A mechanism to change the trait and even racial style on dropped set items would be a great perk for master crafters and provide extra incentive (in addition to dyes) to get crafts to level 50.
    Happy All the Holidays To You and Yours!
    Remembering better days of less RNG in all the things.
  • Potenza
    Potenza
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    Yes. And should be easy to do.
    Yes, why not - we can replace glyphs.
  • Nestor
    Nestor
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    Yes, why not - we can replace glyphs.

    Glyphs are applied after the piece is crafted, which begs the question, why can't we remove them?
    Enjoy the game, life is what you really want to be worried about.

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  • Natjur
    Natjur
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    Yes, but should be hard to do.
    L50 skill that allows the merge of two armor pieces of the same level/type/quality.
    One armor with the trait you want, and the other armor you want to keep but replace the trait.

    This way its costly and we get to sell more armor :)
  • Pmarsico9
    Pmarsico9
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    No.
    There's no reason for some traits to exist:

    Sturdy
    Weighted
    Well-fitted
    Charged

    It's incredible. I mean weighted DOESN'T EVEN DO ANYTHING. Get a nice blue drop while questing?

    IT'S WEIGHTED. GAH!
  • patrick_g_asselinb16_ESO
    Yes. And should be easy to do.
    I had submitted a suggestion via in-game panel about this, and how even 6 months after, my V11 Templar still cannot commit to an armor set, making my game shallow and grindy. I wanted ways to craft "fittings", "sockets" and "Linings".

    Fittings could adjust an existing armor piece up a level. You could bring your V12 gold armor up to V14 by adjusting it with 2 fittings.

    Sockets could be used to destroy the existing trait to add a new one.

    Linings could be used to add a piece to another set, but needing you to be at the new set's crafting spot.

    The difficulty in crafting these items could be either difficult or easy, but it would allow players with less time on their hands to commit to an armor set and build up their gear even though they aren't max level, or adjust their gear without needing 6 months worth of grinding at a few hours a week.
  • Sylvyr
    Sylvyr
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    Yes, but should be hard to do.
    wow, at least at this juncture 16% no, 84% yes in some fashion. That's quite a gap!
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  • Iluvrien
    Iluvrien
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    Yes, but should be hard to do.
    Sylvyr wrote: »
    wow, at least at this juncture 16% no, 84% yes in some fashion. That's quite a gap!

    It is, but the breadth of opinion in the "yes in some fashion" camp also seems to be pretty wide. Everything from "Yes, on a whim" to "Yes, but only if it is expensive, only if it is by a mastercrafter and only on items that have been crafted not dropped".

    I, personally, would like to see a second discussion (off the back of this one) for those who have placed themselves in the "Yes" camp to see what format of recrafting they would actually support. I suspect that the results would be far less clean-cut.
  • Gyudan
    Gyudan
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    Yes, but should be hard to do.
    I think that should be doable but hard:
    - requiring 9 traits researched
    - on a specific crafting station somewhere in Craglorn, or maybe in the Imperial City
    - requiring materials of the same rarity as the item (ex: tempering alloy and voidsteel for a VR10 purple sword)
    - not a 100% success rate, maybe cap it at 80% or so but some random factor would be nice
    Wololo.
  • OrphanHelgen
    OrphanHelgen
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    Yes, but should be hard to do.
    Just showing of my vote color here :-)
    PC, EU server, Ebonheart Pact


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  • WhiskyBob
    WhiskyBob
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    Yes, but should be hard to do.
    Iluvrien wrote: »
    Sylvyr wrote: »
    wow, at least at this juncture 16% no, 84% yes in some fashion. That's quite a gap!

    It is, but the breadth of opinion in the "yes in some fashion" camp also seems to be pretty wide. Everything from "Yes, on a whim" to "Yes, but only if it is expensive, only if it is by a mastercrafter and only on items that have been crafted not dropped".

    I, personally, would like to see a second discussion (off the back of this one) for those who have placed themselves in the "Yes" camp to see what format of recrafting they would actually support. I suspect that the results would be far less clean-cut.

    There are still many suggestions flowing in. Perhaps we could recreate this discussion with a more detailed poll as when I was creating this one I wasnt even thinking about some nice ideas that people posted.

    But overall forumites seem to want that option. I wonder whats ZoS status on this.
  • kelly.medleyb14_ESO
    kelly.medleyb14_ESO
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    Yes. And should be easy to do.
    WhiskyBob wrote: »
    So.
    Seeing some amazingly terrible traits on many good sets (Footman) and randomness of traits from undaunted sets (even tho i got sturdy medium Bloodspawn set I feel kinda forced to use it anyway cause only God knows in how many years I can drop a heavy with infused) i was thinking:

    Should ESO enable players to change traits?

    From my point of view, recrafting traits should be a thing of master crafters, for example with some special, hard to obtain item (like Nirncrux) making the piece of gear white afterwards.

    Thoughts?

    Yes but only highly skilled crafters and at a high material cost.
  • Muizer
    Muizer
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    No.
    Hmm I think it's kind of part of the game balance, that with picked up gear the chances of getting the desired trait are slim. That's part of the reason crafted sets exist.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • Darkrogue671
    Darkrogue671
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    Yes. And should be easy to do.
    I would agree with the balance, IF we were talking about a handful of players that could master craft. Considering most of us talking about this are master crafters, you don't think that a master crafter would be able to alter/change an item they found? Alterations is a clothier's specialty! ;) Not to mention we are not talking about optimized items, so, I really do not know what the fuss is all about.
  • DeLindsay
    DeLindsay
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    Yes, but should be hard to do.
    Add a new talent point to BS/Cloth/WW only pointable at level 50 in that profession that is 'Master Crafter'. With Master Crafter unlocked you have the ability to transmute (for lack of a better term) one item to another. You don't like what Trait is on an item, no worries you can change it. Maybe you love the Trait but hate the way Orc looks for your Footman items, no worries you can change it. Here's what I think it should be like:
    • Master Crafter point at level 50 in each profession.
    • Requires both Traits to be researched on that item to transmute.
    • Requires both Racial books to be known on that item to transmute.
    • Requires a special vendor only purchased reagent (5-10K), reagent vendor placed in the 5th zone of each Faction in the major town, Rawl'Kha, Riften, Evermore.
    • Requires both Trait/Racial Stones AND the full amount of materials it would normally cost to craft said item and the new item is base quality (White).
    • Item transmuted becomes bound.

    The only thing I think shouldn't be changeable is the weight, meaning we wouldn't be able to change a Light armor chest into a Heavy armor chest.
    Edited by DeLindsay on December 16, 2014 8:19PM
  • WraithAzraiel
    WraithAzraiel
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    Yes. And should be easy to do.
    I would recommend keeping traits in during the crafting process but make them sockets, so at any given time, for the right amount of gold and the correct material, you can swap out the socketed trait-stone.

    Make it even more of a decision by causing the swapped out trait-stone to be destroyed in the process of removal and replacement.
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  • Black_Wolf88
    Black_Wolf88
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    Yes, but should be hard to do.
    crafting as it is now is way too easy. everyone has everything. If this should be possible it should be hard to do or hard to obtain whatever you need ot change the traits on items.
    "The key to immportality is first living a life worth remembering." -Bruce Lee
  • RSram
    RSram
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    No.
    IMO the current system is fine. BUT...

    If trait is mounted to the material like jewelry then "Yes" since you can easily remount another trait, but as another player posted the trait should be destroyed once it is remove. There should be some cost to removing a trait.
    Edited by RSram on December 16, 2014 8:33PM
  • AlnilamE
    AlnilamE
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    No.
    I think the so-called "garbage" traits are part of the pro/con decision on whether or not to use a set or a piece of armor you found.

    If this is implemented, it should be hard. I like someone's suggestion of capping success at 80% (and failure would destroy the item).
    The Moot Councillor
  • ahstin2001nub18_ESO
    Yes, but should be hard to do.
    originally, when i read this i said, "not a chance." however, when thinking about the sets i have seen and would like and then seeing it had, well-fitted.... yeah i don't particularly need that. i like the requirement to need to know the original and the new trait, as i don't particularly care for the cooldowns on research as it stands (a time sink only). so my perspective is that would be "moderate." if this is locked to master craftsmen (currently level 50) and you are also required the skill to make that particular item (example: level 50 crafter from deconstructing iron armor but can't make steel items) would allow these crafters to continue being relevant. alchemy is a sustained trade in that the item is consumed; clothier/blacksmithing is a one hit wonder- once the item is made then you have no "use" for the craft. a good example is "reinforced"- on my tank at green i had a few pieces that had reinforced, but my concern was (in theory) if i made my greens to blue+ would i still need the reinforced trait? if i wouldn't need it i would like the chance to change it and would not mind one bit having to do some foot work to be able to.
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  • abigfishy
    abigfishy
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    Pmarsico9 wrote: »
    There's no reason for some traits to exist:

    Sturdy
    Weighted
    Well-fitted
    Charged

    It's incredible. I mean weighted DOESN'T EVEN DO ANYTHING. Get a nice blue drop while questing?

    IT'S WEIGHTED. GAH!

    I always lol at Sturdy and Well-Fitted but is Weighted really useless? I actually even craft my Restoration staffs with the Weighted trait on purpose as I only ever use them to do heavy attacks to restore my manna and I figured the speed was the most important thing. Am I a stoopid noob?
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