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Crafting feels less and less valuable

  • Lynx7386
    Lynx7386
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    PS4 / NA
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  • Ley
    Ley
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    NobleNerd wrote: »
    Ley wrote: »
    Crafting is so easy, if all the best gear in the game could be crafted, there would be no challenge in getting the best gear. For some people there would be no point in doing end game content, if the reward was junk gear that you'll never use because you can craft better.

    It may seem easy, but the best sets and traits are time locked, some as much as 30days. It is not like you will be a master crafter in 15 days.

    You're also not going to have a maxed level character who really needs top notch gear, in 15 days. The most popular crafted sets don't require more than 6 traits. I personally feel like that is what's broken, unlocking 9 traits should give you a set/sets that clearly stands out. The 9 trait 2 mundus effects is just meh, especially considering the other bonuses for that set are just increased magica, hp and stamina.
    Leylith - MagSorc | Leyloth - StamPlar | Leynerd - MagPlar | Leylit - StamBlade | Ley Eviticus - StamDK | Leydor - MagDen | Leylum - StamSorc | Leylux - MagBlade
  • lathbury
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    they are bringing in 3 new crafted sets and redoing old ones lets check out the changes on pts before we condemn crafting to the scrap heap.
  • RavenSkylord
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    Agree that crafting is at a disadvantage presently. Would like to see the following improvements in future, first would be the ability to craft unique sets. For example if housing were to become available with crafting stations, the player could select the set bonuses based on a tiered list, set of 2 you could select a bonus from an asortment of choices ranging from health or armor buffs, similar to what is already available. For the 5 piece set bonus the crafter could pick and choose the general bonus and ultimate 5 set bonus. The number of traits required could either be generated from the crafters choices or just call it a 9 trait set by virtue of what could be made. Also bring in jewelry crafting to add to what crafters can utilize. Lastly, would be for crafting perks in champion trees for those that want to spend them here, perks that would allow players to make progressively better gear the same way the armor bonuses do.

    EDIT: Also would like to have a specific crafting quest available for only one crafting option, that would give a master crafter to bonus for that specific set, so a blacksmith who finishes the master quest would have all armor crafted to have a 2% health buff on armor or 2% weapon damage buff. Clothing could have 2% magica or stamina depending on light or medium. Woodworking could have a ignore trait from enemies every 60 seconds, shields a 2% resistance to critical strikes. Enchanters 2% increase in effectiveness of glyphs, alchemy and provisions, could have a bonus to effectiveness or length. Perhaps alchemy potions could limit cooldown times.
    Edited by RavenSkylord on July 16, 2015 5:51AM
  • Lylith
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    When IC arrives you won't be able to call yourself a master crafter unless you buy the DLC.

    Time to get my head down and really grind CP, to be competitive in PvP, and horde some gold to buy what I can't harvest...

    And when I say "competitive in PvP" I mean "able to kill and loot lower-level crafters who step into IC" :)

    one imagines the mail system will see a good bit of hasty use by ic adventurers.
  • AFrostWolf
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    Can I necro this thread. I wanted to suggest that this be added. With One Tamriel, we have so many sets to choose from making crafted sets near useless. We should be able to research the item as a master crafter, thus being able to craft any item of that slot (Helm/Chest/Legs/Weapon/shield/ect/ect/ect.
  • SirAndy
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    At this point, i'd settle for jewelry crafting and improving ...
    popcorn.gif
  • unjulationb16_ESO
    Aye, crafting is in a bad space ATM, not quite sure how to fix it but it really is a bit rubbish ATM unfortunately :(
  • beekalad
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    I'm a master crafter with everything unlocked and researched and only missing a handful of motif pages and I don't even get master writs!!! So far I've had two alchemy ones.....
  • radiostar
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    SirAndy wrote: »
    At this point, i'd settle for jewelry crafting and improving ...
    popcorn.gif

    Where is the promised Jewel crafts, Z? :neutral:
    "Billions upon Billions of Stars"
  • Messy1
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    Here is a novel idea . . . Introduce a mechanic for players who are master craters to take on apprentices.
    -A player may only have one apprentice at a time
    -An apprentice gets a 25% reduction in trait research time
    -A master crafter must be part of a trade guild with at least 50+ members (i.e. same criteria to be able to have a guild store and hire guild trader)
    - Apprentices must pay the master crafter 10,000 gold for their apprenticeship and a percentage of that will go to the trade guild coffers
    - Master craters should probably get other incentives for taking on apprentices, like once a week the character will get double shipments from their hirelings.
    - A master crafter should be limited to allowing only one apprentice at a time in a particular crafting specialty i.e. a master blacksmith may have 1 apprentice, but may not have an apprentice in woodworking at the same time even if they are a master crafter in woodworking as well.
    - Once an apprentice achieves 9 trait mastery in all parts of the trade, then they will automatically be removed as an apprentice and they can become a master crafter in that specialty

    Something like this system would encourage player interaction and encourage more crafting through the easement of research times. Master crafters could also impose other informal demands beyond the basic apprenticeship buy in (i.e. give them 10% of collected raw mats)

    This is just an idea and I think it's fair to the master crafter and apprentice both are gaining something out of the arrangement.
  • DannyLV702
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    Messy1 wrote: »
    Here is a novel idea . . . Introduce a mechanic for players who are master craters to take on apprentices.
    -A player may only have one apprentice at a time
    -An apprentice gets a 25% reduction in trait research time
    -A master crafter must be part of a trade guild with at least 50+ members (i.e. same criteria to be able to have a guild store and hire guild trader)
    - Apprentices must pay the master crafter 10,000 gold for their apprenticeship and a percentage of that will go to the trade guild coffers
    - Master craters should probably get other incentives for taking on apprentices, like once a week the character will get double shipments from their hirelings.
    - A master crafter should be limited to allowing only one apprentice at a time in a particular crafting specialty i.e. a master blacksmith may have 1 apprentice, but may not have an apprentice in woodworking at the same time even if they are a master crafter in woodworking as well.
    - Once an apprentice achieves 9 trait mastery in all parts of the trade, then they will automatically be removed as an apprentice and they can become a master crafter in that specialty

    Something like this system would encourage player interaction and encourage more crafting through the easement of research times. Master crafters could also impose other informal demands beyond the basic apprenticeship buy in (i.e. give them 10% of collected raw mats)

    This is just an idea and I think it's fair to the master crafter and apprentice both are gaining something out of the arrangement.

    As a master crafter, this is honestly just as useless to me as the current system. I want something real. I want to be able to change my gears style. Something like this really does nothing beneficial to us master crafters and seems like a joy ride to newer players wanting to be master crafters instead.
  • Nerouyn
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    The OP makes some really good points but I disagree on one.
    Lynx7386 wrote: »
    The first step should be style conversion. A crafter should be able to convert any piece of armor or any weapon into a racial style that he has unlocked.

    IMO, presently the major advantage crafted gear has is the degree of control you have over how your character looks. This simply can't be achieved if you're wearing dropped sets from anywhere in the game. If you want those particular stats then you're stuck with that particular style.

    So this suggestion would actually take that away from crafting. I don't think it's a bad suggestion as such, but the effect of it would be to make dropped gear even better, not crafted gear.
    Lynx7386 wrote: »
    A step further would be to allow crafters to change not only the style but also the level aesthetic - let's face it, a lot of low level armor designs just blow higher level gear out of the water when it comes to appearances.

    Yes some of the lower level gear is the best in the game for my tastes. Though rather than a change-to I'd like to see this happen in the act of crafting the item.

    Perhaps add a second materials slot to the make-an-item window and if you put some material in there, the item's appearance is set to that material's tier. Same would work for weapons to allow us to control their colour.
  • worsttankever
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    I really like OP's idea about being able to raise the item level of armor - from lvl 6 to vr16. Also, of course, controlling the style and more and better crafted sets.
    Edited by worsttankever on March 3, 2017 5:22AM
    Men are but flesh and blood. They know their doom, but not the hour.
  • Espica
    Espica
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    This could break the game, but what if:

    Master Crafters could change the "weight" of any set?
    Looted, crafted or rewarded.

    Say you got BSW and want it in heavy, you upgrade it to medium first then to heavy.
    Or you want Footman medium, you upgrade it to light first then to medium.

    Using 3/4 the materials and 1/2 improvement material.
  • Padhraigh
    Padhraigh
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    nvm.
    Edited by Padhraigh on March 3, 2017 5:54AM
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  • agegarton
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    I agree with the OP. Been saying this for ages. Unfortunately there's just too much focus on pleasing the PVP elite. I had hoped that furniture would resolve the situation but it hasn't, mostly because the drop rates and quality of blueprints and for master writs are palpably no different for genuine master crafters than for any old alt.

    As for those who say it's so easy....... researching 9 traits on every weapon and armour piece, and finding and learning every recipe, motif, alchemical ingredient and rune takes months and months and months. You can run a dungeon in ten minutes.
  • Duiwel
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    I was thinking of jewellery crafting myself last night I mean it would not be hard just to create a crafting table / station especially with housing now and just give us the ability to craft already in game crafting sets. That's it no need to over think it or over complicate it...

    I was on my one tank / crafter ( I never do content with him and I saw he was rocking 5 set + 4 set because it was crafter & I thought to myself: ..."what a shame! If only I had one ring...")
    @Duiwel:
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  • worsttankever
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    Jewelry crafting will would revolutionize crafted sets. The ability to run Nights Silence using 3 jewels plus weapons would add so much utility.
    Men are but flesh and blood. They know their doom, but not the hour.
  • apostate9
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    agegarton wrote: »
    I agree with the OP. Been saying this for ages. Unfortunately there's just too much focus on pleasing the PVP elite. I had hoped that furniture would resolve the situation but it hasn't, mostly because the drop rates and quality of blueprints and for master writs are palpably no different for genuine master crafters than for any old alt.

    As for those who say it's so easy....... researching 9 traits on every weapon and armour piece, and finding and learning every recipe, motif, alchemical ingredient and rune takes months and months and months. You can run a dungeon in ten minutes.

    Yeah, those PVP elites with their one zone. Just stop.
  • kyle.wilson
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    Lynx7386 wrote: »
    A minimum of 9 yellow upgrade materials

    It's 8 Yellow not 9 with 3 skill points into expertise.

  • Tasear
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    Won't these proposed changed fix inventory issue.

    I mean you would still have to limit is so overworked and underworld still has purpose. But if some people at ninth trusts could craft these sets it would be for the better.
    Edited by Tasear on March 3, 2017 7:01PM
  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    agegarton wrote: »
    I agree with the OP. Been saying this for ages. Unfortunately there's just too much focus on pleasing the PVP elite. I had hoped that furniture would resolve the situation but it hasn't, mostly because the drop rates and quality of blueprints and for master writs are palpably no different for genuine master crafters than for any old alt.

    As for those who say it's so easy....... researching 9 traits on every weapon and armour piece, and finding and learning every recipe, motif, alchemical ingredient and rune takes months and months and months. You can run a dungeon in ten minutes.

    If you play this game you would know ZoS does nothing for PvP at all. Every last nerf to sets and powers will always be blamed on PvP and that what ZoS wants but the real reason they are nerfed is to make PvE harder to cheese. If you can fully crit god mode PvP with fast reacting and at time unpredictable players then doing it in a scripted fight is childs play.

    ZoS don't nerf proc sets cause they were PvP cancer they did it so you would grind for more weapon traits other then more pen and more crit, so you would wear something that forces you to grind for the right pieces over buying a Twice-Born Star set that can be crafted. If you have two Mundas Stone active the only trait you need or want is divines.

    The old meta shined a bright light on just how limited the play your way idea is with nearly every set in game equalling unique trash. When you have nine traits for armor but only one matters for DD and healers. When your "choices" for weapons adds one whole other trait to pick from. It just highlights how much unless trash is in game.
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  • Kodrac
    Kodrac
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    AFrostWolf wrote: »
    Can I necro this thread. I wanted to suggest that this be added. With One Tamriel, we have so many sets to choose from making crafted sets near useless. We should be able to research the item as a master crafter, thus being able to craft any item of that slot (Helm/Chest/Legs/Weapon/shield/ect/ect/ect.

    You, sir, are a brilliant necromancer.
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