Since the launch of ESO(TU), Crafters have devoted much of their time into mastering their work, time, and effort put into maximizing their gear loadouts and trading their crafted weapons, armors, consumables, and enchants. This is a huge part of what makes the player community and economy in ESOTU.
The Problem with the Proposed Changes to Crafting:
To ZeniMax, the changes planned in the pipeline to make loot and vendor weapons, armors, and items be just as powerful as crafted gear without any planned alterations to current crafting professions is a huge mistake, in my opinion. Simply put,
don't implement this without meeting us mid-way.
I've made this thread for people to voice their own suggestions.
Personally, I've seen a trend in this game since launch where it seems the areas of the game you put the most risk, time, and effort into don't give you back the reward they should. Imperial City fixes this aspect in a lot of ways for PvP. PvE will likely also be a better experience when Veteran Ranks are removed from the game. But I don't see where this is the case for Crafting yet. Since launch, there have been problems with sustainability across the main three crafting professions (Blacksmithing, Clothing, and Woodworking) for over a year now in comparison to the very small amount of time the other crafts take to master and how much more profitability there is to be had from those other three crafts for both yourself and others.
A few ideas I have that could help meet us at a compromise:
- First, for all proposed changes below, new passives for these Crafting professions can be added to also make these ideas possible as well. Take note of that while reading through them.
Blacksmithing, Clothing, and Woodworking:
- Crafted items people make should naturally have better durability. This decreases gold spent in repairs and it makes sense logically.
- Better research times/Conduct more researches (up to 5) at once. They are too much of a time sink to bother with in their current state should the update be implemented, and this makes the crafts more viable.
- Start adding
New Traits for weapons and armors that can be highly beneficial to research. When they drop, you either deconstruct them to have a chance of extracting the Material for it, or you can research the trait and destroy the weapon so the secondary trait can be crafted with weapons/armors. As said, these traits will be known as "Secondary Traits". They are less effective than "Primary Traits", the ones in the game currently, but apply to ALL Weapons/Armors once researched (depending on whether it is a Weapon or Armor Trait, to begin with).
--- Examples of "Secondary Traits" could be increased run (not sprint) speed, slightly faster attacks, slightly faster spellcasting, increased durations or effects of enchantments by percentage, etc. However, as mentioned here, they are "secondary", so they are naturally not as powerful as the "Primary Traits" that they mirror in the game.
--- Unlike "Primary Traits", "Secondary Traits" are harder to find on looted weapons and armor pieces; you have a better chance of getting them from chests and unique enemies (i.e. Champions, Bosses, etc.). Their materials can drop in Heavy Sacks, though. In the Research screen, these Secondary Traits will have their own panel for research for both Weapons and Armors, and (to reiterate) they will apply to ALL Weapons or ALL Armors depending on whether it is a Secondary Weapon/Armor Trait. Their research applies to all weapons and armors across the board after finished with the research, but the time they take to research is much longer.
Alchemy and Provisioning:
- For Alchemists and Provisioners, there doesn't need to be any changes atm. This update wouldn't affect them in any way because they are still the only ones that can provide you with combinations of Health, Magicka, 'and' Stamina-boosting effects (as well as other forms of combinations in the case of Alchemy). Because it takes far less time and investment, these two crafts would still be very necessary and worthwhile investments regardless of the update.
- We already know that Alchemy will be getting Poisons soon. That makes it even more useful.
Enchanting:
- Enchanting could use some work outside of the newly-added Prismatic Enchantments to get it on par with the other crafts still.
- Like the three main crafts, Enchantments should have better charges if crafted (for Weapons only, of course).
- A new Passive can be added that allows combinations of enchants to be made for weapons, armor, and jewelry (Rank 1, 2, and 3, respectively). This would give the profession exclusive benefits like the other ideas mentioned here for the existing crafts. For instance, you could make a weapon that deals X Fire and X Shock Damage, but it would require a 'second' Essence Rune to be added as the fourth rune in the Rune Phrase to achieve that.
Anyways, what is everyone's thoughts on this? Would these be worthy enough compromises universally across all crafts if the change is implemented? Sound off below!