With the recent
announcement that ZOS is working on removing Veteran Ranks, most of these ideas here become outdated.
You can see my suggestion on the removal of VRs
HERE
Hi!
I've been playing ESO since it came out and I absolutely loved how this was the first MMO i played that had a lot of options in regard of character building. Just like an Elder Scroll game should have.
Want to be a stamina sorcerer tank? Go ahead! Want to heal with your nightblade? Be my guest!
I have been playing a magicka dragonknight tank and loved it.
But recent changes are following an established "meta" and there are not that many options when it comes to newly added gear. Heavy armor is reserved for stamina users and if someone (like me) was to tank and use magicka he would have no other choice but to use a crafted set that focuses on magicka.
Not a lot of options to choose from.
I've been thinking about possible solutions and as much as I would like the new dropped sets to have random 2nd, 3rd and 4th bonuses, people that actually play according to the current meta would dislike grinding for a RNG set.
So I came up with a few ideas:
10th trait that customizes bonuses
The next trait(10th) should enable crafters to change the 2nd, 3rd and 4th bonus as they see fit.
F.E.: the new trait should look something like this:
Enhanced - increase the effectiveness of set bonuses by X% (X = 1 or 2 IMO)
Also, when chosen as a trait in the Creation window, pressing Y would enable the changing of the 2nd, 3rd and 4th bonuses.
Of course, changing all bonuses to attack damage would be no fun, so the changes itself should be restricted to similar bonuses.
F.E.:
-magicka regeneration can be replaced with health or stamina regeneration
-maximum health can be replaced with max magicka or stamina
-spell damage can be replaced with weapon power or healing taken
-spell critical can be replaced with weapon critical
-physical resistance can be replaced with spell resistance
etc. (you get the idea)
I think such an option would not impact end game as much as it would give players diversity in choosing which sets to play with their preferred playstyle.
If multiple versions of a set imposes a problem, I suggest one of these options to be implemented to counter the chaos:
-make such a customized set bound on craft
-make it that each piece of the set gives partial effect (1/5 of current value), so if one would have two pieces of the same set equipped, both would give a partial bonus regardless if it is not the same 2nd bonus.
Researchable sets
Make a new crafting station where people can research a number of already existing heavy/medium/light sets.
Only "Bound on Equip" items should be researchable, to prevent certain sets from being craftable, also to prevent people from reselling their already used (Bound) sets.
Also, the sets should only be craftable in their original version (heavy, medium, light).
A few things to note on this idea:
- there are sets that would not be able to get full bonuses as they rely on jewlery to complete (the bonuses always scale to the lowest level item of the set)
- there are some very popular sets that have spell damage or weapon damage as the first bonus which would be abused and should be considered as non-researchable.
- crafted sets are slightly better from non-crafted in terms of armor, add the fact that you can now add any trait to old sets, some forgotten sets might get some newly founded glory in the OP department.
All in all, implementing this idea would require some real thought and calculations.
Upgradeable item levels
Make a special crafting station where all items can be upgraded by recrafting them with materials of the target level.
Each level upgrade is paired with a quality improvement, and instead of regular tempers, it should also consume new tempers and possibly cap the success% below 100%.
So it would not be possible to level upgrade a Legendary item.
People can still farm sets, they need more top-grade materials and new tempers from the DLC zones, ZOS profits, everybody wins.
Note that for the last two options, drop lists should have to be modified in such a way to prevent grinders from accumulating sets easily.
My suggestion would be to lower the drop rates of item sets from world areas, but increase the drop rate from world and dungeon bosses. Also, make it so that chests give set items (including Dolmen chests).