I love it the way it is, leave it.
Asking for crafting to be less time consuming to learn or be less of a trade off on skill points needed is no different than asking for any other part of this game to be nerfed. If you want folks to quit asking for nerfs, then quit asking for nerfs.
I love it the way it is, leave it.
Asking for crafting to be less time consuming to learn or be less of a trade off on skill points needed is no different than asking for any other part of this game to be nerfed. If you want folks to quit asking for nerfs, then quit asking for nerfs.
Dang...there's always gotta be someone who disagrees.
Honestly, I think ZOS made it like this because they thought it would be more fun, but just didn't think about alts. It's just not fun to run around a zone with a high level character and only collect low level crafting resources (or skip them, as I do). From the point of view of a character that crafts, I think it works just fine. But when people have alts who do their crafting, then it's just not fun. I doubt many people want to spend their time leveling all of their characters up in all of of the crafting skills just so they can collect level appropriate crafting materials when going to the new zones. I think ZOS meant well with this change, but just didn't think it all the way through. I'll give them the credit for trying though.
Nodes should scale to your crafting skill - not to the (may or may not unlocked because of skillpoint shortage) passives.
Working with mats - of course, crafting passives are the gateway. But for harvesting... no.
This just stinks.
I love it the way it is, leave it.
Asking for crafting to be less time consuming to learn or be less of a trade off on skill points needed is no different than asking for any other part of this game to be nerfed. If you want folks to quit asking for nerfs, then quit asking for nerfs.
Dang...there's always gotta be someone who disagrees.
Honestly, I think ZOS made it like this because they thought it would be more fun, but just didn't think about alts. It's just not fun to run around a zone with a high level character and only collect low level crafting resources (or skip them, as I do). From the point of view of a character that crafts, I think it works just fine. But when people have alts who do their crafting, then it's just not fun. I doubt many people want to spend their time leveling all of their characters up in all of of the crafting skills just so they can collect level appropriate crafting materials when going to the new zones. I think ZOS meant well with this change, but just didn't think it all the way through. I'll give them the credit for trying though.
ZOS_GinaBruno wrote: »This is the official feedback thread for crafting node scaling found in Orsinium. Specific feedback the team is looking for includes:
- Is it clear that crafting nodes are scaling to the passive, and do you find that more enjoyable that scaling to your level?
- Do Veteran Rank 15 and above materials still feel rare?
- Do you feel you could obtain the Ancient Orc and Akiviri chapters and style items fairly reasonably?
- What are your overall thoughts about the new crafted item sets? Is it fun?
Teargrants wrote: »Crafting nodes should scale to character level, not the amount of skill points invested into the crafting proficiency. As it is, this forces ppl to spend another 30 skill points on their alts to be able to harvest useful mats.
I'm not sure if I actually care either way, but couldnt you just farm them up on your crafting character?
I do like the idea that only crafters can harvest the best stuff. We should be able to make money with our crafts.
All I can say is that any path in this game costs skill points. Alliance, Vampirism, Werewolf, Undaunted, Crafting....
Players should not get a free pass just because they want to be able to multiple paths at the same time and run out of skill points when they choose to many things for one character. My Crafter has a maxed out Werewolf skill line but he no longer has a single point taken in it because he needed the points for crafting. He also only unlocks the weapon and armor skills he uses the most and only one Assault skill because it helps with gathering. If he has to change weapons or Armor he has everything maxed out and can do so but he has to use a respec or go with what he's got.
The way it is set up with skill points now is perfect. If you want your character to be able to serve multiple roles, it is gonna cost you in how much they can do in each role. The more roles you choose for one character the fewer things they can master in each, at least without a skill point respec.
Have you ever heard the term "Jack of all trades, Master of none"? IMHO that is what should apply here. One character shouldn't be able to do everything and just because Crafting and/or Gathering is at the bottom of a lot of folks list shouldn't mean it gets a free pass.
All I can say is that any path in this game costs skill points. Alliance, Vampirism, Werewolf, Undaunted, Crafting....
Players should not get a free pass just because they want to be able to multiple paths at the same time and run out of skill points when they choose to many things for one character. My Crafter has a maxed out Werewolf skill line but he no longer has a single point taken in it because he needed the points for crafting. He also only unlocks the weapon and armor skills he uses the most and only one Assault skill because it helps with gathering. If he has to change weapons or Armor he has everything maxed out and can do so but he has to use a respec or go with what he's got.
The way it is set up with skill points now is perfect. If you want your character to be able to serve multiple roles, it is gonna cost you in how much they can do in each role. The more roles you choose for one character the fewer things they can master in each, at least without a skill point respec.
Have you ever heard the term "Jack of all trades, Master of none"? IMHO that is what should apply here. One character shouldn't be able to do everything and just because Crafting and/or Gathering is at the bottom of a lot of folks list shouldn't mean it gets a free pass.
Your argument might hold water if this is how the game was all along. The truth is that before this change it never was required that you spend 30+ skill points or level up crafting on multiple characters just to gain access to *harvesting*.
Nobody is asking for a free pass on crafting but when you suddenly change the way the game works after people have invested huge amounts of time leveling up crafting on more than one character it's more than a little disingenuous for you to act like people want a free pass.
I have all crafting maxed, all pre-DLC motifs and 9 traits researched on *all* slots. Does that sound like a free pass to you? I spent the time and I should be able to harvest like I always have without investing even more time and gold just to do something I was always able to do before.
Not to mention that if you have two (or more) high level characters and want to harvest while exploring the zone and doing quests it's impossible unless you level up crafting and spend 30 skill points on multiple characters which is asinine.
If the nodes are designed to be 100% Rubedite as an example, the crafting writs will need to be reworked as we'll run out of Voidstone rather quickly without the ability to self-replenish.
@Casdha Is that in Cyrodiil and Wrothgar too? I thought someone suggested elsewhere it was just for Hew's Bane. If it is everywhere, that would be great.
All I can say is that any path in this game costs skill points. Alliance, Vampirism, Werewolf, Undaunted, Crafting....
Players should not get a free pass just because they want to be able to multiple paths at the same time and run out of skill points when they choose to many things for one character. My Crafter has a maxed out Werewolf skill line but he no longer has a single point taken in it because he needed the points for crafting. He also only unlocks the weapon and armor skills he uses the most and only one Assault skill because it helps with gathering. If he has to change weapons or Armor he has everything maxed out and can do so but he has to use a respec or go with what he's got.
The way it is set up with skill points now is perfect. If you want your character to be able to serve multiple roles, it is gonna cost you in how much they can do in each role. The more roles you choose for one character the fewer things they can master in each, at least without a skill point respec.
Have you ever heard the term "Jack of all trades, Master of none"? IMHO that is what should apply here. One character shouldn't be able to do everything and just because Crafting and/or Gathering is at the bottom of a lot of folks list shouldn't mean it gets a free pass.
Your argument might hold water if this is how the game was all along. The truth is that before this change it never was required that you spend 30+ skill points or level up crafting on multiple characters just to gain access to *harvesting*.
Nobody is asking for a free pass on crafting but when you suddenly change the way the game works after people have invested huge amounts of time leveling up crafting on more than one character it's more than a little disingenuous for you to act like people want a free pass.
I have all crafting maxed, all pre-DLC motifs and 9 traits researched on *all* slots. Does that sound like a free pass to you? I spent the time and I should be able to harvest like I always have without investing even more time and gold just to do something I was always able to do before.
If you look at my last post Here, I think they have come up with a decent compromise.
All I can say is that any path in this game costs skill points. Alliance, Vampirism, Werewolf, Undaunted, Crafting....
Players should not get a free pass just because they want to be able to multiple paths at the same time and run out of skill points when they choose to many things for one character. My Crafter has a maxed out Werewolf skill line but he no longer has a single point taken in it because he needed the points for crafting. He also only unlocks the weapon and armor skills he uses the most and only one Assault skill because it helps with gathering. If he has to change weapons or Armor he has everything maxed out and can do so but he has to use a respec or go with what he's got.
The way it is set up with skill points now is perfect. If you want your character to be able to serve multiple roles, it is gonna cost you in how much they can do in each role. The more roles you choose for one character the fewer things they can master in each, at least without a skill point respec.
Have you ever heard the term "Jack of all trades, Master of none"? IMHO that is what should apply here. One character shouldn't be able to do everything and just because Crafting and/or Gathering is at the bottom of a lot of folks list shouldn't mean it gets a free pass.
Your argument might hold water if this is how the game was all along. The truth is that before this change it never was required that you spend 30+ skill points or level up crafting on multiple characters just to gain access to *harvesting*.
Nobody is asking for a free pass on crafting but when you suddenly change the way the game works after people have invested huge amounts of time leveling up crafting on more than one character it's more than a little disingenuous for you to act like people want a free pass.
I have all crafting maxed, all pre-DLC motifs and 9 traits researched on *all* slots. Does that sound like a free pass to you? I spent the time and I should be able to harvest like I always have without investing even more time and gold just to do something I was always able to do before.
If you look at my last post Here, I think they have come up with a decent compromise.
That's not a compromise. I don't think most people have an issue with the scarcity. The problem is the ability to harvest efficiently. People with crafting spread out over more than one character don't want to run around and harvest a couple nodes and skip the rest. Log out. Log in a different character and run around harvesting a couple different nodes and skip the rest. Then log in a third character and harvest the other types of nodes and skip the rest. The only way to avoid that is leveling up all crafts on all characters. Regardless, the options are asinine unless you just play a single character.
Taleof2Cities wrote: »Just my opinion, but I think the node scaling is pretty good as it is in Live currently for Wrothgar and Cyrodiil.
Taleof2Cities wrote: »A better option is to just reduce the insane amount of mats it takes to craft VR16 gear ... which would preserve the 'scarcity' of said end-game mats.
Taleof2Cities wrote: »Has anyone started a thread yet about the 150 mats it takes for a chest piece???
It is still easier to learn the crafts to vr16 and assign the points than leveling a maxed crafter from low levels to vr15. Of the two choices: bind nodes to character level or the current, bind to points assigned, i prefer the current one. This option allows access to all mats at all professions at about vr1 level.Taleof2Cities wrote: »Just my opinion, but I think the node scaling is pretty good as it is in Live currently for Wrothgar and Cyrodiil.
Why do you think it's pretty good? Do you only have one character who does all your crafting? I have 3, and it's painful since I can't harvest useful nodes in all professions at the same time like I could before the Orsinium DLC. If you only play one character, then you just can't understand the pain here. Would it be ok if it scaled to your character level instead? Are you vet 16? If so, then scaling to character level would still get you the top level mats, so I don't see why that would be a problem.
...snip...