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Official Feedback Thread for Enchanting

  • Elsonso
    Elsonso
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    Epona222 wrote: »
    Could they not do that by having the node despawn after the interaction was finished (ie the player exits from interaction with the node) instead of when the contents were taken? Something I've wanted for ages, so sick of people leaving crud that they do not want to take in nodes/chests/troves.

    Well, that would be bad. If they did that, you would have no opportunity to clean out a spot in your inventory and then reopen the node to get what you could not take. Instead, they start a timer after the node is closed. If the node is still around when that timer expires, the node goes away. The time is measured in minutes and is, according to many, too long.

    I can't see them going to all of this work to try and solve the "left behind Ta" problem, while leaving the "left behind bait" problem in other nodes and not actually solving the Ta problem.

    I go back to my statement above. This is about making top tier enchantments more expensive and harder to obtain. They only way to do that is to control the Potency market and charge insane prices.

    ZOS: Possible solution. Change enchanting so that more than one Potency rune is needed. I get that this can't be done in Dark Brotherhood, but consider it before you drop this on us. That way, you can charge 1 Potency for the common Potency runes, and 1 million Potency for the top tier (or some suitably large number).

    Edited by Elsonso on April 26, 2016 12:44PM
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  • NewBlacksmurf
    NewBlacksmurf
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    Epona222 wrote: »
    sigsergv wrote: »
    I think they are trying to solve this problem: no one is picking up Ta runestones from nodes so basically all Aspect nodes are Ta nodes now, so ZOS merged two kinds together, but this won't help either, because people will still leave Ta on the node.

    Could they not do that by having the node despawn after the interaction was finished (ie the player exits from interaction with the node) instead of when the contents were taken? Something I've wanted for ages, so sick of people leaving crud that they do not want to take in nodes/chests/troves.

    Even if that is the case, that is no reason to completely obliterate potency rune harvesting from the game.

    exactly
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  • Epona222
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    Epona222 wrote: »
    Could they not do that by having the node despawn after the interaction was finished (ie the player exits from interaction with the node) instead of when the contents were taken? Something I've wanted for ages, so sick of people leaving crud that they do not want to take in nodes/chests/troves.

    Well, that would be bad. If they did that, you would have no opportunity to clean out a spot in your inventory and then reopen the node to get what you could not take. Instead, they start a timer after the node is closed. If the node is still around when that timer expires, the node goes away. The time is measured in minutes and is, according to many, too long.

    I can't see them going to all of this work to try and solve the "left behind Ta" problem, while leaving the "left behind bait" problem in other nodes and not actually solving the Ta problem.

    I go back to my statement above. This is about making top tier enchantments more expensive and harder to obtain. They only way to do that is to control the Potency market and charge insane prices.

    ZOS: Possible solution. Change enchanting so that more than one Potency rune is needed. I get that this can't be done in Dark Brotherhood, but consider it before you drop this on us. That way, you can charge 1 Potency for the common Potency runes, and 1 million Potency for the top tier (or some suitably large number).

    I already spent hundreds of thousands on rubedo leather last time I needed to craft gear (and after this update will have another 7 max level characters on my account to gear up), why on earth ought I to spend more money on potency runes? Does Zeni think I actually have spare money that still needs draining out of my account after spending on 130-150 pieces of mats per slot?

    Crafting top level gear is already difficult enough and expensive enough without another avenue to drain gold from us.

    (and in response to your first point, I have to say I really don't have a lot of sympathy with anyone who doesn't realise that their inventory is filling up and they need to get to a bank, it's not as if banks are a rare commodity!)
    Edited by Epona222 on April 26, 2016 12:57PM
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • Junkogen
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    It was suggested that I address this here since ZOS is making all kinds of changes for the upcoming DB dlc. The glyphs of potion speed do NOT work at all with any potions of any level. No time is taken off the cooldown. I had 3 v16 willpower jewelry pieces enchanted with legendary truly superb glyphs of potion speed and not a single second was taken off the cooldown. This bug has been confirmed by others since the Thieves Guild patch. The tooltip says the enchantment should work with potions below item level, in my case v16. So the enchantment should work with v16 potions. It does not work with any potions, though. Please address this bug in the upcoming patch.
  • TerraDewBerry
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    I also want to chime in and say that blue runes need to be found in the wild. If you want to make some crazy change to enchanting:
    Make all nodes contain 1 potency, 1 essence, and 1 Ta. Jejota, Denata, Rekuta, and Kuta do not drop, but you combine Ta's to upgrade them. 5 Ta = 1 Jejota, 4 Jejota = 1 Denata, 3 Denata = 1Rekuta, 2 Rekuta = 1 Kuta. That makes 120 Ta per Kuta, which seems like a fair amount to me, maybe even a little too many. But this solves the problems of people leaving behind Ta, and the current issue with blues runes needing to be bought. Although with current stockpiles floating around, this would result in a huge amount of Kutas being produced, so maybe it will be too much.

    I like the idea of being able to combine runes to get the next higher rune. I hate that I won't be able to go out and gather potency runes anymore. It seems very unfair to enchanters to have it so a vital aspect of leveling their craft must be bought from a vendor. I didn't think/feel that enchanting was broken at all before this change.. it was slow and painful to level.. but enchanting is always slow and painful to level in just about any mmo I've ever played. Now, after this change.. I very much feel enchanting will be broken.. :(

    Please ZOS, reconsider this horrible "improvement" because no one else other than you is seeing it as an "improvement." If you want to have potency runes available for vendor sales.. fine.. but please allow potency runes to still be available out in the wild.. and please don't secretly "nerf" the spawn rate of them so people end up having to get them from the vendor anyway.. that would just be a dirty rotten low down scoundrel thing to do to your enchanters..
  • Junkogen
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    ZOS should implement an ability called like "transmutation" where you can turn lower level runes into more powerful ones. Like turning say 100 Ta runes into 1 Kuta. That would keep lower level runes stay relevant and stimulate the ESO economy. People would use and buy runes of all levels. Something to consider.
  • Daraugh
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    Wait, so is this some kind of marker to see if it will make more people sub? Because I already sub and when I pick up the new crawlers of the enchanting world, they'll go directly into my crafting bag. Well that part is fine, no problem. Problem is only when a non-sub without enough bag space leaves it behind and messes up the spawn cycle. Not nice to pit subs and non-subs against each other in a battle of the subs.

    (plus there's a bunch of jokes in there that would just get me in trouble >:) )
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  • gw2only1b14_ESO
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    Well Ill toss my Up in arms on this as well...

    And still Like to see what there thought to making this change is/was?


    Im all in favor for still being able gather these from nodes

  • Nestor
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    While I have no issue with Potencies being available for purchase, removing them from the game world is a bad move.
    Enjoy the game, life is what you really want to be worried about.

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  • Elsonso
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    Epona222 wrote: »
    (and in response to your first point, I have to say I really don't have a lot of sympathy with anyone who doesn't realise that their inventory is filling up and they need to get to a bank, it's not as if banks are a rare commodity!)

    Most players probably do not have bag monitoring add-ons, so they probably do not know they are full until they try to take more than they can carry. Now, this goes away for those with The Bag, but still, the player needs to be able to open inventory, destroy something, and then open the node back up to take what they want. They don't need to go back to the bank.

    And, if they leave something behind because they are full and have nothing they want to destroy, it is not the end of the world. That node will go away after a couple minutes. They just need to stop there and go back to the bank rather than just continuing on.
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  • Joy_Division
    Joy_Division
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    • Is it easy to tell where to get these now? - No. Easy is seeing a blue node and harvesting its contents.
    • Does it feel easier to start from scratch to make a rune? - No. Because I have to go through the additional step of buying a Potency Rune.
    • How does it feel to put lower-level enchants on higher-level gear? - Like putting regular gasoline in a high octane sports vehicle. Why would I do this? Probably because the max mats that I must buy instead of harvest are ridiculously expensive.
    • Do you have any other general feedback? Yes. 1) I want to harvest my own potency Runes. 2) You should make it so lower level aspect runes are worth picking up from the nodes. Allowing master enchanters to combines many weaker aspect stones into a stronger one is an obvious possibility you ought to explore. 3) Forcing crafters to buy (expensive) mats is just a bad idea.

    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Nestor
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    Something else I just thought of, it will now cost me 2500 gold to do a Writ in Wrothgar for Enchanting. And I get 600 gold back.

    EDIT Someone reported that the soon to older rank VR15 are 111 Gold
    Edited by Nestor on April 26, 2016 7:24PM
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Ilsabet
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    Crafters should never be forced to buy essential components for their craft. Add me to the chorus of unhappy crafters if this change goes through. Leave them in vendors for people who are willing to pay for the convenience, but let the hunter-gatherers pay with their time and effort. Given the number of glyphs a person has to create to level the craft, do writs, and trick out gear over the course of leveling a character, the amount of money that has to be sunk adds up to unreasonable levels very quickly. All you're doing is making the craft even more unappealing than it already is.

    Also, here's a thought: If potency runes aren't harvestable in the wild, where are those vendors acquiring them from? :confused:
  • myrrrorb14_ESO
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    It seems very odd to remove potency nodes tbh. For low level stuff I used to just buy glyphs and decon what I need. I guess it's okay to be able to buy them, but removing them entirely from the world is harsh.
  • Shadowfx1970
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    Tried to make some enchants last night spent about an hour looking for potency runes and decided to give up and break down some runes I wasn't using, didn't occur to me that they would be for sale now.

    I don't think anyone should be forced to buy mats to craft as part of crafting is the ability to gather materials, ok it could be a choice for someone who needs a rune fast, but it should not be the only option.

    I think it's actually made the process slower as you now have to go to the merchant first before crafting unless you have a stack of them already on you and I for one don't want to spend 2500 gold on the potency runes for cp160 and then if I am short on Kuta aspect runes have to spend another 6-8k on those too from guild merchants.
    Edited by Shadowfx1970 on April 26, 2016 2:43PM
    I went outside once, the graphics were awesome but the gameplay sucked
  • NewBlacksmurf
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    I also want to chime in and say that blue runes need to be found in the wild. If you want to make some crazy change to enchanting:
    Make all nodes contain 1 potency, 1 essence, and 1 Ta. Jejota, Denata, Rekuta, and Kuta do not drop, but you combine Ta's to upgrade them. 5 Ta = 1 Jejota, 4 Jejota = 1 Denata, 3 Denata = 1Rekuta, 2 Rekuta = 1 Kuta. That makes 120 Ta per Kuta, which seems like a fair amount to me, maybe even a little too many. But this solves the problems of people leaving behind Ta, and the current issue with blues runes needing to be bought. Although with current stockpiles floating around, this would result in a huge amount of Kutas being produced, so maybe it will be too much.

    i like all of this.....but none of what ZOS is doing.
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  • Epona222
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    Epona222 wrote: »
    (and in response to your first point, I have to say I really don't have a lot of sympathy with anyone who doesn't realise that their inventory is filling up and they need to get to a bank, it's not as if banks are a rare commodity!)

    Most players probably do not have bag monitoring add-ons, so they probably do not know they are full until they try to take more than they can carry. Now, this goes away for those with The Bag, but still, the player needs to be able to open inventory, destroy something, and then open the node back up to take what they want. They don't need to go back to the bank.

    And, if they leave something behind because they are full and have nothing they want to destroy, it is not the end of the world. That node will go away after a couple minutes. They just need to stop there and go back to the bank rather than just continuing on.

    I don't have a bag monitoring addon either, besides hitting I every so often to check my inventory slots that are free and see whether I need to go back to town! It's not rocket science.

    Anyway, this is kind of detracting from the issue.
    Edited by Epona222 on April 26, 2016 2:51PM
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • Epona222
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    Ilsabet wrote: »
    Crafters should never be forced to buy essential components for their craft. Add me to the chorus of unhappy crafters if this change goes through. Leave them in vendors for people who are willing to pay for the convenience, but let the hunter-gatherers pay with their time and effort. Given the number of glyphs a person has to create to level the craft, do writs, and trick out gear over the course of leveling a character, the amount of money that has to be sunk adds up to unreasonable levels very quickly. All you're doing is making the craft even more unappealing than it already is.

    Also, here's a thought: If potency runes aren't harvestable in the wild, where are those vendors acquiring them from? :confused:

    That is a very good point, I had wondered but I was a little afraid to ask. :D
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • Cernow
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    Terrible change. What is the logic behind this, other than perhaps to create yet another gold sink?

    No other crafting profession requires you to have to buy essential materials from vendors that you cannot obtain from the game world. This change makes no sense.

    Enchanting does need a bit of an overhaul and some streamlining, but this is not the way to do it.

    It boggles the mind that the dev team seem so focused on fiddling with and breaking what doesn't need fixing when there is so many things in the game which are chronically broken and badly in need of fixing (in many cases since launch). Can only think this is down to poor management decisions and a lack of understanding about what the core issues are.
  • ThePonzzz
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    As someone who completed (and struggled through) enchanting after launch, this change is a very poor one. Enchanters aren't that rare these days, but this would cinch any benefits away from an enchanter. That and the cost is being driven away from the player economy, which is a focus point for crafting in general. But let's not get into that tangent.

    Every crafting option has level-based materials. Your ore, wood, and clothing materials go up per zone. They are level-based finds. For enchanting, potency is our "ore." This should remain harvest-able. Aspect runes are our improvement rune. This should move into the decon/refine area. It's how the rest of crafting works. But glyphs higher than "white" would need to start dropping and there would need to be a way to "break down" runes from a raw state to get the (re)kuta going forward.

    But that's a whole revamp. So of the three runes, the only one that even remotely makes sense to sell is essence. There are a lot of them, they typically are cheap, and they easily can be decon'ed. Why potency was chosen is a real lack of experience playing the game.
  • NewBlacksmurf
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    ThePonzzz wrote: »
    As someone who completed (and struggled through) enchanting after launch, this change is a very poor one. Enchanters aren't that rare these days, but this would cinch any benefits away from an enchanter. That and the cost is being driven away from the player economy, which is a focus point for crafting in general. But let's not get into that tangent.

    Every crafting option has level-based materials. Your ore, wood, and clothing materials go up per zone. They are level-based finds. For enchanting, potency is our "ore." This should remain harvest-able. Aspect runes are our improvement rune. This should move into the decon/refine area. It's how the rest of crafting works. But glyphs higher than "white" would need to start dropping and there would need to be a way to "break down" runes from a raw state to get the (re)kuta going forward.

    But that's a whole revamp. So of the three runes, the only one that even remotely makes sense to sell is essence. There are a lot of them, they typically are cheap, and they easily can be decon'ed. Why potency was chosen is a real lack of experience playing the game.

    agree here too....
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    ~<{[50]}>~ looks better than *501
  • TerraDewBerry
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    Nestor wrote: »
    Something else I just thought of, it will now cost me 2500 gold to do a Writ in Wrothgar for Enchanting. And I get 600 gold back.

    Do you really want people to not do enchanting writs anymore?

    Oh good gods.. I didn't even think about that... I guess if they go through with this change.. my enchanting writ days are over.
  • SantaOrc
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    Since this thread technically consists of a hand full of people confirming their dislikes repetitively without contributing much new after page 1, i humbly want to ask everyone to calm down a bit and give @ZOS_GinaBruno a chance to explain the reasons behind this change before this thread gets way to messy.

    Btw there are people who don't hate the change, just to be less onesided in here.
  • Epona222
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    SantaOrc wrote: »
    Since this thread technically consists of a hand full of people confirming their dislikes repetitively without contributing much new after page 1, i humbly want to ask everyone to calm down a bit and give @ZOS_GinaBruno a chance to explain the reasons behind this change before this thread gets way to messy.

    Btw there are people who don't hate the change, just to be less onesided in here.


    I beg your pardon? (ie. wat?)
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • TerraDewBerry
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    SantaOrc wrote: »
    Since this thread technically consists of a hand full of people confirming their dislikes repetitively without contributing much new after page 1, i humbly want to ask everyone to calm down a bit and give @ZOS_GinaBruno a chance to explain the reasons behind this change before this thread gets way to messy.

    Btw there are people who don't hate the change, just to be less onesided in here.

    Really, there are people who don't mind needing to spend 25k just to make their own runes for their gear? Also, as the game progresses, and the enchanting levels increase.. they won't mind sinking in untold amounts of gold into enchanting when all other crafts can just gather out in the wild the vital mats to level their craft? Really?
  • Epona222
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    If you disagree with us, say why and how you disagree, detail it out why this is a good idea- that is what this thread is for, it's a feedback thread - don't just tell us all (and what authority do you have to do so?) to stop discussing the issue until we get a response from a community manager, that's ridiculous.

    This is a feedback thread, if you have feedback, give it.
    Edited by Epona222 on April 26, 2016 3:35PM
    GM - Ghost Sea Trading Co - NA PC

    Epona was a Romano-Celtic goddess dating back to around 1800 to 2000 years before computer games were invented.
  • Enodoc
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    SantaOrc wrote: »
    Btw there are people who don't hate the change, just to be less onesided in here.
    @SantaOrc I don't doubt that to be the case, but I personally do not see any positive side to removing potency runes from the world. Can you explain why this could be a good change?
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  • Acharnor
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    Have to say I am also not in favour of the removal of the runes from the world. It makes no sense and I hope they reconsider. I like the option to buy but it should not be forced. No other craft in the whole game has this.
    Celebrate for life is short but sweet for certain.
  • Caroloces
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    I will humbly submit, along with my fellow enchanters, that this is a bad idea . . . and I will repeat this opinion for as long as it needs to be spoken.
    Making potency runes unharvestable, and merely a vendor item, drains the game of a portion of its magic. And that is bad, no matter how you look at it.
  • Saltypretzels
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    I just don't understand (or support) this change. I think we all deserve an explanation. Its not a game breaker or anything, but why fix something that doesn't need to be fixed?
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