Things I've noticed.
Wrothgar. The overland sets are still bop, instead of Boe. I picked up some boots in a delve and it was bop.
WGT, Went there and killed mini boss, didn't get any set pieces.
Things I am curious about: where do we get jewery in cold harbor, craglorn and wrothgar and other places where their are no dolmens.
I also believe that the treasure hunter passive is not working properly. I've opened up some intermediate treasure chests and noticed the item was green instead of getting upgraded pieces.
ClockworkArc wrote: »Things I've noticed.
Wrothgar. The overland sets are still bop, instead of Boe. I picked up some boots in a delve and it was bop.
WGT, Went there and killed mini boss, didn't get any set pieces.
Things I am curious about: where do we get jewery in cold harbor, craglorn and wrothgar and other places where their are no dolmens.
I also believe that the treasure hunter passive is not working properly. I've opened up some intermediate treasure chests and noticed the item was green instead of getting upgraded pieces.
They stated that Jewelry/Weapons should also drop from the magic anomalies and similar events in Craglorn.
Not sure about Cold Harbour / Wrothgar.
EDIT: I just went back and read the patch notes. Apparently all quest drops in zones will be tied to sets in addition to any set piece being able to drop from treasure chests. So hypothetically, that's the only way to get jewelry in Coldharbour / Wrothgar. I can't even remember if any of the quests in those zones reward jewelry.
If I'm reading that correctly, that means that Jewelry from sets like Meridia and Stygian are going to be very expensive on the market. Wrothgar sets are currently still BOP...
Have all the Imperial City sets been updated to include weapon and jewelry as well? I'd love to have Powerful Assault jewelry (and for that set to be upped to 6 people to be the stam eqv. of SPC).
So quick question. How is a CP level 160 character, who is Rank 10 in, say, Blacksmith suppose to get some lower level materials to craft some gear for a friend or alt?
Can max level crafters really not gather their own low level materials anymore?
Only solutions I can think of is respec your entire skill line over and over (which will cost most people 10-15k per respect, not to mention the PIA factor), or create 1 alt for each zone and park them permanently so they can gather low materials for you. Is this the solution?
That's going to be a game changer!
This can and should easily be fixed with motifs.
Make motif pages drop only in veteran versions of trials.
This might not help vMoL much, since the Dro-m'Athra already got overfarmed in normal mode this patch.
But still, even that motif should be changed to drop in veteran version only.
Another compromise is to make Wise Mage, Quick Serpent and Immortal Warrior BoE, and drop from all Craglorn trials, just like Infallible Aether, Vicious Ophidian and Eternal Warrior.
The former three sets are actually dumbed down versions of the latter, and there will still be a high incentive to go farm trials for BoP Aegis/Slayer sets.
anitajoneb17_ESO wrote: »This can and should easily be fixed with motifs.
Make motif pages drop only in veteran versions of trials.
This might not help vMoL much, since the Dro-m'Athra already got overfarmed in normal mode this patch.
But still, even that motif should be changed to drop in veteran version only.
NO WAY.
Motifs are for crafters, not for elite warriors. If obtaining gear has to be related to good player, then obtaining motifs needs to be related to master crafters only.
On a side note, I find the QQ of trial raiders here a little bit opportunistic. VMSA also costs a lot in pots and repairs (at least for those not yet mastering it perfectly), yet I haven't seen any of those who have completed it requesting maelstroem weapons to become BoE in order for them to sell the weapons to cover their costs. A bit of hypocrisy here, imho.
However, I do think that veteran trials should have a bigger incentive (reward) than normal trials.
Hence motifs.
Moglijuana wrote: »Since most items are dropping for every weapon/gear slot now, are the traits going to be tied to RNG as well? Or are they staying the same. I'm basically curious to find out if I can grind for some arcane Fasalla's Jewelry
Moglijuana wrote: »Since most items are dropping for every weapon/gear slot now, are the traits going to be tied to RNG as well? Or are they staying the same. I'm basically curious to find out if I can grind for some arcane Fasalla's Jewelry
So quick question. How is a CP level 160 character, who is Rank 10 in, say, Blacksmith suppose to get some lower level materials to craft some gear for a friend or alt?
Can max level crafters really not gather their own low level materials anymore?
Only solutions I can think of is respec your entire skill line over and over (which will cost most people 10-15k per respect, not to mention the PIA factor), or create 1 alt for each zone and park them permanently so they can gather low materials for you. Is this the solution?
Ok so in OneT a character with cp160 level and a 10 in blacksmith will not be able to harvest nodes or pick up scrap drops from kills ogf any mat other than rubedite. if that character had nothing in clothing, he would harvest half-rubedite and half jute from cloth nodes and find half-ruby scraps and half rawhide scraps in beast kills.
if the character does writs, every writ which doesn't give a survey map will provide a 25 pack of lesser materials. (On PTS I got out of three writs one pack of 25 steel and one pack of 25 kresh.)
So, when planning "how to get my crafting stuff done" in OneT this should be kept in mind and the answers might be different than they are now.
parking in zones is irrelevant. that is the entire point. no matter where you are, what you find will be relevant to your character - for e-v-e-r-y-b-o-d-y. That makes every zone useful, functional and viable. that makes grouping from different factions equally good for everyone.
In the first days of ESO, character progressions were like zone mats tied to a narrow one-track route. When character stayed on that one path at the one rate, the nodes were matched to them by default - zone = level = mat. That started to get killed when gold and silver began, got blown up worse when Cp replaced vet levels and finally in OneT it will die - zone now has nothing to do with level so mats cannot be assigned to zone and serve the majority of the players.
However, as a result of the change, more mats relevant to the characters in play will be harvested. more cases of "i got the mats can you craft for me" should occur and fewer "i got no mats that help."
But some things for some characters will change, as they do in every update.
For example, instead of crafting gear upgrades as soon as you hit a new material level (good idea in the current weay) in onet it will be better to craft at the end of a tier and wear that through the next tier while your character gathers mats for the next upgrade at the end of next... etc. that simple change makes the "gather as i go" work better in a node-scale world.
Thats just one example i actually just went thru, even before OneT and it will serve well in OneT.
So quick question. How is a CP level 160 character, who is Rank 10 in, say, Blacksmith suppose to get some lower level materials to craft some gear for a friend or alt?
Can max level crafters really not gather their own low level materials anymore?
Only solutions I can think of is respec your entire skill line over and over (which will cost most people 10-15k per respect, not to mention the PIA factor), or create 1 alt for each zone and park them permanently so they can gather low materials for you. Is this the solution?
Ok so in OneT a character with cp160 level and a 10 in blacksmith will not be able to harvest nodes or pick up scrap drops from kills ogf any mat other than rubedite. if that character had nothing in clothing, he would harvest half-rubedite and half jute from cloth nodes and find half-ruby scraps and half rawhide scraps in beast kills.
if the character does writs, every writ which doesn't give a survey map will provide a 25 pack of lesser materials. (On PTS I got out of three writs one pack of 25 steel and one pack of 25 kresh.)
So, when planning "how to get my crafting stuff done" in OneT this should be kept in mind and the answers might be different than they are now.
parking in zones is irrelevant. that is the entire point. no matter where you are, what you find will be relevant to your character - for e-v-e-r-y-b-o-d-y. That makes every zone useful, functional and viable. that makes grouping from different factions equally good for everyone.
In the first days of ESO, character progressions were like zone mats tied to a narrow one-track route. When character stayed on that one path at the one rate, the nodes were matched to them by default - zone = level = mat. That started to get killed when gold and silver began, got blown up worse when Cp replaced vet levels and finally in OneT it will die - zone now has nothing to do with level so mats cannot be assigned to zone and serve the majority of the players.
However, as a result of the change, more mats relevant to the characters in play will be harvested. more cases of "i got the mats can you craft for me" should occur and fewer "i got no mats that help."
But some things for some characters will change, as they do in every update.
For example, instead of crafting gear upgrades as soon as you hit a new material level (good idea in the current weay) in onet it will be better to craft at the end of a tier and wear that through the next tier while your character gathers mats for the next upgrade at the end of next... etc. that simple change makes the "gather as i go" work better in a node-scale world.
Thats just one example i actually just went thru, even before OneT and it will serve well in OneT.
@STEVIL
Thanks for the extra info. Still what I get from it is that a max level crafter can no longer harvest their own materials but must rely on once/day writs for a small sum of some random previous tier of materials, or rely on others to harvest it for them.
Why not just remove the lower end of the crafting range for materials? So instead of Rubedite Ingots being only useful for CP150-160, just make them used in crafting "up to level CP 160".
Actually if i forgot to mention it in this reply it was an oversight... that is the exact suggestion i have made at least a half dozen times in this thread, official feedback and other threads on the OneT crafting topics. It fits in line with the easement they gave enchants - lifting the upper level there when that got overhauled in DB.
the narrow range for mats gear-cap is a legacy from the original linear scripted pathway and needs to be adjusted in just that way - IMO.
i hope they do it but so far no sign either way.
lordrichter wrote: »Actually if i forgot to mention it in this reply it was an oversight... that is the exact suggestion i have made at least a half dozen times in this thread, official feedback and other threads on the OneT crafting topics. It fits in line with the easement they gave enchants - lifting the upper level there when that got overhauled in DB.
the narrow range for mats gear-cap is a legacy from the original linear scripted pathway and needs to be adjusted in just that way - IMO.
i hope they do it but so far no sign either way.
The one downside to that is the amount of materials required has to scale between Level 1 and Level X for each material. This means that for stuff like Rubedite, if you allowed crafting from Level 1 through CP 160, would have to start off with something like 1 ingot and end up with something like 20 or 30 ingots., or even more (65+ ingots)
If I am understanding the idea fully.
lordrichter wrote: »Actually if i forgot to mention it in this reply it was an oversight... that is the exact suggestion i have made at least a half dozen times in this thread, official feedback and other threads on the OneT crafting topics. It fits in line with the easement they gave enchants - lifting the upper level there when that got overhauled in DB.
the narrow range for mats gear-cap is a legacy from the original linear scripted pathway and needs to be adjusted in just that way - IMO.
i hope they do it but so far no sign either way.
The one downside to that is the amount of materials required has to scale between Level 1 and Level X for each material. This means that for stuff like Rubedite, if you allowed crafting from Level 1 through CP 160, would have to start off with something like 1 ingot and end up with something like 20 or 30 ingots., or even more (65+ ingots)
If I am understanding the idea fully.
Those are actually not simple solutions.
Far from it.
The simplest solution would be to scale 50% of the nodes to player crafting proficiency,
and leave 50% of the nodes zone specific.
Btw, I believe this discussion would be more suitable for the misc official feedback, not itemization.