No. At least, unless it is only available for crafted sets.
The only thing that crafted sets have that is unique to them is motif control for all crafted pieces.
traits - you can get thru farming.
weight - some drop sets come in variable weights so that is not unique for all - more mixed than i thought actually.
Giving motif control to drop sets removes one of the few remaining "why crafted sets exist" benefits.
There's no reason to dump player style just because crafted sets are so niche. The real solution is to both have a restyling/wardrobe/etc. system AND make crafted sets competitive.
Personally, I think restyling doesn't go far enough. We should have complete control over aesthetics, mixing and matching armor looks/costume components/etc. regardless of the weight of our actual underlying armor. We can already do it with costumes, I see no reason not to do it here.
AFTER crafted sets get useful unique capabilities to bring them more in line with their investment in skill points and time, then sure we can talk about beefing up drop sets cosmetics.
Not before.
Disagree, aesthetic needs trump an accessory system's need to remain viable. It helps more people to have freedom of customization than for crafters to feel useful, and I say this as a current complete master crafter (minus the new 3 million gold provisioning recipe, still working on that). Really though I can't image they'd do any kind of wardrobe or restyling system without requiring motif knowledge, so crafters would still have the run of it.
The only thing to change would be Motif style. No way to change Traits, Armour Rating, Weapon Damage, or Enchantments. Of course you would have to have learned the style.
I don't understand how that would hurt Dropped Sets.
No. At least, unless it is only available for crafted sets.
The only thing that crafted sets have that is unique to them is motif control for all crafted pieces.
traits - you can get thru farming.
weight - some drop sets come in variable weights so that is not unique for all - more mixed than i thought actually.
Giving motif control to drop sets removes one of the few remaining "why crafted sets exist" benefits.
There's no reason to dump player style just because crafted sets are so niche. The real solution is to both have a restyling/wardrobe/etc. system AND make crafted sets competitive.
Personally, I think restyling doesn't go far enough. We should have complete control over aesthetics, mixing and matching armor looks/costume components/etc. regardless of the weight of our actual underlying armor. We can already do it with costumes, I see no reason not to do it here.
AFTER crafted sets get useful unique capabilities to bring them more in line with their investment in skill points and time, then sure we can talk about beefing up drop sets cosmetics.
Not before.
No. At least, unless it is only available for crafted sets.
The only thing that crafted sets have that is unique to them is motif control for all crafted pieces.
traits - you can get thru farming.
weight - some drop sets come in variable weights so that is not unique for all - more mixed than i thought actually.
Giving motif control to drop sets removes one of the few remaining "why crafted sets exist" benefits.
NewBlacksmurf wrote: »No. At least, unless it is only available for crafted sets.
The only thing that crafted sets have that is unique to them is motif control for all crafted pieces.
traits - you can get thru farming.
weight - some drop sets come in variable weights so that is not unique for all - more mixed than i thought actually.
Giving motif control to drop sets removes one of the few remaining "why crafted sets exist" benefits.
There's no reason to dump player style just because crafted sets are so niche. The real solution is to both have a restyling/wardrobe/etc. system AND make crafted sets competitive.
Personally, I think restyling doesn't go far enough. We should have complete control over aesthetics, mixing and matching armor looks/costume components/etc. regardless of the weight of our actual underlying armor. We can already do it with costumes, I see no reason not to do it here.
AFTER crafted sets get useful unique capabilities to bring them more in line with their investment in skill points and time, then sure we can talk about beefing up drop sets cosmetics.
Not before.
@STEVIL
Wait so ....
I want to ask this to make sure I follow. I posted a different idea tho so here's my question.
If the current material tiers were changed to a style type and the motifs remained as they are...
Would you be adverse to requiring the change of a dropped items appearance to require the crafting station, the motif, cloth, wood or meta material (style material) and what ever other logical requirements such as a traitor what not to change gear as acceptable change?
Again I know my idea differs but I'm trying to follow what you disagree with. I understand you feel sets need buffing but I feel it's crafting needs a purpose rather than crafted sets being what you disagree with.
It's the research and stuff that you want to apply to changing if added (assuming crafted sets aren't buffed)?
Asking?
NewBlacksmurf wrote: »No. At least, unless it is only available for crafted sets.
The only thing that crafted sets have that is unique to them is motif control for all crafted pieces.
traits - you can get thru farming.
weight - some drop sets come in variable weights so that is not unique for all - more mixed than i thought actually.
Giving motif control to drop sets removes one of the few remaining "why crafted sets exist" benefits.
There's no reason to dump player style just because crafted sets are so niche. The real solution is to both have a restyling/wardrobe/etc. system AND make crafted sets competitive.
Personally, I think restyling doesn't go far enough. We should have complete control over aesthetics, mixing and matching armor looks/costume components/etc. regardless of the weight of our actual underlying armor. We can already do it with costumes, I see no reason not to do it here.
AFTER crafted sets get useful unique capabilities to bring them more in line with their investment in skill points and time, then sure we can talk about beefing up drop sets cosmetics.
Not before.
@STEVIL
Wait so ....
I want to ask this to make sure I follow. I posted a different idea tho so here's my question.
If the current material tiers were changed to a style type and the motifs remained as they are...
Would you be adverse to requiring the change of a dropped items appearance to require the crafting station, the motif, cloth, wood or meta material (style material) and what ever other logical requirements such as a traitor what not to change gear as acceptable change?
Again I know my idea differs but I'm trying to follow what you disagree with. I understand you feel sets need buffing but I feel it's crafting needs a purpose rather than crafted sets being what you disagree with.
It's the research and stuff that you want to apply to changing if added (assuming crafted sets aren't buffed)?
Asking?
@NewBlacksmurf
The mechanism of how (what clicks, where, how often etc) drops sets get improved is irrelevant to me.
The mechanism of how (what clicks, where, how often etc) crafted sets lose their only remaining unique capability that cannot be currently done in drop sets is irrelevant.
Without crafted set getting new and improved unique capabilities beyond the cosmetics they have now, giving that last cosmetic unique facet away and in the process improving drop sets is a no-way-jose for me. Its a boon, perma-long-term, to drop set hunter-gatherers with the (depending on how) token one-time transient function for the crafters but not for the crafted set wearers who now see their last unique aspect everywhere.
NewBlacksmurf wrote: »
@NewBlacksmurf
The mechanism of how (what clicks, where, how often etc) drops sets get improved is irrelevant to me.
The mechanism of how (what clicks, where, how often etc) crafted sets lose their only remaining unique capability that cannot be currently done in drop sets is irrelevant.
Without crafted set getting new and improved unique capabilities beyond the cosmetics they have now, giving that last cosmetic unique facet away and in the process improving drop sets is a no-way-jose for me. Its a boon, perma-long-term, to drop set hunter-gatherers with the (depending on how) token one-time transient function for the crafters but not for the crafted set wearers who now see their last unique aspect everywhere.
@STEVIL
So what's wrong with the crafted sets now that you feel they need some boosting?
Asking cause I still craft a 5 piece to go with the drops so I'll have two 5 pieces.
Taleof2Cities wrote: »NewBlacksmurf wrote: »
@NewBlacksmurf
The mechanism of how (what clicks, where, how often etc) drops sets get improved is irrelevant to me.
The mechanism of how (what clicks, where, how often etc) crafted sets lose their only remaining unique capability that cannot be currently done in drop sets is irrelevant.
Without crafted set getting new and improved unique capabilities beyond the cosmetics they have now, giving that last cosmetic unique facet away and in the process improving drop sets is a no-way-jose for me. Its a boon, perma-long-term, to drop set hunter-gatherers with the (depending on how) token one-time transient function for the crafters but not for the crafted set wearers who now see their last unique aspect everywhere.
@STEVIL
So what's wrong with the crafted sets now that you feel they need some boosting?
Asking cause I still craft a 5 piece to go with the drops so I'll have two 5 pieces.
Same as you, @NewBlacksmurf, most of my characters have one (1) dropped set accompanying one (1) crafted set to juxtapose set bonuses with style.
But, some of the crafted sets are sorely in need of a boost to make them viable again ... which is part of what @STEVIL is getting at.
Does anyone use Alessia's Bulwark? No.
Any players theorycrafting Oblivion's Foe with the new Soul Assault? No.
Are there recent (yesterday) forum threads about Willow's Path still being broken? Yes.
So, we can't easily dismiss @STEVIL's observations.
In fact, a poorly implemented transmog system would be the nail in the coffin for crafted gear and collecting motifs (as they are in Live currently). I still support it. But, it has to be done correctly ... starting with a check of the player's motif knowledge before transmog.

The fact that this doesn't exist in the game yet along with crafting sets generally being so sub-par really made me stop enjoying collecting motifs in the game.
This is a big thing for me, since crafting used to be my main objective. On the first year of the game, everything I did was with crafting in mind. All the gold I gathered was spent on new motifs and items for research. If I felt like grinding, I would go somewhere I knew I could find motifs I still needed. It used to be such a big part of my gameplay, and now... I just don't feel like doing it anymore. What for? I can't use my motifs anyway.
Several replies
@Recremen said "@STEVIL bro if crafted sets are useless anyway..."
Don't think i said they were useless. Big gulf between useless and not where they should be based on expense. So moving on...
@NewBlacksmurf said "Also it takes a very long time to research all this things so it's really all fine. You shouldn't be able to craft sets and be endgame ready. You need to actually play and find loot.
If they buffed crafted sets...what's the point of playing if u can just research from world drops or now buying from traders..."
and also this "So what's wrong with the crafted sets now that you feel they need some boosting?"
look, is anybody losing sleep over the fact that *ALL* the endgame potions are crafted? is anybody losing sleep over the fact that *ALL* the endgame food is crafted? Is anybody out of sorts over the fact that *ALL* the endgame enchantments/glyphs or poisons on weapons are crafted?
No?
Hmmm...
No hue and cry that "if we dont have to adventure for endgame potions why bother getting out of bed?"
No?
those 60 some points spent in alchemy and enchanting and provisioning serve vital key lynchpin roles all thru the system and into endgame and once in endgame they are key, they are the answer, they are the go to.
But the 60 some points spent on smithing, carving and stitching... plus the huge hits in motif collection and trait research time - folks seem fine with the notion that "hey, cant have those being endgame ready" logic.
When enchantments got so underwhelming that the folks at ZOS saw a number of folks not even bothering to enchant their weapons in play and saw enchanting less learned than the other crafts - they gave a massive uptick to enchantments.
But the key thing about my position is this: i am not asking for a massive uptick to these crafts. i am not asking for all these sets to be made maelstrom equivalent or such.
What i am asking for is for them to get back to where they were and a unique set of options that the drops cannot duplicate. i want them to not go to the front of the line racing ahead of drop sets but to be riding in the same car sitting right beside them.
So, yeah, this does mean some corrections need to be made - not just fix the bad sets cuz both drops and crafteds have those - but bringing stuff to balance and giving them unique...
Into balance:
10x cost for cp160 craft - before 1T and esp when the 10x came out there were almost no cp160/vet16 drops. Crafted gave you the almost unique ability to get there at massive cost in mats. now, every tom drop and harry set falls at 160 but crafted is still at 10x. this needs to be fixed.
Up-scale gear level - before 1T drops and crafted would get out-leveld by you as your level advanced. A given set would also be out-leveled because it tended to be in a given range or two of levels. Now, as you go up in levels so do the drops you find. if you want veiled heritance just keep playing in its zones and find pieces at higher levels as you advance. So to restore the parity that was there pre-1T, let crafters take existing crafted sets and "raise their level" in a form of partial recrafting which allows them to retain the quality.
Both of these are intended to just keep the sort of balance that was there before 1T gave drop sets a major boost in availability across levels. i mean even before 1T jewels were a big advantage for drop sets but then not every set had jewels, now they do. So that unique edge got even bigger.
UNIQUE for Both:
Right now in 1T with every drop set having jewels and every drop set scaling to 160 (exception for maelstrom/master/monster) that "jewels unique to drops" thing got a major boost.
Add in the other UNIQUE TO DROPS (1-2pc monster body sets, 2-3pc jewel/wpn sets, maelstrom, master) and its easy to seer that drop sets are absolutely going to have a place in the endgame gear layout no matter what.
because the drop sets have so many different ways to enter that picture that crafted cannot do at all - there is no way anybody is ever gonna be posting "top endgame builds" without drop sets - right? not even "good enough for endgame" will be posting with "no drop pieces"...
Thats fine of course - drop sets should be a part of the game at all levels and in the end game.
But you know, so should crafted sets esp after spending 20-60ish skills to be able to make them.
Right now the only unique thing crafted sets have is cosmetic - appearance - and folks are lining up to give that over to drop sets too with threads upon threads by the drop sets hunter-gatherer crowds.
What i suggest is you should also have a practical substantive capability unique to crafteds that will give them a place at the endgame table right alongside the drop sets whose place is GUARANTEED by their unique configurations.
So, for that i propose 3pc body/wpn and 4pc body/wpn sets able to be crafted.
These dont exist now - so nothing is being taken away from drops.
These dont exist now so they create a lot of options for new build structures beyond the 5-5-2 or 4-4-2-1/1 or the 5-3-2-2 we have now.
These can be brought into existance with a simple change - allow at crafting a crafter to drop one or two of the 2-3-4pc bonuses from a set creating a "short set" letting them drop away some of the "off" bonuses of the weaker sets. That functionally doubles the number of "crafted sets" available in one instant which helsp to address the massive number of new drops from 1T.
Now, sure, not every endgame build will choose to use 3pc bw or 4pc bw but the options would be there and they would be unique to crafted - which ought to be enough to keep them more than just three or four sets that some builds can use.
It also has a balancing benefit within the crafteds -
the top end crafted sets are that way now because all their bonuses work together - so dropping off one useful bonus is kind of a win-lose thing.
but many of the weaker crafted sets are that way in part because their traits dont all sync together and dropping off the odd-man-out will be a boon to them.
but thats why i keep coming back to unique.
not interested in trying to replace drops sets with numerically superior crafteds making drops obsolete.
interested in setting it up so each class of gear brings its own unique elements and where both are vital parts of the game at every level - endgame included.
NewBlacksmurf wrote: »Several replies
@Recremen said "@STEVIL bro if crafted sets are useless anyway..."
Don't think i said they were useless. Big gulf between useless and not where they should be based on expense. So moving on...
@NewBlacksmurf said "Also it takes a very long time to research all this things so it's really all fine. You shouldn't be able to craft sets and be endgame ready. You need to actually play and find loot.
If they buffed crafted sets...what's the point of playing if u can just research from world drops or now buying from traders..."
and also this "So what's wrong with the crafted sets now that you feel they need some boosting?"
look, is anybody losing sleep over the fact that *ALL* the endgame potions are crafted? is anybody losing sleep over the fact that *ALL* the endgame food is crafted? Is anybody out of sorts over the fact that *ALL* the endgame enchantments/glyphs or poisons on weapons are crafted?
No?
Hmmm...
No hue and cry that "if we dont have to adventure for endgame potions why bother getting out of bed?"
No?
those 60 some points spent in alchemy and enchanting and provisioning serve vital key lynchpin roles all thru the system and into endgame and once in endgame they are key, they are the answer, they are the go to.
But the 60 some points spent on smithing, carving and stitching... plus the huge hits in motif collection and trait research time - folks seem fine with the notion that "hey, cant have those being endgame ready" logic.
When enchantments got so underwhelming that the folks at ZOS saw a number of folks not even bothering to enchant their weapons in play and saw enchanting less learned than the other crafts - they gave a massive uptick to enchantments.
But the key thing about my position is this: i am not asking for a massive uptick to these crafts. i am not asking for all these sets to be made maelstrom equivalent or such.
What i am asking for is for them to get back to where they were and a unique set of options that the drops cannot duplicate. i want them to not go to the front of the line racing ahead of drop sets but to be riding in the same car sitting right beside them.
So, yeah, this does mean some corrections need to be made - not just fix the bad sets cuz both drops and crafteds have those - but bringing stuff to balance and giving them unique...
Into balance:
10x cost for cp160 craft - before 1T and esp when the 10x came out there were almost no cp160/vet16 drops. Crafted gave you the almost unique ability to get there at massive cost in mats. now, every tom drop and harry set falls at 160 but crafted is still at 10x. this needs to be fixed.
Up-scale gear level - before 1T drops and crafted would get out-leveld by you as your level advanced. A given set would also be out-leveled because it tended to be in a given range or two of levels. Now, as you go up in levels so do the drops you find. if you want veiled heritance just keep playing in its zones and find pieces at higher levels as you advance. So to restore the parity that was there pre-1T, let crafters take existing crafted sets and "raise their level" in a form of partial recrafting which allows them to retain the quality.
Both of these are intended to just keep the sort of balance that was there before 1T gave drop sets a major boost in availability across levels. i mean even before 1T jewels were a big advantage for drop sets but then not every set had jewels, now they do. So that unique edge got even bigger.
UNIQUE for Both:
Right now in 1T with every drop set having jewels and every drop set scaling to 160 (exception for maelstrom/master/monster) that "jewels unique to drops" thing got a major boost.
Add in the other UNIQUE TO DROPS (1-2pc monster body sets, 2-3pc jewel/wpn sets, maelstrom, master) and its easy to seer that drop sets are absolutely going to have a place in the endgame gear layout no matter what.
because the drop sets have so many different ways to enter that picture that crafted cannot do at all - there is no way anybody is ever gonna be posting "top endgame builds" without drop sets - right? not even "good enough for endgame" will be posting with "no drop pieces"...
Thats fine of course - drop sets should be a part of the game at all levels and in the end game.
But you know, so should crafted sets esp after spending 20-60ish skills to be able to make them.
Right now the only unique thing crafted sets have is cosmetic - appearance - and folks are lining up to give that over to drop sets too with threads upon threads by the drop sets hunter-gatherer crowds.
What i suggest is you should also have a practical substantive capability unique to crafteds that will give them a place at the endgame table right alongside the drop sets whose place is GUARANTEED by their unique configurations.
So, for that i propose 3pc body/wpn and 4pc body/wpn sets able to be crafted.
These dont exist now - so nothing is being taken away from drops.
These dont exist now so they create a lot of options for new build structures beyond the 5-5-2 or 4-4-2-1/1 or the 5-3-2-2 we have now.
These can be brought into existance with a simple change - allow at crafting a crafter to drop one or two of the 2-3-4pc bonuses from a set creating a "short set" letting them drop away some of the "off" bonuses of the weaker sets. That functionally doubles the number of "crafted sets" available in one instant which helsp to address the massive number of new drops from 1T.
Now, sure, not every endgame build will choose to use 3pc bw or 4pc bw but the options would be there and they would be unique to crafted - which ought to be enough to keep them more than just three or four sets that some builds can use.
It also has a balancing benefit within the crafteds -
the top end crafted sets are that way now because all their bonuses work together - so dropping off one useful bonus is kind of a win-lose thing.
but many of the weaker crafted sets are that way in part because their traits dont all sync together and dropping off the odd-man-out will be a boon to them.
but thats why i keep coming back to unique.
not interested in trying to replace drops sets with numerically superior crafteds making drops obsolete.
interested in setting it up so each class of gear brings its own unique elements and where both are vital parts of the game at every level - endgame included.
@STEVIL
You're missing it.
Endgame....whatever you consider that to be. Food, potions, enchants are only accessible after obtaining the recipe or materials from running harder content or from buying things from people who sale the loot.
What you're saying about crafting sets doesn't align.
The 7-9 trait sets are definately endgame viable but their purpose is to get you to endgame and not replace best in slot as best in slot should only come from doing the content.
The only thing I'd be open to are crafting stations inside of content progression which already exists. Just wait for more dlc.
There isn't a problem with crafting sets to where they need boosting.
Just like ingredients needs for potions or food require doing "endgame" to access the recipe or unlock passives and or writs to find the missing pieces.
Your idea is going to remove the point of playing the game. Basically your idea is this.
Make it so crafted gear is best in slot and more customizable over dropped gear.
why would ppl do anything or buy anything. That's killing everything
NewBlacksmurf wrote: »Several replies
@Recremen said "@STEVIL bro if crafted sets are useless anyway..."
Don't think i said they were useless. Big gulf between useless and not where they should be based on expense. So moving on...
@NewBlacksmurf said "Also it takes a very long time to research all this things so it's really all fine. You shouldn't be able to craft sets and be endgame ready. You need to actually play and find loot.
If they buffed crafted sets...what's the point of playing if u can just research from world drops or now buying from traders..."
and also this "So what's wrong with the crafted sets now that you feel they need some boosting?"
look, is anybody losing sleep over the fact that *ALL* the endgame potions are crafted? is anybody losing sleep over the fact that *ALL* the endgame food is crafted? Is anybody out of sorts over the fact that *ALL* the endgame enchantments/glyphs or poisons on weapons are crafted?
No?
Hmmm...
No hue and cry that "if we dont have to adventure for endgame potions why bother getting out of bed?"
No?
those 60 some points spent in alchemy and enchanting and provisioning serve vital key lynchpin roles all thru the system and into endgame and once in endgame they are key, they are the answer, they are the go to.
But the 60 some points spent on smithing, carving and stitching... plus the huge hits in motif collection and trait research time - folks seem fine with the notion that "hey, cant have those being endgame ready" logic.
When enchantments got so underwhelming that the folks at ZOS saw a number of folks not even bothering to enchant their weapons in play and saw enchanting less learned than the other crafts - they gave a massive uptick to enchantments.
But the key thing about my position is this: i am not asking for a massive uptick to these crafts. i am not asking for all these sets to be made maelstrom equivalent or such.
What i am asking for is for them to get back to where they were and a unique set of options that the drops cannot duplicate. i want them to not go to the front of the line racing ahead of drop sets but to be riding in the same car sitting right beside them.
So, yeah, this does mean some corrections need to be made - not just fix the bad sets cuz both drops and crafteds have those - but bringing stuff to balance and giving them unique...
Into balance:
10x cost for cp160 craft - before 1T and esp when the 10x came out there were almost no cp160/vet16 drops. Crafted gave you the almost unique ability to get there at massive cost in mats. now, every tom drop and harry set falls at 160 but crafted is still at 10x. this needs to be fixed.
Up-scale gear level - before 1T drops and crafted would get out-leveld by you as your level advanced. A given set would also be out-leveled because it tended to be in a given range or two of levels. Now, as you go up in levels so do the drops you find. if you want veiled heritance just keep playing in its zones and find pieces at higher levels as you advance. So to restore the parity that was there pre-1T, let crafters take existing crafted sets and "raise their level" in a form of partial recrafting which allows them to retain the quality.
Both of these are intended to just keep the sort of balance that was there before 1T gave drop sets a major boost in availability across levels. i mean even before 1T jewels were a big advantage for drop sets but then not every set had jewels, now they do. So that unique edge got even bigger.
UNIQUE for Both:
Right now in 1T with every drop set having jewels and every drop set scaling to 160 (exception for maelstrom/master/monster) that "jewels unique to drops" thing got a major boost.
Add in the other UNIQUE TO DROPS (1-2pc monster body sets, 2-3pc jewel/wpn sets, maelstrom, master) and its easy to seer that drop sets are absolutely going to have a place in the endgame gear layout no matter what.
because the drop sets have so many different ways to enter that picture that crafted cannot do at all - there is no way anybody is ever gonna be posting "top endgame builds" without drop sets - right? not even "good enough for endgame" will be posting with "no drop pieces"...
Thats fine of course - drop sets should be a part of the game at all levels and in the end game.
But you know, so should crafted sets esp after spending 20-60ish skills to be able to make them.
Right now the only unique thing crafted sets have is cosmetic - appearance - and folks are lining up to give that over to drop sets too with threads upon threads by the drop sets hunter-gatherer crowds.
What i suggest is you should also have a practical substantive capability unique to crafteds that will give them a place at the endgame table right alongside the drop sets whose place is GUARANTEED by their unique configurations.
So, for that i propose 3pc body/wpn and 4pc body/wpn sets able to be crafted.
These dont exist now - so nothing is being taken away from drops.
These dont exist now so they create a lot of options for new build structures beyond the 5-5-2 or 4-4-2-1/1 or the 5-3-2-2 we have now.
These can be brought into existance with a simple change - allow at crafting a crafter to drop one or two of the 2-3-4pc bonuses from a set creating a "short set" letting them drop away some of the "off" bonuses of the weaker sets. That functionally doubles the number of "crafted sets" available in one instant which helsp to address the massive number of new drops from 1T.
Now, sure, not every endgame build will choose to use 3pc bw or 4pc bw but the options would be there and they would be unique to crafted - which ought to be enough to keep them more than just three or four sets that some builds can use.
It also has a balancing benefit within the crafteds -
the top end crafted sets are that way now because all their bonuses work together - so dropping off one useful bonus is kind of a win-lose thing.
but many of the weaker crafted sets are that way in part because their traits dont all sync together and dropping off the odd-man-out will be a boon to them.
but thats why i keep coming back to unique.
not interested in trying to replace drops sets with numerically superior crafteds making drops obsolete.
interested in setting it up so each class of gear brings its own unique elements and where both are vital parts of the game at every level - endgame included.
@STEVIL
You're missing it.
Endgame....whatever you consider that to be. Food, potions, enchants are only accessible after obtaining the recipe or materials from running harder content or from buying things from people who sale the loot.
What you're saying about crafting sets doesn't align.
The 7-9 trait sets are definately endgame viable but their purpose is to get you to endgame and not replace best in slot as best in slot should only come from doing the content.
The only thing I'd be open to are crafting stations inside of content progression which already exists. Just wait for more dlc.
There isn't a problem with crafting sets to where they need boosting.
Just like ingredients needs for potions or food require doing "endgame" to access the recipe or unlock passives and or writs to find the missing pieces.
Your idea is going to remove the point of playing the game. Basically your idea is this.
Make it so crafted gear is best in slot and more customizable over dropped gear.
why would ppl do anything or buy anything. That's killing everything
@NewBlacksmurf
Potions, glyphs foods - those recipes/ingredients/etc can be acquired in casual play - once you hit the level and have spent the skills you can get endgame level crafteds that make drops obsolete for those three crafts. Just like crafted equip - there are mats involved but these only require casual play not any sort of tough content to get to.
yet, nobody seems to have an issue with crafted potions, glyphs, poisons, foods being go-to for endgame over their drop equivalents.
As for this:
"Your idea is going to remove the point of playing the game. Basically your idea is this.
Make it so crafted gear is best in slot and more customizable over dropped gear."
I can only guess you did not read my post.
- Since my proposal did not include adding crafted jewels - drop jewels would still be BIS - not crafted - including the unique jewl/wpn 3pc.
- Since my proposal did not propose raising any of the top end crafted sets above where they are now or to VMSA or monster levels, those drops would remain BiS for those builds.
- Since my proposal would explicitly leave it impossible to outfit a full character set of gear using only crafted, there would always be a need to go out and do content to gather drops.
Its Ok we dont have to agree.