I think I saw someone post on here about being able to restyle unique items like the monster helms.
While I fully support a transmog system, I cannot support a transmog that can be applied to unique items like the monster helms. They have a unique skin. It's a trophy basically. Why would you have your trophy melted down and be made into something else? Another reason why it's called unique.
I fully support a transmog system if it follows these conditions:
a) transmogs can only be applied to crafted gear
b) transmogs can only be applied to dropped gear that follows a motif that is already accessible by players (Meaning, if the dropped item is for example a Nord style, you should be able to transmog it as you can get motifs for that. If the dropped item is unique in style (ie. Blood Spawn) then a transmog cannot be applied
c) only Master Crafters (bs/cloth/wood worker) with knowledge of the motif should be able to apply the changes (no tables, no one time use scrolls even though I mentioned this in my earlier posts)
d) transmogs must require a lesser set amount of materials for transmogs to be applied (Meaning, if it costs 160 ingots and 1 style gem to create a new item, a transmog should cost half?/quarter? amount of ingots and one style gem of that motif for the transmog to work)
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 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.
This is why I think requiring a weapon or piece of armor with the style you want to be used to fuse the two might work. That would mean a crafter would actually have to make the piece to be combined with the desired piece in most cases. If you wanted to take it farther you could require the person fusing the two pieces actually know the style as well. To make it really difficult make them know the style and trait. I would prefer making fused armor or weapons bind on equip. This would allow people who invested into being a master crafter a way to put that to use earning gold.
For me the issue of some crafted sets being worthless is separate from dropped sets often looking bad. Lumping the two together makes things more complex and less likely to be done. Kind of like when congress decides to work on a "comprehensive" new bill. That just means they are going to make it so big and complex that it will be in committee forever so they don't actually have to ever vote on it.
For me, when dealing with complex interactive systems like this one, where multiple factors play into use vs not use decisions, the more you pigeon hole the topic to exclude related issues that dont agree with you, the less likely you are to get a good result.
if you exclude enough most detail, anything can be made to sound reasonable.
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 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.
This is why I think requiring a weapon or piece of armor with the style you want to be used to fuse the two might work. That would mean a crafter would actually have to make the piece to be combined with the desired piece in most cases. If you wanted to take it farther you could require the person fusing the two pieces actually know the style as well. To make it really difficult make them know the style and trait. I would prefer making fused armor or weapons bind on equip. This would allow people who invested into being a master crafter a way to put that to use earning gold.
For me the issue of some crafted sets being worthless is separate from dropped sets often looking bad. Lumping the two together makes things more complex and less likely to be done. Kind of like when congress decides to work on a "comprehensive" new bill. That just means they are going to make it so big and complex that it will be in committee forever so they don't actually have to ever vote on it.
For me, when dealing with complex interactive systems like this one, where multiple factors play into use vs not use decisions, the more you pigeon hole the topic to exclude related issues that dont agree with you, the less likely you are to get a good result.
if you exclude enough most detail, anything can be made to sound reasonable.
But it isn't an interactive system in this case. You have some drop sets that are simply just bad sets. If you make them look different they are still just bad sets. That a good weapon might look the same as a bad weapon doesn't change that there are bad sets in the game. Aesthetics has nothing to do with bad sets performance so shouldn't be part of the issue. The fix here is either get rid of the sets or boost them.
A separate issue is getting a prime piece of gear but it is ugly. Or in the case of a role player the wrong style. For instance I know a certain khajiit that is a bit of a racist and will only wear khajiit gear as nothing else is good enough. A fix for this would be allow players to merge weapons or armor so they get the style of weapon they want. This has nothing to do with performance and deals only with aesthetics.
So we have one solution for bad performance and one solution for bad aesthetics. Trying to combine the two complicates things making it less likely either gets done.
NewBlacksmurf wrote: »
Gandrhulf_Harbard wrote: »NewBlacksmurf wrote: »
I agree.
They could, if they wished, introduce that ability as part of a Guild Skill Line, something like a Scholars / Loremasters guild.
Progress the Skill Line to unlock Restyle and at max level Retrait abilities for example.
All The Best
NewBlacksmurf wrote: »
Kyle1983b14_ESO wrote: »NewBlacksmurf wrote: »
I do, since not alot of people have that much spending money aside from actually paying a sub fee but it would be nice if they could do it with in game currency or real $ imo.
IE: In game costs 2x Trait gems to change it with like a 5k fee
NewBlacksmurf wrote: »Kyle1983b14_ESO wrote: »NewBlacksmurf wrote: »
I do, since not alot of people have that much spending money aside from actually paying a sub fee but it would be nice if they could do it with in game currency or real $ imo.
IE: In game costs 2x Trait gems to change it with like a 5k fee
@Kyle1983b14_ESO
I'm open to ingame currency. Sorry it that read differently and I'm not saying people shouldn't have the option. I personally wouldn't want it to be real money only tho
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.
Oreyn_Bearclaw 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.
Gonna have to disagree with your premise. Everyone and their mom is a 9 trait crafter, if crafted sets could actually outperform dropped sets, there would be little incentive to run most content. I really like where they are now, very competitive, but not best in slot. You want a basic Magic DPS set, go craft julianos. You want to min/max for a bit more damage, go farm BSW, etc. There is a basic crafted set for everything in this game.
The biggest problem I have with the current state of motifs and crafting is that most builds require a combo of different sets that often look terrible together. The whole point of motif changing would for me to be able to mix/match drop sets from an aesthetic standpoint. This would frankly make me more likely to buy/farm motifs. As it is now, I dont bother much.
Not a subdivision, keeping separate issues separate. Why complicate things by insisting unrelated problems be lumped together?
"Every strong build in the game right now uses drop sets. period."
Not true but let us assume that is the case. What would the fix be? Increase the bonuses on crafted items might be a fix. Give crafted items unique abilities might also be a fix. Not allowing dropped weapons to be aesthetically altered is not a fix. In fact is irrelevant to the problem.
"The one unique thing crafted sets have that drop sets do not is the ability to control the style."
This is related to the issue and I addressed it by suggesting a fusing of two items. A crafted item would be required to get the final item of choice. This would actually lead to more work for crafters and not less. Sure there might be less people running around with crafted gear on but that doesn't mean a decrease in crafted gear being made in the game.
You are taking a performance issue and wrapping it around an aesthetic issue. People running Hundings Rage now (still a good set) will not drop it just because they can make Draugr Hulk look pretty. Most are going to run the set that best helps what they are trying to do and will tolerate the looks if they have to. Some cover up armor sets with costumes simply because the armor sets do not look appropriate to what they want to be.
So why not let them morph two weapons into one fixing their problem then separate from that boost a few crafted sets. Would be nice if some crafted sets had abilities on them not available on drop sets making them unique. That is something that should be considered on its own merit not lumped in with another problem.
Not a subdivision, keeping separate issues separate. Why complicate things by insisting unrelated problems be lumped together?
"Every strong build in the game right now uses drop sets. period."
Not true but let us assume that is the case. What would the fix be? Increase the bonuses on crafted items might be a fix. Give crafted items unique abilities might also be a fix. Not allowing dropped weapons to be aesthetically altered is not a fix. In fact is irrelevant to the problem.
"The one unique thing crafted sets have that drop sets do not is the ability to control the style."
This is related to the issue and I addressed it by suggesting a fusing of two items. A crafted item would be required to get the final item of choice. This would actually lead to more work for crafters and not less. Sure there might be less people running around with crafted gear on but that doesn't mean a decrease in crafted gear being made in the game.
You are taking a performance issue and wrapping it around an aesthetic issue. People running Hundings Rage now (still a good set) will not drop it just because they can make Draugr Hulk look pretty. Most are going to run the set that best helps what they are trying to do and will tolerate the looks if they have to. Some cover up armor sets with costumes simply because the armor sets do not look appropriate to what they want to be.
So why not let them morph two weapons into one fixing their problem then separate from that boost a few crafted sets. Would be nice if some crafted sets had abilities on them not available on drop sets making them unique. That is something that should be considered on its own merit not lumped in with another problem.
"This is a quote from someone for style swap upgrade for drop sets from last page:
"Hell, I don't use dropped item sets simply because I can't control the style""
And I know of a player that will not use potions because real orcs don't do that. Sure in a game such as this there will be the fringe but the amount is very small to the point of not being noticed other than maybe one chance encounter.
"The gap between drop set and crafted sets will not be helped by making the more valuable, even more used option even more appealing."
I maintain the gap is there because of performance differences and not cosmetic.
I really do not understand why you are opposed to this idea. You say it is about the gap between crafted sets and dropped sets but if you are not a crafter why care? Putting the crafting aside it has zero impact on the game and would make a lot of people happy.
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.
For a lot of monster sets, being "unique" isn't actually a good thing. Take Grothdarr, for example.I think I saw someone post on here about being able to restyle unique items like the monster helms.
While I fully support a transmog system, I cannot support a transmog that can be applied to unique items like the monster helms. They have a unique skin. It's a trophy basically. Why would you have your trophy melted down and be made into something else? Another reason why it's called unique.

EldritchPenguin wrote: »For a lot of monster sets, being "unique" isn't actually a good thing. Take Grothdarr, for example.I think I saw someone post on here about being able to restyle unique items like the monster helms.
While I fully support a transmog system, I cannot support a transmog that can be applied to unique items like the monster helms. They have a unique skin. It's a trophy basically. Why would you have your trophy melted down and be made into something else? Another reason why it's called unique.
The shoulder pad is levitating and the helmet looks like a potato that has seen better days. Unique or not, under no circumstances do I want to show this off. I'm only wearing it because it's best in slot, and I'm hiding it with a costume 110% of the time.
I already try my damndest to forget that I'm wearing that abomination by burying it deep under a costume. A transmog system would not take away anyone's ability to keep its unique appearance. It would, however, allow people to use their BiS items and still keep the aesthetic they want.
Giles.floydub17_ESO 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
This would also give value to those who have invested in crafting, especially if it requires a level of crafting commensurate with the level of gear to be able to convert to a specific motif.
It would give value to the work we have put into leveling our crafting. No reason to require anything of Zos to bring this about.
Nickernator wrote: »I don't see any reason why this shouldn't be in the game, all you will be able to do is to change the appearance of an item, not giving it special stats, traits ect.
Argonian helm to an Altmer helm, Imperial sword to Daedric sword.
This can already be done with the Imperial style, it is already in the game but just for 1 style
It is possible to hide your appearance by costumes, but being able to change the style of your appearance would be awesome. I really like the Altmer and Ancient Elf style, but at the moment I would have to make a whole new gold set, just for cosmetic purposes.
Oreyn_Bearclaw 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.
Gonna have to disagree with your premise. Everyone and their mom is a 9 trait crafter, if crafted sets could actually outperform dropped sets, there would be little incentive to run most content. I really like where they are now, very competitive, but not best in slot. You want a basic Magic DPS set, go craft julianos. You want to min/max for a bit more damage, go farm BSW, etc. There is a basic crafted set for everything in this game.
The biggest problem I have with the current state of motifs and crafting is that most builds require a combo of different sets that often look terrible together. The whole point of motif changing would for me to be able to mix/match drop sets from an aesthetic standpoint. This would frankly make me more likely to buy/farm motifs. As it is now, I dont bother much.
yawn...
I write "get useful unique capabilities to bring them more in line with their investment in skill points and time," and you reply "if crafted sets could actually outperform dropped sets" and go on from there.
What would the result be if crafted sets were able to for 1 pc kill,every monster in a zone and get you all their stuff?
No, i didn't reference anything like that (anymore than i said i wanted crafted sets to outperform drop sets) but i am sure it would be interesting to hear what you think the impact of that change would be.
i said i wanted crafted sets to be brought more in line with their investments and to get unique capabilities... and neither of those is synonymous with "outperform drop sets."
The point i have made reopeatedly is:
Drop sets right now are indispensable - if for no other reason than they have a monopoly on jewels.
Every serious build uses drop sets.
A number of serious builds dont use crafted at all.
that is in part if not most part because drop sets have the following unique building blocks that you can only get from drops:
jewels for all 5pc body sets.
3pc jewel/wpn sets
2pc body monster sets
1-2pc "wpn" sets (mael/master)
If you want to use those building blocks in your setup you have to use drops.
You can also use 5pc body/wpn sets from crafted or drops.
There is NO "you have to use crafted" building block there - the only thing they have "you have to" is cosmetic style control.
crafted can give you advantages - traits for instance are quicker for crafted once you know it. getting the right piece is faster. getting armor of the weights you want is something a few sets have for drops but also there are tons of drops in each weight so... again crafted is faster not better.
My suggestion for giving crafted sets "useful unique capabilities" was to allow them to craft their sets with fewer bonuses - drop one or two of the 2-3-4pc bonuses and create a 3pc "body/wpn set" or a 4pc "body/wpn" set which are building blocks drops do not have. this would help crafted sets at different "sizes" be able to fit in with 2h builds or DW/Shield builds a little easier than say drops would.
"Unique" in that it cannot be done with drops - though they do have their own 3pc set options.
More flexibility and customization - which is IMO part of the reasoning to exist for crafted vs drops.
or not.
As for this...
"The whole point of motif changing would for me to be able to mix/match drop sets from an aesthetic standpoint."
if the whole point is about aesthetics - you can use crafted, right?
Like i said some time ago: this is about making drop sets better (more appealing) and getting the "benefits of drop sets" without the downsides by giving them the only unique upside of crafted too.
yet to some the "balance" between drop sets and crafted shouldn't be part of this discussion.