Oreyn_Bearclaw wrote: »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.
@STEVIL
Sounds like what you really want is Jewelry Crafting. I am not a fan of that concept, but dont really care to debate it. As you said, crafting has advantages, speed, style, and trait. I would not be apposed to introducing 2 piece and 3 piece crafted sets, but I dont think a 3 piece bonus should necessarily be as good as a 5 piece bonus. One thing to consider, is the monster sets are kind of the backbone to PVE. They are the primary reward of vet dungeons. If these are easily replaced, what happens to that content? Not sure I would be a fan of a crafter being able to create a one-piece on par with VMA weapons. We all love to *** about RNG (i am no exception), but MMOs need incentive to run content, and I personally believe there should be gear gated behind difficult content.
I am all for making crafting more useful and rewarding based on the time spent. I have two 9-trait crafters, and thanks to master writs, am working on four more. I get it. I would like to give them different tools. For example, why can't a 9 trait sword crafter change a trait or a style on a sword he finds (or previously crafted)? I dont think it should be as simple as a mouse click, but I think it should be possible. What if a 9-trait blacksmith, could turn a dagger into a sword (looking at you 2 sharp moondancer daggers in my bank), or maybe I could turn a medium chest into a heavy chest if I was 9 trait in both, that sort of thing. One very simple request would be to be able to match two mismatched sets from a motif standpoint. It's not just about aesthetics, as you put it, but I am someone that will were what is best, not what is beautiful. I wish my 9 trait crafter could help on the latter.
Oreyn_Bearclaw wrote: »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.
@STEVIL
Sounds like what you really want is Jewelry Crafting. I am not a fan of that concept, but dont really care to debate it. As you said, crafting has advantages, speed, style, and trait. I would not be apposed to introducing 2 piece and 3 piece crafted sets, but I dont think a 3 piece bonus should necessarily be as good as a 5 piece bonus. One thing to consider, is the monster sets are kind of the backbone to PVE. They are the primary reward of vet dungeons. If these are easily replaced, what happens to that content? Not sure I would be a fan of a crafter being able to create a one-piece on par with VMA weapons. We all love to *** about RNG (i am no exception), but MMOs need incentive to run content, and I personally believe there should be gear gated behind difficult content.
I am all for making crafting more useful and rewarding based on the time spent. I have two 9-trait crafters, and thanks to master writs, am working on four more. I get it. I would like to give them different tools. For example, why can't a 9 trait sword crafter change a trait or a style on a sword he finds (or previously crafted)? I dont think it should be as simple as a mouse click, but I think it should be possible. What if a 9-trait blacksmith, could turn a dagger into a sword (looking at you 2 sharp moondancer daggers in my bank), or maybe I could turn a medium chest into a heavy chest if I was 9 trait in both, that sort of thing. One very simple request would be to be able to match two mismatched sets from a motif standpoint. It's not just about aesthetics, as you put it, but I am someone that will were what is best, not what is beautiful. I wish my 9 trait crafter could help on the latter.
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.
I feel the same way, was playing a long time using cool crafted AD style (chest, helmet, gloves, boots) with glass bow.Nickernator wrote: »Restyling allows you to give a current item a new style.
Example: My ugly Argonian Styled helm can be changed to a beautiful Redguard styled helm.


What? No! I... uh... Hate it! Where would you get the idea that I love it?You know what? Let's all protest about this. Let's all log into the game, take off all our clothes (minus the monster set...because I know @EldritchPenguin loves that!) and run around half naked until Zos puts a balance to crafted sets vs. dropped sets and a transmog system!!

@Stevil
"Still no strong set without drops included? You seemed very certain when you said what i claimed wasnt true."
It is absolutely true. You offered jewelry up in the conversation and that is irrelevant to the conversation. The conversation is about being able to morph weapons and armor. You can have a very powerful build using crafted weapons and armor only. You tried to steer the conversation away and I didn't follow. As others did I am going to drag it back. This is about the cosmetics of dropped sets and how that may or may not have an impact on crafted sets. As we are unable to craft jewelry we need not be concerned with jewelry. It does not add to the conversation at all and in fact detracts from the topic at hand.
"I said it wasnt about how busy crafters are, not that it wasnt about crafting. You seem to conflate busy and relevant/important or even "great"."
The two are directly related. No way to disconnect the two. If crafters are not busy then they are not relevant. If nobody wants a crafted set then they are not relevant. If crafters are busy then there is an obvious relevance. If items are in demand that means crafters are in demand. Just like when people learn new traits and often count on a crafter to provide them an item so they can use it for research. Using an item for fusing items would be no different. It creates an opportunity for crafters to craft. That is relevance.
"I dont consider a game where crafters are really busy making lotsa "crafted pieces" so those pieces can be consumed to give a cosmetic facelift to drop sets (but where the functional impact to results comes from the drop set) to be a game where "crafting" is "great" or "relevant" even if that means the crafters get lotsa requests and make lotsa gold while fewer and fewer characters are "running around with crafted gear on" and i really dont think that lives up to the investment-to-reward of other skill lines such as the consumable crafting."
By its very definition increasing the opportunities of crafters and increasing the demand for crafted items makes crafters more relevant to the game. Doesn't matter what the pieces are used for in the end the crafters are relevant. I can see where crafted items might not be relevant but that is a separate issue that could be fixed by giving crated sets their own unique bonuses.
"I consider crafting to be "great again" when like drop sets, its role is to provide the meat and potatoes, not the colorful garnish on the plate of drop set entrees."
Agreed but a separate issue. You are insisting on trying to lump the two together. If crafted armor is seen as inferior the way to fix that is to make crafted armor better. Limiting or expanding its uses in other areas such as morphing doesn't address the problems with crafted armor.
"Finally, let me be again ckear. I am all for motif change now for crafted sets.
I would even be in favor of motif change for drop sets later once crafted sets have been given other new unique capabilities that make their use, actual use not feed them to drop sets for cosmetics use, relevant and impactful and worth their skills and time."
I see both as being a problem with neither being a priority over the other. Creating new skills or upgrading existing skills for crafted gear would be a huge undertaking that has a definite affect on game play. Would if done right involve extensive testing in a variety of situations. Changing item styles would have zero affect on game play thus should be easier to put into the game.
Right now being a crafter is all but useless. I have all kinds of motifs I could use to make weapons and armor but very few people who want crafted items. Allowing a merge of items like I suggested would make learning all those motifs worth something again and I'm not just talking about gold.
Carbonised wrote: »There is no reason at all why restyling should be a bad idea. Having a restyle function in game would only be a good thing. Only good. It is merely cosmetic, it changes nothing regarding stats, it just allows people to look like they wanna look, and not look like the dropped sets want them to look like. Also, it could possibly serve as a mat sink if it requires style mats or other mats to change the style.
95 % of the voters voted 'yes' here. That is also consistent with the many other polls we have had about the issue, and it is also consistent with the monthly, weekly and even daily threads we keep having on this forum asking for style changing. Can you show me another area where 95 % of the playerbase actually agrees on something?
If ZOS is worried about costume sales, well, look at your demographics. Some people are freebies, they will never buy anything from your crown store, they don't care what they look like, they just want to play and win the game. Others care about pets, mounts and looks. And even with style changing, they will keep buying that stuff because they enjoy the diversity. Style changing would not affect costume sales. Possibly, it would even make some people buy more motifs from the crown store, or crown mimic stones if they are out of style mats for style changing, since right now motifs are pretty much just a joke with very little actual value or use.
The ONLY thing we have hear from ZOS was that they had 'no current plans' for style changing a while back. Quite frankly, with the above points made, this simply does not suffice.
Either you, the devs, will have to work on implementing this style changing/appearance changing/transmogrify function into the game, or you will have to explain much more detailed why you cannot, or will not, look into this any further.
That is pretty much end of topic.
FloppyTouch wrote: »One of the most asked for features and nothing is said hmmmm