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Alchemy writs no longer viable - the Nirnroot Conundrum

  • leeux
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    This forum depresses me sometimes :(

    People raise an evident problem with the system in a rational manner and lots of people that don't even understand what they're talking about jump in to trash all over the thread.

    Let's list some facts:

    1. Nirnroot became VERY profitable to sell in guild stores... Why? because of the Writs, and only due to that.
    2. Nirnroot supply is VERY scarce, due to the fact that:
    • a) they share spawn points with Hyacinth and Water sources, so you only find them spawned 1/3 of the time,
    • b) lots of people are picking them due to point 1), and
    • c) they are only found in areas with water.

    Following point c) we can see that that makes them predictable, which in turns makes them easier to farm, but since they are less in quantity (overall when compared with other similar reagents that are all over the place and can spawn EVERYWHERE), Nirnroot farmers are able to catch almost all of them easily, leaving only the very hidden ones and/or the really out-of-the-way spots untouched.

    Conclusion here is: you can only have a steady supply of Nirnroot IF and ONLY IF you become a farmer yourself, dedicating a chunk of your play-time to gather them, which, to many people, IS NOT the way we want to play the game.

    To people that mentions that Hollow City has 6 spawns, I used to pick those spawns daily before this last patch, and was able to pick the 3 nirnroot I needed per writ on each char in a few mins, but since the patch conditions have changed and it is IMPOSSIBLE to find them unpicked, unless you camp them constantly, and you have to compete with ~10 other players that are doing exactly the same... and again, since they share the spawns with Hyacinth and Water source node now, you only find Nirnroot 1/3 of the time.
    Edited by leeux on February 21, 2017 7:10PM
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  • Acrolas
    Acrolas
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    Wealth is about work, not pride.

    My first million gold came from getting my hands dirty, and my last million will be, too.

    It's the writs that are the waste of time and resources. And - let's be honest - none of that *** is making its way to Cyrodiil anyway.
    signing off
  • s7732425ub17_ESO
    s7732425ub17_ESO
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    Umm... you are like a year too late on this.

    I noticed this a long, long time ago and bought hundreds of nirns from guild stores when they were still selling for 30e. The early bird catches the worm.
  • Linaleah
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    huh... so I should be selling my extra nirnroot then. i admit at one point I was running extremely low, but with all the farming I've been doing for furniture mats, I built my stock back up. what amazes me though is seeing people actualy skip it. at one point I had a nirnroot and ash within reach, ash guarded by a mob and another person heading in the same direction I was. so I decided to prioritize ash, because heartwood. get wood, kill mob, turn around and nirn is.. still there? person gone? huh. that was... weird. even if you are specifically farming for furniture mats, why not grab nirn along the way?

    aaanyways, guess I'm selling some of mine to finance more furniture :P
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  • Inklings
    Inklings
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    I got lucky and knew this was going to happened thanks to following the market trends over the last few updates. I bought just over 7,000 Nirnroot for 150 gold each right before the update. I do 20 alchemy writs a day so this won't last me as long as most of you think, but should hold me over until prices settle back down.

    Now I could sell these for a lot more them I paid and make a nice profit but I won't. I'm going to keep them for master writs cause gold doesn't mean anything to me, as I'm sitting on 15 million gold. My time is worth more to me and the current price isn't out weighing that even at 400 g each.
  • Loves_guars
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    Nice timing, I stopped doing alchemy writs today for this reason.
  • Oreyn_Bearclaw
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    Ghost-Shot wrote: »
    If you are paying 400g a flower for any alchemy mat you are doing it wrong, on PC/NA even columbine is down to like ~240g per thanks to tel var flower bags.

    @Ghost-Shot
    There are a few clowns that tried to buy up all the nirnroot and list them for like 450 a piece. It's the same few names accross 3-4 traders. Admittedly a smart move, but they overreached a bit. From what I can tell they arent selling. Nirnroot is more valuable than Columbine at the moment, because of writs and for no other reason. Everyone and their mom are doing as many writs as possible, and alchemy is prob the easiest thing to level on an alt. I bought a 200 stack this morning at like 250 a piece. It will die down in a few weeks, but you cant find them in bulk much cheaper than that. I am using 20-25 a day on writs.

    About two days into homestead on PC, I almost suggest on the forums that console players start hoarding nirnroot, but I kept my mouth shut. Haha.
    Edited by Oreyn_Bearclaw on February 21, 2017 7:26PM
  • STEVIL
    STEVIL
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    Umm... you are like a year too late on this.

    I noticed this a long, long time ago and bought hundreds of nirns from guild stores when they were still selling for 30e. The early bird catches the worm.

    And guess what, if nirn becomes just another reagent in the mix for top tier writs it likely will go back to being 30g each and just taking up inventory slots.

    Folks in black helos baseball caps talking about how locking in nirnroot as a intentional ZoS gold sink seem to not realize exactly what you saw and i saw - nornroot was this way for ages and ages and it was GOOD because there was no other real use for the crap.

    just a few months ago this forum was rife with "more alchemy drops" threads over the "we burn dozens or hundreds of potions a day need more columbine and thistle or whatever" and columbine was 400s and others 200s and up and so on.

    lotsa of folks were not doing tier-10 writs cuz why bother when lots can do tier-1s and get same rewards.

    Now, lots have shifted to tier-10s and demand for nirnroot is higher and markets adjust and now its all conspiracy this and gold sink that when really back in the day it was fine and a good thing that your tier-10 writs ate up useless nirnroot instead of mtn flower or lady smock or something you use for those potions you want.

    if nirnroot price means you dont think tier-10 writs are worth it, respec (regaining a half-dozen skill points or more) and run tier-1 writs:
    1. see the same type of reagent drops in the reward as you get now
    2. see surveys just the same as you get now
    3. see i believe all the alchemy achievements still be met - helping your other tier-10 master writ drop rates.
    4. see your more useful ingredients consumed in threes, see rewards give tier-1 solvents and fats but more nirnroot saved and you wont get master writs from alchemy

    Note that the last bit is the key... that is the trade off between tier-10 and tier-1 alchemy writs. That is the calculation you need to make for "which is it smart for me to do." obviously you want to keep one crafter at tier-10 capability to actually make potions but that character can just not do writs while every single other character can run tier-1 writs without spending a skill point to keep you in flowing gold and surveys with very few of your precious and valuable nirnroot used.

    Maybe you split halfsies - half running tier-10 (your best overall crafters) for writs and half running tier-1s (and themselves gaining nirnroot in the rewards from time to time) or whatever ratio puts you in a good place from your perspective for nirnroot management and cost.*

    the choice is yours.

    just figure out what you want to do and do it.

    *Edit: BTW if and when i start having difficulties running 12 alch tier-10s a day this will likely be my approach. Figure out my typical shortfall and respec enough of my worst overall crafters to tier-1 (alchemy and provisioning) and have them go back to running say six tier-1 writs a day (for surveys and gold and some alchemy mats) instead of only running tier-10 alchemy and provisioning. Gaining each a dozen skill points while reducing my consumption or nirnroot noticeably , increasing my production of nirnroot slightly and significantly increasing the surveys by adding four more craftings a day each for practically nothing but a few minutes time.



    Edited by STEVIL on February 21, 2017 7:48PM
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  • UrQuan
    UrQuan
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    STEVIL wrote: »
    nornroot was this way for ages and ages and it was GOOD because there was no other real use for the crap.
    Aside than writs there was no other real use for Nirnroot. Until poisons were introduced. And then there was a real non-writ use for Nirnroot.
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  • Parafrost
    Parafrost
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    Nolphi wrote: »
    Its been mentioned before: 3 out of 4 max tier alchemy writs require 3 nirnroot to complete. Nirnroot is now trading for 400g and even at at price it is hard to find at the guild traders. Combine that with alchemy writs generally rewarding only 2 writ vouchers and it basically makes alchemy writs useless. Its also just weird to keep on asking for the same mats. Why not just ask for 3 random reagents or at least a larger subset. I am a Lord of great renown and own a huge castle, I will be damned if I am going to go around lake and rivers like a common peasant looking for nirnroot! :smiley:

    Farm ic bosses.
  • Parafrost
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    Ghost-Shot wrote: »
    If you are paying 400g a flower for any alchemy mat you are doing it wrong, on PC/NA even columbine is down to like ~240g per thanks to tel var flower bags.

    Columbine is 200g each on ps4 na.
  • STEVIL
    STEVIL
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    UrQuan wrote: »
    STEVIL wrote: »
    nornroot was this way for ages and ages and it was GOOD because there was no other real use for the crap.
    Aside than writs there was no other real use for Nirnroot. Until poisons were introduced. And then there was a real non-writ use for Nirnroot.

    Some yeah it increased but there are lotsa poison options and i dont recall nirnroot being critical necessarily. but it depends on what you prefer your poisons to do.

    i was more into the gradual drain health or drain health or vulnerability effects and it seemed many pvpers were more into the stat drain ones and nirnroot is none of those. But for sure some did bit i never saw massive spikes or questions about nirnroot until the tier-10 writs use went higher - and always for writs use cited as the culprit for the increases - not "so good in poisons."

    Course, now that vulnerability comes from lightning sticks... some thinking may change.

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  • Qbiken
    Qbiken
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    Finally some reagetns prices goes up again, might even reconsider selling some again
  • UrQuan
    UrQuan
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    STEVIL wrote: »
    UrQuan wrote: »
    STEVIL wrote: »
    nornroot was this way for ages and ages and it was GOOD because there was no other real use for the crap.
    Aside than writs there was no other real use for Nirnroot. Until poisons were introduced. And then there was a real non-writ use for Nirnroot.

    Some yeah it increased but there are lotsa poison options and i dont recall nirnroot being critical necessarily. but it depends on what you prefer your poisons to do.

    i was more into the gradual drain health or drain health or vulnerability effects and it seemed many pvpers were more into the stat drain ones and nirnroot is none of those. But for sure some did bit i never saw massive spikes or questions about nirnroot until the tier-10 writs use went higher - and always for writs use cited as the culprit for the increases - not "so good in poisons."

    Course, now that vulnerability comes from lightning sticks... some thinking may change.
    No, it's not a critically necessary reagent for poisons, but it's a useful one for poisons. In other words, it's now like most reagents: it's useful for making some stuff, and not useful for others.

    And of course the increase in prices has nothing to do with it being useful for poisons, but the point is that if it was no longer needed for the vast majority of writs, it wouldn't go back to being basically completely useless like it was before writs. Instead it would be roughly as useful as a variety of other reagents.
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  • Nestor
    Nestor
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    leeux wrote: »
    [*] a) they share spawn points with Hyacinth and Water sources, so you only find them spawned 1/3 of the time,

    This might be true in some zones, but certainly not in the ones I farm for Nirn. It is only nirn that spawns at the nodes I harvest, nothing else.

    I do remember around release it was this way for the earlier zones. If this still occurs in the game, it is only in the legacy lower level zones. But I thought they fixed this several updates ago so that nirn is nirn, hyacinth is hyacinth and pure water is only pure water.

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  • DaveMoeDee
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    Nirnroot? Seriously?

    People must be incredibly lazy. You can't walk five feet without tripping on it.

    It even calls out to you.

    Maybe they should switch it to columbine to please the OP.
  • scorpiodog
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    Nirnroot? Seriously?

    People must be incredibly lazy. You can't walk five feet without tripping on it.

    That was before 1T. Now that it is more pricey anyone with a brain picks up them up and sells them as soon as they spawn. I revisited all the places I remember that I used to "trip over" nirnroot and it's always gone.

    But in addition tot he question of the OP, my question is: Why is Alchemy the only craft without hirelings? I have thousands of all other mats, hundreds of solvents, dozens of all other Alchemy Reagents, but only 2 Nirnroot, lol. I'm not saying we should have thousands of Nirnroot like Equipment Mats, but maybe at least a hireling that gives mostly worms and stuff and then occasionally a usefull alchemy mat?
  • Nolphi
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    The main point remains that its simply unbalanced to have an entire writ category come at the costs of a single reagent with a pretty lousy spawn rate. It simply does not add anything to the fun or challenge of the game. Is it really fun to have to farm around water for the stuff... not really. Is it worth it to bite the bullet and buy the stuff at inflated prices... not really. Its just a dumb way of making one type of crafting writ really unattractive and that cannot be what ZOS had in mind with this. Its also the only writ type that has this built in.

    I do think that the price of nirnroot is going to plateau at the current level and come down after. People are not going to be willing to spend time or gold on a tiny chance of getting 2 writ vouchers. The math is simply not going to work any more beyond 300g each.
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  • UrQuan
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    scorpiodog wrote: »
    Nirnroot? Seriously?

    People must be incredibly lazy. You can't walk five feet without tripping on it.

    That was before 1T. Now that it is more pricey anyone with a brain picks up them up and sells them as soon as they spawn. I revisited all the places I remember that I used to "trip over" nirnroot and it's always gone.

    But in addition tot he question of the OP, my question is: Why is Alchemy the only craft without hirelings? I have thousands of all other mats, hundreds of solvents, dozens of all other Alchemy Reagents, but only 2 Nirnroot, lol. I'm not saying we should have thousands of Nirnroot like Equipment Mats, but maybe at least a hireling that gives mostly worms and stuff and then occasionally a usefull alchemy mat?
    @scorpiodog there kind of is an alchemy hireling. The Shadowy Supplier passive in the Dark Brotherhood skill line. If you pick the "potions and poisons" option when talking to Remains-Silent once a day (it's actually a 20 hour timer much like mount upgrades) you'll either get some garbage potions, or (more often) alchemy supplies. Or sometimes a vial of poisoned blood as a furniture item. The furniture item is supposed to be a very rare drop, but I've had 12 characters collecting items from Remains-Silent every day since Homestead dropped, and I think I'm now at about a dozen vials of poisoned blood...
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  • UrQuan
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    Nolphi wrote: »
    The main point remains that its simply unbalanced to have an entire writ category come at the costs of a single reagent with a pretty lousy spawn rate. It simply does not add anything to the fun or challenge of the game. Is it really fun to have to farm around water for the stuff... not really. Is it worth it to bite the bullet and buy the stuff at inflated prices... not really. Its just a dumb way of making one type of crafting writ really unattractive and that cannot be what ZOS had in mind with this. Its also the only writ type that has this built in.

    I do think that the price of nirnroot is going to plateau at the current level and come down after. People are not going to be willing to spend time or gold on a tiny chance of getting 2 writ vouchers. The math is simply not going to work any more beyond 300g each.
    I totally agree with your post, but it's worth pointing out that of all of the alchemy master writs I've done since Homestead dropped, about half have been for 2 writ vouchers, and about half have been for 5 writ vouchers. It seems that the difference is whether it asks you to craft poisons or potions.
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  • STEVIL
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    UrQuan wrote: »
    STEVIL wrote: »
    UrQuan wrote: »
    STEVIL wrote: »
    nornroot was this way for ages and ages and it was GOOD because there was no other real use for the crap.
    Aside than writs there was no other real use for Nirnroot. Until poisons were introduced. And then there was a real non-writ use for Nirnroot.

    Some yeah it increased but there are lotsa poison options and i dont recall nirnroot being critical necessarily. but it depends on what you prefer your poisons to do.

    i was more into the gradual drain health or drain health or vulnerability effects and it seemed many pvpers were more into the stat drain ones and nirnroot is none of those. But for sure some did bit i never saw massive spikes or questions about nirnroot until the tier-10 writs use went higher - and always for writs use cited as the culprit for the increases - not "so good in poisons."

    Course, now that vulnerability comes from lightning sticks... some thinking may change.
    No, it's not a critically necessary reagent for poisons, but it's a useful one for poisons. In other words, it's now like most reagents: it's useful for making some stuff, and not useful for others.

    And of course the increase in prices has nothing to do with it being useful for poisons, but the point is that if it was no longer needed for the vast majority of writs, it wouldn't go back to being basically completely useless like it was before writs. Instead it would be roughly as useful as a variety of other reagents.

    Maybe - it may for you.

    but i have been using poisons and potions since they dropped and frankly, nirnroot almost never got used. many reagents are useful in potions and some are critical in potions.

    Some are useful in potions and some are critical in potions

    Some have overlaps in both.

    nirnroot as far i i ever saw as just useful but not critical in some potions that weren't the main go-getter must have potions... so when it comes to value outside of writs it still the bottom of the heap for me and without writs i would have no problem casually sustaining it supply which means its sale value is NIL.

    "having a use" does not equate to sellable when free stuff is an option in casual play. having a use that consumes it faster than the casual gain... that creates sale value.

    But again, there may be some niches of play where nirnroot is needed in such supply that its consumption exceeds casual acquisition and so it certainly could be a more worthwhile market value.

    But if many more gain more than they use - that market value wont be high at any rate.

    All hypothetical.

    My suggestion for fixing the "problem" long term is not to change what tier-10 writs would consume, not shift it to use more useful reagents that messes with folks who have solved their nirnroot management puzzle - but instead add an OPTION so that those with nirnroot deficiencie can get a new choice.

    Example:
    If you are short on nirnroot click the Out of Stock Option Button. The OSOB button would consume one of each from three random non-nirmroot reagents for each nirnroot you are short. if you dont have any of the ten randomly selected non-nirnroot reagents you lose the 1 each from the ones you have but you dont get nirnroot. So make sure you have each reagent in your inventory/bank/bag. (prevents you moving the good ones to another character before hitting the OSOB.

    Always choose to solve a problem by giving those affected with the problem (and everyone else) more options before you resort to changing things to take away options that exist now - unless there is a compelling reason to do otherwise.

    this kind of solution would let nirnroot maintain a good place as "great for tier-10 writs giving it value but not make it a roadblock for folks able to get plenty of other mats.

    but thats me.

    heck it could even be 1-1 not 3-1 but random for the OSOB and be fine. Still puts nirn value for writs at "equal to a random reagent" so... hey.









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  • UrQuan
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    STEVIL wrote: »
    UrQuan wrote: »
    STEVIL wrote: »
    UrQuan wrote: »
    STEVIL wrote: »
    nornroot was this way for ages and ages and it was GOOD because there was no other real use for the crap.
    Aside than writs there was no other real use for Nirnroot. Until poisons were introduced. And then there was a real non-writ use for Nirnroot.

    Some yeah it increased but there are lotsa poison options and i dont recall nirnroot being critical necessarily. but it depends on what you prefer your poisons to do.

    i was more into the gradual drain health or drain health or vulnerability effects and it seemed many pvpers were more into the stat drain ones and nirnroot is none of those. But for sure some did bit i never saw massive spikes or questions about nirnroot until the tier-10 writs use went higher - and always for writs use cited as the culprit for the increases - not "so good in poisons."

    Course, now that vulnerability comes from lightning sticks... some thinking may change.
    No, it's not a critically necessary reagent for poisons, but it's a useful one for poisons. In other words, it's now like most reagents: it's useful for making some stuff, and not useful for others.

    And of course the increase in prices has nothing to do with it being useful for poisons, but the point is that if it was no longer needed for the vast majority of writs, it wouldn't go back to being basically completely useless like it was before writs. Instead it would be roughly as useful as a variety of other reagents.

    Maybe - it may for you.

    but i have been using poisons and potions since they dropped and frankly, nirnroot almost never got used. many reagents are useful in potions and some are critical in potions.

    Some are useful in potions and some are critical in potions

    Some have overlaps in both.

    nirnroot as far i i ever saw as just useful but not critical in some potions that weren't the main go-getter must have potions... so when it comes to value outside of writs it still the bottom of the heap for me and without writs i would have no problem casually sustaining it supply which means its sale value is NIL.

    "having a use" does not equate to sellable when free stuff is an option in casual play. having a use that consumes it faster than the casual gain... that creates sale value.

    But again, there may be some niches of play where nirnroot is needed in such supply that its consumption exceeds casual acquisition and so it certainly could be a more worthwhile market value.

    But if many more gain more than they use - that market value wont be high at any rate.
    You went from talking about whether there was any use for Nirnroot outside of writs, to talking about whether the uses for it outside of writs make it something worth selling for a profit or not. Those are two entirely different concepts.

    To put it simply:

    Previously there was really no use for Nirnroot other than writs.
    Since the introduction of poisons there is.
    That use may or may not make it worth selling if writs were changed to stop requiring it so frequently - I frankly don't care about what the market price is for it one way or the other.
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  • AlMcFly
    AlMcFly
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    Nolphi wrote: »
    I am a Lord of great renown and own a huge castle, I will be damned if I am going to go around lake and rivers like a common peasant looking for nirnroot! :smiley:

    I run passed probably 5 - 10 Nirnroot within an hour of running across a single zone. Would be nice if everyone complained about things that are real problems.

    fc0645afc9d717740e33c791b7eed8bb6a74ea3c18bceb8cadb570551aa8a1c0.jpg
  • STEVIL
    STEVIL
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    UrQuan wrote: »
    STEVIL wrote: »
    UrQuan wrote: »
    STEVIL wrote: »
    UrQuan wrote: »
    STEVIL wrote: »
    nornroot was this way for ages and ages and it was GOOD because there was no other real use for the crap.
    Aside than writs there was no other real use for Nirnroot. Until poisons were introduced. And then there was a real non-writ use for Nirnroot.

    Some yeah it increased but there are lotsa poison options and i dont recall nirnroot being critical necessarily. but it depends on what you prefer your poisons to do.

    i was more into the gradual drain health or drain health or vulnerability effects and it seemed many pvpers were more into the stat drain ones and nirnroot is none of those. But for sure some did bit i never saw massive spikes or questions about nirnroot until the tier-10 writs use went higher - and always for writs use cited as the culprit for the increases - not "so good in poisons."

    Course, now that vulnerability comes from lightning sticks... some thinking may change.
    No, it's not a critically necessary reagent for poisons, but it's a useful one for poisons. In other words, it's now like most reagents: it's useful for making some stuff, and not useful for others.

    And of course the increase in prices has nothing to do with it being useful for poisons, but the point is that if it was no longer needed for the vast majority of writs, it wouldn't go back to being basically completely useless like it was before writs. Instead it would be roughly as useful as a variety of other reagents.

    Maybe - it may for you.

    but i have been using poisons and potions since they dropped and frankly, nirnroot almost never got used. many reagents are useful in potions and some are critical in potions.

    Some are useful in potions and some are critical in potions

    Some have overlaps in both.

    nirnroot as far i i ever saw as just useful but not critical in some potions that weren't the main go-getter must have potions... so when it comes to value outside of writs it still the bottom of the heap for me and without writs i would have no problem casually sustaining it supply which means its sale value is NIL.

    "having a use" does not equate to sellable when free stuff is an option in casual play. having a use that consumes it faster than the casual gain... that creates sale value.

    But again, there may be some niches of play where nirnroot is needed in such supply that its consumption exceeds casual acquisition and so it certainly could be a more worthwhile market value.

    But if many more gain more than they use - that market value wont be high at any rate.
    You went from talking about whether there was any use for Nirnroot outside of writs, to talking about whether the uses for it outside of writs make it something worth selling for a profit or not. Those are two entirely different concepts.

    To put it simply:

    Previously there was really no use for Nirnroot other than writs.
    Since the introduction of poisons there is.
    That use may or may not make it worth selling if writs were changed to stop requiring it so frequently - I frankly don't care about what the market price is for it one way or the other.

    ok Okm it may not go back to being useless
    it may be useful
    but not worth selling
    which ties back in to the first quote in this chain which was the one i responded to... which was perhaps not your focus in the chain but was, has been and will be mine still..

    the start was
    |||||||
    vvvv

    I noticed this a long, long time ago and bought hundreds of nirns from guild stores when they were still selling for 30e. The early bird catches the worm.

    And guess what, if nirn becomes just another reagent in the mix for top tier writs it likely will go back to being 30g each and just taking up inventory slots.
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    YFMV Your Fun May Vary.

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  • Ashtaris
    Ashtaris
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    ✭✭
    One of the main problems is that Nirnroot, along with the mushrooms, are one of the few ingredients that doesn't come from a survey map. I've always maintained that the easiest solution would be for ZOS to rotate the Reagents. I could easily handle loosing 3 Columbine if it's done only once every 26 days. Throw in all the solvents/olis and you could extend that to 44 days. I think most of us alchemists could afford to loose 3 of any one ingredient every 26 or 44 days.
    Edited by Ashtaris on February 21, 2017 9:09PM
  • SunfireKnight86
    SunfireKnight86
    ✭✭✭✭
    Nirnroot? Seriously?

    People must be incredibly lazy. You can't walk five feet without tripping on it.

    Or we just value our gameplay time more than you do and don't feel it's worth it to jog along the shore for the most cost intensive writ that gives back the least value.
  • STEVIL
    STEVIL
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    ✭✭✭
    Ashtaris wrote: »
    One of the main problems is that Nirnroot, along with the mushrooms, are one of the few ingredients that doesn't come from a survey map. I've always maintained that the easiest solution would be for ZOS to rotate the Reagents. I could easily handle loosing 3 Columbine if it's done only once every 26 days. Throw in all the solvents/olis and you could extend that to 44 days. I think most of us alchemists could afford to loose 3 of any one ingredient every 26 or 44 days.

    and those who manage their nirnroot vs writs supply just fine get what exactly from this "solution" of yours? They lose 3 columbine as often as they lose nirnroot? Their surplus nirnroot wont be sellable all that well so... they just get the shaft.

    Should those folks send you personally thank you notes every christmas for so "solving" their problems?

    Adding a "OSOB" which lets you "fill" the nirnroot part of the order with three random reagents if you want to gives you the random screw you so desperately seek and lets them avoid it and stick to the nirnroot option they have already got figured out.

    Why do you feel its not only necessary to get your itch scratched but to mess over those who don't have this problem too?

    Do you not like them?
    Did they steal "your" nodes?

    it always seems so often "how can i shaft someone else while getting my fix even if other non-shafting options exist" is the first choice some folks go to.





    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

  • maxjapank
    maxjapank
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    ✭✭
    It all comes down to profitability. Sure, I would greatly appreciate zos changing the writs to not be Nirn. At least not 3 out of 4 times. But I'm not going to pay 1200g (400 per Nirn) for a reward that barely breaks even. Just not worth the time. The master vouchers are pretty pitiful, too. And they barely drop. So I will likely stop doing those writs for some time.
  • phairdon
    phairdon
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    Got 330 nirn. How many would you like to buy?
    Your immersion is breaking my entitlement. Buff Sorc's. Darkshroud the cremator Death by furRubeus BlackFluffy knight BladesThe Fat PantherPsijic Fungal SausageFlesheater the VileCaspian Rafferty FernsbyArchfiend Warlock PiersThe Black BishopEvil Wizard Lizard (EU)Neberra Vestige Fajeon (EU)Salanis Deathstick (EU)Blood Mage Alchemist (EU)
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    phairdon wrote: »
    Got 330 nirn. How many would you like to buy?

    If you are on PC/NA, I will take them all. Haha

    People are missing the point of this thread. Nirnroot has legitimately spiked in value since homestead. Nirn is pretty much worthless outside of writs, but it is essential to them. The number of people doing writs went up exponentially on patch day. It's not rocket science, if you increase demand without increasing supply, the price will go up. This will die down in a month and nirn will be back to its typical price.
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