The Issue:
We have all these beautiful motifs that we cannot use if we also want to wear BiS gear, or min-max, or play the game's hardest content.
Forcing players to choose between being less powerful when there are more powerful choices, or looking worse when there are better looking choices, is ... cruel. We have all these strong sets, and all these beautiful motifs, but we can't have them both?! Why? This limitation does not benefit the community, or the game as a whole, or even ZOS, in any way whatsoever, it's simply a by-product issue that has not been addressed.
The Solution:
Add a perk in the crafting trees to allow us to use tempers on an armor/weapon to reshape it in a motif we know.
The Consequences & Pros/Cons:
Pros:
-Crafting becomes something desirable for one to max and invest skill points in. Moreso if this binds the specific piece of gear, if it was not already bound.
-People can make their aesthetic choices without having to forego dropped sets' superior bonuses, and NOTHING has to change in the tier of dropped-crafted sets [which are correctly ranked].
-At the extreme, people who avoided dropped sets and ran with sub-par crafted gear for aesthetic reasons [it happens...!] will be able to experience the hardest content in the game without dragging their team down.
Cons:
-Tempers will rise in price.
NOT Cons / Bad consequences that WON'T actually exist:
-People will NOT stop running dungeons/trials, because they will still need the sets!
-People will NOT stop crafting sets, or craft them any more less... rather, will do so ONLY on their gameplay merit [which some of them have], or as in-between, also known as mid-game sets until they can farm their desired dropped sets- which is EXACTLY what crafted sets should be.
-People who like the look of sets don't have to worry one bit, nothing changes for them! Except that others can wear the same sets without being forced to wear a costume or deal with looking a way they don't like.
Amount of work ZoS has to do:
-Coding work to implement the functionality at Crafting Stations for the added perk, and associated UI assets. Much of which I expect will be very similar to the way improvement works.
The Alternatives:
By design, dropped sets have to be better than crafted sets in most cases, because there has to be a reward from doing Dungeons/Trials/etc. This is OK, crafted sets are not entirely obsolete, they have their uses in limited situations. The answer is NOT making crafted sets equal to dungeon drops- that can prove unfair and difficult.
Costumes are a band-aid fix, and present a much less variety than motifs. Not even the Crown Store gives us a large or desirable variety of combat-ready costumes, can't even say they do this to force us to buy costumes which is honestly a silly concept.
and of course i guess zos could also charge crowns at this or that turn in the "reshaping process". then add that to pros, zos makes more money.
Giles.floydub17_ESO wrote: »There's a better way that doesn't involve gold upgrade matts. The master writ vendor could sell an item for maybe 50-100 vouchers that can be used to convert one piece to a known motif.
Simpler and provides a continued use for the master vouchers.
The Issue:
We have all these beautiful motifs that we cannot use if we also want to wear BiS gear, or min-max, or play the game's hardest content.
Forcing players to choose between being less powerful when there are more powerful choices, or looking worse when there are better looking choices, is ... cruel. We have all these strong sets, and all these beautiful motifs, but we can't have them both?! Why? This limitation does not benefit the community, or the game as a whole, or even ZOS, in any way whatsoever, it's simply a by-product issue that has not been addressed.
The Solution:
Add a perk in the crafting trees to allow us to use tempers on an armor/weapon to reshape it in a motif we know.
The Consequences & Pros/Cons:
Pros:
-Crafting becomes something desirable for one to max and invest skill points in. Moreso if this binds the specific piece of gear, if it was not already bound.
-People can make their aesthetic choices without having to forego dropped sets' superior bonuses, and NOTHING has to change in the tier of dropped-crafted sets [which are correctly ranked].
-At the extreme, people who avoided dropped sets and ran with sub-par crafted gear for aesthetic reasons [it happens...!] will be able to experience the hardest content in the game without dragging their team down.
Cons:
-Tempers will rise in price.
NOT Cons / Bad consequences that WON'T actually exist:
-People will NOT stop running dungeons/trials, because they will still need the sets!
-People will NOT stop crafting sets, or craft them any more less... rather, will do so ONLY on their gameplay merit [which some of them have], or as in-between, also known as mid-game sets until they can farm their desired dropped sets- which is EXACTLY what crafted sets should be.
-People who like the look of sets don't have to worry one bit, nothing changes for them! Except that others can wear the same sets without being forced to wear a costume or deal with looking a way they don't like.
Amount of work ZoS has to do:
-Coding work to implement the functionality at Crafting Stations for the added perk, and associated UI assets. Much of which I expect will be very similar to the way improvement works.
The Alternatives:
By design, dropped sets have to be better than crafted sets in most cases, because there has to be a reward from doing Dungeons/Trials/etc. This is OK, crafted sets are not entirely obsolete, they have their uses in limited situations. The answer is NOT making crafted sets equal to dungeon drops- that can prove unfair and difficult.
Costumes are a band-aid fix, and present a much less variety than motifs. Not even the Crown Store gives us a large or desirable variety of combat-ready costumes, can't even say they do this to force us to buy costumes which is honestly a silly concept.
and of course i guess zos could also charge crowns at this or that turn in the "reshaping process". then add that to pros, zos makes more money.
RE the bold... this is false - at least partially. Folks have said on these forums a number of times that they craft sets because of the looks. They have said they liked some dropped sets specs but did not like their looks and so they avoided them. So it is evident that some people will move to drop sets and away from crafted if the only unique element that crafted sets bring to the table is given over to drop sets by means of this system.
The key is that some people ARE right now in play crafting sets and wearing crafted sets instead of drops because of their looks.
So your imagining that "People will NOT stop crafting sets, or craft them any more less." is apparantrly false based on statements made.
in fact, you imply almost admit that later in the same element when you say that (implied after the change) the decisions would be based on merits as opposed to looks and this is how you would like it to be... expressed of course in the self-certain emphatic capped comment about what things should be.
There is a difference between something you suggest folks don't do now (use crafted for looks over merits) and something you don't feel they should need to do now.
But if not one crafted set is made or worn in this game for looks alone and every crafted set made/worn in this game now is done for either merit or filler/convenience (if as you say explicitly "People will NOT stop crafting sets, or craft them any more less" , then nobody cares enough about looks in this game to give up merit/convenience for looks so no real serious need to add this feature, right?
For me, since i am a myth to you, i dont exist, cuz i do actually use crafted sets in some cases for looks and so if i could use better drop sets i would then reduce my crafted set make and use, i do not want to see the only unique feature that crafted sets bring to the table - style control - given away to drop sets.
And i have to ask...
When 1T rolled around, drop sets got all upped to tier-whatever-you-want up to cp160 (vs a lot of them being capped at cp120 or cp140 before), got a lot new sets added, got jewels and weapons pretty much across the board and got easily identifiable farming deployments... all of which turned into pretty good uptick in drop set impact in the game and.... yet... somehow.... thats still not enough for you?
After you get style control on top of all those gains from 1t, whats next?
We see tons of request for trait control too... is that next on the "lets keep making drop sets better and better and moar and moar until crafted are just a quaint memory on the folks here before we got it all for drops and renamed the old "crafting" skill lines "alterations" and made them into drop set support systems?"
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Giles.floydub17_ESO wrote: »There's a better way that doesn't involve gold upgrade matts. The master writ vendor could sell an item for maybe 50-100 vouchers that can be used to convert one piece to a known motif.
Simpler and provides a continued use for the master vouchers.
The Issue:
We have all these beautiful motifs that we cannot use if we also want to wear BiS gear, or min-max, or play the game's hardest content.
Forcing players to choose between being less powerful when there are more powerful choices, or looking worse when there are better looking choices, is ... cruel. We have all these strong sets, and all these beautiful motifs, but we can't have them both?! Why? This limitation does not benefit the community, or the game as a whole, or even ZOS, in any way whatsoever, it's simply a by-product issue that has not been addressed.
The Solution:
Add a perk in the crafting trees to allow us to use tempers on an armor/weapon to reshape it in a motif we know.
The Consequences & Pros/Cons:
Pros:
-Crafting becomes something desirable for one to max and invest skill points in. Moreso if this binds the specific piece of gear, if it was not already bound.
-People can make their aesthetic choices without having to forego dropped sets' superior bonuses, and NOTHING has to change in the tier of dropped-crafted sets [which are correctly ranked].
-At the extreme, people who avoided dropped sets and ran with sub-par crafted gear for aesthetic reasons [it happens...!] will be able to experience the hardest content in the game without dragging their team down.
Cons:
-Tempers will rise in price.
NOT Cons / Bad consequences that WON'T actually exist:
-People will NOT stop running dungeons/trials, because they will still need the sets!
-People will NOT stop crafting sets, or craft them any more less... rather, will do so ONLY on their gameplay merit [which some of them have], or as in-between, also known as mid-game sets until they can farm their desired dropped sets- which is EXACTLY what crafted sets should be.
-People who like the look of sets don't have to worry one bit, nothing changes for them! Except that others can wear the same sets without being forced to wear a costume or deal with looking a way they don't like.
Amount of work ZoS has to do:
-Coding work to implement the functionality at Crafting Stations for the added perk, and associated UI assets. Much of which I expect will be very similar to the way improvement works.
The Alternatives:
By design, dropped sets have to be better than crafted sets in most cases, because there has to be a reward from doing Dungeons/Trials/etc. This is OK, crafted sets are not entirely obsolete, they have their uses in limited situations. The answer is NOT making crafted sets equal to dungeon drops- that can prove unfair and difficult.
Costumes are a band-aid fix, and present a much less variety than motifs. Not even the Crown Store gives us a large or desirable variety of combat-ready costumes, can't even say they do this to force us to buy costumes which is honestly a silly concept.
and of course i guess zos could also charge crowns at this or that turn in the "reshaping process". then add that to pros, zos makes more money.
RE the bold... this is false - at least partially. Folks have said on these forums a number of times that they craft sets because of the looks. They have said they liked some dropped sets specs but did not like their looks and so they avoided them. So it is evident that some people will move to drop sets and away from crafted if the only unique element that crafted sets bring to the table is given over to drop sets by means of this system.
The key is that some people ARE right now in play crafting sets and wearing crafted sets instead of drops because of their looks.
So your imagining that "People will NOT stop crafting sets, or craft them any more less." is apparantrly false based on statements made.
in fact, you imply almost admit that later in the same element when you say that (implied after the change) the decisions would be based on merits as opposed to looks and this is how you would like it to be... expressed of course in the self-certain emphatic capped comment about what things should be.
There is a difference between something you suggest folks don't do now (use crafted for looks over merits) and something you don't feel they should need to do now.
But if not one crafted set is made or worn in this game for looks alone and every crafted set made/worn in this game now is done for either merit or filler/convenience (if as you say explicitly "People will NOT stop crafting sets, or craft them any more less" , then nobody cares enough about looks in this game to give up merit/convenience for looks so no real serious need to add this feature, right?
For me, since i am a myth to you, i dont exist, cuz i do actually use crafted sets in some cases for looks and so if i could use better drop sets i would then reduce my crafted set make and use, i do not want to see the only unique feature that crafted sets bring to the table - style control - given away to drop sets.
And i have to ask...
When 1T rolled around, drop sets got all upped to tier-whatever-you-want up to cp160 (vs a lot of them being capped at cp120 or cp140 before), got a lot new sets added, got jewels and weapons pretty much across the board and got easily identifiable farming deployments... all of which turned into pretty good uptick in drop set impact in the game and.... yet... somehow.... thats still not enough for you?
After you get style control on top of all those gains from 1t, whats next?
We see tons of request for trait control too... is that next on the "lets keep making drop sets better and better and moar and moar until crafted are just a quaint memory on the folks here before we got it all for drops and renamed the old "crafting" skill lines "alterations" and made them into drop set support systems?"
The next step would be improving upon the current and/or implementing new crafted sets. The "façade over functionality" argument against being able to reform dropped sets becomes irrelevant if the crafted sets are on par with the dropped sets. I myself wear a costume on my main almost 100% of the time simply because the body pieces look absolutely terrible together, but would really love for my monster helmet to be visible.
And more people than you think would be against trait control on the basis that it would make the game too easy, myself included.
The Issue:
We have all these beautiful motifs that we cannot use if we also want to wear BiS gear, or min-max, or play the game's hardest content.
Forcing players to choose between being less powerful when there are more powerful choices, or looking worse when there are better looking choices, is ... cruel. We have all these strong sets, and all these beautiful motifs, but we can't have them both?! Why? This limitation does not benefit the community, or the game as a whole, or even ZOS, in any way whatsoever, it's simply a by-product issue that has not been addressed.
The Solution:
Add a perk in the crafting trees to allow us to use tempers on an armor/weapon to reshape it in a motif we know.
The Consequences & Pros/Cons:
Pros:
-Crafting becomes something desirable for one to max and invest skill points in. Moreso if this binds the specific piece of gear, if it was not already bound.
-People can make their aesthetic choices without having to forego dropped sets' superior bonuses, and NOTHING has to change in the tier of dropped-crafted sets [which are correctly ranked].
-At the extreme, people who avoided dropped sets and ran with sub-par crafted gear for aesthetic reasons [it happens...!] will be able to experience the hardest content in the game without dragging their team down.
Cons:
-Tempers will rise in price.
NOT Cons / Bad consequences that WON'T actually exist:
-People will NOT stop running dungeons/trials, because they will still need the sets!
-People will NOT stop crafting sets, or craft them any more less... rather, will do so ONLY on their gameplay merit [which some of them have], or as in-between, also known as mid-game sets until they can farm their desired dropped sets- which is EXACTLY what crafted sets should be.
-People who like the look of sets don't have to worry one bit, nothing changes for them! Except that others can wear the same sets without being forced to wear a costume or deal with looking a way they don't like.
Amount of work ZoS has to do:
-Coding work to implement the functionality at Crafting Stations for the added perk, and associated UI assets. Much of which I expect will be very similar to the way improvement works.
The Alternatives:
By design, dropped sets have to be better than crafted sets in most cases, because there has to be a reward from doing Dungeons/Trials/etc. This is OK, crafted sets are not entirely obsolete, they have their uses in limited situations. The answer is NOT making crafted sets equal to dungeon drops- that can prove unfair and difficult.
Costumes are a band-aid fix, and present a much less variety than motifs. Not even the Crown Store gives us a large or desirable variety of combat-ready costumes, can't even say they do this to force us to buy costumes which is honestly a silly concept.
and of course i guess zos could also charge crowns at this or that turn in the "reshaping process". then add that to pros, zos makes more money.
RE the bold... this is false - at least partially. Folks have said on these forums a number of times that they craft sets because of the looks. They have said they liked some dropped sets specs but did not like their looks and so they avoided them. So it is evident that some people will move to drop sets and away from crafted if the only unique element that crafted sets bring to the table is given over to drop sets by means of this system.
The key is that some people ARE right now in play crafting sets and wearing crafted sets instead of drops because of their looks.
So your imagining that "People will NOT stop crafting sets, or craft them any more less." is apparantrly false based on statements made.
in fact, you imply almost admit that later in the same element when you say that (implied after the change) the decisions would be based on merits as opposed to looks and this is how you would like it to be... expressed of course in the self-certain emphatic capped comment about what things should be.
There is a difference between something you suggest folks don't do now (use crafted for looks over merits) and something you don't feel they should need to do now.
But if not one crafted set is made or worn in this game for looks alone and every crafted set made/worn in this game now is done for either merit or filler/convenience (if as you say explicitly "People will NOT stop crafting sets, or craft them any more less" , then nobody cares enough about looks in this game to give up merit/convenience for looks so no real serious need to add this feature, right?
For me, since i am a myth to you, i dont exist, cuz i do actually use crafted sets in some cases for looks and so if i could use better drop sets i would then reduce my crafted set make and use, i do not want to see the only unique feature that crafted sets bring to the table - style control - given away to drop sets.
And i have to ask...
When 1T rolled around, drop sets got all upped to tier-whatever-you-want up to cp160 (vs a lot of them being capped at cp120 or cp140 before), got a lot new sets added, got jewels and weapons pretty much across the board and got easily identifiable farming deployments... all of which turned into pretty good uptick in drop set impact in the game and.... yet... somehow.... thats still not enough for you?
After you get style control on top of all those gains from 1t, whats next?
We see tons of request for trait control too... is that next on the "lets keep making drop sets better and better and moar and moar until crafted are just a quaint memory on the folks here before we got it all for drops and renamed the old "crafting" skill lines "alterations" and made them into drop set support systems?"
The next step would be improving upon the current and/or implementing new crafted sets. The "façade over functionality" argument against being able to reform dropped sets becomes irrelevant if the crafted sets are on par with the dropped sets. I myself wear a costume on my main almost 100% of the time simply because the body pieces look absolutely terrible together, but would really love for my monster helmet to be visible.
And more people than you think would be against trait control on the basis that it would make the game too easy, myself included.
yeah yeah yeah... that makes perfect sense. :-)
Give drop sets massive uptick so crafted see less and less use.
then take away crafteds one remaining unique element....
then sometime later one day some day kinda maybe sorta get around to giving crafted some crtumbs.
Thats how things work right?
get more and more and more and take away every last bit until you finally get everything and then decide its time to share the love.
How about instead of giving drop sets even more bonus and taking that last unique part of crafted sets away...
FIRST you raise crafted sets up to be more worthwhile, give them other unique capabilities that give them a seat at the table for more than just copnvenience temporaries then throw-away disposables and then after that you take the currently unique to crafted style control and spread it around?
Every hear of triage?
Thats where you prioritize cases based on how cosmetic vs in need of treatment things are.
the give drop sets style control thing is like saying "hey, the super-model has a hangnail so unplug the kidney guy's dailysis machine so we can get the right lighting for her buff."
like i said, the massive gains from 1T, not enough for drop-fans. gotta get their more more more more more more first cuz like you know they didn't get enough with all jewels all cp160 bunches of new sets and drops freaking everywhere on cue...
but hey then later we can maybe look at crafted... after we give droppers more more more more more more more.
one day... yup... holding my breath.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Giles.floydub17_ESO wrote: »There's a better way that doesn't involve gold upgrade matts. The master writ vendor could sell an item for maybe 50-100 vouchers that can be used to convert one piece to a known motif.
Simpler and provides a continued use for the master vouchers.
The Issue:
We have all these beautiful motifs that we cannot use if we also want to wear BiS gear, or min-max, or play the game's hardest content.
Forcing players to choose between being less powerful when there are more powerful choices, or looking worse when there are better looking choices, is ... cruel. We have all these strong sets, and all these beautiful motifs, but we can't have them both?! Why? This limitation does not benefit the community, or the game as a whole, or even ZOS, in any way whatsoever, it's simply a by-product issue that has not been addressed.
The Solution:
Add a perk in the crafting trees to allow us to use tempers on an armor/weapon to reshape it in a motif we know.
The Consequences & Pros/Cons:
Pros:
-Crafting becomes something desirable for one to max and invest skill points in. Moreso if this binds the specific piece of gear, if it was not already bound.
-People can make their aesthetic choices without having to forego dropped sets' superior bonuses, and NOTHING has to change in the tier of dropped-crafted sets [which are correctly ranked].
-At the extreme, people who avoided dropped sets and ran with sub-par crafted gear for aesthetic reasons [it happens...!] will be able to experience the hardest content in the game without dragging their team down.
Cons:
-Tempers will rise in price.
NOT Cons / Bad consequences that WON'T actually exist:
-People will NOT stop running dungeons/trials, because they will still need the sets!
-People will NOT stop crafting sets, or craft them any more less... rather, will do so ONLY on their gameplay merit [which some of them have], or as in-between, also known as mid-game sets until they can farm their desired dropped sets- which is EXACTLY what crafted sets should be.
-People who like the look of sets don't have to worry one bit, nothing changes for them! Except that others can wear the same sets without being forced to wear a costume or deal with looking a way they don't like.
Amount of work ZoS has to do:
-Coding work to implement the functionality at Crafting Stations for the added perk, and associated UI assets. Much of which I expect will be very similar to the way improvement works.
The Alternatives:
By design, dropped sets have to be better than crafted sets in most cases, because there has to be a reward from doing Dungeons/Trials/etc. This is OK, crafted sets are not entirely obsolete, they have their uses in limited situations. The answer is NOT making crafted sets equal to dungeon drops- that can prove unfair and difficult.
Costumes are a band-aid fix, and present a much less variety than motifs. Not even the Crown Store gives us a large or desirable variety of combat-ready costumes, can't even say they do this to force us to buy costumes which is honestly a silly concept.
and of course i guess zos could also charge crowns at this or that turn in the "reshaping process". then add that to pros, zos makes more money.
RE the bold... this is false - at least partially. Folks have said on these forums a number of times that they craft sets because of the looks. They have said they liked some dropped sets specs but did not like their looks and so they avoided them. So it is evident that some people will move to drop sets and away from crafted if the only unique element that crafted sets bring to the table is given over to drop sets by means of this system.
The key is that some people ARE right now in play crafting sets and wearing crafted sets instead of drops because of their looks.
So your imagining that "People will NOT stop crafting sets, or craft them any more less." is apparantrly false based on statements made.
in fact, you imply almost admit that later in the same element when you say that (implied after the change) the decisions would be based on merits as opposed to looks and this is how you would like it to be... expressed of course in the self-certain emphatic capped comment about what things should be.
There is a difference between something you suggest folks don't do now (use crafted for looks over merits) and something you don't feel they should need to do now.
But if not one crafted set is made or worn in this game for looks alone and every crafted set made/worn in this game now is done for either merit or filler/convenience (if as you say explicitly "People will NOT stop crafting sets, or craft them any more less" , then nobody cares enough about looks in this game to give up merit/convenience for looks so no real serious need to add this feature, right?
For me, since i am a myth to you, i dont exist, cuz i do actually use crafted sets in some cases for looks and so if i could use better drop sets i would then reduce my crafted set make and use, i do not want to see the only unique feature that crafted sets bring to the table - style control - given away to drop sets.
And i have to ask...
When 1T rolled around, drop sets got all upped to tier-whatever-you-want up to cp160 (vs a lot of them being capped at cp120 or cp140 before), got a lot new sets added, got jewels and weapons pretty much across the board and got easily identifiable farming deployments... all of which turned into pretty good uptick in drop set impact in the game and.... yet... somehow.... thats still not enough for you?
After you get style control on top of all those gains from 1t, whats next?
We see tons of request for trait control too... is that next on the "lets keep making drop sets better and better and moar and moar until crafted are just a quaint memory on the folks here before we got it all for drops and renamed the old "crafting" skill lines "alterations" and made them into drop set support systems?"
MasterSpatula wrote: »I agree with you for the most part, and I think most players do as well.
I would like a system that requires a bit more from the crafter to pull this off, though--which is why I favor either the best items dropping as single-use schematics or being able to be broken down to single-use schematics. The best sets could require nine traits and a 9-trait crafting station to make, as well.
The Issue:
We have all these beautiful motifs that we cannot use if we also want to wear BiS gear, or min-max, or play the game's hardest content.
Forcing players to choose between being less powerful when there are more powerful choices, or looking worse when there are better looking choices, is ... cruel. We have all these strong sets, and all these beautiful motifs, but we can't have them both?! Why? This limitation does not benefit the community, or the game as a whole, or even ZOS, in any way whatsoever, it's simply a by-product issue that has not been addressed.
The Solution:
Add a perk in the crafting trees to allow us to use tempers on an armor/weapon to reshape it in a motif we know.
The Consequences & Pros/Cons:
Pros:
-Crafting becomes something desirable for one to max and invest skill points in. Moreso if this binds the specific piece of gear, if it was not already bound.
-People can make their aesthetic choices without having to forego dropped sets' superior bonuses, and NOTHING has to change in the tier of dropped-crafted sets [which are correctly ranked].
-At the extreme, people who avoided dropped sets and ran with sub-par crafted gear for aesthetic reasons [it happens...!] will be able to experience the hardest content in the game without dragging their team down.
Cons:
-Tempers will rise in price.
NOT Cons / Bad consequences that WON'T actually exist:
-People will NOT stop running dungeons/trials, because they will still need the sets!
-People will NOT stop crafting sets, or craft them any more less... rather, will do so ONLY on their gameplay merit [which some of them have], or as in-between, also known as mid-game sets until they can farm their desired dropped sets- which is EXACTLY what crafted sets should be.
-People who like the look of sets don't have to worry one bit, nothing changes for them! Except that others can wear the same sets without being forced to wear a costume or deal with looking a way they don't like.
Amount of work ZoS has to do:
-Coding work to implement the functionality at Crafting Stations for the added perk, and associated UI assets. Much of which I expect will be very similar to the way improvement works.
The Alternatives:
By design, dropped sets have to be better than crafted sets in most cases, because there has to be a reward from doing Dungeons/Trials/etc. This is OK, crafted sets are not entirely obsolete, they have their uses in limited situations. The answer is NOT making crafted sets equal to dungeon drops- that can prove unfair and difficult.
Costumes are a band-aid fix, and present a much less variety than motifs. Not even the Crown Store gives us a large or desirable variety of combat-ready costumes, can't even say they do this to force us to buy costumes which is honestly a silly concept.
and of course i guess zos could also charge crowns at this or that turn in the "reshaping process". then add that to pros, zos makes more money.
RE the bold... this is false - at least partially. Folks have said on these forums a number of times that they craft sets because of the looks. They have said they liked some dropped sets specs but did not like their looks and so they avoided them. So it is evident that some people will move to drop sets and away from crafted if the only unique element that crafted sets bring to the table is given over to drop sets by means of this system.
The key is that some people ARE right now in play crafting sets and wearing crafted sets instead of drops because of their looks.
So your imagining that "People will NOT stop crafting sets, or craft them any more less." is apparantrly false based on statements made.
in fact, you imply almost admit that later in the same element when you say that (implied after the change) the decisions would be based on merits as opposed to looks and this is how you would like it to be... expressed of course in the self-certain emphatic capped comment about what things should be.
There is a difference between something you suggest folks don't do now (use crafted for looks over merits) and something you don't feel they should need to do now.
But if not one crafted set is made or worn in this game for looks alone and every crafted set made/worn in this game now is done for either merit or filler/convenience (if as you say explicitly "People will NOT stop crafting sets, or craft them any more less" , then nobody cares enough about looks in this game to give up merit/convenience for looks so no real serious need to add this feature, right?
For me, since i am a myth to you, i dont exist, cuz i do actually use crafted sets in some cases for looks and so if i could use better drop sets i would then reduce my crafted set make and use, i do not want to see the only unique feature that crafted sets bring to the table - style control - given away to drop sets.
And i have to ask...
When 1T rolled around, drop sets got all upped to tier-whatever-you-want up to cp160 (vs a lot of them being capped at cp120 or cp140 before), got a lot new sets added, got jewels and weapons pretty much across the board and got easily identifiable farming deployments... all of which turned into pretty good uptick in drop set impact in the game and.... yet... somehow.... thats still not enough for you?
After you get style control on top of all those gains from 1t, whats next?
We see tons of request for trait control too... is that next on the "lets keep making drop sets better and better and moar and moar until crafted are just a quaint memory on the folks here before we got it all for drops and renamed the old "crafting" skill lines "alterations" and made them into drop set support systems?"
The next step would be improving upon the current and/or implementing new crafted sets. The "façade over functionality" argument against being able to reform dropped sets becomes irrelevant if the crafted sets are on par with the dropped sets. I myself wear a costume on my main almost 100% of the time simply because the body pieces look absolutely terrible together, but would really love for my monster helmet to be visible.
And more people than you think would be against trait control on the basis that it would make the game too easy, myself included.
yeah yeah yeah... that makes perfect sense. :-)
Give drop sets massive uptick so crafted see less and less use.
then take away crafteds one remaining unique element....
then sometime later one day some day kinda maybe sorta get around to giving crafted some crtumbs.
Thats how things work right?
get more and more and more and take away every last bit until you finally get everything and then decide its time to share the love.
How about instead of giving drop sets even more bonus and taking that last unique part of crafted sets away...
FIRST you raise crafted sets up to be more worthwhile, give them other unique capabilities that give them a seat at the table for more than just copnvenience temporaries then throw-away disposables and then after that you take the currently unique to crafted style control and spread it around?
Every hear of triage?
Thats where you prioritize cases based on how cosmetic vs in need of treatment things are.
the give drop sets style control thing is like saying "hey, the super-model has a hangnail so unplug the kidney guy's dailysis machine so we can get the right lighting for her buff."
like i said, the massive gains from 1T, not enough for drop-fans. gotta get their more more more more more more first cuz like you know they didn't get enough with all jewels all cp160 bunches of new sets and drops freaking everywhere on cue...
but hey then later we can maybe look at crafted... after we give droppers more more more more more more more.
one day... yup... holding my breath.
Agree, here, and i think the numbers who use crafted over superior dropped set they have is pretty low.MLGProPlayer wrote: »The Issue:
We have all these beautiful motifs that we cannot use if we also want to wear BiS gear, or min-max, or play the game's hardest content.
Forcing players to choose between being less powerful when there are more powerful choices, or looking worse when there are better looking choices, is ... cruel. We have all these strong sets, and all these beautiful motifs, but we can't have them both?! Why? This limitation does not benefit the community, or the game as a whole, or even ZOS, in any way whatsoever, it's simply a by-product issue that has not been addressed.
The Solution:
Add a perk in the crafting trees to allow us to use tempers on an armor/weapon to reshape it in a motif we know.
The Consequences & Pros/Cons:
Pros:
-Crafting becomes something desirable for one to max and invest skill points in. Moreso if this binds the specific piece of gear, if it was not already bound.
-People can make their aesthetic choices without having to forego dropped sets' superior bonuses, and NOTHING has to change in the tier of dropped-crafted sets [which are correctly ranked].
-At the extreme, people who avoided dropped sets and ran with sub-par crafted gear for aesthetic reasons [it happens...!] will be able to experience the hardest content in the game without dragging their team down.
Cons:
-Tempers will rise in price.
NOT Cons / Bad consequences that WON'T actually exist:
-People will NOT stop running dungeons/trials, because they will still need the sets!
-People will NOT stop crafting sets, or craft them any more less... rather, will do so ONLY on their gameplay merit [which some of them have], or as in-between, also known as mid-game sets until they can farm their desired dropped sets- which is EXACTLY what crafted sets should be.
-People who like the look of sets don't have to worry one bit, nothing changes for them! Except that others can wear the same sets without being forced to wear a costume or deal with looking a way they don't like.
Amount of work ZoS has to do:
-Coding work to implement the functionality at Crafting Stations for the added perk, and associated UI assets. Much of which I expect will be very similar to the way improvement works.
The Alternatives:
By design, dropped sets have to be better than crafted sets in most cases, because there has to be a reward from doing Dungeons/Trials/etc. This is OK, crafted sets are not entirely obsolete, they have their uses in limited situations. The answer is NOT making crafted sets equal to dungeon drops- that can prove unfair and difficult.
Costumes are a band-aid fix, and present a much less variety than motifs. Not even the Crown Store gives us a large or desirable variety of combat-ready costumes, can't even say they do this to force us to buy costumes which is honestly a silly concept.
and of course i guess zos could also charge crowns at this or that turn in the "reshaping process". then add that to pros, zos makes more money.
RE the bold... this is false - at least partially. Folks have said on these forums a number of times that they craft sets because of the looks. They have said they liked some dropped sets specs but did not like their looks and so they avoided them. So it is evident that some people will move to drop sets and away from crafted if the only unique element that crafted sets bring to the table is given over to drop sets by means of this system.
The key is that some people ARE right now in play crafting sets and wearing crafted sets instead of drops because of their looks.
So your imagining that "People will NOT stop crafting sets, or craft them any more less." is apparantrly false based on statements made.
in fact, you imply almost admit that later in the same element when you say that (implied after the change) the decisions would be based on merits as opposed to looks and this is how you would like it to be... expressed of course in the self-certain emphatic capped comment about what things should be.
There is a difference between something you suggest folks don't do now (use crafted for looks over merits) and something you don't feel they should need to do now.
But if not one crafted set is made or worn in this game for looks alone and every crafted set made/worn in this game now is done for either merit or filler/convenience (if as you say explicitly "People will NOT stop crafting sets, or craft them any more less" , then nobody cares enough about looks in this game to give up merit/convenience for looks so no real serious need to add this feature, right?
For me, since i am a myth to you, i dont exist, cuz i do actually use crafted sets in some cases for looks and so if i could use better drop sets i would then reduce my crafted set make and use, i do not want to see the only unique feature that crafted sets bring to the table - style control - given away to drop sets.
And i have to ask...
When 1T rolled around, drop sets got all upped to tier-whatever-you-want up to cp160 (vs a lot of them being capped at cp120 or cp140 before), got a lot new sets added, got jewels and weapons pretty much across the board and got easily identifiable farming deployments... all of which turned into pretty good uptick in drop set impact in the game and.... yet... somehow.... thats still not enough for you?
After you get style control on top of all those gains from 1t, whats next?
We see tons of request for trait control too... is that next on the "lets keep making drop sets better and better and moar and moar until crafted are just a quaint memory on the folks here before we got it all for drops and renamed the old "crafting" skill lines "alterations" and made them into drop set support systems?"
What's wrong with people using fewer crafted sets? It's a choice people will be able to make, a choice which doesn't affect you in any way. You can still choose what sets you want to wear yourself.
Every single MMO on the market has a transmog system that lets you re-style dropped gear. It's a tried-and-true system with no drawbacks.
The Issue:
We have all these beautiful motifs that we cannot use if we also want to wear BiS gear, or min-max, or play the game's hardest content.
Forcing players to choose between being less powerful when there are more powerful choices, or looking worse when there are better looking choices, is ... cruel. We have all these strong sets, and all these beautiful motifs, but we can't have them both?! Why? This limitation does not benefit the community, or the game as a whole, or even ZOS, in any way whatsoever, it's simply a by-product issue that has not been addressed.
The Solution:
Add a perk in the crafting trees to allow us to use tempers on an armor/weapon to reshape it in a motif we know.
The Consequences & Pros/Cons:
Pros:
-Crafting becomes something desirable for one to max and invest skill points in. Moreso if this binds the specific piece of gear, if it was not already bound.
-People can make their aesthetic choices without having to forego dropped sets' superior bonuses, and NOTHING has to change in the tier of dropped-crafted sets [which are correctly ranked].
-At the extreme, people who avoided dropped sets and ran with sub-par crafted gear for aesthetic reasons [it happens...!] will be able to experience the hardest content in the game without dragging their team down.
Cons:
-Tempers will rise in price.
NOT Cons / Bad consequences that WON'T actually exist:
-People will NOT stop running dungeons/trials, because they will still need the sets!
-People will NOT stop crafting sets, or craft them any more less... rather, will do so ONLY on their gameplay merit [which some of them have], or as in-between, also known as mid-game sets until they can farm their desired dropped sets- which is EXACTLY what crafted sets should be.
-People who like the look of sets don't have to worry one bit, nothing changes for them! Except that others can wear the same sets without being forced to wear a costume or deal with looking a way they don't like.
Amount of work ZoS has to do:
-Coding work to implement the functionality at Crafting Stations for the added perk, and associated UI assets. Much of which I expect will be very similar to the way improvement works.
The Alternatives:
By design, dropped sets have to be better than crafted sets in most cases, because there has to be a reward from doing Dungeons/Trials/etc. This is OK, crafted sets are not entirely obsolete, they have their uses in limited situations. The answer is NOT making crafted sets equal to dungeon drops- that can prove unfair and difficult.
Costumes are a band-aid fix, and present a much less variety than motifs. Not even the Crown Store gives us a large or desirable variety of combat-ready costumes, can't even say they do this to force us to buy costumes which is honestly a silly concept.
and of course i guess zos could also charge crowns at this or that turn in the "reshaping process". then add that to pros, zos makes more money.
RE the bold... this is false - at least partially. Folks have said on these forums a number of times that they craft sets because of the looks. They have said they liked some dropped sets specs but did not like their looks and so they avoided them. So it is evident that some people will move to drop sets and away from crafted if the only unique element that crafted sets bring to the table is given over to drop sets by means of this system.
The key is that some people ARE right now in play crafting sets and wearing crafted sets instead of drops because of their looks.
So your imagining that "People will NOT stop crafting sets, or craft them any more less." is apparantrly false based on statements made.
in fact, you imply almost admit that later in the same element when you say that (implied after the change) the decisions would be based on merits as opposed to looks and this is how you would like it to be... expressed of course in the self-certain emphatic capped comment about what things should be.
There is a difference between something you suggest folks don't do now (use crafted for looks over merits) and something you don't feel they should need to do now.
But if not one crafted set is made or worn in this game for looks alone and every crafted set made/worn in this game now is done for either merit or filler/convenience (if as you say explicitly "People will NOT stop crafting sets, or craft them any more less" , then nobody cares enough about looks in this game to give up merit/convenience for looks so no real serious need to add this feature, right?
For me, since i am a myth to you, i dont exist, cuz i do actually use crafted sets in some cases for looks and so if i could use better drop sets i would then reduce my crafted set make and use, i do not want to see the only unique feature that crafted sets bring to the table - style control - given away to drop sets.
And i have to ask...
When 1T rolled around, drop sets got all upped to tier-whatever-you-want up to cp160 (vs a lot of them being capped at cp120 or cp140 before), got a lot new sets added, got jewels and weapons pretty much across the board and got easily identifiable farming deployments... all of which turned into pretty good uptick in drop set impact in the game and.... yet... somehow.... thats still not enough for you?
After you get style control on top of all those gains from 1t, whats next?
We see tons of request for trait control too... is that next on the "lets keep making drop sets better and better and moar and moar until crafted are just a quaint memory on the folks here before we got it all for drops and renamed the old "crafting" skill lines "alterations" and made them into drop set support systems?"
IronCrystal wrote: »Another transmog/restyle/transform/whatever you guys call it now. I agree it would be nice. But seriously so many threads on the same topic.