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Dropped sets SHOULD be better than crafted.

  • O_LYKOS
    O_LYKOS
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    I feel they're should be a balance.
    PC NA - GreggsSausageRoll
  • jedtb16_ESO
    jedtb16_ESO
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    O_LYKOS wrote: »
    I feel they're should be a balance.

    the word you are searching for is 'there'

    but, yes, you are right. there should be a balance.

    #pedantsrus
  • STEVIL
    STEVIL
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    Brictoria wrote: »
    STEVIL wrote: »
    Brictoria wrote: »
    Why not settle for the middle ground:
    • Allow drop sets to be better
    BUT
    • Allow crafters to be able to adjust style (Maybe require 2 style mats instead of one for crafting new item)
    AND
    • Allow (8/9/set dependant number) crafters to be able to change trait in similar way that tempers work - and make the result Bind on Pickup (Or add additional crafting option (with suitably high cost inc. 9 trait requirement) to make item Bind on Equip, or remove binding from themselves but Bind on Pickup activates for new owner)
    This way those who want to grind for sets/items aren't forced to craft and crafters can still get items they want without being forced to run content they don't want...And with the ability to move items from "Bind on Pickup" to "Bind on Equip" even PVP players should be happy.

    What? this is not a middle ground.
    its a complete surrender.
    style is the only unique thing brought right now by crafted set (comparing to mael/master wpns, jewels, monster sets and wpn/jewel sets for drops)- you give that up when you let drops style be altered.
    trait and grind time is the most significant non-unique deficit for drops now, specifically for weapons and again you give that possibility to drops.

    if this went thru, also change blacksmithing, clothing and woodworking into one skill line called alterations" with six passives - one for traits/looks and one for quiality for each former"craft" and get rid of actually making gear beyond consumables.

    Not worth 60+sp and tons of time to just alter other folks drops in an "only BoP drops matter" world by whatever mechanism they put in.



    How is it a surrender?

    You still need to know the style on the crafter, still need to have researched the trait (and potentially need to be 9-trait craft on item), and finally crafting time will have a reward where you can use it. It would also mean that finally training/prosperous items have value outside of published vendor values...

    Another (very messy) alternative could involve being able to research sets in the same way as traits...But only after hitting 9-trait on the item you are researching the set for, or tuneable workstations which can be tuned from drops and need 9-trait crafting.

    Because you are giving up the ONLY unique advantage crafteds have (style) and mitigating the disad drops have (traitvgrind cost) and all crafting gets in return is more busy work supporting drop sets.

    If you see the reason for being of crafting skills as keep busy supporting other folks stuff for gold then that idea does the trick but imo the skills cost needs to go way way down.

    I see crafting as being about what you can create and want crafted gear to be a part of the whole game...

    Basically 60sp to play alterations for gold where effectively you are a glorified hireling passive... way over priced.

    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."

  • nimander99
    nimander99
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    nimander99 wrote: »
    It took over a year to learn all traits, not to mention the massive amount of time and effort in earning every motif in game.

    GTHO with your drops should be better than crafted gear.

    You run a dungeon. get you key, get your drop. maybe you run it a bunch of times, but you still get it in less than the 3 years its taken me to learn every trait and earn every motif.

    And never mind the time crafters spend hunting materials.

    Thank you!

    i think anyone that thinks like that just didn't take the time to research traits

    @OutLaw_Nynx I'm not sure if I'm understanding you correctly, so much gets lost in text, are you making fun of me or agreeing with me, id just appreciate a little clarity.

    Cause it reads like you are saying I didn't take the time to research all the traits... And I'm not sure if that's what you meant.
    I AM UPDATING MY PRIVACY POLICY

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    ∽∽∽ 2 years of Elder Scrolls Online ∼∼∼
    "Give us money" = Box sales & monthly sub fees,
    "moar!" = £10 palomino horse,
    "MOAR!" = Switch to B2P, launch cash shop,
    "MOAR!!" = Charge for DLC that subs had already paid for,
    "MOAR!!!" = Experience scrolls and riding lessons,
    "MOARR!!!" = Vampire/werewolf bites,
    "MOAARRR!!!" = CS exclusive motifs,
    "MOOAARRR!!!" = Crown crates,
    "MOOOAAARRR!!!" = 'Chapter's' bought separately from ESO+,
    "MOOOOAAAARRRR!!!!" = ???

    Male, Dunmer, VR16, Templar, Aldmeri Dominion, Master Crafter & all Traits, CP450
  • jaye63
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    I disagree. DIFFERENT... not better. *deleted long argument for my statement*. I'm all about choice.
  • Tholian1
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    STEVIL wrote: »
    Brictoria wrote: »
    STEVIL wrote: »
    Brictoria wrote: »
    Why not settle for the middle ground:
    • Allow drop sets to be better
    BUT
    • Allow crafters to be able to adjust style (Maybe require 2 style mats instead of one for crafting new item)
    AND
    • Allow (8/9/set dependant number) crafters to be able to change trait in similar way that tempers work - and make the result Bind on Pickup (Or add additional crafting option (with suitably high cost inc. 9 trait requirement) to make item Bind on Equip, or remove binding from themselves but Bind on Pickup activates for new owner)
    This way those who want to grind for sets/items aren't forced to craft and crafters can still get items they want without being forced to run content they don't want...And with the ability to move items from "Bind on Pickup" to "Bind on Equip" even PVP players should be happy.

    What? this is not a middle ground.
    its a complete surrender.
    style is the only unique thing brought right now by crafted set (comparing to mael/master wpns, jewels, monster sets and wpn/jewel sets for drops)- you give that up when you let drops style be altered.
    trait and grind time is the most significant non-unique deficit for drops now, specifically for weapons and again you give that possibility to drops.

    if this went thru, also change blacksmithing, clothing and woodworking into one skill line called alterations" with six passives - one for traits/looks and one for quiality for each former"craft" and get rid of actually making gear beyond consumables.

    Not worth 60+sp and tons of time to just alter other folks drops in an "only BoP drops matter" world by whatever mechanism they put in.



    How is it a surrender?

    You still need to know the style on the crafter, still need to have researched the trait (and potentially need to be 9-trait craft on item), and finally crafting time will have a reward where you can use it. It would also mean that finally training/prosperous items have value outside of published vendor values...

    Another (very messy) alternative could involve being able to research sets in the same way as traits...But only after hitting 9-trait on the item you are researching the set for, or tuneable workstations which can be tuned from drops and need 9-trait crafting.

    Because you are giving up the ONLY unique advantage crafteds have (style) and mitigating the disad drops have (traitvgrind cost) and all crafting gets in return is more busy work supporting drop sets.

    If you see the reason for being of crafting skills as keep busy supporting other folks stuff for gold then that idea does the trick but imo the skills cost needs to go way way down.

    I see crafting as being about what you can create and want crafted gear to be a part of the whole game...

    Basically 60sp to play alterations for gold where effectively you are a glorified hireling passive... way over priced.

    Exactly. And before someone comes along saying there are more than enough skill points to be gained in the game... That isn't true until the end.

    There aren't enough when you are both trying to fill combat skills and passives with skill points AND also trying to level the crafting lines as well. Not everyone uses alts for crafting only.
    PS4 Pro NA
  • OutLaw_Nynx
    OutLaw_Nynx
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    nimander99 wrote: »
    nimander99 wrote: »
    It took over a year to learn all traits, not to mention the massive amount of time and effort in earning every motif in game.

    GTHO with your drops should be better than crafted gear.

    You run a dungeon. get you key, get your drop. maybe you run it a bunch of times, but you still get it in less than the 3 years its taken me to learn every trait and earn every motif.

    And never mind the time crafters spend hunting materials.

    Thank you!

    i think anyone that thinks like that just didn't take the time to research traits

    @OutLaw_Nynx I'm not sure if I'm understanding you correctly, so much gets lost in text, are you making fun of me or agreeing with me, id just appreciate a little clarity.

    Cause it reads like you are saying I didn't take the time to research all the traits... And I'm not sure if that's what you meant.


    @nimander99

    Ah no, I was agreeing with you!
  • Robisok74
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    It's already cheaper, faster and easier to purchase some of the popular and much stronger sets like spinners, spriggan, elegance, agility, etc from any guild trader.

    Coming up with build ideas is not any more fun if it takes months of PVE grinding to get the set. It's more fun when there are a lot of different viable sets with different effects that make choices interesting. Currently the only popular crafted sets are Clever Alchemist, Hunding's Rage, Julianos, Seducer, Twice Born Star. Certainly wouldn't hurt to buff a few more of these sets, some of which are completely useless.

    And crafted sets don't include jewelry, so they will always need to be combined with a dropped set.

    Don't forget night mothers gaze (craftable) :)
  • nimander99
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    nimander99 wrote: »
    nimander99 wrote: »
    It took over a year to learn all traits, not to mention the massive amount of time and effort in earning every motif in game.

    GTHO with your drops should be better than crafted gear.

    You run a dungeon. get you key, get your drop. maybe you run it a bunch of times, but you still get it in less than the 3 years its taken me to learn every trait and earn every motif.

    And never mind the time crafters spend hunting materials.

    Thank you!

    i think anyone that thinks like that just didn't take the time to research traits

    @OutLaw_Nynx I'm not sure if I'm understanding you correctly, so much gets lost in text, are you making fun of me or agreeing with me, id just appreciate a little clarity.

    Cause it reads like you are saying I didn't take the time to research all the traits... And I'm not sure if that's what you meant.


    @nimander99

    Ah no, I was agreeing with you!

    Thanks for the clarification @OutLaw_Nynx :)
    I AM UPDATING MY PRIVACY POLICY

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    ∽∽∽ 2 years of Elder Scrolls Online ∼∼∼
    "Give us money" = Box sales & monthly sub fees,
    "moar!" = £10 palomino horse,
    "MOAR!" = Switch to B2P, launch cash shop,
    "MOAR!!" = Charge for DLC that subs had already paid for,
    "MOAR!!!" = Experience scrolls and riding lessons,
    "MOARR!!!" = Vampire/werewolf bites,
    "MOAARRR!!!" = CS exclusive motifs,
    "MOOAARRR!!!" = Crown crates,
    "MOOOAAARRR!!!" = 'Chapter's' bought separately from ESO+,
    "MOOOOAAAARRRR!!!!" = ???

    Male, Dunmer, VR16, Templar, Aldmeri Dominion, Master Crafter & all Traits, CP450
  • Phatmattfu
    Phatmattfu
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    Phatmattfu wrote: »
    What would be the point of playing if crafted sets were the best?

    I play video games for one reason and one reason only. And that is to have fun. Grinding the same dungeon over and over and over is not fun for many players.

    So crafting table is your final boss.
  • Solariken
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    OP you are dead wrong. And so is ZOS for using the garbage RNG loot system they have.

    The correct system is one that requires crafting AND using special materials only gained through completing specific content. Then players can craft the things they need/want after participating in the content instead of having their posterior pulverized endlessly by abusive RNG. It's an absolute shame how so many games fail to get this simple thing right, but ESPECIALLY ESO which has a great foundational crafting system.

  • bulbousb16_ESO
    bulbousb16_ESO
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    Crafted sets should ALWAYS be better than dropped sets. That should be a core philosophy of good game design. Some games have embraced this, but not enough.
    Lethal zergling
  • NBAballar18
    NBAballar18
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    linoge63 wrote: »
    Keep_Door wrote: »
    This should be easy for anyone to understand. I mean a crafted set you can make the perfect trait 100% of the time get all the pieces you need and not to mention in your favorite style.

    Dropped sets take time, hours, weeks, hell sometimes even months to get the prefect traits.

    That being said crafting shouldnt be useless. I dont think it is. Sure compared to some dropped sets crafted sets seem week but thats how it should be.

    I took a year and a half leveling every crafting trait. Don't talk to me about time.

    ...and some of us pve non advanced players appreciate these crafters that can offer us gear that's potent enough to enjoy and not have to go braindead playing end game arenas etc... I paid a lot of gold to a crafter for my gear and every bit of it was worth it

    I do this for people all the time...i havr so many motif books learned and can craft up to 6 trait sets of heavy armor
  • NBAballar18
    NBAballar18
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    I am a master blacksmith and i wear heavy armor...i have many motif books fully learned ( ebonhearth, glass, mercenarily, all launch motifs, all launch rare motifs, dwemer, and 4 others..i have 6 trait sets lesrned...i lvoe making my own armor and having fukl set of each...i bever wear dropped sets besides the jewerely because we can craft those
  • Preyfar
    Preyfar
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    Keep_Door wrote: »
    This should be easy for anyone to understand. I mean a crafted set you can make the perfect trait 100% of the time get all the pieces you need and not to mention in your favorite style.

    Dropped sets take time, hours, weeks, hell sometimes even months to get the prefect traits.

    That being said crafting shouldnt be useless. I dont think it is. Sure compared to some dropped sets crafted sets seem week but thats how it should be.
    Part of the reason I bought ESO in the first place is because I love crafting, and I loved the idea that ZOS promoted early on that crafted armor would always be stronger than dropped gear. And then they took that out. And then they kept introducing dropped sets that changed the game, and reduced the utility of crafted gear. Player made sets never improved. Some even got nerfed. And then they kept introducing crafted sets that really had no real utility in most gameplay, and never went back to update existing sets to give them any sort of functionality to keep them current.

    Crafted sets have never changed to keep up with the game's changes.

    I'm not saying crafted gear has to be BIS, but it really should be better than it is currently.

    > Dropped sets take time, hours, weeks, hell sometimes even months to get the prefect traits.

    And becoming a 9/9 trait crafter took 9+ months of research. It took a ton of time. Don't discount my love for crafting, researching every trait and literally hunting down every motif only to get a "lol, sucks to be you!".

    There should be pros/cons to every set in the game. Sadly, for crafting, most of the sets are JUST cons.
    Edited by Preyfar on April 24, 2017 9:14PM
  • MehrunesFlagon
    MehrunesFlagon
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    There is absolutely no reason any crafted set should be even close to equal to drop gear. That is like saying to every single scrub in the game here is a free sharpened vMA staff,moondancer and bsw in perfect traits.No way,The you spent researching is long,but is it time logged in? Hell no.And on the cost thing. People have told me they would pay me real money for some bis slot drops before. Can't say that's the case with crafted gear.

    Thought i would add I did not do such a thing since it would be a violation of tos.
    Edited by MehrunesFlagon on April 24, 2017 9:19PM
  • Preyfar
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    There is absolutely no reason any crafted set should be even close to equal to drop gear. That is like saying to every single scrub in the game here is a free sharpened vMA staff,moondancer and bsw in perfect traits.No way,The you spent researching is long,but is it time logged in? Hell no.And on the cost thing. People have told me they would pay me real money for some bis slot drops before. Can't say that's the case with crafted gear.
    In my view, crafted sets should be all around great choices for *general* sets. They're not entirely specialized, but they are really strong at doing basic tasks. Hunding's Rage and Julianos are good examples of that. They're not BIS, but they're great basic sets that "stack some damage" sets. Not all sets are like this.

    Dropped sets should have unique flavors, things that set them apart and can't be found anywhere else in game. Things like Minor Slayer from Moondancer, Viscous Ophidian and Infallible. Set bonuses you can't get anywhere else. Those are things that set apart dropped sets from crafted.

    Now let's compare a crafted set with the closet possible dropped set:

    Ashen Grip
    (One of the easiest sets to make.)
    (2 items) Adds 1064 Max Health
    (3 items) Adds 129 Weapon Damage
    (4 items) Adds 688 Weapon Critical
    (5 items) When you deal direct melee damage, you have a 10% chance to breath fire to all enemies in front of you for 1544 Flame Damage. This effect can occur once every 4 seconds.

    Coat of the Red Mountain
    (One of the first dropped sets you can get in the overworld)
    (2 items) Adds 129 Weapon Damage
    (3 items) Adds 967 Maximum Stamina
    (4 items) Adds 688 Weapon Critical
    (5 items) When you deal damage with a Weapon ability, you have a 10% chance to deal an additional 8400 Flame Damage. This effect can occur once every 2 seconds.

    Do you see the difference? Because one of these is pretty good and the other is a joke. The fact is most crafted sets aren't anywhere near comparable with the standard run of the mill dropped set. In fact, by comparison, most of the easily obtained dropped sets in the overworld are easy to obtain, are cheap, and have the benefit of coming with jewelry.
  • Malamar1229
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    I guess you mature with MMOs as you play them, kinda like your taste for alcohol. As kids sure we drank PBR, Keystone, and Busch but as the years went on and we got older, and wiser...we start to appreciate the fine crafted beers and stronger stuff.

    How anyone can enjoy the hamster wheel grind of dungeons for gear just to be relevant in the next tier dungeon is beyond me. I grew out of that money grab trick (yes it is) when Warlords dropped in WoW.

    Every amazing MMO out there (and thats a select few) has or has had player driven economies which means crafters produce the in game products.

    To be honest, Id rather have gear not be a focus in an MMO and rather the content or PvP objectives be focus. How can anyone find it fun farming COA day after day for a sharpened weapon? Wouldnt you rather be in Cyrodiil?

    Edited by Malamar1229 on April 26, 2017 4:04PM
  • Malamar1229
    Malamar1229
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    @STEVIL did you play SWG? before all hell went loose at Sony, there was a "dungeon" that contained a timed crafting station. A guild would bring their crafter and have like 5 minutes to craft Mandalorian armor.

    Likewise, Ive suggested before that Zos can get dungeon replay by adding special drops to bosses to fuel the crafting economy. Like components used in the crafting process.

    also, if style motifs were consumed upon use (meaning 1 use motif per item crafted) it would stimumate crafting enconomy, keep style rare, and increase demand on a somewhat stagnant market. of course, motif drop rates would need to be increased a bit.

  • masterbroodub17_ESO
    @STEVIL did you play SWG? before all hell went loose at Sony, there was a "dungeon" that contained a timed crafting station. A guild would bring their crafter and have like 5 minutes to craft Mandalorian armor.

    Likewise, Ive suggested before that Zos can get dungeon replay by adding special drops to bosses to fuel the crafting economy. Like components used in the crafting process.

    also, if style motifs were consumed upon use (meaning 1 use motif per item crafted) it would stimumate crafting enconomy, keep style rare, and increase demand on a somewhat stagnant market. of course, motif drop rates would need to be increased a bit.

    These kinds of things I have suggested as well. Takes care of the RNG and the Dropped Set Dominance in one feel swoop.
  • STEVIL
    STEVIL
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    @STEVIL did you play SWG? before all hell went loose at Sony, there was a "dungeon" that contained a timed crafting station. A guild would bring their crafter and have like 5 minutes to craft Mandalorian armor.

    Likewise, Ive suggested before that Zos can get dungeon replay by adding special drops to bosses to fuel the crafting economy. Like components used in the crafting process.

    also, if style motifs were consumed upon use (meaning 1 use motif per item crafted) it would stimumate crafting enconomy, keep style rare, and increase demand on a somewhat stagnant market. of course, motif drop rates would need to be increased a bit.

    For me the main thing about crafting is whether or not you can make useful things.

    Consumables - these crafts take less time to master than equip crafting by so much its laughable and cost the same skills to use and they produce stuff that is way far ahead of every drop there is. There is absolutely no question, you use crafted enchants, potions, poisons and/or food/drinks except maybe when killing time against scrub.

    Am i missing the threads about how badly that kills the game?
    Am i missing the threads about how important it is that dropped elixirs be better than crafted ones?

    these can impact directly every aspect of your play - offense, defense, sustain, sneak and movement as well as even the basic experience point gain. They have as much or more impact as some sets.

    Where are the threads crying for the delve bosses to absolutely wiothout wquestion drop potions better than what you can craft?

    Are the on another forum category?

    That is very much ample pay back for the skills invested. maybe too much since for the most part when it matters nobody uses drops for consumables.

    For equipment crafting, which takes eons longer and just as many skills and for motifs more hunt/gather/buy... I am NOT advocating for that degree of superiority or even superiority at all. i want some unique elements that guarantee a place at the table alongside drops in endgame builds or at least if not guarantee it make it more likely for some areas. i would love to see it be true that every serious build was a combination of crafted and drops - so that both would get their due.

    its not for me about "the crafting economy" or finding new ways for crafters to fill their time with busy work... its about crafting being as relevant to end game as it can be given its investment in Sp.

    Consider this point:

    Weapon skills cost about 20sp or so as well to get filled out.

    Right now, in end game type stuff:
    DW is part of the strong stam group trial pve dps dw/bow.
    2H is part of the strong stam pvp 2h/bow
    BOW - see above
    S-S is part of many defensive or tank builds in either pve pr pvp end game
    DESTRO is part of most magica builds in pve and pve.
    RESTO is oft seen on healer and on backbar for lots play endgame.

    Now imagine if you will that out of those six weapon lines for all pve and pvp types of content THREE were discarded for any content as "they were for convenience not for end game" or were earmarked as "these should be less than what you need endgame".

    heck imagine if even one of those had little to no role in endgame across the board.

    it would be seen as a problem.

    it would be being dealt with.

    Each right now has a place at the table - just different seats at different parts of the table - but each has a place thaqt is more than "just keeping it warm until Uncle Dropsie arrives."

    Ideas like dungeons dropping pieces so crafters can stay busy or whatever is not the answer to this issue - just because you make giving away style control require more grinding doesn't stop the result only slows the death spiral.

    But the key part is that IF crafted and drops had unique seats at the end game table then there wouldn't need to be this either/or - both could be good and neither would see the effort it took to get the skills and play to do them disrespected. Whether you like crafted or drops as parts of game play, everyone would be on the same page if both had seats at the table when it came to the endgame wedding receptions to join this gear in the bonds of "top drawer build status."

    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."

  • Jollygoodusername
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    "Dungeons should be where we take our best gear. Not where we get it." x Infinite THIS.

    Think about it in terms of a film or Novel, even a history book. When seeking a relic, artifact of legend or just gold, the party always brings it's best equipment, especially so in the Greek mythos!
  • Sallington
    Sallington
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    The game from launch was never supposed to be an RNG dungeon grind. There was supposed to be a very heavy focus on crafting gear.

    That original vision is dead in the current state of the game, with crafting being more of a "gotta catch them all" mini game.
    Edited by Sallington on April 26, 2017 4:52PM
    Daggerfall Covenant
    Sallington - Templar - Stormproof - Prefect II
    Cobham - Sorcerer - Stormproof - First Sergeant II
    Shallington - NightBlade - Lieutenant |
    Balmorah - Templar - Sergeant ||
  • Crafts_Many_Boxes
    Crafts_Many_Boxes
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    "Dungeons should be where we take our best gear. Not where we get it." x Infinite THIS.

    Think about it in terms of a film or Novel, even a history book. When seeking a relic, artifact of legend or just gold, the party always brings it's best equipment, especially so in the Greek mythos!

    This is a lovely idea, but then where's the carrot? Without the ability to actually improve your character by doing a dungeon / trial / etc, I can guarantee that the population of players doing that content will fall by no less than 90%. Without the carrot, very few want to chase the stick. We're not exactly the Argonauts here, we're just MMO players who love their shinies. The game will become Elder Crafters Online (Heavy Attack Addition).

    The structure of the modern MMO is dependent on being able to obtain the best gear by going into the hardest dungeons and raids. If ZOS' original goal was to oppose this system and push crafting, they must have realized exactly what I'm saying here at some point, didn't want a nonexistent endgame, and decided to change their vision. Changes like these happen to all MMOs.

    A lot of the arguments coming from the crafting side are about time invested. I put X hours into researching all these traits, getting all these motifs, spent X gold. So what? So what if you spent hundreds of hours learning traits? All that really entails is getting a bunch of zone drops, pressing a few buttons while staring at a crafting table, and twiddling your collective thumbs for days / weeks/ months. It isn't hard, nor does it take skill or any sort of competence with game mechanics. It's time consuming, but that's about it.

    As I've said earlier and in other threads, I'm fine with crafters who are dedicated and have all these traits / motifs being able to craft gear that is NEARLY BiS, perhaps with very similar set bonuses to dropped trial gear. However, this gear must be soulbound to them alone.

    Regardless of how the game started out, it's clear that the current "soul" of the game is aligned with other modern MMOs, which is a system of instanced endgame progression. As such, the best gear needs to go to players who have displayed great skill and mastery of the combat system while in these instances.

    Now, if bosses dropped unique crafting components instead of RNG gear pieces, and these components required master craftsmen to create the best gear from them, it might be something of a compromise. This would have to come with the crafted item being only equippable by the player who received the component drop from the boss, however. It would help reduce RNG, encourage endgame PvErs to also craft, and provide a high source of income for dedicated crafters who do not do this content.
    Edited by Crafts_Many_Boxes on April 26, 2017 5:49PM
  • qsnoopyjr
    qsnoopyjr
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    Drops are better.

    Infallible? Drop only. Grothdarr? Drop only. Burning Spell Weave? Drop only. Intelligence jewelry? Drop only

    Only time I see crafted being better than drops is from lvl 1 to 49.
    Edited by qsnoopyjr on April 26, 2017 5:57PM
  • Phatmattfu
    Phatmattfu
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    This is a patience and perseverance vs instant gratification issue.

    Getting the perfect drop is a lot more fun than fighting the crafting table boss.

    Yea research is SUCH HARD WORK.

    ie. I'm researching right now at work, and can even do it in my sleep.



  • vyrzeden
    vyrzeden
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    If it could be done all over:

    1) All set gear is crafted, including jewelry. Random stuff (x helmet of health) would still drop.
    2) Completely rework the temper system.
    2a) Green tempers drop from overland/delve/public dungeon/dolmen enemies, refined from raw mats.
    2b) Blue tempers drop from group dungeon enemies/public dungeon bosses at a %chance. 100% chance from group dungeon bosses.
    2c) Purple tempers from vet dungeon/normal trial enemies at a % chance, 100% from vet dungeon/normal trial bosses.
    2d) Gold tempers drop in vet trials at a % chance, 100% from vet trial bosses.
    2e) Tempers of all kinds are also rewarded in PvP at whatever levels are commiserate with PvE diffculty.
    2f) Possibly tempers as quest rewards.
    3) 1 Temper = 1 100% upgrade of a piece of equipment. Must still go in order (Green->Blue->Purple->Gold).
    4) Tempers are NOT BoP and can be sold.
    5) Once you upgrade an item, it becomes bound.
    6) Scrape the Temper-based skills in each craft skill line (both the refinement and upgrade)
    7) Deconstructed items (crafted/dropped) of a specific quality have a small base chance to return a temper of that quality. This can't be increased.

    There ya go. All gear is crafted by crafters with the best sets still requiring a certain number of researched traits. Thus crafters supply the best sets and all are on equal footing except with regards to time spent researching.



  • Daemons_Bane
    Daemons_Bane
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    vyrzeden wrote: »
    If it could be done all over:


    2d) Gold tempers drop in vet trials at a % chance, 100% from vet trial bosses.
    2e) Tempers of all kinds are also rewarded in PvP at whatever levels are commiserate with PvE diffculty.
    2f) Possibly tempers as quest rewards.


    There ya go. All gear is crafted by crafters with the best sets still requiring a certain number of researched traits. Thus crafters supply the best sets and all are on equal footing except with regards to time spent researching.



    I would be strongly against that.. Why would I, as a crafter, have to be forced into trials/PvP to get a better chance for my gold tempers?
    Edited by Daemons_Bane on April 26, 2017 6:17PM
  • vyrzeden
    vyrzeden
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    vyrzeden wrote: »
    If it could be done all over:


    2d) Gold tempers drop in vet trials at a % chance, 100% from vet trial bosses.
    2e) Tempers of all kinds are also rewarded in PvP at whatever levels are commiserate with PvE diffculty.
    2f) Possibly tempers as quest rewards.


    There ya go. All gear is crafted by crafters with the best sets still requiring a certain number of researched traits. Thus crafters supply the best sets and all are on equal footing except with regards to time spent researching.



    I would be strongly against that.. Why would I, as a crafter, have to be forced into trials/PvP to get a better chance for my gold tempers?

    If you are going to quote me, why don't you quote the whole thing?

    4) Tempers are NOT BoP and can be sold.

    If crafters can sell to trial runners/PvP, why can't they turn around and sell to crafters?
  • Daemons_Bane
    Daemons_Bane
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    ✭✭
    vyrzeden wrote: »
    vyrzeden wrote: »
    If it could be done all over:


    2d) Gold tempers drop in vet trials at a % chance, 100% from vet trial bosses.
    2e) Tempers of all kinds are also rewarded in PvP at whatever levels are commiserate with PvE diffculty.
    2f) Possibly tempers as quest rewards.


    There ya go. All gear is crafted by crafters with the best sets still requiring a certain number of researched traits. Thus crafters supply the best sets and all are on equal footing except with regards to time spent researching.



    I would be strongly against that.. Why would I, as a crafter, have to be forced into trials/PvP to get a better chance for my gold tempers?

    If you are going to quote me, why don't you quote the whole thing?

    4) Tempers are NOT BoP and can be sold.

    If crafters can sell to trial runners/PvP, why can't they turn around and sell to crafters?

    I qouted the parts I needed :smile:

    I know that you want them to be sellable.. But I would be against a system that makes it that much harder for me to get them, since I have absolutely 0 interest in trials and/or PvP.. As it is now, I can get them by doing what I've done the whole time.. Crafting :smile:
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