As much as I agree with you, I feel the devs don't want you to work around that timesink like that.
I had assumed that they would just replace 2 of the 4 potions required with 2 poisons.
LOVE the change to reducing the times Nirnroot will be required for top tier, though I haven't had a problem with keeping up with my own supply - have never had to purchase any from traders at the exorbitant prices.
I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.
I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.
@helediron
Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?
Chilly-McFreeze wrote: »I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.
@helediron
Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?
I jump in here:
-lowers the need of nirnroots
-poisons make up half of the alchemy
-making so many stacks of everything that your inventory is on it's limits is your personal choice
My opinion? If they ask a mastercrafter to do his daily work, he should have to provide everything. Also I dislike that they demand ancestor silk far more often than leather.
Based on patch notes and a little testing, @Chilly-McFreeze pretty much answered on my behalf. Nirnroot is a bigger nuisance than inventory space.Chilly-McFreeze wrote: »I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.
@helediron
Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?
I jump in here:
-lowers the need of nirnroots
-poisons make up half of the alchemy
-making so many stacks of everything that your inventory is on it's limits is your personal choice
My opinion? If they ask a mastercrafter to do his daily work, he should have to provide everything. Also I dislike that they demand ancestor silk far more often than leather.
@Chilly-McFreeze
To counter:
- you can still lower the need for nirnroot without having to make us carry poisons around, most of us have craft bag anyway so asking for Alkahest is a non-issue and still fine
- In my second paragraph in the OP I already suggested compromising by removing some of the potion requirements and making them poisons instead. The issue is the number of items being carried around, it's better to switch a few requirements around than to wholesale add more things
- I make one stack of what is needed and it's not an exclusive habit of mine, it's what master crafters do by default. When a master crafter makes a potion they actually make four of them due to passives. Whatever isn't taken by the writ turn-in sits around in the inventory anyway. Same goes for provisioning writs. It's not a personal choice, it's something the game system forces you into anyway, I just run with it.
There's no need to make the system worse when it could just follow the theme they're going for but engineer it to use the same average inventory space.
Based on patch notes and a little testing, @Chilly-McFreeze pretty much answered on my behalf. Nirnroot is a bigger nuisance than inventory space.Chilly-McFreeze wrote: »I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.
@helediron
Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?
I jump in here:
-lowers the need of nirnroots
-poisons make up half of the alchemy
-making so many stacks of everything that your inventory is on it's limits is your personal choice
My opinion? If they ask a mastercrafter to do his daily work, he should have to provide everything. Also I dislike that they demand ancestor silk far more often than leather.
@Chilly-McFreeze
To counter:
- you can still lower the need for nirnroot without having to make us carry poisons around, most of us have craft bag anyway so asking for Alkahest is a non-issue and still fine
- In my second paragraph in the OP I already suggested compromising by removing some of the potion requirements and making them poisons instead. The issue is the number of items being carried around, it's better to switch a few requirements around than to wholesale add more things
- I make one stack of what is needed and it's not an exclusive habit of mine, it's what master crafters do by default. When a master crafter makes a potion they actually make four of them due to passives. Whatever isn't taken by the writ turn-in sits around in the inventory anyway. Same goes for provisioning writs. It's not a personal choice, it's something the game system forces you into anyway, I just run with it.
There's no need to make the system worse when it could just follow the theme they're going for but engineer it to use the same average inventory space.
Because i am from EU side, i still have incomplete picture. Could you please from NA list all the combinations you have found out from alchemy writs?
Um, that is the OLD circulation in live. What is the NEW circulation in PTS? I am sure some NA crafter has run ten characters daily in PTS. That should reveal quickly all combinations. Because of work, i haven't been able to visit daily PTS, my apologies...Based on patch notes and a little testing, @Chilly-McFreeze pretty much answered on my behalf. Nirnroot is a bigger nuisance than inventory space.Chilly-McFreeze wrote: »I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.
@helediron
Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?
I jump in here:
-lowers the need of nirnroots
-poisons make up half of the alchemy
-making so many stacks of everything that your inventory is on it's limits is your personal choice
My opinion? If they ask a mastercrafter to do his daily work, he should have to provide everything. Also I dislike that they demand ancestor silk far more often than leather.
@Chilly-McFreeze
To counter:
- you can still lower the need for nirnroot without having to make us carry poisons around, most of us have craft bag anyway so asking for Alkahest is a non-issue and still fine
- In my second paragraph in the OP I already suggested compromising by removing some of the potion requirements and making them poisons instead. The issue is the number of items being carried around, it's better to switch a few requirements around than to wholesale add more things
- I make one stack of what is needed and it's not an exclusive habit of mine, it's what master crafters do by default. When a master crafter makes a potion they actually make four of them due to passives. Whatever isn't taken by the writ turn-in sits around in the inventory anyway. Same goes for provisioning writs. It's not a personal choice, it's something the game system forces you into anyway, I just run with it.
There's no need to make the system worse when it could just follow the theme they're going for but engineer it to use the same average inventory space.
Because i am from EU side, i still have incomplete picture. Could you please from NA list all the combinations you have found out from alchemy writs?
@helediron
.... but I already said the nirnroot issue is valid and that it can be fixed in tandem. It's really as simple as having only a few things changed. Currently there are 4 possible things to turn in:
Essence of Magicka (1), Nirnroot (3)
Essence of Stamina (1), Nirnroot (3)
Essence of Ravage Health (1), Lorkhan’s Tears (3)
Essence of Health (1), Nirnroot (3)
This can just be changed to:
Essence of Magicka (1), Nirnroot (3)
Essence of Stamina (1), Lorkhan’s Tears (3)
Ravage Health Poison (1), Alkahest (3)
Gradual Ravage Health Poison (1), Fleshfly Larva (3)
or something similar. Isn't that a better solution all around?
Um, that is the OLD circulation in live. What is the NEW circulation in PTS? I am sure some NA crafter has run ten characters daily in PTS. That should reveal quickly all combinations. Because of work, i haven't been able to visit daily PTS, my apologies...Based on patch notes and a little testing, @Chilly-McFreeze pretty much answered on my behalf. Nirnroot is a bigger nuisance than inventory space.Chilly-McFreeze wrote: »I welcome this change, even if it eats more inventory. I haven't yet tracked the whole cycle. It's slower with the templates to get to PTS.
@helediron
Is that an opinion just for the sake of being contrary, or is there something that could remotely be construed as a justifiable rationale?
I jump in here:
-lowers the need of nirnroots
-poisons make up half of the alchemy
-making so many stacks of everything that your inventory is on it's limits is your personal choice
My opinion? If they ask a mastercrafter to do his daily work, he should have to provide everything. Also I dislike that they demand ancestor silk far more often than leather.
@Chilly-McFreeze
To counter:
- you can still lower the need for nirnroot without having to make us carry poisons around, most of us have craft bag anyway so asking for Alkahest is a non-issue and still fine
- In my second paragraph in the OP I already suggested compromising by removing some of the potion requirements and making them poisons instead. The issue is the number of items being carried around, it's better to switch a few requirements around than to wholesale add more things
- I make one stack of what is needed and it's not an exclusive habit of mine, it's what master crafters do by default. When a master crafter makes a potion they actually make four of them due to passives. Whatever isn't taken by the writ turn-in sits around in the inventory anyway. Same goes for provisioning writs. It's not a personal choice, it's something the game system forces you into anyway, I just run with it.
There's no need to make the system worse when it could just follow the theme they're going for but engineer it to use the same average inventory space.
Because i am from EU side, i still have incomplete picture. Could you please from NA list all the combinations you have found out from alchemy writs?
@helediron
.... but I already said the nirnroot issue is valid and that it can be fixed in tandem. It's really as simple as having only a few things changed. Currently there are 4 possible things to turn in:
Essence of Magicka (1), Nirnroot (3)
Essence of Stamina (1), Nirnroot (3)
Essence of Ravage Health (1), Lorkhan’s Tears (3)
Essence of Health (1), Nirnroot (3)
This can just be changed to:
Essence of Magicka (1), Nirnroot (3)
Essence of Stamina (1), Lorkhan’s Tears (3)
Ravage Health Poison (1), Alkahest (3)
Gradual Ravage Health Poison (1), Fleshfly Larva (3)
or something similar. Isn't that a better solution all around?