Integral1900 wrote: »Turns out the drop chance of these blasted transmute gems in normal ain't even close to 50 percent, more like ten
So to fix 1 item it's 40 vet dungeons, or about ten months for me lmao
Or a decade in normal
Time to switch to all crafted gear me thinks, this system is a bust
Integral1900 wrote: »Turns out the drop chance of these blasted transmute gems in normal ain't even close to 50 percent, more like ten
So to fix 1 item it's 40 vet dungeons, or about ten months for me lmao
Or a decade in normal
Time to switch to all crafted gear me thinks, this system is a bust
Integral1900 wrote: »Turns out the drop chance of these blasted transmute gems in normal ain't even close to 50 percent, more like ten
So to fix 1 item it's 40 vet dungeons, or about ten months for me lmao
Or a decade in normal
Time to switch to all crafted gear me thinks, this system is a bust
@Integral1900 To be really honest if the content that you're playing is Normal mode then it really doesn't matter what traits your gear is in, and the system isn't designed to address any issues with normal mode content.
The transmutation system is there to address the more difficult content & end-game side of the spectrum where having specific high end items in perfect traits does make a big difference to leaderboard scores and ability to handle the hardest content in the game.....
When people have done hundreds of vMA runs to get even a half decent trait then there's something wrong, and thats what transmutation will do well... it gives those players a finish line so they won't be grinding hundreds of runs just to get a weapon they need... they'll be doing at most 40.
Worth just keeping in mind what its there to do before saying the system is a bust... its actually going to accomplish exactly what its been designed to.... but there really isn't an issue at normal level content that needs adressing with traits.
Integral1900 wrote: »Integral1900 wrote: »Turns out the drop chance of these blasted transmute gems in normal ain't even close to 50 percent, more like ten
So to fix 1 item it's 40 vet dungeons, or about ten months for me lmao
Or a decade in normal
Time to switch to all crafted gear me thinks, this system is a bust
@Integral1900 To be really honest if the content that you're playing is Normal mode then it really doesn't matter what traits your gear is in, and the system isn't designed to address any issues with normal mode content.
The transmutation system is there to address the more difficult content & end-game side of the spectrum where having specific high end items in perfect traits does make a big difference to leaderboard scores and ability to handle the hardest content in the game.....
When people have done hundreds of vMA runs to get even a half decent trait then there's something wrong, and thats what transmutation will do well... it gives those players a finish line so they won't be grinding hundreds of runs just to get a weapon they need... they'll be doing at most 40.
Worth just keeping in mind what its there to do before saying the system is a bust... its actually going to accomplish exactly what its been designed to.... but there really isn't an issue at normal level content that needs adressing with traits.
So people like me shouldn't want to polish our charecters..... what a narrow way to look at it
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
Personally I think the PTS forum should be behind a gate that requires a code to login, you only get the code after logging on to the actual PTS. Too often these forums get bombarded by apocalyptic views of people that have never ever been on the PTS and simply want to preserve whatever broken combinations they're currently using.
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
Personally I think the PTS forum should be behind a gate that requires a code to login, you only get the code after logging on to the actual PTS. Too often these forums get bombarded by apocalyptic views of people that have never ever been on the PTS and simply want to preserve whatever broken combinations they're currently using.
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
Integral1900 wrote: »Turns out the drop chance of these blasted transmute gems in normal ain't even close to 50 percent, more like ten
So to fix 1 item it's 40 vet dungeons, or about ten months for me lmao
Or a decade in normal
Time to switch to all crafted gear me thinks, this system is a bust
There are plenty of veteran dungeons that are fairly easy to complete, like City of Ash 1. If you're having an issue with completing those, trait changing wouldn't have benefitted you a whole lot to begin with.
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
Personally I think the PTS forum should be behind a gate that requires a code to login, you only get the code after logging on to the actual PTS. Too often these forums get bombarded by apocalyptic views of people that have never ever been on the PTS and simply want to preserve whatever broken combinations they're currently using.
So log in, wayshrine into cwc through a guuldmate, look at the city, log out, talk smack, profit?
I say vCoA1 is easier than normal WGT or IcP, vBC1 is pretty hard because of the random one shot, wayrest 2 is easy for being an 2 dungeon.Integral1900 wrote: »Turns out the drop chance of these blasted transmute gems in normal ain't even close to 50 percent, more like ten
So to fix 1 item it's 40 vet dungeons, or about ten months for me lmao
Or a decade in normal
Time to switch to all crafted gear me thinks, this system is a bust
There are plenty of veteran dungeons that are fairly easy to complete, like City of Ash 1. If you're having an issue with completing those, trait changing wouldn't have benefitted you a whole lot to begin with.
Yap, I mean I can complete vCoA 1 with guildmates in 15 minutes, it's not so hard. On the other hand I also think that 40 crystals for a retrait maybe needs to drop down to 20 or 25.
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
^^^^. This.
Especially since a lot of what is posted in the forums is incomplete or entirely incorrect.
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
Some stuff requires no testing to be fair. Anyone who plays the game enough can see something broken instantly. Like that staff for PvP is too strong. Those buffs are ether the effect of a skill (a big reason to use the skill) or from two different 5 pieces. So putting it in one weapon and skill is obvious that it'll be too strong. One guy in a group keeps that on me and I'm screwed.
What's there to test about the alliance war? What will logging into a pts tell me about that? There were no changes, so what can I test?
The vma weapon/spell damage removal is a nerf to them in pvp which makes them useless. No further testing required. It's there in black and white.
I do like how you rehashed the old "this will be a buff if" with the "you can now safely enchant". Made me chuckle
disintegr8 wrote: »Us console users don't have any PTS access, so can only base our comments on the patch notes.
Transmutation will mean nothing to me as I don't run a lot of vet content - so I still get no real benefit for the time and effort put into trait research and motif hunting. It would be nice to see some additional ongoing benefits for high level crafters. Maybe reductions in crystals needed or increased chance/number of them dropping based on traits researched or motifs learnt (or other achievement).
I can certainly see the easiest vet dungeons being farmed like mad for crystals and I pity the poor lowly puggers trying to figure out mechanics while others in their group are racing through them as quick as they can.
There needs to be more than one method of getting the Transmute gems than just doing vet dungeons. How about purchase for AP or Tel Var?
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
Some stuff requires no testing to be fair. Anyone who plays the game enough can see something broken instantly. Like that staff for PvP is too strong. Those buffs are ether the effect of a skill (a big reason to use the skill) or from two different 5 pieces. So putting it in one weapon and skill is obvious that it'll be too strong. One guy in a group keeps that on me and I'm screwed.
What's there to test about the alliance war? What will logging into a pts tell me about that? There were no changes, so what can I test?
The vma weapon/spell damage removal is a nerf to them in pvp which makes them useless. No further testing required. It's there in black and white.
I do like how you rehashed the old "this will be a buff if" with the "you can now safely enchant". Made me chuckle
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
Some stuff requires no testing to be fair. Anyone who plays the game enough can see something broken instantly. Like that staff for PvP is too strong. Those buffs are ether the effect of a skill (a big reason to use the skill) or from two different 5 pieces. So putting it in one weapon and skill is obvious that it'll be too strong. One guy in a group keeps that on me and I'm screwed.
What's there to test about the alliance war? What will logging into a pts tell me about that? There were no changes, so what can I test?
The vma weapon/spell damage removal is a nerf to them in pvp which makes them useless. No further testing required. It's there in black and white.
I do like how you rehashed the old "this will be a buff if" with the "you can now safely enchant". Made me chuckle
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.
Some stuff requires no testing to be fair. Anyone who plays the game enough can see something broken instantly. Like that staff for PvP is too strong. Those buffs are ether the effect of a skill (a big reason to use the skill) or from two different 5 pieces. So putting it in one weapon and skill is obvious that it'll be too strong. One guy in a group keeps that on me and I'm screwed.
What's there to test about the alliance war? What will logging into a pts tell me about that? There were no changes, so what can I test?
The vma weapon/spell damage removal is a nerf to them in pvp which makes them useless. No further testing required. It's there in black and white.
I do like how you rehashed the old "this will be a buff if" with the "you can now safely enchant". Made me chuckle
ZOS_GinaBruno wrote: »Right, but what you (the general you) might be missing is how that staff performs against another player that's wearing a re-balanced item set, for example. That's why we ask you to try it in context instead of just looking at a single number or single patch note.
ZOS_GinaBruno wrote: »More importantly, please actually log into the PTS to try the changes, then give your feedback. While we certainly appreciate everyone's feedback based on the PTS patch notes, it helps to try things contextually and in the proper environment.