I don't think it's going to add to the creep in the same way CP and new sets do, but it's going to give the game a lot more options and shake the meta a little (which is needed).
I'm sure they're gonna nerf some crafted sets in this update...
But grinding other things to get the materials to improve jewelry. I honestly doubt that ZOS will implement simple nodes to gather ressources from. And we have to grind for the transmutation cristals, alot of them if the trait change on jewelry happens to be 50 like on the other armorpieces.
Lots of work coming up, still existed thou.
There will have to be a raw material to craft rings from, I wonder how grindy it will be to get it. Inb4 gather 100pcs of flyspec, and refine into 1 glipglop, then combine 100 glipglops into 1 flipflop, etc.
Thats how @Yolokin_Swagonborn wrote it in a different thread in general ESO discussions and its written funny as hell.
But i dont think they will implement a "craft 100 of that to then craft 1 of that" mechanic, that would be something new to ESO. i think it will be more like transmutation stones. Allthough that will lead to a new currency kind.
Another thing could be that we find the materials in the allready existing nodes, like from iron you get gems, from runes you will get the powerstones, leather and cloth could be needed for inbedding or something like that. would be cool in my opinion
WrathOfInnos wrote: »Jewelry crafting will not cause power creep for end game players. There is no combination of 2 5-piece crafted sets that can beat trials gear and monster sets. There are some fun combinations, niche builds, and well-geared new players that will benefit from this, but I don't see any change to the ceiling.
One interesting implication is that gold jewelry from vet trials is no longer needed, since armor pieces can be farmed on normal and crafted jewelry can be worn. This likely will reduce the number of people running vet trials, but only for those that never actually wanted to run them. Anyone that enjoys trials will still run them for fun (since most jewelry gets vendored after awhile anyway). I don't think there's anything wrong with allowing lower skilled players to get fully geared from normal trials, maybe they will be more confident to learn vet if they feel like they have the right equipment first.
As for overpowered combinations, I'm highly skeptical. Crafted healer sets are pretty bad, and tank sets provide no group support. DPS sets are the most likely to be combined: Julianos, Hundings, Night Mothers, Mechanical Acuity, but none of these combine well. Acuity is weak when paired with any of the other 3 listed because they all have 2 crit bonuses. NMG and Hundings could be decent, but it's no more powerful than Sunder + Hundings or Briar + NMG (both of which are available already). I've seen some talk of TBS, but the set is pretty terrible since the Mundus Stone nerfs.
The only builds that really get more powerful are hybrid DPS, that can combine 2 of the many hybrid crafted sets. I highly doubt that these builds will be able to compete with single resource builds even with this small buff.
I would love to hear some examples of OP combinations from anyone concerned about it.
SGT_Wolfe101st wrote: »WrathOfInnos wrote: »Jewelry crafting will not cause power creep for end game players. There is no combination of 2 5-piece crafted sets that can beat trials gear and monster sets. There are some fun combinations, niche builds, and well-geared new players that will benefit from this, but I don't see any change to the ceiling.
One interesting implication is that gold jewelry from vet trials is no longer needed, since armor pieces can be farmed on normal and crafted jewelry can be worn. This likely will reduce the number of people running vet trials, but only for those that never actually wanted to run them. Anyone that enjoys trials will still run them for fun (since most jewelry gets vendored after awhile anyway). I don't think there's anything wrong with allowing lower skilled players to get fully geared from normal trials, maybe they will be more confident to learn vet if they feel like they have the right equipment first.
As for overpowered combinations, I'm highly skeptical. Crafted healer sets are pretty bad, and tank sets provide no group support. DPS sets are the most likely to be combined: Julianos, Hundings, Night Mothers, Mechanical Acuity, but none of these combine well. Acuity is weak when paired with any of the other 3 listed because they all have 2 crit bonuses. NMG and Hundings could be decent, but it's no more powerful than Sunder + Hundings or Briar + NMG (both of which are available already). I've seen some talk of TBS, but the set is pretty terrible since the Mundus Stone nerfs.
The only builds that really get more powerful are hybrid DPS, that can combine 2 of the many hybrid crafted sets. I highly doubt that these builds will be able to compete with single resource builds even with this small buff.
I would love to hear some examples of OP combinations from anyone concerned about it.
Mechanical Acuity and War Machine, currently you can't have both active at the same time, only hoping to proc the 6 sec crit on the back bar, with the ability to craft MA jewelry you could run a 5-5 and 100% uptime on both sets. Not saying it is broken, I am looking forward to this and from a lore perspective it makes sense. I can make a wooden staff that can be infused with the power of lightning but I can't make a ring?