1) Being able to set up Loadouts and assign them to your hotbar.
Something I saw people discussing in another thread. The ability to set up loadouts (basically like outfits, but for gear and skills) and put them on your hotbar to swap between them on the fly. I just want to express how awesome I think this idea is.
Justification: Saves a boatload of time for people who have to change gear mid-dungeon.
2) Characters who know how to use rare mats have a better chance of finding them.
Chances of finding Perfect Roe when filleting fish are increased by 5% for every recipe the character knows that involves Perfect Roe. Furthermore, the chances of finding Perfect Roe are increased by a further 10% if the character is under the effects of Hissimir's Fish-Eye-Rye.
Chances of finding Aetherial Dust is raised to 1/1000 if the character knows the Mythic Aetherial Ambrosia recipe.
Chances of finding Fortified Nirncrux in Craglorn is increased by 2% for every piece of armor on which the character has researched the Nirnhoned trait.
Chances of finding Potent Nirncrux in Craglorn is increased by 4% for every weapon on which the character has researched the Nirnhoned trait.
Chances of finding temps/wax/rosin when refining mats are increased by 5% for each level of that line's "Expertise" passive the character has unlocked.
Justification: Having the knowledge to use this stuff is absolutely worthless if rng adamantly refuses to give it to you. The Mythic Aetherial Ambrosia recipe is literally nothing more than a walking wad of cash. Despite the fact that recipes are supposed to be used, this one is completely and utterly wasted because of just how rare one of the ingredients is. Either don't have the recipe in the game at all, or make it at least viable to use.
3) Assistants should have additional features when placed inside homes.
Another thing I saw elsewhere in the forums that I think deserves more attention. Normally, the banking assistant doesn't let you access your guild banks or guild stores. I believe that if you interact with him after he has been placed in your house, that should change. Same with the merchant who doesn't repair your gear, and the fence who charges you a fee and doesn't launder stuff for you. If you put them in your house and interact with them there, they should behave exactly like any other NPC merchant/banker/fence.
Obviously, this wouldn't change how they behave while outside the home.
Justificatiion: Being able to access Guild stuff in what could end up being a Guild Hall makes sense. Having the merchant repair your armor, and having a fence that not only doesn't apply a fee, but also helps you launder your items is mostly for convenience, but it's the kind of convenience that would be appropriate for having at your house.
4) The PvP bounty/repeatable quest system should be far more streamlined.
For clarity, I'm referring to the: Scouting Missions, "Killing enemies of a specific class" Missions, Capturing Resource Missions, Capture Keep Missions, and Capture Elder Scrolls Missions.
Bounties no longer count towards the 25 quests we're allowed to have in our quest log. They are listed under a different section than other quests.
Bounties are Alliance-wide:
- Upon entering Cyrodiil you automatically receive your Alliance's bounties.
- Everybody in the Alliance will have the same bounty, meaning they will all naturally gravitate towards the same targets, and said targets will be achieved faster.
- Anyone in the Alliance can contribute towards the bounties.
- When the bounty is complete, everybody in that Alliance gets the gold, XP, and AP reward without having to return to the bounty boards. It is then automatically replaced by another bounty of the same type.
- Upon leaving Cyrodiil, all bounties are abandoned automatically and you no longer receive the rewards from them.
Scouting missions will still require returning to the bounty board, mainly because delivering your scout report back to base is part of the mission.
Justification: It's a mess having to coordinate who has what quest active to make sure you all get the most out of capturing a specific keep or resource, and having to return to the bounty board is just a waste of valuable time that could be spent setting up an attack on the next keep. It breaks the flow, and it's something that PvP doesn't need.
5) Switching Alliance in PvP should exist.
For obvious reasons, this would only be possible between campaigns, not in the middle of one. Furthermore, when joining a new campaign, you may choose any Alliance you want.
Wouldn't affect anything outside of Cyrodiil. You'd still have to complete the main questline and guild quests in your home Alliance.
Justification: We can already visit any Alliance whenever we want without issue. A character being permanently restricted to one team doesn't even make sense.
6) Master Writs should offer more Writ Vouchers depending on how many traits the set requires, with 9 trait sets offering significantly more.
Only "valid" counterargument I've heard: There's no extra effort involved in crafting as part of a set with a higher number of traits.
My rebuttal: The effort is in the setup. It takes a ton of time and investment to get all 9 traits on every single item. Nirnhoned items in particular are expensive as hell, so getting that trait on everything is a pain in the neck. If the writ is asking that we go through all that to craft the item it's after, it should offer an appropriate number of writ vouchers.