One is base game (translated 'free'), the other requires a purchase.SimonBelmont wrote: »It makes no sense why you would have even considered putting it in the Excavation line in the first place...
Mettaricana wrote: »Im sure a future alchemy or jewlery hireling will be tacked on to some other skill line as filler passives...
I agree, now here I think the treasure chest passive in Excavation is designed to specially to sell skill lines in crown store.I can't argue.
My biggest issue with excavation is that once you max it out on a few toons you run out of zone purples to excavate which makes leveling it that much more difficult on future toons, that is until you can grind 30+ crystal things in coldharbor.
I like to get the rank 9 passive on any character I am running through a dungeon so that I may help the party find chests easier, especially now with collections and everyone wanting to get weapons for collections (which only drop out of a chest randomly or RNG off last boss), but this is difficult to do until you can scry and dig yellows.
barney2525 wrote: »How come none of the chests are ever Mimics ?
NotaDaedraWorshipper wrote: »barney2525 wrote: »How come none of the chests are ever Mimics ?
Because there are no mimic chests in Elder Scrolls. Booby traps on chests are common in the singleplayer games though.
I can't argue.
My biggest issue with excavation is that once you max it out on a few toons you run out of zone purples to excavate which makes leveling it that much more difficult on future toons, that is until you can grind 30+ crystal things in coldharbor.
I like to get the rank 9 passive on any character I am running through a dungeon so that I may help the party find chests easier, especially now with collections and everyone wanting to get weapons for collections (which only drop out of a chest randomly or RNG off last boss), but this is difficult to do until you can scry and dig yellows.
Another one in the tunnel up to the mountain skyshard in Cyrodil I think.NotaDaedraWorshipper wrote: »barney2525 wrote: »How come none of the chests are ever Mimics ?
Because there are no mimic chests in Elder Scrolls. Booby traps on chests are common in the singleplayer games though.
I think there is one mimic chest, the portal to crow's woods.
NotaDaedraWorshipper wrote: »barney2525 wrote: »How come none of the chests are ever Mimics ?
Because there are no mimic chests in Elder Scrolls. Booby traps on chests are common in the singleplayer games though.
I think there is one mimic chest, the portal to crow's woods.
By that logic, neither Antiquity Leads, nor Treasure Maps, should direct us to Base Game zones. Not to mention the fact that many Base Game Delve, Dungeon and World Bosses drop some of the most relevant Antiquity Leads... Oh and, the Base Game has treasure chests in it! ...Sorry but, over-arching continuity and logic should be prioritized over the "present state of the nation" and the hierarchy of DCLs.Treasure Chests are a potential source of both Antiquity leads and further Treasure Chest Maps, which all tie in with a BTP Chapter. It therefore makes sense for the Treasure Chest passive to be where it is and not in the Base Game.
Who said they should be associated with the Antiquities line..? They should be associated with the Legerdemain line, like Treasure Chest.Heavy Sacks do not drop Treasure Chest Maps - as far as I am aware - so it also makes sense that they are not included in the Antiquities passive.
SeaGtGruff wrote: »I think it actually makes sense for it to be right where they put it, since you can't acquire that passive ability unless you gave the Antiquities skill lines, and you need to level the pertinent skill line to be able to invest in that passive ability.
As for heavy sacks, I'd had the same thought a while back, but then I rethought it.
First of all, you don't know what type of goodies will be in a heavy sack-- they could be for Alchemy, or Blacksmithing, or Clothing, or Enchanting, etc. If a heavy sack is going to glow, it might make sense to have it be dependent on the passive abilitites for those crafting skill lines, such that there would be no glow unless you'd acquired the pertinent passive ability-- for instance, it might glow if its contents were Blacksmithing materials, but not if its contents were Woodworking materials, assuming you'd acquired the Blacksmithing passive but not the Woodworking passive. I don't know whether the contents are determined at spawning or upon opening, but assuming the type of contents (but not the level) is determined at spawning then having heavy sacks glow for some types of contents but not for others would make it too easy for players to farm the ones they were more interested in.
And second, I think it's best not to take the glowing too far. I mean, what's next-- glowing butterflies that have butterfly wings but not the ones that have just insect parts? glowing wolves that have leather but not the ones that don't? glowing mudcrabs that have mudcrab chitin but not the ones that don't? To be fair, I've thought about how nice it would be to have those things. But let's be honest-- do we really want everything in the game that could potentially drop a Clothing or Alchemy mat to glow? That would be overwhelming.
Now, I realize that heavy sacks are different, in that they're more like miniature treasure chests than crafting material nodes per se. But there are other things in the game that are even more like treasure chests-- lock boxes, or those various types of chests and trunks you see in the open world and in Dwemer ruins, delves, dungeons, etc. I don't think they glow the way that treasure chests do. Sure, it might be nice if they did; but it would also be overkill, I think.
On the other hand, it makes more sense to me to have those mounds of dirt for treasure maps glow if you have the passive, similar to how surveys glow if you have their respective passives. But then you would potentially get confused between the mounds of dirt for treasure chests and the ones for antiquities, so that would be potentially problematic.
I agree, now here I think the treasure chest passive in Excavation is designed to specially to sell skill lines in crown store.I can't argue.
My biggest issue with excavation is that once you max it out on a few toons you run out of zone purples to excavate which makes leveling it that much more difficult on future toons, that is until you can grind 30+ crystal things in coldharbor.
I like to get the rank 9 passive on any character I am running through a dungeon so that I may help the party find chests easier, especially now with collections and everyone wanting to get weapons for collections (which only drop out of a chest randomly or RNG off last boss), but this is difficult to do until you can scry and dig yellows.
Its an nice passive especially in dungeons but extremely grindy and slow even compared to other grindy skills like undaunted or mage guild.
But you want the skill line on one alt and the rest can just buy it. And I'm one who don't think much else in the game is designed this way
I'm apologize but I Really think this feature is really in the right place.
This is a special feature of actually having levelled the Antiquities skill and should not be diluted.