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Unique Motif styles for Overland Difficulty

NikoSquared
NikoSquared
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I was thinking of ways for Overland Difficulty being worth it to run other than the challenge side

What if there was a crafting motif that could drop rarely depending on the difficulty selected? So a “Adventurer” style, “Seasoned” style, a “Master” style, and an elusive “Vestige” style

Then, the drop rate could scale based on certain factors of the mob being killed, like
- difficulty of the mob,
- damage dealt to mob on said difficulty,
- damage taken from mob on said difficulty (to all attackers),
- healing/shielding received from players on said difficulty,

and that would help prevent “cheesing” the system to farm motifs, what do you guys think?
  • Erickson9610
    Erickson9610
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    As long as these motifs are not tradable, I don't see an issue. They're purely cosmetic, and disallowing them from being traded prevents them from influencing the economy. Though that does mean if they show up in crafting writs, those players would need to actually play the game in those difficulties to earn those styles.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • WerewolfMoonHunter
    I was thinking of ways for Overland Difficulty being worth it to run other than the challenge side

    What if there was a crafting motif that could drop rarely depending on the difficulty selected? So a “Adventurer” style, “Seasoned” style, a “Master” style, and an elusive “Vestige” style

    Then, the drop rate could scale based on certain factors of the mob being killed, like
    - difficulty of the mob,
    - damage dealt to mob on said difficulty,
    - damage taken from mob on said difficulty (to all attackers),
    - healing/shielding received from players on said difficulty,

    and that would help prevent “cheesing” the system to farm motifs, what do you guys think?

    I like the idea, but the drops must be bound. Otherwise it won't have much sense.
  • LunaFlora
    LunaFlora
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    As long as they are tradeable sure!

    Low drop chances on difficulty modes not everyone will use seems not fun.
    Similarly not fun like Treasure Map antiquity furnishings.


    edited to change "antiquity antiquities" to "antiquity furnishings".
    Edited by LunaFlora on February 26, 2026 6:23PM
    miaow! i'm Luna ( she/her ).

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  • Arunei
    Arunei
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    Why would they need to be bound? People can already do really hard Dungeons and trade the Motifs that drop from those, why would these be any different? The logic of "people would have to do the content" should be applied to ALL Motifs in that case.

    If something like this were to be implemented they should be like every other Motif, which is to say be tradeable.
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • Erickson9610
    Erickson9610
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    Arunei wrote: »
    Why would they need to be bound? People can already do really hard Dungeons and trade the Motifs that drop from those, why would these be any different? The logic of "people would have to do the content" should be applied to ALL Motifs in that case.

    If something like this were to be implemented they should be like every other Motif, which is to say be tradeable.

    I feel that the intention of difficulty-based motifs is to reward you for playing on a higher difficulty, to show off your skill at the game. It's something more than just gold and XP, at least.

    Being able to buy the motifs for the highest difficulty would defeat the purpose of having motifs for utilizing Challenge Difficulty.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Arunei
    Arunei
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    Arunei wrote: »
    Why would they need to be bound? People can already do really hard Dungeons and trade the Motifs that drop from those, why would these be any different? The logic of "people would have to do the content" should be applied to ALL Motifs in that case.

    If something like this were to be implemented they should be like every other Motif, which is to say be tradeable.

    I feel that the intention of difficulty-based motifs is to reward you for playing on a higher difficulty, to show off your skill at the game. It's something more than just gold and XP, at least.

    Being able to buy the motifs for the highest difficulty would defeat the purpose of having motifs for utilizing Challenge Difficulty.
    How though? The person selling it was still able to do it, and just as many would be doing the content for the challenge itself (since that's what so many people claimed to want over the years) and would either use the Motifs or sell them because they don't care about rewards and only actually wanted the added challenge.

    Also how does it defeat the purpose when people who DO want extra rewards use those rewards? You can't claim it would defeat the purpose for everyone when only a portion of people doing the content would be doing it to farm stuff to sell.
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
    Krisiel: Redguard Stamsorc DPS - Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • NikoSquared
    NikoSquared
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    My intent with this post was to have them “unbound” as an item to be sold to other players, in theory being worth lots of gold due to the difficulty to obtain, like Dungeon Motifs.

    Perhaps they could be “bound” as well, maybe it could be similar to scribe scripts, where you can get guaranteed bound drops daily by playing on a higher overland difficulty, but “unbound” is harder to obtain and/or luck dependent
  • Carcamongus
    Carcamongus
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    People have been complaining for years that overland is too easy, so getting what they asked for should be enough of an incentive to up the difficulty. I'm against creating rewards that are limited to those who choose higher difficulties.
    Imperial DK and Necro tank. PC/NA
    "Nothing is so bad that it can't get any worse." (Brazilian saying)
  • Emeratis
    Emeratis
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    I'm personally not a fan of this. I have niche uses for the overland difficulty (mostly actually getting to hear story bosses' dialogue instead of afking til they talk so I don't accidentally nuke them) but outside of that and challenges with friends I'd prefer not to feel pressured to use it when I don't want to. I'd rather them keep the system as more optional/choice based. I think better droprate on existing items would be fine but adding new exclusive drops to higher difficulties is not what I want to see.
  • wolfie1.0.
    wolfie1.0.
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    Arunei wrote: »
    Why would they need to be bound? People can already do really hard Dungeons and trade the Motifs that drop from those, why would these be any different? The logic of "people would have to do the content" should be applied to ALL Motifs in that case.

    If something like this were to be implemented they should be like every other Motif, which is to say be tradeable.

    I feel that the intention of difficulty-based motifs is to reward you for playing on a higher difficulty, to show off your skill at the game. It's something more than just gold and XP, at least.

    Being able to buy the motifs for the highest difficulty would defeat the purpose of having motifs for utilizing Challenge Difficulty.
    Arunei wrote: »
    Why would they need to be bound? People can already do really hard Dungeons and trade the Motifs that drop from those, why would these be any different? The logic of "people would have to do the content" should be applied to ALL Motifs in that case.

    If something like this were to be implemented they should be like every other Motif, which is to say be tradeable.

    I feel that the intention of difficulty-based motifs is to reward you for playing on a higher difficulty, to show off your skill at the game. It's something more than just gold and XP, at least.

    Being able to buy the motifs for the highest difficulty would defeat the purpose of having motifs for utilizing Challenge Difficulty.

    People already buy dungeon runs and trials for achievements for the hardest content.

    All this would do is create a similar market for the harder overland content. It would also make running the harder content have less value overtime.

    Allowing trading would give reason for a person to keep farming the motifs long after the motif was complete.
  • NikoSquared
    NikoSquared
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    People have been complaining for years that overland is too easy, so getting what they asked for should be enough of an incentive to up the difficulty. I'm against creating rewards that are limited to those who choose higher difficulties.

    Which is why I suggested adding a daily bound page, for maybe killing a world boss or similar, that way people would group up to do so (of course, they’d all have to be on Vestige to have solid odds)

    Additionally, Veteran dungeon motifs already exist, and HM increases the drops for those too. This does not clash against existing game design.
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