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Reworking crafting mats to 5 tiers (like jewelry)

richo262
richo262
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First question I have for you. If you had to remove 5 materials ie Iron, Steel from each non-consumable crafting tree (save for jewelry) which would you remove? Ideally refer to lore or logic for your rational. For instance, I consider 'High Ore' to be impractical as Steel is made from Iron ore + Carbon + Heat. There is no 'Steel ore' in nature. I consider Dwarven ore to be contrary to lore and prior Elder Scrolls games as dwarven ingots are primarily found in dwarven ruins and recycled dwarven equipment.

I prefer how jewelry has only 5 tiers of materials. The only criticism I have is that some of the tiers become quickly redundant once an account hits CP160. No player that has hit CP160 has ever had a need to craft CP70 items (for themselves at least). A CP160+ does however have a genuine use case for materials between level 1 - 50 as they may wish to fit out an alt. Once they hit 50 and their account CP kicks in, they won't be crafting anything below CP150, and if they have the mats CP160. Both CP150 and CP160 use the same material.

Other crafting trees such as Blacksmithing have 10 tiers and also suffers from obsolete materials that inevitably serve little function. Below is what I consider improvements to crafting generally, and also the CP tier items and how they function. It also ensures that all materials used serve a purpose.

What I've written below is in relation to Blacksmithing (but logic can apply to all) and serves to:
  • Ensure all crafting materials have a proper function at all times
  • Improve the logic / lore of the materials available
  • Improve how CP gear works to make crafting between CP1 and CP 150 actually not just worthwhile, but beneficial.

To ensure all mats serve a purpose, and improve how CP gear functions for players I propose below.
  • Iron - Tier 1 (Level 1 - 14) [Any item crafted level 10 - 14 is renamed from Iron to Steel]
  • Orichalum - Tier 2 (Level 15 - 29)
  • Galatite - Tier 3 (Level 30 - 39)
  • Quicksilver - Tier 4 (Level 40 - 50)
  • Ebony - Tier 5 (CP+)

Ebony does all CP
  • 10 ingots - CP1-150 - 'Up to CP150'
  • 100 ingots - CP160 (Or keep the same ingot requirement as it presently is)

I've reworked how CP CRAFTED items works. It is no longer a 'You must be this level to equip' but rather a 'It won't scale down until', 10 Ingots will create an 'up to CP150' item. So a CP1+ can wear it and can continue to wear it up to CP150 without it scaling down. Given how quickly CP points are gained, how it currently works, the player flies through their gears level in hours of play time. This at least makes the gear a bit more worthwhile. Could even make it 100 ingots = 'Up to CP160' that would be great gift for a new player that just entered CP. An item that would never scale down.

This actually provides a benefit to crafted items for new players. Naturally as a player hits CP160 they will venture out and get trial gear, but at least if they find a crafter on their travels what they get will serve them well, rather than serve them for a few hours until they blast through another 30 CP points and their purchase / gift becomes redundant. I've also noticed that on guild traders that CP160 crafted gear is far more common than say, CP70, naturally expected given its market is much smaller. This way, crafters can make 'cheap CP gear (for CP1-150)' and 'expensive CP gear (CP160)' and know their market will be greater. The players at CP70 will also have more options as they can just buy and equip CP150 and not worry about scaling down until they hit CP151.

This will render crafted gear uniquely more desirable to new players (that have entered CP) than set items sourced from overland/dungeons/trials. Which is perfect really, because it is not practical for somebody to try to kit out a full set until they are CP160 as the pieces will be of varying levels by the end.

Ores removed - Feel free to correct me, I don't proclaim to be a lore guru.
  • High ore - This is what is used to make steel, and not logical
  • Calcinium - Lorewise this is found under the water. It would have been better suited as a material style for Grave Deep
  • Dwarven - As per other games, it is not found as ore.
  • Voidstone and Galatite are associated with Daedric metals. Voidstone is speculated to come from the void or a daedric plane, so Galatite is more fitting to Nirn.
  • Rubedite? How dare it compete with Ebony. Outrageous.
Edited by richo262 on March 27, 2026 6:43PM
  • coop500
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    Sadly probably couldn't remove Rubedite due to coding and people's stockpiles and the like. BUT I do agree that I'd like to see this trimmed down. I doubt they'd ever do it, but less inventory bloat is always nice.
    Hoping for more playable races
  • cyclonus11
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    Also remember that the materials have a default color. Changing from rubedite (ruby red) default color to an ebony (black) color might irritate some.
  • tomofhyrule
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    I will say that I do enjoy seeing the other mat types. They each have a world model, so I like to have my alts specifically stop at some point so I can see those models in the world. My favorites are to see Mahogany wood around, or Ironweed flowers - they definitely look better than the bright red stuff we have at max level. Obviously I only do crafting on my main though.

    If we wanted to save database and crafting space, I’d honestly start with getting rid of things like the “partial style mats” we got from TG through Vvardenfell. The partial jewelry dusts also are unnecessary.

    While I am one of those people who thinks a lot of inventory issues are self-inflicted (if you don’t have plus, do you really need to harvest every flower and decon every piece of gear?), I do think a good way to deal with that would be to put the Style Mats into a special bag regardless of ESO+. There are more than enough of those at this point that a free “Style Mat Bag” would not take away much from ESO+ and would alleviate some problems. I still do think ESO+ should be incentivized, particularly in the absence of any monetized DLC, mainly because server space ain’t free.
  • wolfie1.0.
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    I will say that I do enjoy seeing the other mat types. They each have a world model, so I like to have my alts specifically stop at some point so I can see those models in the world. My favorites are to see Mahogany wood around, or Ironweed flowers - they definitely look better than the bright red stuff we have at max level. Obviously I only do crafting on my main though.

    If we wanted to save database and crafting space, I’d honestly start with getting rid of things like the “partial style mats” we got from TG through Vvardenfell. The partial jewelry dusts also are unnecessary.

    While I am one of those people who thinks a lot of inventory issues are self-inflicted (if you don’t have plus, do you really need to harvest every flower and decon every piece of gear?), I do think a good way to deal with that would be to put the Style Mats into a special bag regardless of ESO+. There are more than enough of those at this point that a free “Style Mat Bag” would not take away much from ESO+ and would alleviate some problems. I still do think ESO+ should be incentivized, particularly in the absence of any monetized DLC, mainly because server space ain’t free.

    There are exactly two reasons style items exist still. Furnishings and crafting master writs. Otherwise, they are pointless.

    As for the rest of the mats... honestly anything in the CP ranges can be retired and just use reduced amounts of max tier values for crafting.

    There is no way to unlearn CP so once you hit 50 and get to cp ranges... you wont ever need cp 40 gear ever again. And honestly as someone who has many accounts, once I hit cp range on an account I dont even bother with crafting any gear until they get to cp 150 or 160.
  • Elvenheart
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    I just wish they had never added the furnishing crafting materials like Mundane Runes and Heartwood and such.
  • Rev Rielle
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    It could do with a lot of work yes. The tier system is a mis-match of multiple achaic systems in game now that, don't really work together anymore, really could do with a lot of refining, or even complete removal.

    As acquiring equipment these days has become largely about adventuring in certain dungeons/trials/arenas/et cetera to acquire them, I'd argue the tier system for crafting could be thrown out entirely (along with the 0-50 character-leveling system, and maybe even 0-160 Champion point crafting tier system) and all affected game and systems balanced accordingly.

    It's not a trivial project to undertake however, and I doubt development would do it. I think it's one of those "Ideally we'd like to do X' situations, but the return for investment is nonsensical. Time and resources are better spent working on new content.

    Bascially, more than anything else, we can thank the One Tamriel release for the convoluted and overlapping systems we're faced with today. It felt like at release (and still does) a knee-jerk reaction to the wild success of the GW2 system at the time, but was never really thought through or implemented effectively here in Tamriel.

    Edited by Rev Rielle on March 27, 2026 10:37PM
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  • Onestly
    Onestly
    Soul Shriven
    I'm mostly in agreement with this suggestion, though I think it's the style materials rather than the ores and such that are mostly cause for headache. Without the style materials, or if they weren't assigned as they are, we might have easily used more ores for tiers from previous lore, like malachite and corundum. But with the system we do have, your suggestion might be more elegant implementation.

    Though I do also wonder about skill points. If the tiers were reduced to just five, would the required skill points to get to last tier also be reduced to five? That would certainly help never characters and players who don't have as many skill points yet to spare, but for veterans getting more points you don't realistically need to spend on anything is meaningless.
    cyclonus11 wrote: »
    Also remember that the materials have a default color. Changing from rubedite (ruby red) default color to an ebony (black) color might irritate some.

    Honestly, how much the red rubedite can stand out in most areas can be a bit jarring to me. While I'd love to have the metals and woods blend in a bit more with the scenery and be a bit more difficult to spot like some alchemy flowers are, I do agree that this might be a sticking point to some players.
  • Arunei
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    They honestly could have stuck to base game Style mats for most of the Motifs in the game. I don't remember if Daedra Hearts/Daedric was added after launch or not, but like...every Argonian Motif (like Elder Argonian) could have just used Flint. Every Imperial Motif (like Colovian) could have just used Nickle. Every Daedric Motif could have just used Daedra Hearts. All the Dunmer Motifs (like Telvanni) could have used Obsidian. All the Redguard Motifs (like Akaviri) could have just used Starmetal.

    Now there are Motifs would have needed their respective Style mats, like Sea Giant and Pyandonean. But stuff like Order of the Hour? They're a Cyro group, make their mat Nickle. Silken Ring? Led by ex-Morag Tong and worship Mephala, it could have either used Obsidian or Daedra Hearts. Silver Ring? The group formed in High Rock, it could have used Molybdenum.

    It would be nice if we could condense mats down to general use rather than a bunch of specific things. Mats for Food or Drink for example; make all vegetable mats Fresh Vegetables, all fruits Fresh Fruit, condense the different meats into White Meat or Red Meat, and so on. The different Crafting skills could have their mats condensed like OP suggested too. It would streamline crafting and make it easier for new players to understand, easier for everyone not to need a bunch of mats for all the different CP levels like now, and REALLY help with inventory management for folks without Plus. It would also help the database by removing a bunch of items that we'd no longer need.

    Sadly I doubt we'll ever get stuff like this because it would involve reworking a lot of stuff, and the code is so spaghetti after all these years that removing a lot of things that become redundant could break any number of other things. Plus the items that everyone has now would be a matter to deal with. Stuff like Food mats would just get converted, but what would you do to compensate specific mats like Dwarven Ore/Ingots that are being removed rather than converted? What if item conversion goes wrong and all those items wind up getting deleted? I know we've had stuff get changed before, like Soul Gems and Vault Keys, but those would be a smaller scale thing than something like this.
    Edited by Arunei on March 28, 2026 12:27AM
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  • richo262
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    coop500 wrote: »
    Sadly probably couldn't remove Rubedite due to coding and people's stockpiles and the like. BUT I do agree that I'd like to see this trimmed down. I doubt they'd ever do it, but less inventory bloat is always nice.

    If this was ever implemented they would swap out mats like they did for Jewelry grains to full plates. Nobody would need to lose anything. You keep your Rubedite stack, it just renamed to Ebony. You'd probably get a more of the new Ebony as (not at a ratio of 1 for 1) other mats that in the CP range would also swap for Ebony. Your current Ebony stack, according to the example above would become Quicksilver as that would replace the current Ebony in the 40-50 range. The only thing the player might notice if they weren't aware of the upcoming patch that brings this is, where did my Rubidite go? Why do I have so much Ebony? Why do my dailys now require Ebony? They'd do some digging and figure it out, but ultimately not be robbed of anything.
    I will say that I do enjoy seeing the other mat types. They each have a world model, so I like to have my alts specifically stop at some point so I can see those models in the world. My favorites are to see Mahogany wood around, or Ironweed flowers - they definitely look better than the bright red stuff we have at max level. Obviously I only do crafting on my main though.

    If we wanted to save database and crafting space, I’d honestly start with getting rid of things like the “partial style mats” we got from TG through Vvardenfell. The partial jewelry dusts also are unnecessary.

    While I am one of those people who thinks a lot of inventory issues are self-inflicted (if you don’t have plus, do you really need to harvest every flower and decon every piece of gear?), I do think a good way to deal with that would be to put the Style Mats into a special bag regardless of ESO+. There are more than enough of those at this point that a free “Style Mat Bag” would not take away much from ESO+ and would alleviate some problems. I still do think ESO+ should be incentivized, particularly in the absence of any monetized DLC, mainly because server space ain’t free.

    I agree that some do look far superior than others. For a late stage crafter, all nodes (except platinum) pretty much end up the same shade of red unfortunately. At least end game would have some variety.

    I also agree that Style mats probably need some solution as new sets every patch with new style material is not exactly scalable.

    I find most trait items to be so abundant (save for Nirncrux and most of Jewelry) to be redundant. They don't vendor, and they are so abundant they don't really sell for much on the traders. Most can go. Recycle the assets as 'treasures'.
    Onestly wrote: »
    I'm mostly in agreement with this suggestion, though I think it's the style materials rather than the ores and such that are mostly cause for headache. Without the style materials, or if they weren't assigned as they are, we might have easily used more ores for tiers from previous lore, like malachite and corundum. But with the system we do have, your suggestion might be more elegant implementation.

    Though I do also wonder about skill points. If the tiers were reduced to just five, would the required skill points to get to last tier also be reduced to five? That would certainly help never characters and players who don't have as many skill points yet to spare, but for veterans getting more points you don't realistically need to spend on anything is meaningless.
    cyclonus11 wrote: »
    Also remember that the materials have a default color. Changing from rubedite (ruby red) default color to an ebony (black) color might irritate some.

    Honestly, how much the red rubedite can stand out in most areas can be a bit jarring to me. While I'd love to have the metals and woods blend in a bit more with the scenery and be a bit more difficult to spot like some alchemy flowers are, I do agree that this might be a sticking point to some players.

    That is a good point regarding skill points. Two positions is 1) It works for Jewelry, so could just try that or 2) this:
    • Point 1 - Default starting position (Iron)
    • Point 2 - Research perk
    • Point 3 - Orichalum
    • Point 4 - Research perk
    • Point 5 - Galatite
    • Point 6 - Research perk
    • Point 7 - Quicksilver
    • Point 8 - Research perk
    • Point 9 - Ebony CP150
    • Point 10 - Ebony CP160

    That way research is merged with the main tree. Reason is, we still have to put 10 points into the primary craft just as before but the standalone research perk is removed and merged into the primary. The standalone research perk is a skill that most people remove (or should remove) if they complete all the research. Now it is not a future redundant skill but more of a stepping stone you must acquire to get to level 10. It also means the future redundancy of the standalone research perk becomes irrelevant, and the requirement for 'research' before a new tier of mat unlocks also implies the character has to go and actually learn something (lore wise, they don't need to actually research items to unlock the next level) before they can delve into a whole new metallurgy with the next point.

    The inspiration requirement should be lesser for the research parts and greater for the others (total inspiration requirement to max the tree is the same though). This way the player can get to the next tier at ideally the same rate they level and don't get stuck in a research bracket when they need Orichalum.
    Arunei wrote: »
    They honestly could have stuck to base game Style mats for most of the Motifs in the game. I don't remember if Daedra Hearts/Daedric was added after launch or not, but like...every Argonian Motif (like Elder Argonian) could have just used Flint. Every Imperial Motif (like Colovian) could have just used Nickle. Every Daedric Motif could have just used Daedra Hearts. All the Dunmer Motifs (like Telvanni) could have used Obsidian. All the Redguard Motifs (like Akaviri) could have just used Starmetal.

    Now there are Motifs would have needed their respective Style mats, like Sea Giant and Pyandonean. But stuff like Order of the Hour? They're a Cyro group, make their mat Nickle. Silken Ring? Led by ex-Morag Tong and worship Mephala, it could have either used Obsidian or Daedra Hearts. Silver Ring? The group formed in High Rock, it could have used Molybdenum.

    It would be nice if we could condense mats down to general use rather than a bunch of specific things. Mats for Food or Drink for example; make all vegetable mats Fresh Vegetables, all fruits Fresh Fruit, condense the different meats into White Meat or Red Meat, and so on. The different Crafting skills could have their mats condensed like OP suggested too. It would streamline crafting and make it easier for new players to understand, easier for everyone not to need a bunch of mats for all the different CP levels like now, and REALLY help with inventory management for folks without Plus. It would also help the database by removing a bunch of items that we'd no longer need.

    Sadly I doubt we'll ever get stuff like this because it would involve reworking a lot of stuff, and the code is so spaghetti after all these years that removing a lot of things that become redundant could break any number of other things. Plus the items that everyone has now would be a matter to deal with. Stuff like Food mats would just get converted, but what would you do to compensate specific mats like Dwarven Ore/Ingots that are being removed rather than converted? What if item conversion goes wrong and all those items wind up getting deleted? I know we've had stuff get changed before, like Soul Gems and Vault Keys, but those would be a smaller scale thing than something like this.

    I completely agree, and have advocated for multi-purpose style mats in the past. I actually think they should remove the base style materials from the game and as a requirement for crafting (and reduce the daily gold reward ever so slightly to factor in the gold sink these style mats do provide for dailies). Then have the new style materials for greater sets multi purpose going forward. This requires some consideration for furniture crafters though. If the basic style mats were removed from the game, they'd simply be removed and the player would receive the gold it would cost to purchase from a vendor, which is about 15g each if I recall. Or the amount of gold received into the economy is ridiculous due to all the combined store in the ESO bags. Convert X basic styles for 1 bound mimic stone, rounded up.

    I agree re condensing food items. Poulty and pork could just be 'light meat'. This might mean killing a pig strangely results in a chicken sandwich but it would trim low tier mats down. Even if they only went half way with your suggestion and didn't trim it down to broad categories like 'Meat' or 'Vegetables' but merged specific like Jazbay Grapes and Surilie Grapes to just 'Grapes' that serves the function of both. That would still halve much of the list while keeping variety.

    The conversion would work the same as what they did to remove jewelry grains from the game. Easier in fact as for many it is just a one for one swap for the non CP mats in the same level bracket, any overlap should favor the higher tier. Ebony would be the only one with any degree of complexity as the CP1-140 mats would be converted at a ratio less than 1 for 1. The amount of mats lost due to rounding would be trivial. The end result is people will actually end up with more Ebony as all their CP mats would roll into Ebony. So the player gets more end game tier mats to be safe. Given how useless the non CP150-160 mats are, I don't think the players would mind their CP1-140 mats being exchanged for a lower rate to avoid hickups to the economy being over supplied. They'll essentially get drained of a material they'll never use again for a less amount of a material they will actually use.
    Edited by richo262 on March 28, 2026 2:11AM
  • Katahdin
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    IDK, I think this is a lot of work for a nothing problem.
    Id rather see them put effort into things that are real problems.

    Once you get one character to CP160, you dont need any of the CP 10-150 mats any more, just sell them if they are taking up too much space.

    Edited by Katahdin on March 28, 2026 4:29AM
    Beta tester November 2013
  • richo262
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    Katahdin wrote: »
    IDK, I think this is a lot of work for a nothing problem.
    Id rather see them put effort into things that are real problems.

    Once you get one character to CP160, you dont need any of the CP 10-150 mats any more, just sell them if they are taking up too much space.

    The dev's are focusing on precisely this sort of thing now, revamping old system, QOL, etc.

    This function isn't entirely for people that intend to never look at CP1-140 again. It is just as much for crafters and making crafting sets more appealing. Furthermore as the productive conversations have emerged above, it is about a general clean up of the existing items too.

    You are correct this has less value to a player that is CP160 and has no intention of crafting. This is for crafters, people that like a functional and cleaner inventory, and also new players. I know far too many people that have been turned off this game due to the inventory management being all over the place. ESO+ is not a valid solution for new players that are being turns away from a game before they've played it long enough to consider committing to it with ESO+. Culling redundant items from the game would improve that situation considerably.
  • richo262
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    cyclonus11 wrote: »
    Also remember that the materials have a default color. Changing from rubedite (ruby red) default color to an ebony (black) color might irritate some.

    Simple fix, all crafted sets that used Rubedite upon these proposals going live are set to the same shade of red on any color slot that hasn't already been changed by the player. That way the default is black, but this red is imposed over default slots that have not has a color expressly chosen by the player only. Aesthetically no change made. Pretty simple check.

    If CP150 or CP160 crafted item.
    Convert all blank color slots to appropriate shade of red.

    Personally, I wouldn't bother with this, the red is pretty nasty. Black is much better.
    Edited by richo262 on March 28, 2026 4:54PM
  • DoofusMax
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    I feel ya on the frustration here. The major problem was that Jewelry was back-fitted onto the existing 10-tier gear-crafting system. This is not particularly unique to ESO, though. Daggerfall had 10 tiers for weapons and 12 for armor. ESO kind of kept that hierarchy with a bit of shuffling: Silver carrying over to Jewelry, Elven/Mithril/Adamantium disappearing, and Daedric becoming a style rather than a material. Arena had eight (Daedric and Orcish/Orichalcum weren't there). Reverting to a 5-tier system would certainly save on skill points, but there are enough skill points available that it's really more of "I like this lore idea because it gives me a dozen-ish extra skill points that do not need to go into crafting skillls."
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • jad11mumbler
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    I've said it before, all CP 10-140 mats are useless after they removed vet ranks.

    Sure, keep some material to cover those ranks, most of them can and should be removed.

    Most lower levels can be reworked now too.


    The material system is a relic of the past, when levelling took longer and vet ranks were around.

    Nowadays, you dont need to do "50 - cp 160" on every character like you did with vet ranks, and most people won't even change gear after 50 until they do hit cp 160.
    It's so quick to level now...

    ZoS needs to update the materials to match the current level system.

    It'll be a shame to see so many mats removed, but it would be better IMO.
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  • jad11mumbler
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    Would be neat to hear Kira / her teams feedback on this one, its a "minor" issue but shouldn't be too hard to change.

    Since in the stream they did tell us to leave suggestions :p
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  • Emeratis
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    I would like something like this to be explored personally. I was never a fan of when t10 mats were added to the game and the gaudy red ore/base armor colors. Also might leave room for things like a desperately needed alchemy mat expansion/overhaul if crafting inventory pinch isn't too bad in other areas.

    For those who prefer the look of things we still have the Rank 1-10 dyes in the outfit station in game. We also have seen recent changes such as the ticket to trade bar conversion and given ye olde infamous vma perfected incident backlash, I'm sure they would take the approach of players having their existing gear at max level/rank be transferred to whatever is in the new system if these changes are explored. Kira's team and the new team in general seem more willing to update outdated systems without stepping on the toes of players while doing it so I could see this being something they explore.
  • Malyore
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    I think this is a great idea and am all in favor for it.
  • richo262
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    I just posted a non-consumable rework
    https://forums.elderscrollsonline.com/en/discussion/690244/reworking-consumable-materials/p1?new=1

    Similar goals as I've stated above.
  • katanagirl1
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    I’ve always liked that the top tier mats are bright red for ease of farming. I’m on console and we only recently got HarvestMap addon.

    I also have concerns about how any changes to the mat level structure might affect what we already have on all of characters.

    I really think it’s fine the way it is.
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  • richo262
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    I’ve always liked that the top tier mats are bright red for ease of farming. I’m on console and we only recently got HarvestMap addon.

    I also have concerns about how any changes to the mat level structure might affect what we already have on all of characters.

    I really think it’s fine the way it is.

    Anything pre-crafted would not be affected save for perhaps a name change. Only CP10-140 items will just become 'Up to CP150'. So you won't be forced to unequip an item.
  • katanagirl1
    katanagirl1
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    richo262 wrote: »
    I’ve always liked that the top tier mats are bright red for ease of farming. I’m on console and we only recently got HarvestMap addon.

    I also have concerns about how any changes to the mat level structure might affect what we already have on all of characters.

    I really think it’s fine the way it is.

    Anything pre-crafted would not be affected save for perhaps a name change. Only CP10-140 items will just become 'Up to CP150'. So you won't be forced to unequip an item.

    I’m not thinking of those levels, I just feel like there might be unintended consequences for such a radical change to a system that has been in place for so long. One slight coding error could wreak havoc on gear we already have created for our characters.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Necromancer
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
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