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" A Crafty Question or More "


Started by BlackHorde
Post #34726
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Aldmeri Dominion (Altmer)
Crafting by Class

A lot of asked questions in reguards to crafting in ESO, but ESO has made it very difficult to give us hints about it. "Rolls Eyes at NDA"
Still here are some interested pointers that pop'd up in the Mumbles Room on the main page.

- Is Crafting is Class Restricted?
- Crafting gains more bonus's from Mages only? aka Jewelry Enchanting - Illusion.
- Will Poison be more Deadly from a Rogue Class?
- Will Stats effect Weapons or Armors that are Crafted like in SkyRim?

Too many Questions and A lot of Pondering.. I hope some insight comes soon.
This post was last modified: February 6th 2013, 02:58 AM by BlackHorde


Please be Careful who you drink with, they could be holding a Slave Collar behind them..
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Post #34728
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i dont think any of that is the case.
For starters. NOTHING is class restricted.
secondly im pretty sure thats not going to be the case, its never been like that in any TES game.

and regarding Poisons. we dont even know if there will be any. We know there is a consumeables slot with a cooldown where you can slot in health or magicka potions.
I for one would like if you could add poisons there to swap your heal for a damage utility.
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The following 1 user likes Sordak's post:
Fayde
Post #34729
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It could be an ability or a tool belt for potions that add more slots?
Like Weapons Swap, Potion Swap would be interesting indeed.
This post was last modified: February 6th 2013, 03:00 AM by BlackHorde


Please be Careful who you drink with, they could be holding a Slave Collar behind them..
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Post #36161
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It'd be great if crafting/professions provided perks and were viable to where there was interest for someone choosing one over another. Such as a weaponsmith is able to enhance their weapon ever so slightly, to give them an edge. Armorsmiths would be able to reinforce their chestpiece. Different things so that the mass of players wouldn't choose a specific one because of its practicality. If each one had it's own edge I feel the crafting scene would be diverse and fruitful with everyone bringing something else to the table; no one character like another.

I feel that limiting a character to one profession would also be interesting. It would force bartering interaction amongst the community with no one being self-reliant. A leatherworker could strike a deal with a skinner for discount prices and so on. In a system like this, I don't see any kind of price being absolutely outrageous because in order to get what you want, you have to be practical with what you've got. Im sure some people could find ways to exploit a system like this, but if they've got the time and the means... So be it. Just some thoughts on my part.
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