Gear Rarity

Post » Sat Dec 07, 2013 12:13 am

Will there be different qualities and rarities of gear (common, uncommon, rare) etc?

Also, do we know if gear will have stat bonuses?


Any info on raids yet? (Aside from the fact they are for 25 people)
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Dale Johnson
 
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Post » Fri Dec 06, 2013 6:13 pm

Obviously they will have AR/defense bonuses of some kind and will probably have enchantments.

They will probably use the old MMO rarity system that almost all MMORPGs use.

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Mike Plumley
 
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Post » Fri Dec 06, 2013 5:57 pm

Player crafting in ESO should also help with this.

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Carys
 
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Post » Sat Dec 07, 2013 1:55 am


It will feel a bit odd if if they don't, but I'm hoping for gear that boosts my templar healing powers.

I will be the raid mastah!!!
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A Lo RIkIton'ton
 
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Post » Sat Dec 07, 2013 7:42 am

I can't remember if there is that sort of system in place, however I do know that there will be variations of stats for each armour piece and weapon. You could find two orcish swords, designed for the same level but one will do 22 dps whilst the other does 25 dps.

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Marie
 
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Post » Fri Dec 06, 2013 6:27 pm

i just hope weapons can be magic without using charges. as much as i love TES i hate how magic weapons are handled. i am sure many people will disagree and tell me how charges are what TES is all about and it has to be that way but whatever, i hate them and wish they were gone

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Carolyne Bolt
 
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Post » Sat Dec 07, 2013 3:48 am

agreed, i always have a mod that gets rid off that or at least makes it easier. No other game series has that system and it barely makes sense

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no_excuse
 
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Post » Fri Dec 06, 2013 7:26 pm


I can't imagine that mechanic would resurface in ESO. Will be interesting to see how they do it. Perhaps % based proccing rather than charges?

Can assume gear can be enchanted with magika, stamina etc. Not sure about weapon enchants though.
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Jonathan Windmon
 
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Post » Fri Dec 06, 2013 8:36 pm

As much as I also dislike charges in TES, saying that they don't makes sense is false. Since magical weapons are fueled with a soul of a fallen creature, and when the weapon is used you also use power from that soul. So recharging the weapon after the soul has expired makes sense.

Anyway, as for rarity, I can imagine they go for a classic MMO style white->green->blue etc. As far as I know they haven't released any info on item magic stats, so we don't know.

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Skivs
 
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Post » Fri Dec 06, 2013 9:38 pm


Well, we do have soul gems. Hopefully will hear more about it soon. Would love a crafting video.
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Invasion's
 
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Post » Fri Dec 06, 2013 10:49 pm

Every game (single or MMO) needs a money sink -- soul gems for recharging weapons is good for that. That is just the cost of "living" in the games, like "car" payments :bonk: and healing pots... We do not know the drop ratio for the loot table yet... So it is all guess work now anyways.

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Charlie Ramsden
 
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Post » Fri Dec 06, 2013 7:56 pm

I hated the charges inherent in magical weapons in the TES games, to the point I preferred weapons that did not HAVE any magical effects. That said, it depends on how hard it is to acquire / fill soul gems to charge magical weapons and how fast those charges get used up. If I am burning a soul gem every day I play for a few hours, that's way too fast. Even if it's not that hard to acquire soul gems and then fill them with a critter's soul (I think the Soul Trap line is open to everyone), I still don't like the micromanagement aspect of too-often recharging weapons.

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naana
 
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Post » Fri Dec 06, 2013 11:26 pm

to me filling soul gems to power my weapons reminds me of the draw system in ff8, hated that also. like i said though i am probably in the minority here though so i will deal

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Erich Lendermon
 
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Post » Fri Dec 06, 2013 8:14 pm

Believe they've said that soul gems are for resurrection only. So they're in, but with a different function.

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jason worrell
 
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