I played most in Wrath/Cata, popped in and out after and now playing War Within consistently. The professions (Tailoring in this example) convoluted, confusing and overly complex compared to old school. As a more casual-ish player I don’t have time to sit and learn this stuff. For some reason it’s been so difficult to level in and I’m just lost. I’m learning, slowly but it needs to be simplified a little bit.
If your focus is crafting, you spend points in one tree. If your focus is more gathering cloth, spend points in a different tree. I think you’re making it overly difficult in your head.
I actually hate the new system. We have four different qualities of material and three different skill talent trees, each with five branches just for one profession. It couldn’t have been made more confusing if we had handed George Washington an iPhone 16 and asked him to call Benjamin Franklin
It’s not really complicated or convoluted at all, its just slow to get knowledge points and people don’t like that.
I think the current crafting system is much better than the old one where you mostly just leveled it to max then never touched it again because crafting was worthless. (aside from consumables or a few oddball items)
I do think we don’t need so many quality ranks though.
They could’ve left the system alone and actually made the crafted items worth something. Much easier fix.
I agree with the others, its not complicated just takes a lot of time. Proffessions havent been fun in Retail for a long time for me. Its more of a chore now.
Pretty much. The player first move would be to make base boe items for the ah that can be upgraded via crests.
The token sales first move is what we got.
Agreed.
Current crafting favors RMT botting to the max.
Could very well be. I just don’t get why it has to be like that, you know. But you could be right.
Things are only worth something when there is demand and limited supply.
If the barrier to making it is too low, it doesn’t matter how useful the item is, it still won’t be worth anything when everyone can make it easily.
I love the new crafting system letting the gear making professions stay relevant throughout an expansion.
I dislike most of the talent trees tied up in making gathering professions feel decent and all the different material ranks making every item take up 3 different bag slots (but i guess the recent bank rework mostly solves that space issue).
Id like a change so garunteeing silver quality comes pretty early (base skill is capped and you have the maxed profession gear) and all the node specilization talents are more for amount gathered or bonus resources.
Vanilla crafting was better than what we have now. You’re basically a vending machine with zero player interaction.
Just insert the mats and gold then pull the lever.
New crafting actually makes it worthwhile to invest effort into crafting unlike BfA and earlier, without making it a literal gold sink like it was in SL where progression was “make 45 worthless legendaries per slot so you can make max rank”. As someone who actually engages with professions, TWW is easily the best they have been, ever.
And while that is true, the other option would create a more competitive market and allow people who are discouraged by the current crafting system to actually participate. The only people that are currently happy with it are the ones who are willing to spend all of the time sorting it out and maxing it out so that they can charge whatever they like. If the system were more balanced and easier to use more people would participate and create a more level playing field as far as gear options go. People would still make money. They just wouldn’t make millions. That could also help the gold sink issue.
It took me all of 10 minutes of reading to figure out exactly how to handle the current crafting system.
Though, that said, I do wish that everything in game were explained in the game. In general, telling a new player “just go to wowhead and figure it out from there” ain’t exactly going to sound attractive to someone getting started with WoW.
There are lots of options to change how this all works, we aren’t bound to two options.
This would increase supply, decreasing items value.
Yes, that is the current format for keeping supply low and it discourages more casual players from becoming high end crafters. That’s how it was intended to be (be that good or bad)
If your goal is to decrease prices and make items worth less, which seemed to be the opposite of your stated goal
Then that would be a way to do that.
I disagree, the purpose of a gold sink is to remove gold from the world economy, not distribute it differently between players. Making professions more accessible would make them cheaper to specialize in. That would increase the amount of transactions between players which would have a negligible impact on currency being made unavailable to the in game economy.
We just have SubSpec of crafting like we had in classic. Want to be an armorsmith or weaponsmith?
It gives more RPG to crafting. You can’t just be a tailor with 75 skill points and master everything anymore.
Well, then allow me to be perfectly transparent:
Crafting should be simplified, allowing more participation, regardless of how it affects the price of the item being sold either through crafting orders or at the auction house. It’s a video game not Wall Street. People should be encouraged to do professions not the other way around.
Perfectly valid opinion, thanks for clarifying.
yeah, I hate professions now.
Ask me why I keep going back to rolling new alts and playing old content over and over. lol.