First up, I love the new crafting system. It’s way better than the old one. There’s so many really good ideas here. But there’s also a number of substantial flaws. I just wanted to put out a list of what I think the major issues are, in the hopes that we get a blue post before too long about whether or not these are major issues, and what steps are being contemplated to address them. Blizzard has been really good about communication in Dragonflight, so let’s try to provide an organized list of issues that we’d like to hear from the devs on. The idea here is not to provide a list of changes that we’d like to see made, but rather a list of pain points that need to be addressed by some change or another. Here’s my list; feel free to add to it:
- Massive mismatch between supply and demand for crafting orders.
- Leveling to 100 skill shouldn’t be as frustrating and near-impossible as it actually is.
- Alchemy RNG feels bad.
- There’s a Catch-22 in skill development; no one wants your Rank 2-3 crafts, but you can’t get big enough to do Rank 5 crafts unless people are buying your low level crafts.
- From the buyer side, putting up a public work order almost always means getting something less good than you were hoping for, and that feels bad.
- As a result, public work orders are largely being neglected in favor of endless trade chat spamming as buyers seek sellers that can guarantee a certain rank.
- Inability to place multiple work orders at a time.
- Unintuitive specialization UI and skill dependencies combined with no respec means it’s easy to make bad and irreversible decisions about how you spend knowledge points.
- Those problems in many cases can’t be fixed until you hit level 100 and can unlock all specializations, but hitting level 100 is really hard (see above), PARTICULARLY if you made some bad decisions early.
- Sparks are rare, and there’s a good chance that you’ll find a piece of gear for the slot minutes after you spend a spark there. This makes sparks feel more valuable than the gear you can get with sparks.
- Consortium rep and mettle are farmable by constant profession-swapping.
- Bad tutorials
- Mats more pricey than finished goods (might need more data on this, this might be a Week 3 Thing).
- Inability to sim crafting with different combinations of mats unless you have them in bags.
- Some professions (alchemy, engineering?) have nothing worth making a crafting order for.
- Inspiration useless at certain points (not enough skill to up a rank, max rank already guaranteed).
- Multi-craft feels bad in crafting orders, the buyer not the seller feels the joy of the proc, but it’s the seller who invested in multi-craft.
- Rank 3 consumables very hard to craft and end up being insanely expensive. (You can invest all your knowledge in crafting weighstones, but you can’t guarantee a rank 3 unless you’re full profession gear, skill 100 (HOW, if you’re specialized in weighstones?), and spending illumination mettle on the craft.) And a rank 2 craft will probably lose you money. Relying on Insight RNG to make money feels bad.
- Matrix IVs are badly tuned. Just as hard to craft a 382 Matrix IV as it is to craft a 386 epic recipe, but WAY cheaper. So there’s much more demand for R5 Matrix IVs then for epic recipes, but Matrix IVs don’t give skill up.
- Crafted trinkets are undertuned, which is a huge problem for anyone who has specialized in some version of trinket crafting, particularly scribes specialized into darkmoon decks.
I think that’s about it. Feel free to add to this list with constructively-phrased descriptions of your personal pain points. What feels bad about interacting with the new system?