Crafting: Old days vs. now

Define “better.”
Is the gear or items better in quality and longevity? Of course it is. I never debated that.
I’m talking about the process to get it into the hands of a buyer. It could be the early AH, or it could be the Consortium method, but the process today is like @Kaladnei said. Working people have maybe a couple hours a night to play, and the selling process takes a couple days, unless a guildie is buying explicitly from your character. It could be greatly simplified, without losing any of the improvements in gear.

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Are you aware that’s always been the case man?

I sure as hell didn’t make Masterwork Stormhammers in BC or Wrath. I did in Classic. What it really looks like, is that your trying to attack the argument but instead you are showcasing your complete lack of knowledge on the subject by restating the obvious. Can’t think of any other word besides delusional if you think that it’s not sheer rubbish to be locked at 65 Blacksmithing unless you craft spark gear.

God have mercy on the souls of the Alchemists as well. Wild Experimentation should be called “Delete Herb”.

Last but not least. Reality check mate. We don’t have an economy. What we have are bots selling single herbs for a low price to trick people into selling at that price, and then using automation to buy it back and reposting it at a far higher price. Oh and that’s not counting Blizzard’s recent fix to KP to make them cap.

Thanks for that Blizzard. Now we’re months behind all the bots.

This system unlike Final Fantasy XIV’s is calibrated to incentivize buying a token to get the gold for what you need. Blizzard should spend less time on “Season of Discovery” and more time on the actual game and expansion.

Blizzard’s ‘facelift’ on professions, was about as well executed as Michael Jackson’s facelifts were.

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The new style of crafting is a bit of a pain and I found out too late about using skill points, not being allowed to reallocate them and finding you’ve taken something you shouldn’t have taken.

This time, I’m not using any skill points until I have to, but I’ll have to do some research on what I would want. Research. :frowning:

The amount of mats needed to make anything ((cooking)) uses so many mats to make just an item to craft with, it’s pretty crazy.

In Beta, they gave us 1000s of items to craft with and it hit a point where it would take so many mats to make something you could use to cook with, the number was like 200-300? It seemed painful to have to craft that many in one sitting, so I quit doing it. I’m still trying to cook in game, but even the buff you get from the items, so far, is a 15 minute buff; like low level items. Reminds me of Vanilla, but you need about 20 or 25 pieces o’ meat to make a piece o’ meat to craft food with.

I’m trying not to think of it. But I haven’t liked crafting in DF or now. - The amount of mats, the variety of mats where there is 3 levels of the same mat? This is a bit too much, for me. I don’t really care what level the mat is if I’m making an item. It just takes up a ton-more-bag space.

I’m glad others are finding it stimulating! I wish I could but it’s kinda bogged down, for me.

edit: weird formatting thing

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Only one problem. That isn’t what they are talking about.

No one is complaining about the Artisans Consortium or the method by which we can find buyers. No, what we’re complaining about the crafting aspect which is inordinately complicated, as well as the convoluted trees that you can’t respec, and which get you to the point where we deal with what you call ‘The Buyer’. This applies to both Gatherers and Crafters equally. Not buyers.

The work order concept is excellent. But unfortunately it is hampered by the system, because the problem is getting to the point where we can actually use that or make something meaningful enough to be desired. Did this suitably simplify things in a way that made the problem easier for you to understand?

One last point. The amount of time invested in professions completely soft-locks people into playing specific characters even if they want to do something different. That means that nerfing X or Y class is more apt to make those players quit instead of reroll. Why would they quit?

Because Blizzard has made advancement in Professions wildly unenjoyable or locked behind months (or years) of work, since we can’t respec or recover KP from bad selections; Blizzard may as well offer players who slogged through DF a paid Class Change Service.

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Crafted gear was utterly useless between Wrath and BFA though.

That’s a failure on the part of the Devs, not the system itself.

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After leveling to max each crafting spec in each Expac since TBC, I didn’t max out any crafting in DF - none. I gave it a serious try, but they just took all the fun out of it for me. It’s abundantly clear that they threw crafting under the bus solely in order to sell more tokens, and I won’t participate in it ever again.

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Nah. There have been players asking for a more in depth and progressive Crafting system for years and this is it. It’s the end game for many players.

Asking for it to go back to the old system would be like asking to remove M+ and go back to Normal and Heroic dungeons only.

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Ah yes, the time where everyone could make everything, had to beat the mob and hope you would no be beaten by someone willing to abase himself into nothingness for a fee.

I got a druid LW, I went with leather armors, enabled her to provide for the rest of the leather wearers in my stable. It did leave the mail wearers in the dumps for armors, but you know what I did? Wait its gonna blow your mind! I made friends with hunter LWs who went for mail armors! You read it right! Unbelievable right?! In a MMorpg! Nothing convoluted there! Eventually my druid was able to cover the mail but I still referred my fellow LWs whenever I saw someone calling in trade and could not/want to craft something. Socialising! What a concept!

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I despise the new crafting system. Which works out because now I don’t have to do anything with it so now I focus on better stuff. Yay. I only have JC still for toy and mount making.

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There’s things I like and things I don’t like. I like they they’re trying new things to keep professions interesting/fresh. The concept of knowledge trees is fun, but it’s frustrating that I need to make multiples of each profession in order to provide everything and to provide it at the quality that people want. You know how expensive it was to max level 6 blacksmiths?? Or 3 enchanters? Enchanting was the worst. Ugh. Also the trees aren’t always simple to understand what you need to get certain skill up. Luckily I tested tailoring on beta or I wouldn’t have known to put points into hats/robes in order to do better profession equipment (all the other professions have a well defined prof equipment branch).

I HATE the advertisement factor of the craft order system. Hate it. With multiple toons that have multiple crafts - I cannot easily advertise in trade what I can all do. Plus on a high pop realm you’re messages are rarely seen - especially at the beginning of an expansion or patch/raid release. You post what you can craft and within a second at least 2 - 5 more posts appear. I hate how long it can take to explain to buyers what they need to do. Some think they can just trade me the mats. Some think they can give me rank 1 mats and get max quality. Some think I’ll use 300 concentration for their 100g tip.

I would much rather be able to post everything on the AH. In fact, I’ve made way more posting directly than through craft orders so far this past week.

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My only real issue with this version of crafting is that materials always cost more than the finished product. Make crafting specializations exclusive, an either/or kind of thing, rather than being able to learn everything.

I feel like this called crafting on small servers.

That’s almost always been the case in every iteration of WOW since gathering reagents takes more time and effort than sitting in town and crafting.

Gear and weapon crafting was only good for launch patch and xmog before the overhaul last expac. I enjoy the change.

In the old days, I always had my crafting professions maxed. Now, no way in hell. I don’t do end game content and peak around 75/100, so I see no point. Nobody is going to want anything I can make. Now, I’m collect-only.

It used to be that a person could find whatever they needed, though some were more rare than others, without having to do a particular piece of content. The user interface was smaller and simpler, too. There’s no justification for what they did to it in my opinion.

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I hate moderen crafting and have had a strong dislike for it since legion

But i agree i miss old crafting

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I like the new crafting system. Feels more like actual crafting and not hitting craft all and afking. But then I’ve played games with far more complex crafting system then even this new Wow version of crafting.

My opinion is that they are trying to make crafting an end game activity with a significant time commitment. Just like mythic raiders are “elite” you are also “elite” if you max out crafting.

I despise the new system and refuse to engage in it. I’ll just buy what I need.

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Most laughable decision they ever made. First time I genuinely questioned the company’s directives. I still haven’t let it go.

Especially when they slap its literal Auction House value on the front page where you buy it. It’s dead center. Maybe they just wanted to cycle in some way that players could keep their real currency and get more game-time while others essentially “donated” it to them for fake digital currency.

Honestly don’t know what baffles me more.