Was it a mistake or not a mistake to redesign crafting in dragonflight?
No and yes. No, because it needed a rework. Yes, because they way they changed it made it a tedious nightmare. I love to craft and I bowed out this expansion. It isn’t worth the aggravation.
Column A, Column B.
I loved the skill point idea, but I despise the lack of catch up. I should be able to create a new toon, and get the exact same amount of points my main has with a 12 hour grind.
I love the profession system for crafted gear, i dislike it for consumables - if they removed the ranks from consumable gear it would be a big improvement, on that note i also dislike the rank system of gathered mateials.
Crafting gear is fine. Ranks for gathered materials and consumables was a step too far.
Not a mistake. They did it on purpose.
But seriously, no. There are some issues, but by and large it does what they said was their intention for it. Which is that people can choose to invest the time to specialise in their crafting. I think that’s a fine idea.
I think the change is fine.
However, you shouldn’t have to do raids or spend 1mil gold to get patterns for crafting that people are actually going to want. The reason why I’ve stuck with my JC is because all the patterns people want JC just get, outside of ringbound hourglass which doesn’t require raiding to get.
Crafting is awesome now. It’s more engaging for an RPG. But there does need to be some tweaks and refinements to it. Knowledge points, crafting orders, they need some fixes.
But crafting is a hundred times better than it used to be, imo.
I don’t mind that there was no catch up. It meant the time invested was worth the return.
To me, it meant “I am stuck with whatever toon I first take into an expansion, and I can not take any breaks or have any IRL issues, because I will be too far behind to catch up, and make a trade chat break in”.
I think the rework was lame. Very passive. Didn’t really change crafting, just made you bad at things until you specced into them.
But old crafting was also lame and I can appreciate that crafting is actually a part of progression now.
There have always been rare drop patterns and raid drop patterns for WoW’s entire history, except shadowlands. They fixed a lot of the acquisition as the tiers went on, like people without the profession or that have already learned them can’t roll need on them anymore from raids, and they let them drop from current raid content. The biggest issue with hourglass and lariat is that they were stuck in their old acquisition methods, so their supply dried up very quickly as fewer and fewer people kept doing them. If hourglass and lariat patterns had been in researchers under fire, and the superbloom rewards, it would have gone a long way towards affordability while still keeping them rare enough that it’s a nice windfall if/when you get them.
The thing thats painful is some of these patterns you will make more off via selling the pattern than crafting them. I know this pain all too well as a Blacksmith - the raid drop patterns are aweful as a craft but decently available - yet the dungeon drops with a super low droprate and extremly rare (haste proc legs + pet) are only valuable because of the super low droprate.
Yeah, that’s more of a balancing issue though. You’d still make 0 gold on them even if they were learned from the trainer.
It depends on what their goal was. To me it was a huge failure since you could only level the skill half way without investing significant time.
What Fobnop said. I’m already lazy to begin with, on top of being stupid busy. All that grinding ain’t it.
So I tip well.
80% of a great idea held back immensely by 20% of terrible implementation.
One of their goals was to let crafters differentiate themselves from other crafters based on what they spec into. The specific example they used was “you can be known as the helm crafter on your server.” This wouldn’t work if everyone could make everything at max knowledge immediately. The time investment needed to max is a feature.
It’s not a mistake if they learn some lessons from it.
Few things that come to mind for me:
The 3 quality ranks decimate bags imo. So that should go.
Knowledge points being gated by weekly quests was trash and should go.
Not being able to respec knowledge points was kind of rough. They don’t need to make it so you always can all the time, but it needs some sort of respec system.
I prefer this system over SL and it’s miles better than the Legion/BfA system. It could use some adjustments to leveling and work orders, but I’m happy with it, overall.
And I’ll second the feedback about multiple ranks of mats being a pain in the backside, though I think it wouldn’t be so bad if we didn’t have so many different currency items taking up bag space.