Current painpoints and issues with proffessions

Some of these have been present for a while. Some have been present since the beginning and should have been taken care of for a while. But here we go:

  • Leveling patterns, No green equipment.
    self evident. You can only craft blues, and a handful of profession greens(unless you’re an alchemist or enchanting, get bent losers). This is more of a problem for enchanters. Price of dust is high, and blue shards are nearly worthless.
    ~
  • Material costs seemingly random.
    Said crafting gear have wildly different costs. Some cost 1 core alloy, some cost 2… some need a nullstone?.. They should all be normalized in cost, and side materials brought in(dust, herbs, weapon wraps, ect). Let the materials reflect the actual power level of the item.
    ~
  • Three level71 patterns, and then literally nothing until 80.
    The crafting sigils are not good enough. Make the actual level something that can be changed with mats or let sigil downgrade an item to a specific level. three 71 plans upgrading to three 74 plans is pathetic. We should be able to craft a full set of armor and weapon for a new level 71.
    ~
  • Finishing reagents both weak, and unusable.
    Despite being an early craft, they are only usable after considerable investment into specific paths. Some feel useless by the time you get to use them. They all offer minimal gains for the investment to use.
    Recommendation: Lock finishing reagents behind a specific path, but allow others to use them freely.
    ~
  • Interdisciplinary requirements.
    Not usually a con. However with the release of TWW, Tailors seem to be married to enchanting where a substantial amount of patterns require stormdust. An enchanting material. This is the equivalent of a blacksmith needing an alchemist potion for their most basic craft of core alloy plus additional to craft things the alloy would make…
    ~
  • Material availability.
    Most hurtful for tailors where cloth is pure rng. I have gotten more cloth from mining webbed nodes than doing content on my tailor. I hope this is a bug.
    overall materials seem to be entirely too high. Leatherworking often needs 60 or more leather, which equates to 14-50 mobs skinned!!
    ~
    *Lack of crafting equipment and stat allocation.
    Really weird how this went downhill already. We are unable to choose the stats on starting crafting equipment where the bonuses are sorely needed. Less of a problem with the blue equipment in a welcomed change.
    This however, should be changed. I need more materials starting out, not some insignificant chance to refund 50% concentration when i spend it…
7 Likes

It also looks like some things might be on weekly hidden drop caps.

Which is very insidious way to cap things because you waste players time thinking it’s a “more effort, more reward” situation instead of a weekly government dole.

1 Like

This has been the case for a lot of things since shadowlands.
You bascially play for your weekly scratcher card, and then once its down, thats it, your good for the week.

And I disagree with this. But reasonable people can disagree on things.

The problem is the hidden part. Why is it hidden? Because so many reasonable people would disagree with it?

But here’s what it does, it causes reasonable people to waste hours figuring out it is hidden, which might make them unreasonable.

1 Like

What do you think is hidden?

Agreed to the original post. I’m now at the pain point for tailoring. At level 65(+24), I can only increase skill by:

  • Grips of the Woven Dawn - Needing 8 Dawnweave Bolt, 6 Gleaming Shard, and 15 Spool of Dawnthread
  • Artisan Tailor’s Coat - 300 Artisan’s Acuity, 5 Leyline Residue, 12 Exquisite Weavercloth Bolt, 3 Gleaming Shard
  • Daybreak Spellthread - 8 Dawnweave Bolt, 5 Gleaming Shard, 12 Spool of Dawnthread.

I omitted vendor reagents. Anyway, with an hour of heroic dungeons (3) with guild members, I got 13 Weavercloth **, 8 Weavercloth *, and not a single Dawnweave. Rookery, Meadery, and City of Threads were the dungeons.

It takes approximately 15 Dawnweave to be broken down into enough Spool of Dawnthread to make the one-go (two bolts) of Dawnweave bolts. Approximate that to 75 Dawnweave to make the Daybreak Spellthread, all for 2 levels of Tailoring. Even worse for the Grips. Then the Tailor’s Coat is basically a non-starter with the restrictive quantities of Artisan’s Acuity that are available to me.

I’ve never seen cloth drops so bad. Someone decided too much was dropping and decided to decimate drop chances, and it’s wild. For anyone suggesting the auction house, my current AH pricing to buy enough of the materials I should be able to farm and find, for even just the Daybreak Spellthread, is ~7500g if I go the lowest route and by the foundational Dawnweave, to ~6500g if I buy Dawnweave Bolt and the requisite 12 Spool of Dawnthread.

It’s one thing if that was a one time amount, but it will still take multiples of that for even the next 15-35 levels, and again: WHY CAN’T I FARM MY OWN MATERIALS?

1 Like

Almost like Tailoring has a farming spec, that you might not have specced in? It’s a crafting prof that doubles as a gathering one.

Except even with the farming spec drop rates were hugely nerfed and the ah price of drops has increased by a factor of 30 (were around 10g now 300g).

1 Like

Yea drop rates are at like 1/4,

1 Like

Well, its not hidden, its just cleverly tucked away.
If, for example with mining, you go into your mining journal for TWW, and scroll down to look for the apendix boundless knowledge, it will tell you for example how many more skill points you can earn per week from finding them from mining nodes.

1 Like

If only it was that easy. Even fully farmed spec i get lucky to get a single cloth.

2 Likes

I think that it is very early in the expansion and people are really trying to be done with it. And investing a lot of time and effort in raising up our professions. I am one of those people too.

But it looks like there doing this with crafting mats now. Where I’m seeing this is null lotus.

A mat needed for every flask.

It’s one thing to gate profession progress, while it’s a bad way to gate progression I can understand there needs to be some way to slow that progression down.

But this is gating a commodity, and invalidating the perception skill which is there to increase the drop rate on things like this.

1 Like

They really need to do something (better) with lower level crafts. Drop the relics of the past and make it a simple scale.

Say you want to craft an item from Legion…I’ll use Gravenscale Armbands for an example. Basic recipe is 110 stormscale. Make it so for a lvl 1 character, it’s something like 10 stormscale…and material cost slides up to 110 at lvl 60. If you want to turn it from green ilvl to blue, you add something like a few unbroken teeth or something like that. To turn it purple, add a few harder to get items like felhide. This way you can give an alt (or customer) a full set of gear at any level from any expansion (except for Dragonflight and TWW).

It would make crafting much more useful at all levels (and for alts).

Seems almost all the professions where decimated in TWW, its the lowest they have been in over a decade, even worse than shadowlands.

1 Like

Oh they are doing it for crafting, and thats how it was in DF as well, they still are not really telling you how much you can earn.

Yes, They did it with with profession knowledge items.

But it strongly looks like they are doing it with Null Lotus now. And it looks like you get 10 a week.

That’s not profession knowledge, straight up crafting a mat that’s needed to make flasks.

Might as well put caps on resource nodes.

1 Like

Whats null lotus? is that the rare herb plant?

Its the herb cousin of null stone, at least its not in fragments.

Would be really wild if they do, get a bunch of them, and i have gotten well over 10 this week.
Stones that is.