Do you think professions where a success in DF?

next expansion will come and i think its already in a sudo internal beta. with that, we need to look back as a community on the current expansion to voice frustrations or joys we felt.

i personally gave up on all crafting professions and just did gathering. a guildie said they are doing the same thing. what are you all experiencing? do you enjoy the new system ? are some not fun? are there fun ones you enjoyed?

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So I don’t craft. Never have. But given that, this iteration of professions has seemed the most engaging to me and I like it from a “on paper” standpoint.

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no

/10char

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Of course it was not but don’t ask Blizzard, they would definitely say it was a success and the player base really enjoyed engaging with the new crafting…

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I think for those who truly loved old professions it was a royal failure. For folks who never did it or the few who love owning the market it was a complete success. So who really won here?

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did you?
are you winning son?

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No. I crafted to max out the profs and then never felt like crafting again.

Multiple ranks of material quality was cumbersome, knowledge specialization was a pita, work orders were doa, and just in general it was added complexity for the sake of complexity.

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It’s a sort of “is this glass half-full or half-empty?” thing for me.

Overall, yes, I think have been a success for me. It has kept me very busy with little tasks across and amongst my alts. It gave me a lot of flexibility in making myself gear. I’ve done a lot more gathering than I’ve done in a long time.

I may not have gotten rich, but I have picked up what public orders I’ve found and felt little rushes of being useful to people from it. It did not connect me with the community - nobody ever tried befriend me to be their personal crafter, nor have I had a single private order send to me from anyone outside my little community of alts. I could have engaged with trade chat and tried harder to sell myself, but the fantasy to me comes from being a tradesman not a salesman.

I was disappointed that the public order table was not a good replacement for the mission table. I don’t mean in terms of gold (not that I hate gold), but in terms of fulfilling that little daily “log in, do something immediately that feels like progress” that the mission table gave me.

I have divided opinions about the length of the grind. The whole early specialization phase was basically lost on me since nobody was asking for my services. Having a long, long term goal felt both good and bad depending on how patient I was feeling on any given week. I think having both a grind to reach max skill and a grind to reach max KP was a bit much.

I also have some uncertainty how I will feel going into the new expansion. Will I be enthusiastic to give into the next long knowledge progression with a fresh slate? Or will I feel burned out by the reset the way AP felt in Legion/BfA? At this stage, I’m still not sure which way I’ll go.

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I don’t do crafting profs because I started halfway into the xpac and honestly even then I felt way too far behind and on moonguard we have so many crafters that I didn’t even need to ask guildies or make a list. Just stand in Val and ask in trade 30 min before raid and I always got my stuff crafted.

That being said, I do like how important it is for gearing. And I have a friend who’s put a ton of time into the system and has fun helping me gear my alts.

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Hmm not a success but certainly not a failure. It’s a good attempt anyway. A few tweaks here and there are required.

In any case, it’s leagues better than what they used to be, at least in terms of usefulness.

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Having professions be able to provide useful items beyond consumables/enchants that don’t rely on gimmicky interactions (like SL legendaries) is a massive win for the system. It always felt bad for me to level up a crafting profession that wasn’t alchemy/enchanting/jewelcrafting knowing that as myself and friends/guildies started getting gear from the first raid/early M+ keys, the need for anything I could craft was basically nonexistent. It makes sense that a leatherworker can’t create a BoE item anywhere near max raid item level, but the inability to do so before the crafting order system that came into Dragonflight really dampered the usefulness of the system. I really don’t think it can be overstated how monumental the new system is for ensuring crafting professions remain relevant the entire expansion. This character is 8 item levels off the season max for my main spec, and I’m still farming sparks because there are still a couple pieces that would be better with a crafted item than what I’ve been lucky to get from RNG; there is no other expansion that I could make this statement at all, I just had to keep relying on RNG to eventually give me that piece.

Yes, there are issues with the system, you aren’t going to see me calling it perfect. And for people who care about the profession system in a different way than I’ve described here, they may consider it a failure and I certainly don’t hold any authority to try to tell them they are wrong. But I think as an investment into future iterations of professions, I really don’t see any way to call the system anything other than a success.

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They have a lot of issues, but they’re objectively better than the garbage we had prior to this.

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It’s the first time in forever that crafting has actually been useful and people want crafted items. That’s a big win for us crafters. I think the talent points take too long to earn, but aside from that I really like it.

Some people think it’s too complicated, but also some people are just above illiterate so that’s fine, they can be customers.

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They went too far so I would say no.
Don’t need so many ranks, don’t need rng crafting.
Timegating progression is pretty stupid, moreover when there’s next to not catchup.
There was also people pretty much abusing the system early on but nothing was done toward that.
Mettle should have been tradeable.
Don’t need super rare patterns unless it’s mostly cosmetic purpose.

I think the system in itself is also too powerful when it comes to gearing because there’s too many pieces you can use. Add to that this makes also playing offspecs worse as you’d have to constantly recraft all your gear for other stats or have to prioritize different embelish.

Add to that they made the mistake of making alchemy the only profession that gave a meaningful advantage in combat.

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Short answer: yes it was good.
It needed a catch-up mechanic for new players or alts.

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Yeah, major improvement.

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I think there are some things that could be improved, such as ways for those who started later to eventually be able to catch up on knowledge points. But other than that I think they’re the most interesting and useful they’ve ever been.

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I like the ability to recraft, making crafted gear viable throughout the expansion. This is what we wanted, but naturally blizzard had to go way too far.

Time gated knowledge points, with no catch up, and no way to retalent, all bad.

Different levels of materials and finished product, bad.

The dependency of crafting orders just to get those extra points each week, bad.

Yea, more bad than good, but a good first attempt. With refinement this could be a good system.

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Mostly. I’m fine with the “infinite progression” points you get to put in various trees. That’s totally fine. What’s not fine, however, is the brick wall you hit around 60 points, where it’s virtually impossible to get further skill ups without a ton of extremely expensive materials, or work orders which noone ever seems to put in.

It needs some adjustment. The system overall isn’t too bad but they swung the pendulum too far toward the “extreme hardcore”. It should be possible to get to max skill for most people. Leave the hardcore stuff for maxing out quality or something.

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I think it was. It’s not a perfect system. There are some tweaks to be made to streamline it more, but overall I like the new Professions. Crafted gear actually matters again, instead of just being abandoned after the first raid tier of the expansion, and the way you can spec into specific types of items gives some level of RP that’s been lacking.

Some things I think that need to be tweaked:

  • Make Knowledge Points easier to obtain
  • Make reaching Lv. 100 easier and not require Epic recipes
  • Remove some of the “middle man” nodes from the spec trees (Hafted, Blades, etc)
  • Rework Inspiration to do something else other than being the “critical strike” of Professions. Maybe Inspiration could proc Tertiary stats like Leech or Avoidance
  • Remove the three tiers of quality from materials
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