Looking back at the new Crafting and Work Order systems

This is a pretty big topic but I’ll do the best I can (although it may require multiple posts as I think of more stuff). I’m not sure what the overall community feeling towards the new systems is beyond the usual “some people like it, some people hate it”. What’s clear is these systems are not going away anytime soon. So, let’s try to make them better.

I’m fully spec’d out all the crafting professions except for LW (where I’m working on a handful of remaining mail armor sections and Shear Mastery of Leather/Bonding and Stitching) and Engineering (where I didn’t bother to do the explosives sections). So, I feel like I can comment on a lot of the good, the bad, and the ugly of these systems. I’ll go down the list, profession by profession, and then do some general commentary on the crafting system as a whole and then I will talk about the work order system.

*Caveat: I’m on a small/lower population server cluster so I may not encounter some of the same issues with the work order system in particular that people who are on high population clusters encounter.

Alchemy:
The good: I liked the variety of phials and potions. Prior to doing the DF alpha I didn’t think there would be that many varying types of phials and potions including ones you could use after you died during a fight. I don’t remember Alchemy being particularly bad to level (although others can correct me on this) so we’ll call that a “good”. The phial cauldron having every single phial the crafter has access to is great although the cost to make them is pretty expensive (~10k gold per with no procs). Getting big multicrafts always feels nice as does having x2 duration of phials. Introducing a speed phial was a big plus for people who run old content and/or just generally like to zoom.

The bad: The cooldown for backfiring on phial/potion experimentation was fairly annoying, as was having to reclaim concoctions to have alchemical solutions for them and for phial cauldrons (60 per phial cauldron is a LOT). I don’t know what I’d do to replace the alchemical solutions other than just use some other reagent that doesn’t require crafting it and then unmaking it. Also, by the time I had enough points in phial/potion experimentation to get to the advanced option I had already discovered everything (And I did this for three characters that had alchemy)

The odd: Because there was hardly anything that needed to be crafted via work order I would end up with a lot of unused artisan’s mettle and presumably this was also the reason why alchemists didn’t get a weekly work order quest (which deprived alchemists of skill points every week compared to other crafting professions). Also, I’m not sure why Alchemy didn’t get an epic quality profession tool/accessory like some other professions. The philosopher stones’ /equip was slightly better this expansion but I feel like no one really used them once they hit level 70. As the only wearable piece of equipment from this profession, maybe we could make them better?

The ugly: Having to either to run Brackenhide Hollow or pay to have a Cauldron of Extracted Putrescence just to craft toxic phials/potions. This and the similar specific required crafting locations for Leatherworking, Blacksmithing, and Tailoring were major pains in the a**. I beg of you not to do anything like this again.

Blacksmithing:
The good: A long of list of items that you can craft as per usual with Blacksmithing. Proc’ing resourcefulness on someone’s crafting order often rewarded expensive mats (like Obsidian Seared Alloy) you could flip on the auction house for an addon to your commission which always felt great.

The bad: Getting to the leveling point where you need Obsidian Seared Alloy doesn’t feel great as I recall. The Blacksmithing embellished armor was pretty meh. I’d suggest maybe having a couple of Blacksmithing-specific embellishments that could be added to any crafted BS armor/weapon piece to add flavor to the profession and embellishment flexibility for plate wearers.

The ugly: Nothing I can really think of.

Enchanting:
The good: Similar to the speed phial, speed enchants (as well as leech and avoidance) are a nice addition. Wasn’t terrible to level until you got to the weapon enchants.

The bad: I feel like Enchanting just doesn’t have enough variety compared to other professions and you end up adding things like illusions as fillers to make up for it. I don’t think you need to have as much variety as there is in Alchemy but adding some more possible enchants (or at least equipment slots that can be enchanted) would help with that. As with Blacksmithing, I’d suggest possibly adding a couple of Enchanting-specific embellishments that could be added to a variety of equipment slots for flavor and added flexibility.

The odd: Not having a weekly crafting order quest (at least you don’t if you are pairing Enchanting with Tailoring). No epic quality profession tool/accessory.

The ugly: Not being able to guarantee a max rank weapon enchant even after using an Illustrious Insight. Even with having a +5 Enchanting skill from the Blood Elf racial I can only max out my crafting skill to 412 with an Illustrious Insight and the recipe quality for rank 3 weapon enchants is 425. As these are the most expensive enchants you can do, you end up wasting a lot of mats if you don’t get an inspiration proc. The rank 2 enchants sell for nearly half the price of a rank 3 one so there’s the potential to not even be able to cover the cost of the mats if you get a rank 2. In the case of crafting this for someone else, you end up fronting the cost to do a recraft yourself or tell the customer “Sorry, I didn’t get an inspiration proc, you’ll need to send me a new order”. Either way it’s pretty crappy.

Engineering:
The good: Quirky as ever, with funny embellishments like the Healing Darts. Portable crafting stations were definitely a nice perk. Great toys.

The bad: Finishing leveling up by crafting the epic goggles (as always) was expensive.

The odd: Another profession without an epic quality profession tool/accessory. I didn’t end up spec’ing into explosives. Didn’t seem worth it, didn’t really grasp how the scrap stuff worked, and since some of the explosives stuff is on a 5 minute timer I’m going to assume they shared a cooldown with combat potions. I also didn’t initially really understand how tinkers worked. I figured it out eventually that they were basically previous expansion gear addons (like parachutes, etc) but in the form of a “gem” slot. But because of my confusion I never utilized them (also, my Druid is my engineer so the main tinker I might’ve used, the battle rez, wasn’t needed).

I’m not sure why the weekly work order quest only rewards 2 skill points where all other professions with a quest (except Inscription) get 3 points.

The ugly: Nothing I can think of but, as I didn’t fully finish spec’ing out this profession, I might be missing something I’m unaware of.

Inscription:
The good: Fairly easy to level up until you need Darkmoon cards. Contracts, Treatises, Missives, Vantus runes, weapon runes, and druid & dragon mount customization items are a nice constant source of work.

The bad: Having to use multiple pigments and lower tier inks to create the various inks is pretty tedious. I’d still like to have a “mill all” option (the same for prospecting) to click one button and mill everything I select instead of having to do them individually. That would be in keeping with (I think it was) Ion’s previous statements about wanting to respect players’ time in the future.

The odd: Another profession I ended up with a lot of unused Artian’s Mettle on. No epic quality profession tool/accessory. I never dealt with making or using Darkmoon cards this expansion. So, I really didn’t understand on a practical level the various things in Archiving like Sigils and extracting awakened elements from the cards but that’s just a me thing.

Like with Engineering, the weekly crafting order quest only awards 2 skill points instead of 3.

The ugly: Nothing I can think of.

Jewelcrafting:
The good: About what you expect from Jewelcrafting. It’s one of the crafting professions where you constantly have people needing your services (so much so for me that I ran out of Artisan’s Mettle in order to max rank gear and epic gems weeks ago but more on that later). The addition of major/minor rare quality gems added some nuance to your gearing with consumables which has some benefit when it comes to finding your optimal secondary stat levels.

The bad: Probably more than any other crafting profession, Jewelcrafting currently suffers from reagent bloat. With all the various lesser and major gems, glass, clasps, lenses, filigree, crumbled and glossy stones, ores, etc. it’s very easy to max out your reagent bank if you’re a serious crafter.

It can often be hard to find the rare quality gem you are looking in your profession tab. While in some ways, categorizing gems as air/earth/water/fire makes sense because they use those elements as reagents it’s not very intuitive when it comes to what stats are on those gems or the color of the icon used for the gems. I’d suggest adding a way to filter gems by their major>minor stat which would make it easier to work with (IE: search for all gems whose biggest or only stat is mastery). Likewise with Tailoring, a “prospect everything at once in one click” option in the future would be greatly appreciated.

The odd: Yet another profession with no epic quality profession tool or accessory. I didn’t figure out until recently that for the Tiered Medallion Setting, you only have to buy one of each rank to get the 3 gem slots in your neck piece. Prior to that I had just been buying 3 rank 3s because it wasn’t clear how it worked. That’s something that could be explained better. Also another profession whose weekly crafting order quest rewarded only 2 skill points instead of 3.

The ugly: Like with Enchanting, it really annoys me that at max skill level and fully spec’d into the profession I can only get to a skill level of 361 and where the recipe difficulty for an epic gem is 375 which requires you to have to use an Illustrious Insight to guarantee a max rank craft. I really think this shouldn’t be the case. As stated above, I ran out out Mettle/Insights weeks (both from public orders and being one of two max rank Jewelcrafters in my guild) and because my guild’s other Jewelcrafter was busy with work, we had no one in the guild who could fill orders and guarantee max rank crafts. So, they ended up having to get strangers to do them. I’ll address this more in the Comments/Suggestions section below.

Leatherworking:
The good: Profession with the most unique embellishment gear. Shadowflame-Tempered Armor Patch is a very popular optional reagent/embellishment. Crafts both leather and mail gear, leading to a lot of potential work order opportunities. I think the balance/variety of things you can crafter between armor/ reagents/toys/profession equipment, etc. is just right. This is another profession that could benefit from profession-specific embellishments.

The bad: Honestly, I’m not coming up with anything worth mentioning.

The odd: Another profession with no epic quality profession tool/accessory.

The ugly: Nothing I can think of.

Tailoring:
The good: Unravelling to create spools as a crafting reagent was an interesting concept and kind of cool (although it’s essentially just a different version of prospecting). Tailoring was one of the easiest professions to level, so that’s a plus. A ton of possible things to craft, especially once you add in PvP gear recipes.

The bad: The set bonus for wearing Azureweave/Chronocloth embellished armor should’ve only counted as one embellishment instead of two since you need to wear two pieces in order to get the bonuses and the bonuses themselves didn’t seem overly powerful.

The odd: The Explorer’s Banner of Geology/Herbalism were really nice except for the fact that you couldn’t use them in Zaralek Caverns or the Emerald Dream which seemed really odd.

The ugly: Having to go to the Temporal/Azure Loom in order to craft Azureweave/Chronocloth.

General crafting profession comments/suggestions:
Having to go to the Earth-Warder’s Forge, Azure Loom, Temporal Loom, Altar/Den of Decay, or the Fyrakk Assault area to craft items (as mentioned above) is really, REALLY annoying. Especially with Brackenhide. At least until Follower Dungeons went live, if you saw a crafting order you wanted to do, but didn’t have a Cauldron, most likely someone else would take that order before you could get a group for the dungeon and finish it. And especially after Brackenhide left the dungeon it became even more of a pain. I get that from a thematic/RP point of view it makes some sense but practically it does not. I’m sure it sounded like a nice experiment but in the future if I want to craft something I don’t want to have to leave the standard crafting table/area to do it. And beyond that, the alternative (using a cauldron) costs 30k gold just for the reusable cauldron item plus the mats you use each time to remake it which is prohibitively expensive for some people who aren’t as savvy with making gold. /end rant

Pattern drops: I never figured out where the draconic messages in a bottle came from (never bothered to look it up) and most of the recipe drops are so incredibly low chance that it took many weeks of farming to get them (if I got them at all). The recipes from Algeth’Ar Academy and Azure Vaults became nigh unobtainable outside of the AH once those dungeons left the dungeon rotation. I’d suggest increasing the drop rate and creating more ways like the spoils bags from Djaradin raid bosses to get recipes from previous content.

Artisan’s Mettle/Illustrious Insight: Please only make it so these are used optionally when leveling up your profession to try to reach the next rank of quality. If you’re at max skill level and have spec’d into all of the traits that increase your skill level there is no reason you should have to use an Insight to guarantee a max rank craft in my opinion. Maybe if you’re using every possible optional and finishing reagent on a piece of gear but other than that…

Excess skill points past maximum: If we are going to keep Artisan’s Mettle going into the future, it would be nice if for every 10 excess skill points traded in that you got enough for one full Illustrious Insight (trader’s currently give 25 Mettle and an Insight costs 50).

As I put in some of the profession categories above, you could add profession-specific embellishment reagents to add more variety and flexibility to that system.

At one point early on in DF I believe Ion was asked about the possibility of being able to reroll your profession points and I believe he said it was something that could be considered in the future. I think this would be a really good idea, especially for early on in an expansion. At start of DF i started spec’ing into some tabs that I later regretted because I didn’t fully understand how things worked at the time. And with how long it takes to full spec your profession out, small mistakes early can feel really punishing.

Finishing reagents: I don’t know how much these get used since they increase the recipe difficulty and (at least to me) it’s always more important that I guarantee a max level craft then crafting speed, multicraft, etc.

Gathering professions
I’ll just combine all gathering professions into one group here. All of these seem OK I guess. With crafting materials now being a global commodity, I don’t know if anyone uses the “refinement” option to upgrade their mats as it’s just not worth the cost when there’s barely any difference in cost on the auction house between one rank and another and they’re all so cheap in the first place.

I didn’t use the bait/lure systems from skinning much. I’m guessing the best value it would have had would have been for Dense Hides early on in the expansion and in Zaralek Caverns if you were farming Obsidian Cobraskins.

Work Order system:
It’s not entirely clear how it was decided what profession items required being down through the work order system and which could be crafted yourself on the auction house. For example, epic gems require a work order but none of the enchantments do (including weapon enchants). I think some standardization for consumables would make sense while still keeping crafted gear strictly done through work orders.

Because of the issues with skill level to recipe difficulty I previously mentioned work, if someone wants to put up a public work order but they want to make it a requirement of the order that the item be max rank, in a lot of instances that doesn’t work. Because you need to use an Illustrious Insight to guarantee and rank 5 weapon, for example, the work order system won’t recognize that you can do a max rank. So, the person putting in the order would need to require any rank up to rank 4 to allow the crafter to take the order and make the weapon.

That just seems like a massive flaw in the system. People already very hesitant (at least on my server cluster) to put up public work orders for fear of having someone not be able to guarantee a max rank and then they’ll have to find some other person to do a recraft.

I also think a tutorial for how to use the work order system along the lines of Exile’s Reach with a step-by-step guide with over-exaggerated arrows and a quest that has you place an order for a grey quest item and have an NPC “craft” if for you would be greatly beneficial. At least three times this expansion I found someone in trade chat that wanted an item made but upon whispering them discovered they had just back to WoW after a long break and had absolutely NO idea how the system worked until I walked them through it myself. I think all future expansions’ work order areas should have a repeatable quest that walks you through this tutorial so that all future new players could learn how to use the system no matter how long the game runs into the future.

At least on my server cluster we have a problem with scumbags who put up a bunch of work orders while providing no mats and giving basically no gold as a tip in hope someone doesn’t realize they’d be providing their own materials. This happens for both gear and things that could then be sold on the auction house. So far, the only way I’ve dealt with it (and encouraged others to do the same) is to put these people on ignore so they shunned by the crafting community. But my ignore list has gotten so large from this I’ve had to use an addon just so I can go past the default ignore list limit. I’m not sure what Blizz could do about this but it’s toxic af.

That’s all I can think of for right now and it’s almost 4am so I should probably get some sleep.

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Awesome post!

One thing I have been thinking of is make it easier to create an order. As it is now, I search for the item at the crafting order NPC, take a picture of the mats with my phone, then goto the AH and buy the mats I need with the help of searching/spelling everything correctly from my phone pic. The I go back to the crafting NPC, always forget to go by the mailbox and then I can make the actual order.

Maybe an integration with the AH and the crafting system would be an option? Maybe an ingame shopping list can be handed out from the crafting order NPC?

Alchemy for me providing the only meaningful combat boost is a bit annoying. As all the potions bonuses work in any content and the damage reduction of the decaylogy talent tree for the flask of rage is significant. The flask duration is also pretty nice and more useful than a lot of other professions for the content I like to do.

*Side note to Alchemy. This expansion didn’t have a speed potions and I really like speed potions.

I’m also not a big fan of all the rng procs when it comes to crafting. Being able to multicraft or save ressources with resourcefulness doesn’t feel that great as professions items are then sold for less than the price of their mats as they can get procs. It means that for crafters that aren’t mass crafting or are leveling you are just losing gold.

Inspiration also makes it harder for people to understand crafting, having to rely on procs to finish a craft can be an unpleasant experience for the crafter and buyer.

And to tie this up, requiring special gear to craft often means adding another level of preparation and cost. With those also costing high level of mettle it means often that you will not be able to get those before a couple weeks before you manage to get the mettle and I don’t think it makes much sense.

Love the feedback, from both of you!

I’m going to start by adding some support and will flesh out some additional points from there.
Delphina’s idea is fantastic. The system is cumbersome and is even more challenging to use when you need something recrafted. At least I can look up a standard recipe in the guild professions tab (for my guild at least) but a recraft? That’s a mysterious recipe from a cookbook in another language. The only way I can know for sure is to visit the crafters. I do similar in using a screenshot, but at the very minimum having an option to toggle what the requirements are for a recraft would be a good start, even if full AH integration was not feasible.

To Lenarius:
I personally only leveled herb, enc, insc to max this round so I’m not going to get too deep into the gritty details of each prof. I do want to echo a few points about the general recap:

  • There are a lot of trolls (and some people who just “didn’t know”) who put up requests for crafting with minimal mats. I appreciate the new all/some/none filter and the amber/green on the crafting page. I believe the potential AH integration would be huge for this as it could at least help those who “didn’t know” the cost of mats were greater. The main improvement here I can see would be more on the amber/green aspect. It’s not obvious enough what all mats I’m using personally as the crafter. A simple list off to the side that says “here are YOUR mats” would be helpful.

  • Max skill level. Ugh. Not being able to craft the max level of items gets really tedious. Having a (basically) limited quantity currency be required to make everything from blue prof tools to top tier weapons to a single (replaceable) gem is something I never fully appreciated. Having a hidden background die roll to determine a special bonus was interesting flavor but just made it even more annoying trying to explain to others how the system determines success or failure.

My own thoughts:
Let me note now that I abhor the multiple-ranks system so keep that in mind as I’m addressing some of these (will post thoughts on that specifically below)

Transparency is critical. As Lenarius pointed out, training in this system is almost a requirement to understand just the basic but there are many small details about the system that you can only know with experience or a very detailed guide. Some of the areas that could use greater transparency:

*Recrafting. As mentioned above, knowing what the recraft requirements are without having to ask the consortium for the specific item would save a great deal of time. A toggle in the guild profs at the very least, and this could also be added to the initial crafting of an item. After all, some BS weapons required different base mats and recrafting mats but the actual type of weapon one might use was otherwise personal pref. Being able to easily determine these costs might impact initial decision.

*Skill synergy. If we’re keeping everything the same as it is today (more on that later) I’d really like to see some connecting details on what knowledge skills support a recipe. Discovering 300 points in that I can’t make an item to max level because of a third-tier node in a seemingly unrelated section of knowledge feels really bad, and double so when you can’t reroll.

*Communication. Crafting orders can be done cross-faction but currently there’s no way to communicate with a “buyer” other than after completing or logging over to another char and then logging back. While this may not always be required, it can help save on things like “did you mean to put in a missive?” or "do you understand that this embellishment will make this require additional resources so 27g is maybe a bit low? or even “you forgot your crest to increase level” I suppose the only way to really do that now is to decline the order and resend but a quick “note via mail” addition could be helpful in this regard.

*Ingredient tier bonus. Not being able to determine exactly what level of ingredients are required to max out an item feels horrible for both the buyer and crafter of an item. Adding a way to filter the specific level of ingredients in the system before purchasing them or having them in your bags would help a ton. Being able to filter “Ok I want rank 2 ink but rank 3 runed writhbark to max this out” and then go shopping would make it much easier.

*Hidden Rolls. I don’t care for this aspect and especially when you already have the inspiration proc. Double roll chance for a maybe to get a top tier item feels extra disappointing when you don’t get that proc for the few points of difference you needed and basically now have trash.

Multiple ranks of the same item feels bad and overly bag-filling
Let’s start with gathering. Multiple ranks of gathering materials is rubbish. It can be flavorful, but having bank slots and reagent bank slots fill up with incredible amounts of essentially trash gets incredibly annoying. I understand the “convert rank 1 to rank 2 to rank 3” aspects but I don’t have that option when it’s other prof items.

Having multiple ranks of the same ingredients also becomes cumbersome on the crafter to explain why they can’t use rank 2 mats and guarantee that top tier item.

I believe this part of the system in other games has been (kindly) removed as it feels like more steps than necessary. It brings depth to a system that can already feel like you’re swimming in an ocean.

*Crafting quality tiers.
Even worse than the gathering, the crafting of items from a rank 1 to 5 is another example of layers of extra challenge for no real positive value. Once the option of rank 5 in any given quality tier is available, nobody wants anything less. So why even have the tiers at all? Embellishments already come at an additional cost to the buyer but if you want to also make it “unique” for the caster, make there be some kind of additional requirement the crafter must do. A quest, learn an additional recipe (preferably not a random world drop). Something that isn’t “oh the difficulty of that just went up so I have to use this limited-per-week currency to make that.” This challenge becomes even more frustrating when there are multiple sources of synergy bonus but you can’t figure out which minor node gives the bonus you need. So crafter A corners the market for a couple of weeks until everyone realizes that digging for earthworms had something to do with crafting a top tier staff. The 1-5 nature of items can comfortably go away and remove some major (IMO) pain points.

Side thoughts:
At a high level I like what the crafting system offers. I like being able to put in a request and have that request made by an appropriate party either personal, in guild, or publicly. I like that my alts can fulfil my own orders. I like that there are quests that help you build your knowledge about crafting to give you something slightly “unique” to actually being a (insert prof here). I don’t mind that crafters may require a bit more on their side to be able to get to the best of the best, but a buyer should never be required to take a college course to understand how to buy an item they want.

The multiple tiers of items with the different crests feels like a great way to help a new character get basic gear that they’ll be able to convert to better gear as they are clearing greater content. My dislike of the 1-5 tier system is exactly opposite when it comes to the 3 levels of items. I appreciate Blizzards adjustments made to help facilitate a bit easier process with regard to the requirements being submitted in one craft (even if it did give us the “none” folks).

Having a UI element that would allow searching of recipes (like the dungeon journal or the “item sets” UI) would be quite helpful. This is already available in guild roster but (at least to my knowledge) there’s no way to search for profession items in-game other than to go to the crafters themselves.

We’ve got a very complex system that can be scaled back a bit to be enjoyable, transparent and easy to communicate, and effective for players on both sides of the crafting process.

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As this was a huge overhaul to a crafting system that has been around for 15-20 years, there was going to be some issues, but overall I liked the direction they were trying to go. You made a lot of good points, here are some that stood out to me.

  • Many players seemed to just blitz through the tutorial on work orders and how the system worked. I helped explain how to do it to probably 100+ unique players in the first month. On the upside, that gave me a lot of business and I made a solid profit. I get that it was a completely new system and people ignoring tutorials isn’t Blizzard’s fault, but it was very noticeable.

  • One thing that would go a long way when increasing the amount of work orders would be AH integration of some sort. Rather than having to get the material list, go to the AH and price it out, and then go back and use the work order NPC, some sort of interface that lists the current prices of the materials on the AH or even allows you to buy them for the work order would be fantastic.

  • At least on my server, once public orders stopped requiring materials, there was a flood of people doing 1s tip and no materials provided work orders. There were many in the first couple weeks, but even after that, we had people regularly posting ~50 work orders across multiple professions with 1s tips and no materials trying to scam others hoping they would accidentally complete the work order.

  • As always, some were incredibly expensive to level compared to others. Enchanting and Engineering being some of the worst and 10,000g per point or more in some cases towards the end while I was able to get the last 20 points in tailoring for a few thousand gold total due to the blue quality fishing hat renown unlock.

  • Being a tailor, I liked having the epic tailoring robes which allowed me to guarantee a 5 star aspect level armor piece without having to use illustrious insight. I think it gave me 376 skill and the 5 star requirement was 375. However, not every profession got those epic items and I can’t see a good reason as to why they didn’t.

  • Some professions were incredibly difficult to level (not necessarily expensive), depending on the order in which you took the skill trees. Engineering for example required you to make a ton of blue quality professions tools for which there wasn’t a lot of demand early on, make a bunch of engineering goggles for which there wasn’t a lot of demand, or take the explosives engineering tree which gave you some daily crafts that were guaranteed skill points. I’d really like to see this evened out to some degree if possible.

  • Overall I liked the artisan mettle system and the choices that it allowed you to make. As you mentioned, the 25 mettle for 10 excess skill points was not enough. I also liked the items and stuff that you could find around the world that would give you some mettle or skill points. That was a fun touch.

Tl;dr: I think Blizzard is going in a good direction with crafting, but it could use some tuning and balancing.

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Overall, I have been pleased with the changes to professions in Dragon Flight. I really like that I could work on my professions over the better part of the expansion and not just grind it out in a couple of weeks early on, then be done with it.

Obviously as others have pointed out the system was not perfect, I think great feedback has been presented on specific issues. One thing I would like to see is a catchup mechanism for folks that started later in the expansion, rolled alts or changed professions at some point. Yes there are Dragon Shards of Knowledge, but there’s no way to farm them (not saying their necessarily should be) but its the only real “catchup” mechanic to the system and its too rng based.

Ya I do basically the same thing but use Windows’ Snipping Tool app instead of my phone.

Yep, I had this issue with one profession (can’t remember which) which I had fully skilled up and had ignored the “inspiration” node because I didn’t think I needed it only to look again later and see that it was a node that increased skill level based on inspiration and which was necessary to getting max rank crafts. A highly annoying mistake.

Other random thoughts I had:

The elemental souls reagents that were needed for some BS and JC gear were very hard to farm solo because the channel was interrupted by damage. It was much easier to do if you had someone else holding aggro while you did the channel. In the future I would that this sort of thing would not be interrupted by dmg so that you could do this farming yourself and have it be much easier (especially since the souls only came from elites).

Allowing recrafting orders to be listed as public orders rather than just personal and guild orders would be nice. Not sure why this wasn’t available from the start.

It didn’t occur to me to send crafting orders to my alts for the weekly skill quests until 4-5 weeks into the expansion (I may have heard someone else say they did that) and that cost me skill points early on in a couple of professions.

I wish that once someone used the item on you from one of the two legendary questlines to be able to craft the piece they needed that you retained the ability to craft it permanently rather than for just 30 minutes.

My only issue with the system is making toxic gear. It can take some time to get someone willing to craft toxic based gear since they have to go to the end of brackenhide to do it. I’ve taken to making cauldrons to offer people, but its strange to have one line of crafted gear have money sink requirements that others do not.

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See this from my original post, it’s under Alchemy.

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I do agree it is a hassle and I perform a similar operation when trying to get something crafted via the work order system. There is a built-in system currently to “Track Recipe” for each item that will add it to the Professions section of your Quest Log that will list out the materials. I don’t believe this is a widely known feature, but it does function well as a list, just unable to shift click search for the item in the AH.

With all the reveals today about TWW, I’d like to make another request regarding professions:

With levelling a profession being so involved now, taking so much time and effort, can we make them Warband wide? You’ve already done the hard work, so why repeat it?

This way, any characters that share a profession can have access to all of the same talent points and recipes.

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I have a question about how this would work with recipes that have cooldowns like azureweave/chronocloth bolts. This would also apply to talent/knowledge points that boost things like multicraft or resourcefulness if those are still relevant (I haven’t looked at TWW crafting yet).

If recipes and talent points are shared, why would I not just create crafting mules that instantly get to all of the benefits that my main character has? Could I just easily quadruple the output of those types of items with characters as soon as they click the button to learn the profession? The only thing that matters is if they are of a high enough level.

I feel like that would get thoroughly abused.

Well maybe it’s just one overall profession that alts have access to but only the character that actually has the skill can use cooldowns then. If you want to have multiple toons for cooldowns (like my 3 alchemists for transmutes) you still need to level up the alts profession but then you could only focus on those points.

Yeah, I don’t mind the idea as I have a bunch of characters I use for crafting that I don’t play outside of skilling up and weekly crafting quests etc.

I guess with how reputation will work in the next expansion, you would be able to get all of the patterns on a newer character right away. But starting a fresh alt with zero knowledge points is a slog to get them going, that is true.

And it’s especially annoying if there’s no catch-up mechanic mid-expansion.

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That is also true. I know the players starting 6 months into the expansion had a huge disadvantage when it came to item quality, cost reduction, and bonus crafting because other people had already maxed out a lot of the talents.

I wouldn’t being against having some kind of catch up mechanics, perhaps similarly to how they treat gear. If you’re just starting the expansion and it’s season 2, maybe there is a bit of a boost mechanic to help get a few basic points.

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Forcing me to post - investigate “Elemental Shatter” for your enchanting :wink:
This does highlight that without knowledge of these systems, it can be overly complicated to assist when crafting.

I’ve always been into crafting and attempting to help others navigate the system has been…interesting. Once explained I think players understand but it takes a full explanation from someone that knows how it works vs the online system that doesn’t allow players to fully comprehend it. Then there’s the interesting things like potions that assist or … elemental shatter :wink:

I’ve followed the crafting scene and am on a low pop server. WO are almost non-existent. When they’re available, 3/4 of the time it’s players attempting to get free crafts or not knowing the system. Region-wide WOs may help…depending on how restrictive future mechanics and restrictions play out.

Agree with most of what’s been said for the annoyances of crafting in general. Additionally, if they implemented KP similar to conquest caps as an example I think it would go a long way towards allowing alts/new crafters to “catch up”. 10KP available per week and if you create a character in the third week - you’ve got max 30KP you can earn (still through various activities etc) as an example. To give priority to prior crafters, you could have this cap start in the 2nd or 3rd week for catchup (they’d only be 20-30KP behind as an example and not alienate crafters that started from the start of xpac). Dragon Shard of Knowledge I think was the intended option for this but it seems like it wasn’t implemented that way.

In any case, good luck with the crafting and tell me how things go once you play with elemental shatter :wink:

Heading back to the shadows and lurking through the forums…

-Hail

I don’t believe there should be a catch up mechanic until the very end of the expansion, if at all.

These players were not present for the content as it was current. They did not put the time in to obtain the skills / knowledge. It shouldn’t be a fair market for everyone to have everything.
As it stands with this expansion, people ask for all knowledge point catch ups when they are quite capable of earning enough Knowledge Points to facilitate any craft they need for themselves.

Those so called advatanges that people have for putting in the time. Are earned. The middle of the expansion is pretty much the starting point for where their work starts to shine. Making them so much gold for their investment.

I would plead for Blizzard to not add full Knowledge Point catch ups.

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