Profession Feedback

I really like the changes to the profession systems the last 2 xpacs.
I think Thermoturgy or however you spell it does a really good job at keeping all mats relevant, good job with that.
I like the different nodes, qualities, and that kind of stuff!
Patron system is really starting to flesh out and with the new warband bank and subsequent changes, makes a pretty cool system all in all

Most of my time playing this expansion was enjoyed engaging with this so well done to the team! Honestly I enjoyed it more than the combat game systems lol.

For the next expansion, I think if you could find a way to create a little more immersive that would be cool! Maybe some quests to collect the stuff needed to make certain thing and the reward being the pattern, some stuff like that to help introduce players to the patron system or crafting in general would also be good!

The only thing I believe is missing is like specific items from raids for cool patterns. for example a dragon boss in the main raid that can % skin based off the rarity stat on a skinner a N/H/M // version of scales used to create a cloak or something that has cool affects. That would be sick and allow for more player interactions in the game especially between raiders and crafters.

Thanks for reading!

I would love if they would add a bit more animations to the professions. Some of them feel really bad, like Blacksmithing where you are creating weapons and armor and yoour character just…stands there. FFXIV has a really good crafting system where your character pulls out a table and you can see your tools and everything; For example, blacksmith pulls out a hammer and for cooking you pull out a frying pan and literally start cooking lol

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I honestly do not see how. I now find professions to now be the worst part of Warcraft. I find leveling professions to be an aggravating chore. I loathe the system of various grades of crafting materials. I loathe the knowledge point system & the talent trees. Tedious & punishing are the words I use.

I now have two characters that are tailors; one specializing in crafting gear aka Threads of Devotion. This one for gathering & unraveling.

I’m finally able (as of yesterday) to turn copper quality cloth into silver quality thread. Still can only turn gold quality cloth into silver quality thread. Not fun at all.

If I was doing this on one character I would be much further behind. Tedious. Very Tedious. Not fun. Feels bad.

I’ve given up on all other crafting professions & taken up gathering. Tesha was an alchemist from Vanilla. I gave it up for mining. Which made me sad, but necessary.

If it wasn’t for the poorly itemized drops I would not be leveling two Tailors. I need tailoring to fill slots to improve stat itemization. Though I’ve yet to use it for that. Hopefully soon. Especially after all this effort.

My spouse literally leveled a Hunter by mining from 71 to 80 pouring all the gathered mats into leveling Jewelcrafting. Plus the mats I gathered mining for them & still we don’t find their JC very useful. Punishing.

I could say more but I really hate being negative. So I’ll try to leave it on a positive note. I like the idea behind the crafting order system & quality usable crafted items that can last throughout the expansion. That is the good. It is the thing that makes crafting long term viable.

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From my own experience, if you already had a miner on another toon, I would have kept the alchemist. Thaumaturgy has been a huge boon for me. Basically I can turn all the more useless gathering mats into much better ones. While everyone was complaining about the lack of storm dust, I was swimming in it.

One side note on your tailoring, you can get 20-30 KP for tailoring each week now (wow-professions suggests 29 total, my weekly avg is usually in the low 20s though as patron orders can be a bit rng, but tailoring is usually much better on this front than say BS or Insc). By this point you definitely could have specialized in both effectively.

I’m not saying you shouldn’t feel how you feel, just tossing up some info incase maybe you didn’t know.

I think they need to be clearer on a few terms. For example, xyz spec does xyz and the actual crafting mat is called something else, so I’m putting KP in my spec and I hope it is the right spec but I’m not entirely 100% sure.

Other than that, great changes IMO.

Except for delve only mat drops.

Screw that.

Very thoughtful reply. Thank you.

I think we need to do away with the going out and gathering dirt piles. It was annoying in DF and somehow even more annoying in TWW where each pile can, and often does, spawn a mob to kill, or some obnoxious mini game.

The only saving grace on this “new” version of going out is that without mobs its less important which profession pairing you have to “hyper-optimize”.

Given how much of it is patron orders and having to either have a full inventory of mats to cover all bases, or running back and forth to AH, I think the dirt pile needs to go.

Frankly, dirt piles doesn’t even fit the fantasy. At least the old quests to go out in the world and gather XYZ, we can pretend it had something to do with the crafting fantasy (gathering materials for someone).

Dirt piles genuinely has no redeeming qualities for me.

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Here’s another take on professions.

  1. Patron orders. They were often too expensive for too long. Blacksmithing orders that would cost 50k gold for 10aa were beyond ridiculous. Though mostly fixed it is still the case that some orders are way too expensive. I had 2 jewelcrafting orders this week that would have cost over 20k gold each.

  2. The design now favors having a number of alts do the same profession rather than a number of alts doing different professions. This applies to many professions. Take inscription for example. You have one alt focus on inks, one on dark moon cards and sigils, one on staves and one on other inscription products. The one that makes inks feeds the other three. People with the four alts can make every inscription product at max rank within weeks. It is early in the expansion that professions make money. People who do the four alts say in one profession get the most out of the current design. It is more work or gold early on - but then they are basically done - whereas the person with just one scribe will be going for 9 months to a year to max out inscription - because once you have taken all the knowledge point books and treasures and recipe discoveries knowledge point acquisition slows to a crawl. With 4 alts you effectively get four times the knowledge treasures and books. The original design was sold as people will choose different specialisations early and it was sort of luck if you chose the one that did best early on. Now it’s make a number of alts… and level professions only for the first few months. For me this is bad design.

  3. The concentration mechanic. It is mostly really good - especially if you mainly craft for yourself and a few friends. However, once again it favors having multiple alts. On my alchemist I can make max rank healing and mana potions without needing any concentration. They need rank 3 herbs and vials (incredibly expensive). It is only worthwhile to make bulk if I luck out with multicraft. However, if I had multiple alchemists who would care about rank 3 mats and vials to make a lot of potions - just use rank 1 or 2 mats and concentration across many alts.

I actually like patron ui orders. But an efficient system it isn’t. It gives me something to do so inefficiency works. But if I wanted to spend my time doing other things it would be annoying.

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