Professions are in a terrible state, no revamp in TWW

Region-wide work orders would stop all the crafting from happening on large servers. At least in Shadowlands, you could just put your legendaries on the Auction House.

Different degrees to it. I won’t compare mythic progression to scrapping spores of a bats butt. I simply wont.

It just isn’t a positive for the game experience. There is a really strong argument for removing trades entirely. End of the day every single trade skill put together affects combat directly no more then one health potion and one dps potion.

Professions were already good before the change. They just needed to poke around a bit to make them more useful.

I LOVED leveling professions, engineering being my favorite. I won’t touch them now. They aren’t worth the time/effort to put into them, and my time is important to me…even if it seems Blizzard would disagree.

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you are most def doing it wrong, i did none of those things and made gold in my professions. Sure I could of done more with more effort but isn’t that how it should be?

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Professions are not THAT bad like this such an overreaction just need to remove talents that make a huge impact on gameplay like those Alchemy talents and implement a catch up system from day one.

Like still absolutely mad that theres no catchup for DF Professions and considering prepatch is so soon not sure if they are gonna add anything.

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I disagree as someone who has tested various professions in beta. There is a very large beta thread about how much it is hated & broken currently.

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I mean, you level them the same and you get your knowledge cap pretty quickly just doing what you’re likely already doing in the game + a few minutes of a couple crafting weekly quests… not sure how that’s wasting your time? No one is making you interact with others if you just want to level a profession to use for yourself or guild members, like professions before.

In contrast, it felt like a waste of time to do anything meaningful with a profession once leveled in older expansions because everyone made and sold the same 1-2 things on the AH and you were always being undercut. It was a waste of my time to farm mats to make things to sell just to play some AH mini-game, so I’d only make for myself and guild. Which is what you can still do now. Except now you can also optionally choose to make things for people looking for crafts in Trade and make money on top of that. :slight_smile:

lol ok.

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I already said they needed to be poked around a bit. The overhaul was unnecessary, specifically the many different “levels” to mats. It’s convoluted and needs to be simplified for bag space alone.

Once again…this is coming from somebody who enjoys engineering. They just took it a few steps too far.

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I think the overhaul to the system was necessary to help breathe life into professions and make them engaging and meaningful throughout the expansion AND viable at endgame, but I agree with you about the many different levels of mats. Totally unnecessary and a waste of bag space. That’s something that has been smoothed a bit in the crafting process with a change/removal of inspiration to be able to guarantee quality, but it’s an issue that still exists when gathering mats and it needs to go. For sure.

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I saw the writing on the wall in the Dragonfight beta. The results were predictable and avoidable…

:surfing_woman: :surfing_man:

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No, they definitely weren’t. They were mindless and the only ones that were even worth having for were alchemy. jewelcrafter, or enchanter, along with mining/herbalism to support alchemy and jewelry.

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They took it too far because they don’t understand to make professions like other MMORPGs have you have to make it more comprehensive and consistent from 1-70.

Nothing wrong with making it relevant for current endgame but the way they went about it basically promotes First In and First out. I wouldn’t lump that crowd with the Exploit Early and Exploit Often group but they turned something else into a race. First dibs have all the spoils.

As for the catchup mechanics or lack of well they could have done it but they chose not to because they thought it was acceptable to shut out returning players. But it wouldn’t have mattered because the DF professions system is designed for the first in and first out group of players.

Agreed all they had to do is lift the crafting restrictions they had in place for endgame. Problem solved, and done.

:surfing_woman: :surfing_man:

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The crafting restriction of not having anything worth crafting on the majority of professions and not having meaningful progression until Shadowlands, where the meaningful progression was to make 45 worthless items per slot? Because those were the two states it was in before. Worthless, or such a massive gold sink like 4 people touched it.

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y’all keep talking about issues in the beginning of DF / early on. And keep using that as an excuse why in your mind professions “failed.” Still. Nearly 2 years later, lol.

A complete overhaul (talents, specializing, knowledge points) to a crafting system that has been the exact same (and stagnant) for nearly 18 years … yeah, it’s going to be overwhelming in the beginning because it’s new for everyone and it’ll take time for people to sort it all out and make sense of it. And Blizz didn’t make it any easier with caps and time-gating, super limited knowledge sources early on, and convoluted talent trees with no way to respec.

Many of those issues have been addressed. Many more will be smoothed out in TWW. Now that we’re at the end of the expansion, we have a better handle on things. A lot of us have maxed at least one profession, even casually, and the benefits are there. Seeing our crafts last and be useful all expansion feels good. Having people “know” you and request crafts from you feels good, especially in a time of cross-realm where the sense of community more or less feels non-existent.

But please, keep complaining that something you gave up on because it changed and change = bad means it “failed.”

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I’m honestly mystified that there are people who don’t like the DF system; It feels really rewarding to be able to plan out your progression and see it pan out, to have people in your guild know that you can craft armor or weapons or what the hell ever.

Really, my only complaint is that the work order system lent itself to people spamming crap work orders.

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:dracthyr_shrug:

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If they allow you to set a quality on public orders and find a better way to level your profession other than FOMO weekly kill quests, preferably something like crafting, that’s 90% of the battle.

As for making money, I made a ton this expansion. This patch has been pretty bleak, but it’s the end of the expansion and no one is buying anything and everyone is trying to dump over a years worth of acquired mats.

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They needed to overhaul the system, it was mindless and mostly worthless. Professions now, with the massive improvements, are in the best state they have ever been in, and the concentration stat replacing inspiration is looking to make that even better in The War Within.

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Well, that is your opinion. I just disagree with it.

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I personally hate them. But I recognize Professions and the Auction House are just a tier of play I’m not interested in. There are people that end game economics are the reason they play. I have some misgivings about that playstyle, and how it negatively impacts most other WoW players. But I can also appreciate that it has meaning to the people to do it and Blizzard wants to support it.

TL;DR. I level professions so I don’t have to talk to other people and I hate how overwrought it is.