Professions Evolved

These professions are boring. Lets make them professional.

General: Professions are no longer item grinds. Crafting will take regular items and and give the player the ability to choose what to turn them into with an emphasis on choosing between quantity and quality.

  • No more profession levels. Cooks are cooks, engineers are engineers, ect. There is no max.
  • Changing professions is free but takes a quest that makes you wait 24 hours.
  • Gathering professions give you more agency over what to gather from any node.

Gathering

  • Herbalism -
    *Each herb can be preserved in different ways with essencial elements, primal motes, or eternal crystals.
    *Preserving an herb determines how other professions can use them.

  • Mining/smelting -
    *Forges have different temperatures that produce different purities of ingots. The hotter the forhe, the more capable it is to produce purer ingots of harder metals.
    *Players can use certain materials to improve the forges’ conditions in an area for a limited time for everyone.
    *Mail and plate armor can be smelted into bars of rare, pure metals and gems if the forge is hot enough.

  • Skinning -
    *Skilling lets you choose which part of the beast to collect:

  1. Blood - crafted skins allow you to collect blood which is considered “fresh” for alchemic uses for a limited time.
  2. Bones - can be used for cooking stock, give to pets for well-fed buffs, and rare ones can be used for enchanting rods, fueling forges, and can be applied to fist weapons to give them the ability to stun or bleed.
  3. Skins - basically business as usual

Crafting

  • Alchemy -
  • Requires alchemy labs. Different labs have different refinement methods, and labs in dungeons (like Scholomance) can be used for transmutations.
  • Refinement methods
  1. Extraction - just about any herb can be extracted. The longer it is extracted, the longer the buff lasts. The more herbs, the more gainz. Rarer extracts from rarer herbs can be used for flasks. Can distill multiple extracts to grant higher bonuses for shorter amounts of time.
  2. Milling - used to turn herbs into powders and pigments. These can be mixed with extracts, oils or blood to create inks for glyphs.
  3. Infusion - combine glyphs with extracts to make special potions that affect the spells of the glyphs.
  4. (rare dungeon station) Transmutation - turn things into other things.

I have to go to bed. Yall fill in the blanks for all the other professions. The core loop idea here is to combine high quantities of any item into the right amounts, convert them to the desired stat, then craft them into items with valuable augmentations.

Crafting weapons or armor should make basically min/max BIS preraid gear, but can only be repaired by the crafter for the same amount of mats.

Let’s practice it on Retail, first, before we try to “evolve” Classic.

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gonna go with… no thanks :expressionless:

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Classic does NOT need to evolve, it’s fine the way it is. Retail can evolve away until it’s heart is content or Blizzard can evolve themselves a NEW product that may bring in NEW players.

Professions and crafting in WoW ( and most MMORPGs) has always been crappy, mostly another time/gold sink unless you are selling leveling gear on robust crowded servers.

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Classic WoW is free to develop in any novel way the devs choose. The single restriction is that it not copy content released in retail.

The only idea here I think is decent is the different alchemy labs in different locations. I loved the little rpg elements certain professions had in classic like dark iron only being smeltable inside the city of the Dark Iron Dwarves. It’s a shame little stuff like that got thrown out.

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It’s a shame that Engineering holds a monopoly over the other professions for items that have lasting utility.

Sharpening stones and Armor kits are great, but they simply can’t compete with the power that comes from grenades/teleporters/repairbots.

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Man, it’s only Tuesday.

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This is one of those ideas that sounds really cool on paper, but would end up being “solved” on day one, so any time you wanted to craft something, you would just open up a wowhead guide and only ever use the best materials you can. Anything other than the best would be worthless.

It’s almost the exact opposite of what it is in Retail. I hate all the limitations and restrictions they put on every single item.

Retail profession system is the best iteration of profession systems we have ever had so im not sure what this means.

Vials being purchaseable outright from any tradegoods vendor never sat well with me. Everquest made players take up Pottery if they wanted a reliable means to brew potions/poisons.

Make this thread in retail. This game is done.

That’s the point. Professions would offer the best (pre-raid) without being permenant, whilst being transferrable and dependant on the professor to prolong their usefulness. The goal isn’t to not make professions solvable, it’s to put more importance on the player with the profession to make them “useful”

To try the OP idea in Retail…not sure what’s confusing about it :woman_shrugging: