Personally, I am enjoying the simple, straightforward system of yesteryear.
My new years resolution was to collect and craft all the pre-draenor mog from tailoring, leatherworking and blacksmithing. While some of the patterns have proven to be too elusive for my patience, overall I am finding the rest of the process restful, enjoyable, satisfying and rewarding.
That’s the problem with Blizzard, it’s the same with some drops , i would like to see a change of love rocket but since that mount has been in game for several years players perceive it as an unicorn…etc, being it a really bad drop and reward…
Same will happend with professions, at this point of the expansion, Blizzard don’t want to change those cost due to the amount of players that invested items into reaching that rank, when there’s a problem and there’s already a portion of players that got the reward / skill, Blizzard usually don’t do changes… even if that damage the game.
I got your point but i think Blizzard don’t want to impact the progress from current crafters that reached that point without the catch-up…that’s the problem with crafted player power IMO.
Crafting professions rely on a barrier to entry to make a profit. That’s just literally how they work.
The only real problem with the implementation Blizzard went with was having the barrier to entry be money. All this does is enable the rich to get richer.
In Version 2 of Crafted Leggos, ideally you would have a weekly quest where you can turn a base leggo into a vendor for a large burst of XP towards progress for mastering that rank. So once a week you turn in a rank 1 pair of legendary pants and you get five times the normal amount of XP for rank 1 progress. That would remove these lower level items from the economy slowly - heck, crafters who wanted to play patiently could let others spam craft ahead of them, buy the crafted base items, and turn them in once a week to get crafting XP more cheaply, as a sort of “reverse catch-up”, basically those who take the long road have a cheaper road whereas those who want a short-cut to the big pay-day can pay through the nose to beat everyone to the punch.
Let’s say Patch 10.0 has ranks 1-4 again, and then in patch 10.1 they add ranks 5-6. Blizzard can then remove the weekly time-gate for turn-ins for ranks 1 and 2, allowing people to quickly skip to rank 3 and start progressing their skill from there. Early player progress is respected because progressing from rank 3 to rank 4 would still have that weekly time-gate on the big XP quest.
That’s how I’d do it.
Anyways, as for leggos in our current expansion, if you nerf the cost to learn rank 4, all you’ve doing is nerfing the profits crafters can earn. Again, crafting relies on a barrier to entry to learn those recipes. If you remove the barrier, you remove the significance of having that crafting skill.
There’s a barrier, then there’s a fortress to where it makes more economic sense to let someone else make it, then buy it off the AH as it would cost the same amount to rank it up to whatever rank you want in mats, with the ranks before the max level one being worthless as no one wants them. Currently the system, like all other systems they came up with is just flawed through and through. Ranks should be shared across all recipes, instead of having to essentially craft an item slot 30 times each just to get to rank 4. Like jewelcrafting isn’t that bad as you can only make rings and necks, but with leatherworking, blacksmithing, and tailoring, they all have a stupid amount of slots they have to craft for, with leather working having twice as much and being much more costly. Which is reflected by the fact that gathering in the game is slower than it should be for the cost ratios of the items. Like you simply will not get back the gold you invest into the rank one items at all right now. You will lose all of your gold with how bad it is. Which is a glaring flaw to the system, along with it should be that the barrier is lower for people to be able to craft these items, without spending hours upon hours doing a grind that should have a catchup at this point honestly.
One thing I have always loved about WoW was their Legendaries were just that. Legendary. Yes they have had different systems but imo the best one was still MoP. It allowed for everyone to get a chance at a legendary whereas before you needed your guild to help you and if you pugged the odds of them giving you the legendary wouldn’t happen.
Anyways, it was a great story and chain where you got the cloak and upgraded it each tier until it became a legendary. The cloak definitely felt legendary also. Then came Legion where legendaries rained from the sky and yeah there were some good ones but being able to get them from a WQ was a joke. And now we have all these legendaries again which 95% of them will be useless per players and a lot of it was crafting also.
Now there are mmos that have legendaries rain from the sky too. I wish Legendary would go back to what it was supposed mean and would love to go back to the MoP way.
I’d like to find one players who has maxed out all the levels of legendary crafting on one toon, and done it without ever buying a token for the gold to do that.
Ya, I didn’t mean to derail things, I was just being silly with puns.
Professions used to really mean something…there were rare patterns that people were lucky to get that made great gear/enchants that people wanted. You could sell the pattern for lots of gold or make a good chunk off crafting things for people that knew on your server(RIP server identities with crz/phasing/group finder) that you had XYZ pattern
Now it’s all about how quickly you can get into the market and how much current gold yo uhave to invest in startup to take advantage of initial burst of sales before it dies off.