So sticking with 3 ranks for mats…

I just want to ask why, does anyone really enjoy or get benefit from 3 ranks for “light ore,” or whatever they’re going to be called?

And to be clear it isn’t a money thing, on my realm almost every single mats is cheapest at gold rank after like the first couple days of a patch.

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I like the idea but they really need to make the highest quality the most rare or it doesn’t make any sense.

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What I dont understand is how complicated can this all be?
When your mining skill gets higher, you crank out better mats. duh? lol
when your crafting profession is higher, you make higher quality goods.
I mean, they never had to do this kind of thing but it SHOULD have been done this way the second they wanted more detail like this.

It should be based on skill level. And then they could just make it so it takes longer to get to max prof level thru the expansion…in a LESS IRRITATING MANNER…so it feels like we’re progressing over time…you know…like how REAL professions might be in the real world. lol

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The multiple ranks failed once already in Legion, so I don’t understand why Blizzard is stubbornly trying to make them a thing again… As I said of the profession system revamp and other parts of Dragonflight: needlessly complicated and overly convoluted.

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Ranks are fine. They could have just done common, rare, and epic though. Simple resources would only have common and rare distinctions and then the more special resources would be rare and epic only. You get down to two ranks, it fits better logically, and your bags are increased by 1/3 of the prior space taken.

Ex. Serevite would only have common and rare.

Draconium would only have rare and epic.

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It’s hamster wheel content to increase time played metric.

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There is definitely a good system in there somewhere, and I’ll be honest I’m not sure how I would do it but people have definitely given good simple examples.

Shame they’re sticking with it, at least they removed inspiration

I don’t mind the ranks of crafting mats all that much. If they cut down on all the extra crap that gets stuffed in your bags because it’s used as currency, or item unlocks, or fishing events, etc…I think it’ll feel better.

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This is just me personally tossing out what I think

For professions make them 1-100 each expansion
Every 10 levels…10…20…30…increase the quality of the product.
So if its gear, each of those maybe make the gear maybe few ilvls higher…could even say if youre 100 anything you make gets that indestructible thing, I think its called…maybe some extras like that.

and obviously nothing you craft should be higher than the materials it was made with, which means overall thru the expansion as our skills increase, ilvl would increase as well, meaning the equipment crafted could in theory keep up with the current expansion ilvl.
Allow recrafting so you make something now, and you can keep upgrading it to whatever the current max allows.

Id do the same with travel.
With each level your mount can move a little faster until you hit max skill level.

Its always been befuddling to me how this wasnt something like this from day one of any game system like this. it just seems very obvious that you want small increments of skill increase over time and having to skill up 1- whatever max would seem to make it pretty obvious how it should be done.

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Isn’t that how specializing into say Armor over weapons works presently?

see my last post lol. its cleared up there.

Dang, mat ranks were the thing o disliked most about the crafting rework. They make everything look more complicated than it is and triple the space mats take for no particular reason :face_with_diagonal_mouth:

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I remember back in WoD where we had three sizes of fish, and I don’t think that most people thought that added to the fun or depth of fishing. Rather, having potentially three bag spots taken up instead of one for each type of fish was really annoying,

Also, converting it to meat to finally have a single stack was inefficient because a stack of fish could make multiple stacks of crafting mats for cooking, so once again, more bag space taken up.

(Sometimes this design plus all the various vendor trash, and the trend to have lots of white drops to use as currency, makes me think someone has a performance plan where taking up player bag space results in a higher annual pay bonus.)

And yet we had the same deal in later expansions, and especially in DF, with multiple quality levels, like in DF with ore, herbs, intermediate mats like alloys, etc., so yet more bag space.

I’d prefer just one quality of each mat and if they want to add depth, make having more skill points in the gathering professions result in more mats gathered, and for crafting, you can have higher skill result in more stuff crafted or a savings in mats, or both.

I appreciate them making professions more intricate and complex, but as often happens, it seems like with the WoD fish, they went overboard, and I’d rather have them dial it back a bit.

/moo :cow:

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The main problem I have with 3 ranks of crafting materials is that there is no way to know what effect that will have on crafting difficulty. I can’t tell a customer what effect them using lower rank mats will have unless they submit the order with the lower rank mats. If the mats said on them “+10 difficulty”, and that applied the same to every recipe then it would be ok. As it is now I just always tell customers to use r3 mats since I know what those will do.

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For me, I feel like the core problem with the crafting system is that the result becomes a fixed ilvl that can’t be upgraded. The “range” of results are acceptable if the crafted items resembled the same upgrade paths that dropped gear had available to them. Crafted gear shouldn’t exclude the upgradability. Even if the max potential within a upgrade track for a crafted item ends up being 1 upgrade below a drop. I’d be fine with that.

The item’s potential range should also include a “track” attached to it so that the range falls somewhere within that range. Don’t mind grinding a ton of crests to upgrade it to max dont use the best quality items. Have the materials? Plug in the additional optional materials and get a higher upgraded item on that same track.

Different recipes for adventure, veteran, champion, hero, and mythic items.

Go back to having some materials that drop BOE from the higher content that you need to aquire to craft those higher items.

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