I’m sure there’s dozens of threads like this already, but I didn’t find any. So I started a new one. I’ve seen a couple youtubers/streamers share their thoughts on crafting improvements, and I thought I’d share the ideas i’ve had bouncing around in my head since launch.
Problems
- Public work orders suck aren’t used enough for many reasons
- Quality - it’s 5 quality or gtfo
- incomplete reagent work orders
- difficulty in maxing professions because once you’re past a certain skill level, only high investment items return any skill increase, which usually need to come from work orders
Solutions
Work Orders
Remove the ability to create incomplete work orders - these are currently only used to scam players who don’t know the value of the reagents they’re providing. It’s a nice thought, but I have yet to see it used in a non-scammy fashion
Have more crafted items be warband-bound. Things like alloys, special hides, bots of cloth, spell threads, armor kits, sharpening stones… This was one of the biggest surprises with dragonflight. I truly though they’d use the work order system, only to find the AH was the go to spot for 95% of crafted goods still. This alone would increase the number of work orders so high we could remove the cap. It also makes it easier to regulate the economy, because all your AH prices are now on base materials, and any “effort” cost comes from commissions. The reason to make it warband-bound is so that players can still “share” between their warband, and any extra materials generated(from multicraft/resourcefulness) could be shared. The goal here is to move more crafted items away from AH fodder and into the work order system.
In addition to the above, allow work orders to have a quantity. Let me request 20 bolts of cloth, or 100 obsidian alloy. As long as I provide the materials, what’s it matter? This will cut down on frustrations from the above when the switch is made. This also makes multicraft more valuable, because players players who provided resources for 10x alloy could receive the ingredients back after only using enough for 5.
Professions
Improved UI - players need to be able to see all patterns granted by a specialization, important features, and skill bonuses
Blacksmithing/leatherworking. I honestly think these two need to be split up into 2 professions each. It’s kind of crazy that I can have two toons for each of these that are far along with completely different specialization spending. Honestly, I feel we need to separate these out into weaponsmith/armor smith and leatherworker/mail crafter. The only one of the 4 that would need a bit of love would be mail crafters, and I’m sure the team could think of something to give them. The point would be to prevent newer players from “trapping” themselves by trying to specialize into to contradictory trees, while also providing each profession a more unique identity.
Quality - Quality was a great idea. I loved it. But it’s current implementation means that anything besides a 5 quality is a failure. And if anything besides 5 is bad, then why do we have it? I think quality needs to have it’s primary power contribution removed. Crafted items should use the same progression track as other items, with them being created on the appropriate “track”(veteran/champion/heroic/mythic). Then quality could have two purposes. It could increase the initial drop on the track, all the way to 4/8, or it could increase the odds of a “good luck” proc, which I’ll add in the next section. This would remove the pain of not getting a 5 quality item, because you’d be able to upgrade it just like your other gear. And when you recraft an item, if you change it’s track/season, it rests to 1(+ quality bonus). And for trade goods, quality could improve multicraft/resourcefulness chances.
Inspiration - Because inspiration is tied to skill/quality, it currently is frequently “required”. And as we know, anything required is bad. So instead of inspiration providing a mandatory bonus to item level, what if it provided a chance at a “good luck” effect. Maybe it provides a random tertiary stat. Maybe it provides a random visual effect. Maybe it provides a unique transmog look. The point is that inspiration would not provide any more player power than a lucky drop does today. But it could still provide things that players would want. Then we’d just need another crafting item to “lock in” an inspiration effect, so that players would be able to save these effects through recrafts if they got something they really wanted.
And that’s it. I’m sure tons of people will hate these ideas, but maybe some discussion could lead to good ideas that would allow the Dev team to deliver an even better crafting experience for war within or midnight.