What’s up with Darkmoon decks?

I’m writing this mostly through the lens of sub-spec’ing early into Darkmoon Deck: Rime, which is the frost deck.

It was catastrophically bugged for two weeks at least (eg. It barely did damage with its big single target hit and did nothing on-death). The bugs now seem remedied to some degree, but the damage-for-investment, if for the Spark alone, just isn’t competitive with easier options. What’s the deal exactly?

I mentioned this part elsewhere, but it bears mentioning here: Darkmoon decks seem stuck in the design philosophies of past systems (ie. crafted trinkets should eventually become outpaced by dungeon and raid trinkets) but resemble the costpoint of crafted items that stay BiS in the newer system so much longer.

Anyone else suffering an early rush to one of the decks? At the moment, the only thing that seems worth the investment is being able to eat cards for rousing elements, but even that will fade with time.

What’s up?

The problem is that as far as I know none of the decks are even close to pre-raid BiS

Maybe the bugs you mentioned will fix that(?)

For the amount of knowledge points you have to pour into getting Darkmoon decks built well they should be near best in slot for every single class

As I see it now they are nothing but a waste of time and gold

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Yeah, I’m not sure about how long a heavy investment like Darkmoon should stay BiS (at least pre-raid), but they should definitely beat every single WQ trinket reward, and they just don’t.

And the profession system is peppered with this kind of sub-spec trap anyway (ie. players invest points in good faith only to realize that tooltips were misleading and/or fair item balance is mostly nonexistent). In this way, Darkmoon trinkets are in need of immediate design review. At the moment, to your point, they’re a colorfully designed waste of precious resources.

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Like the other crafted items, recrafting should provide options to keep them relevant throughout the raid tier. Not BiS, necessarily, but definitely on par with things we get from dungeons and superior to things we get from open world content, only trumped by raid drops or M+ drops from keys at a higher ilvl than crafted items will go.

It’s insane to me that they went to all the trouble to make this new complicated system for inscription and yet, the Darkmoon decks are still more trouble than they’re worth.

The number of knowledge points required to spec into Darkmoon Decks and sigils for them is appalling given how short the window of their relevance is. For being such a massive chunk of the inscription profession as a whole, and for as much as they’ve focused on the soggy deck drops from treasures, etc., the finished trinkets should be important, and once again…they’re simply not.

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Totally agreed. It’s wild to think that someone designed this whole complex system to offer C-tier (at best!) crafts that are outpaced easily. And I’m approaching this after recrafting my trinket up to 389 tier-5 and still having it fall short of like 372 world quest trinkets.

It’s just madness. The need for a tuning pass across the board is severe.

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yeah, i cant get anyone to craft for, and cant level inscription because so many points were sunk into this tree that’s pretty much useless because no one wants them. The sunk cost on the Sigils is insane, when order goes for 1k+ and the sigils barely sell, if at alll for 10% of that.

at least rolling pins sell, and can make treatises for alts. :\ considering dropping and rolling a different profession that’s more useful and repsec inscription on someone else with a better build.

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Yeah, I’m with you. The tragedy of the current situation is that you can tell that some thought went into making Darkmoon more interesting (eg. Sigils), but it just doesn’t have the escape velocity to be as competitive as stuff like embellished gear. And why aren’t they embellished, exactly? I think I would settle for a situation where the trinkets are great but occupy an embellished slot.

It’s just a weirdly organized waste of time and materials, and my guess is that the market for them will only worsen as fewer players make cards. With fewer cards, the price of the decks will spike. As the prices of the decks spike, even fewer players will choose them over dungeon trinkets. Or, perhaps worse, prices will stay low and the best use of cards will be eating them for their rousing elements (has anyone eaten an ace yet?)…

I hope someone is giving this entire specialization a look. On paper, it’s one of the most colorful, interesting additions to the new profession system. In practice, it’s a brilliant waste of resources that seems extremely design-confused.

EDIT: I keep coming across little stuff to gripe about. Here’s today’s example: just came across a magic-bound chest that requires frost damage to open. Great, I think. Time to get some use out of my Darkmoon for a change. I equip the trinket. I hit the chest. Immune.

…???

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