I know it is ‘‘early’’ still but I can’t imagine they’ll just leave it as is.
This system feels good as a foundation but it needs changes.
I just was wondering if there are any incoming.
I know it is ‘‘early’’ still but I can’t imagine they’ll just leave it as is.
This system feels good as a foundation but it needs changes.
I just was wondering if there are any incoming.
I don’t remember hearing anything about professions announced. Might have to wait until they release more information.
Probably staying as it is with some tweaks.
From the warcraft wiki interview:
Professions? Carrying DF style forward?
The one thing I heard mentioned is that they did not like inspiration. No one accepts lower than T5 results, so it doesn’t feel like a cool crit. It feels like you failed when you don’t crit.
My suggestion to fix this problem is to completely remove quality from crafted gear, and instead shift gear quality over to price. Crafts would always come out the same max quality, which is what happens in practice currently.
As the new differentiator, a skilled crafter should significantly reduce the material cost to the point that it makes sense to tip a more skilled crafter better than an unskilled one because it is very clear they are saving you a significant amount in material cost when you go to the AH and type in 15 vs 30 of the material. When a crafter links their recipe, it should show the required materials for them to craft it as well as the min/max amount of materials that could be required to craft it.
This also supports the ‘crafter provides the materials’ model in a much cleaner way. Each crafter can explicitly list a price for each item they can craft to compete with each other, and the buyer can easily see whether that is cheaper than buying materials themselves. A public work order with a price and no materials would make sense for some crafters to complete while being stupidly expensive for other crafters to complete, leading to the style of market they want where there is an advantage to being an expert at crafting a particular item.
I feel it would also be nice to remove material quality in this case and have it all be derived from material quantity instead. (e.g. instead of a skilled crafter being able to use T2 materials, they can just use half as many non-quality materials.)
As much as I love craftsim, both the crafter and customer should be able to make sense of the system without it, which is currently not possible with the matrix of quality and inspiration breakpoints.
I was mainly thinking in terms of crafted gear above. I could see it also working for consumables, but each quality of consumable would be directly crafted with a different amount of materials. The goal here being to maintain the existing concept of much cheaper but not BIS consumables being available.
They’d have to make mats a lot more expensive overall for it to be worthwhile for crafters to compete. The value a JC would bring to a signet of titanic insight craft, even reducing mat cost by something crazy like 75% would be negligible, since it currently costs like 200g to craft.
I’m very curious how they’ll handle it, because I think it’s mostly fine as is, with the exception of HSV and customers not being able to directly see a crafter’s inpiration.
If they didn’t want to tie it to power, they could have a completely separate transmog quality, and inspiration (at a lower % than what it currently is like 5 or 10%) could proc an elite crafting appearance for that season on that item (don’t ask me how it would work with jewelry). Knock mettle down to 50 per week, don’t make it required for recrafts, and there’s still some value to the scarce mettle, while still having insp be somewhat valuable for transmog collectors.