Seems like they make more money than any other MMO and could just at least make an attempt at making crafting good and actually rewarding/worth doing/ interesting.
I guess it could be most people don’t care about crafting and internal analytics show that to devs … but if true is it because people don’t care about crafting in wow or that people don’t bother because it’s not very satisfying or rewarding but wished it was …?
Yea its been pretty crappy last two expansions. WOD was alright. Least in WOD the epic items you made had use even as the expansion went on since it made leveling from 91 to 100 much easier. I am of course referring to the weapons/gear you could craft that had level 100 stats but equipable at 91.
Basicly because of the wqs system offering basicly what used to be crafted rewards, is there a point to crafting gear, a bit like how reputation gear from rep is largely irrelevant because the time you get there you have better gear? Moreover when the best crafting gear is bop. It just doesn’t make sense.
I had to craft 4x 470 belts last night to get one belt with crit on it. And it was just a tiny bit of crit, but I didn’t want to waste hundreds more Osmenite. And I can’t do anything with the crafted items but scrap them. Horrible system.
The new crafting system seems to take away a lot of the RNG based elements by incorporating other crafters into the mix. Say I wanted to make a Plate Helm, I could add a potion from an Alch, a word of power from a Scribe and a socket from a JC to guarantee one stat, increase ilvl and guarantee a socket on the helm.
This all seems nice, the real question is will Blizz add anything in to keep the crafted gear relevant? Or is everything going to be pointless after 1 raid tier?
I miss when raids dropped patterns for things that people actually wanted and you felt needed as a crafter. Now if you aren’t an Alchemist, you’re doing it wrong.
And as with everything else, all of those options will be essentially worthless save for some specific 1 or 2. Those will be price gouged and farmed to death since out of all of the options, only 1 or 2 are viable for anything.
I did the, what, 2 months of transmutes for cloth. I farmed the zillions of motes. Building that set was a long, long journey.
I did the same thing in Cata. There was a set that was “ok” for entry level. Wasn’t anywhere near as exhausting as Shadoweave was, but it definitely took some farming to get it done. And the fact that I was able to actually farm and make the set before it became utterly worthless was a bonus.
Frozen Shadoweave was my “end game gear” in BC.
It would not bother me if there was an gear set I could work on over several months that was comparable to the first raid tier, and as a practical matter I could have done before the 2nd raid tier came out.
if they wanted to introduce a similar set for each raid tier, hallelujah, that would be OK by me. But they haven’t before, all of the crafting required raid mats. Shadoweave didn’t, which was nice.
Well lets look at the professions that are good to answer your question.
Alchemy and Enchanting. What are Alchemy and Enchanting most used for? Endgame raiding and mythic+ / pvp content.
And there’s your answer. The devs have shown on multiple occasions doubly so ever since Ion became game director, they only care about the endgame, so systems and professions that aren’t tied to Endgame are left behind.
I think it has more to do with WQs than anything else. WQs replace the entry-level crafted level cap gear. It’s basically sidelined crafting for the most part other than for bits and pieces. I doubt this changes much due to how wedded they are to WQ type things as a staple of their endgame design now.
Exceptions to that are consumables, of course, and enchanting, which is always relevant.
Activision doesn’t make money to put more effort in their games. Ol’ Bobby has little man syndrome and is trying to make up for it with a big bank account.
Because if you can craft your own gear, and actually get gear worth having out of it, there would be no way to force solo players into group content for progression.
With the advent of Heirloom items and the increase in levelling times the crafting professions at little more than transmogs now.
How to fix that would require an adjustment to the loot gaining going forward.
For example:
Open-world drops / questing / early-tier crafting leads into starting dungeon and raid loot drops.
Dungeons and raids at appropriate levels having crafting materials drop for your next tier crafting which you’d logically need to grind in preparation for end game. The real ultimate end game gear I would have as crafted from drops from highest difficulty raids.
This way crafting would have an actual role to play in climbing the ladder. But then again I guess that wouldn’t necessarily sit well with some.
/facepalm … crafting can be so much more than good gear … and actually be engaging and worthwhile … even with that your point is silly … good gear crafts could require BoP or something like that from harder group content meaning you already have decent enough gear to do it … don’t be an apologist
Fishing could even be more worthwhile And engaging than it is
Side note Many solo players are not being forced into grouping with you anyway if that is your idea … many just don’t do the content and do other things
WoW needs a skill you can AFK for $ like nearly every one of RuneScape’s skills
I would woodcut trees in WoW while Netflixing, but too lazy to do M+ spam
I think current crafting can take a good look at Classic and see that how it worked back then was good. You arguably need something from every profession outside of maybe the secondary ones. Tailoring, enchanting, blacksmithing, leatherworking, Alchemy and Engineering all have uses in game that benefit all levels of play from PVE to PVP. It should be a no brainer. Make crafting actually matter.