1. #1

    The Great Profession Revamp of Expansion 5!

    BC brought us Jewelcrafting
    Wotlk brought us Inscription
    Cata rebuilt Inscription
    MoP rebuilt Inscription, Cooking and (possibly) Blacksmithing. Before long we may see more.

    But what about 6.0? Rumors will abound by the time we hear of concrete plans from Blizzard at this year's Blizzcon. I wanted to take this opportunity now to build on some thoughts floating around with recent implementations and comments made around Professions. Be warned, I will speak as though this is happening, even if it is, again, only speculation.

    In 6.0, Professions will no longer provide direct character power. No more 600 JC gives 2 special gems or LW lets you enchant your bracers stronger than other profs. Now that professions do not relate to power, they can all be learned by a single character (if he so desires).

    * Skills are not account-wide, but patterns are, so once you learn tailoring patterns with your mage, your warlock doesn't have to hunt them down too, and vice versa, he just needs to get his skill up to match (RP the characters talk/train together behind the scenes).

    * Skinning, Mining, and Herbalism are no longer skills. Instead, you can skin creatures that yield loot for you if you have the appropriate skill level in Leatherworking. You can mine any ore provided your skill in BS, Eng, or JC is high enough. Same goes for herbalism with Alchemy and Inscription.

    * Blacksmithing, Tailoring, and Leatherworking will specifically provide a means to gear up other characters/alts/yourself if you are not using another means to do so. Expect the effort to match the gear, so if you're raiding, you can learn better patterns, as with now. To facilitate this shift in ideology, new patterns are available at all skill levels so that somebody at skill 75 can create a complete set of mail blacksmithing gear good for a character up to level 15 (or whenever you gain access to journeyman). new item drops are scattered in the same locations as similar drops (SwP has full sets available now, etc).

    * Blacksmithing patterns can be made from any ore, but at a higher effective cost. Current expac/skill level ore is always 1-5, one expac back is 5-10, two expacs back is 10-15, and anything else is always 15-20. Smelting goes away. Instead, you are assumed to smelt the ore at the time you craft the equipment.

    * Inscription remains largely unchanged, except you no longer have shoulder enchants. Milling goes away and you turn herbs directly into ink with a chance to proc uncommon ink.

    * Jewelcrafting's biggest sell becomes trinkets, necks, and rings. Gems are no longer a direct path to character power, and only metagems remain for helms. Other gems are relegated to specifically adding off-stats, so you shore up Hit with gems, not Agility. Each rare/epic item at cap has 1 socket that you may or may not use to increase a stat you're otherwise missing. This replaces the functionality of Reforging (as a result, the reforger on the grand expedition yak is now a profession trainer). Older items' sockets become prismatic to facilitate lower-level use/sell of gems.

    * Enchantments are no longer a direct path to character power. Enchant Shoulders - Strength, for example, now replaces Int or Agility on a shoulder-slot item with Strength. This allows for fewer bad gear drops (no paladins in the raid? use enchanting to change the Int plate to Strength). Higher skill = higher items that can be modified in this way. Enchanters still create scrolls to accomplish this, with the skill level determining the item level that can be updated with the scroll. Weapon enchants that proc bonuses still exist since they're fun and remain a major source of income for enchanters. Death Knights still keep runeforging. The enchanting UI now allows you to queue up enchantments (check mark the items you want to change the stat on) or scroll creation. Disenchanting yields 1 material for anybody with lower enchanting than required for the item and procs like alchemy for any with the skill high enough. All items can be disenchanted at any skill level provided somebody has at least 1 skill point in enchanting.

    * Fishing receives some upgrades, such as the ability to use a fishing net for mass catches/skill ups. These cannot be used in tournaments (debuff prevents/punishes you).

    Questions? Comments?

  2. #2
    It all looks as dumbing down profs.

    And if patterns are account-wide and all profs can be learnt by 1 char, it is basically same as if profs are account-wide.

    Oh and if everyone will have all profs, what about rolling on raid patterns? You realize that raid patterns never drop in raids, if only maybe once in a month most likely due to some bug. Not looking towards 6 years of grinding raid patterns from same raid simply because everyone will be rolling.

    Professions need complexity, not watering down to oblivion. Less RNG (reliable way of obtaining raid patterns), less grief (personal resource nodes) and more use (BS to provide top-end quality crafts, even if it would be very expensive, Tailoring - cloth crafts, LW - lw crafts). Moving head enchantments to profs, and adding trinket and neck enchantments (done by, in example, inscription). What is proposed in original post is completely opposite and just makes professions even more dull.

  3. #3
    something about mining herb and skinning. they have been the saaaaaaaaaaaaaaame thing for ever, need something new and better!

  4. #4
    How about giving them real graphics instead of rubbing your hands together, swinging a hammer, etc.

    Also adding a bonus to those who pick 2 respective profs. such as mining and blacksmithing. Special ore can be mined and made into special gear that only someone with these two profs. together can get. Same goes with other respective profs.( herb-alc, etc.)

    Add replica patterns so you can craft gear for transmog. or at least make it so you can pick color of high end gear.

    Theres so many possibilities to make profs. more appealing, besides just for stats and mid range gear. Engineering is good cause u get toys to play with.

  5. #5
    Quote Originally Posted by Ferocity View Post
    *Snip*
    It's not so much a suggested nerf to Professions (yes, it is, but not for the sake of it). It's actually more of a reduction in character power overall. It would go hand-in-hand with any impending power crunch. The intent would be to make Character progression require less busy work outside of actually playing the character. The extra things like professions become just that; extra.

  6. #6
    Deleted
    Dumbing down easy streeet zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

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