Honestly who is surprised?
Blizzard has changed the benefit of having a profession every expansion. It started with crafting only gear which became stats perks which got nerfed to even professions out as much as possible.
This kinda kill the whole idea of profession. The most viable now would be gathering, since you do get a little extra benefit of picking stuff up out of them.
I don't know why people are complaining about this? I rather have them change the stupid cooldown shit on specific items on professions to now instead of daily. Seriously, it feels like they just want us subscribed to make specific items per day like the Celestial Cloth.
Damn casuals bitching because they want gathering professions. Engineering is going to be useless, synapse springs gone and everyone can use nitro boots. At least make the damn boots a 100% success chance for engineers or something.
It doesn't kill the primary purpose of a profession at all, which is to make/gather shit. In fact it means you can pick whichever one you want - and if you don't care about professions you don't need to max them either.
Excellent change IMO.
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But assuming they were all perfectly balanced and all gave you +X main stat, then all they are is another thing you have to mod a piece of gear with when you pick it up. Annoying click click for no real reason. That's exactly what they're trimming from the game.
Professions are pretty boring aside from a couple of them now. They are simply stat sticks that you should probably have, and the interaction with crafting is pretty diminished.
Pretty sure crafting professions randomly have a chance to be warforged/tertiary/socket in the expansion, basically making them critical crafts. This would essentially give longevity to craftable items, making them useful for much longer.
Personally preferred the really old system with super rare crafting materials that were either hard to come by or a really big grind. Most craftable items are usually an after thought and almost exclusively used for catch up. Catch up is fine, but it's been two slots per tier, which is sort of boring.
Jsut did some world of Logs quicksearch to find out how many have Best professions and it turns out that everyone has Engineering so stopped searching after a while, similar to the Doctors who wanted do research to compare males who masterbate vs males who don't and they did not find any male who doesn't.
Professions point is to be used to make stuff, profession bonus point is to encourage people to actually do professions. It's called an incentive. It's why LFD and LFR, random BG's, and scenarios work.
Professions can offer MORE of what they currently do, such as an LW/BS/tailor being able to make 6 different raid ilvl slots instead of 2 (f.ex.) but still using teh mats from the raid tehmselves. It adds good trickle down to people who focus on money-making and buy a lot of their gear, gives people more to save up for if they don't raid - and keeps the professions relevant for longer.
Updating the other professions after patch 6.0 would also add a lot more to their use. Engineering, inscription, enchanting, are all very active the first tier but die off later on except for when they are fed a bone. The benefits don't have to be BiS things.
Professions became unintersting after TBC. They had much more value before. You could actually craft something good for your character that worth the effort of leveling the profession and spending the time to grind for materials. And it only affected the first tiers back then. Was tailoring set imba? yes it was, for the the first tier. As soon as you got 2 pieces of T5 you could replace it easily and no longer game you any advantage over someone who did not had tailoring.
The best mage of our guild did not had tailoring and yet people were bitching and crying about "mandatory" professions... And what is the problem if a profession is mandatory? If it is part of progression? Is everything out of raids supposed to be just for "fun" and completely "optional"? It is not a moba game, it is MMORPG.
The trick of selling a PvP-MMO is creating the illusion among gankers that they are respectable fighters while protecting them from respectable fights, as their less skilled half would be massacred and quit instead of “HTFU” as they claim.