So theoretically any combat bonus that you get solely from having profession X is being removed. Sockets for BS, JC-only gems, enchanted-only enchants, tailor-only enchants, etc.
Thus the LW only enchant are gone (fur linings for bracers I think). There has not been any datamined information yet on the leg enchants from LW.
However, it does seem that enchants (in general) are being extended to all regardless if they have the profession or not. So enchanters can enchant weapons, rings, cloaks, and neckpieces for all. And Engineers are able to offer tinkers (i.e. gliding cloak, rocket boots) to all as well.
Basically leveling the playing field so that raiders don't feel that they have to min/max professions.
Theoretically, you could go professionless in WoD if you wanted to without suffering (except in gold maybe).
I think this is a great change as well. Being forced to use professions that have no benefit to the character besides the profession perks is no fun.
Am I the only one who was Engineer because it's useful, not because of damage? Nitro boosts, the glider, I really like that stuff.
Well here's the problem, those utility items can be sometimes useful in a raid setting. Therefore if no professions offer "combat" perks then utility perks now become "combat" perks.
Fortunately, I believe that Blizzard is fixing this by allowing engineering tinkers to be available to non-engineering classes. Additionally, some engineering only gadgets are being updated for non-engineers to use as well.
For instance, Findle's Loot-A-Rang works just like the Loot-A-Rang except anyone can use the former. Or Gumm-E which is like a Moll-E (mailboxes to use).
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Could anyone in Beta tell us if the Tailoring and LW leg threads still exist and if tailors/LWs still get the cheap versions? I've held on to Tailoring on my shaman because cloak enchants + cheap spellthreads were pretty awesome for Resto with Ele questing spec, but without these perks, I don't see much reason to keep it.
The trick of selling a FFA-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.
I think it is great, but it won't solve my addiction to enchanting and tailoring. I have 5 enchanters on the horde side and 3 on alliance, 3 tailors on horde and 2 on alliance. Being able to disenchant instead of vendor and getting extra cloth drops is too efficient for me to pass up. Yes I have a problem.
What I would really like to see is Blizzard allowing us to have herbalism/mining/skinning in addition to crafting professions. Just because I have a problem doesn't mean I should never be able to skin a mob or mine a node.
An excellent change! I just hope they go that extra mile and eliminate racial abilities next.
Heyallnewherefirsttime - inb4 additional profession slots per character by microtransaction based on the new game features this far:
- have more than 2 professions on your main -> you don't have to level alts only for doing some stupid 5 minutes daily shuffle but otherwise not playing with at all, so you can have more time spent traveling on your +100% speed ground mount playing
- removed profession combat perks -> RAIDARRZ are not required to purchase all profession slots to remain competitive so this won't be unfair for the heroes running on tighter pocket money
- more crafting professions need more mats -> increased reagent stacking from 20 to 200 so you have more space in your bags for your cool crafted stuff while out there gathering, with new bag sorting options
- need. moar. matz! -> new bank tab for crafting materials called "Reagent bank" - the materials deposited here can be used for crafting even when you are not in town, so you can use all your purchased professions everywhere over Draenor all the time to justify your real life financial decisions
/duck