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  1. #221
    I think a hybrid system could work.

    Each profession would have 2 tiers - regular and mastery.

    1) Regular profession:
    - There's no limit to how many of them a character can have.
    - Fairly quick to level up.
    - Offer access to all essential stuff, like the raid potions.

    The goal of this would be to allow everyone to easily craft whatever they need for their day-to-day gameplay. With a fast leveling speed and recipe unlock, you'd be able to max out all of your regular professions pretty fast and thus be fully self-reliant on all fronts that really matter. And since these professions would be available to everyone and easily obtainable, the market prices of the actual goods should be heavily reduced for people who don't really want to invest any time with professions due to an increase in supply.

    2) Mastery profession:
    - You can only pick one gathering and one crafting profession that you will master.
    - Require a decent amount of time to level up and then a completion of a questline to get the mastery itself.
    - You can change your mastery at any time, but it completely erases all your progress - i.e. if you wish to return to a previous mastery, you will have to level it up and do the questline again.

    Mastery professions grant you:
    - Higher tier of regular profession items - same power, cheaper to craft.
    - Fun utility things that are in no way mandatory for any content that you can trade with other people.
    - A couple of high utility items that can only be used by your character.

    ---

    Let's take Alchemy as an example - item names and values are random, unless specified otherwise, all items are tradeable.

    Regular Alchemist can craft:
    - Potion of Divine Vigor - increases Stamina by 200 for 1 hour
    - Potion of Giant Strength - increases Strength by 150 for 1 hour (and equivalents for other Agility and Intellect)
    - Potion of Swifttness - increases movement speed by 20% for 30 seconds
    - Potion of Mending - restores 20000 hit points instantly and 10000 over 5 seconds.

    Master Alchemist can craft:
    - All the potions that a regular Alchemist can craft, but 20-40-60% cheaper, depending on the recipe tier.
    - Potion of Sharpened Senses - grants immunity to daze effects for 1 hour, bound on account
    - Potion of Rapid Mind - increases experience gain by 10% for 1 hour, bound on account
    - Potion of Invisibility - makes the player invisible to non-elite enemies for 5 seconds.
    - Potion of Water Breathing - grants the ability to breath under water for 10 minutes.

    These are just some examples, but you should get the idea - with the regular profession being quite fast to level up, you can easily gain access to all the essential stuff, so while you will need more materials to craft them, you should be able to be for the most part self-sufficient, whether by crafting these things yourself or buying them on the auction house - with everyone being able to craft these items, especially master alchemists who would be able to do it very cost-efficiently. they should not be very expensive.

    So... All the essential stuff is available for everyone - why would anyone want to invest time into being a master alchemist?
    - You can craft all the essential stuff much cheaper - it will save you the time or money needed to craft things for yourself or the Auction House.
    - You get a couple of pretty strong utility crafts that your characters can use.
    - You get some lower utility items that you can sell on the Auction House or use yourself.

    To summarize, you have an easy access to all the essential stuff via a quickly leveled regular profession, while maintaining the fantasy of being able to specialize in something and get unique perks for investing time an effort into the mastery profession.
    Last edited by Sarethion; 2019-02-14 at 05:27 PM.

  2. #222
    Quote Originally Posted by Argorwal View Post
    You really think there are 150+ unique and creative waves to activate hardmodes since we've had over 150 raid bosses since then?

    They already duplicated hard mode triggering just within Ulduar itself and with Sarth (leave up adds, accept/reject NPC buffs/debuffs).

    It also doesn't lend itself to harder dps checks unless you gimmick it with something like the heart everytime or only add adds. X-T's heart mechanic was fun because it was new and unique. Having something similar for the 20th time just isn't going to feel the same.

    TLDR - Ulduar hardmode activation isn't sustainable without feeling super forced and awkward.
    I think this is kind of a cop out. You could very much take what are the raid achievments currently and turn them into hard mode activators. You can definitely make it so the players have to do out of the box stuff to activate the hard mode.

  3. #223
    Quote Originally Posted by temple1906 View Post
    I think this is kind of a cop out. You could very much take what are the raid achievments currently and turn them into hard mode activators. You can definitely make it so the players have to do out of the box stuff to activate the hard mode.
    Do you think it would be "fun" if the only way to fight challenging bossed was to jump through an arbitrary hoop every pull? Fun after boss 50? or pull 400?

  4. #224
    Immortal Jeezo's Avatar
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    Quote Originally Posted by otaXephon View Post
    I missed this reply but since it's still getting bumped: I interpreted you as replying to the first part of my post, not the latter half where I stated my opinion. And even then, all I really said was that I hope Blizzard decides to look at raid hierarchies in 9.0. But hey, if you want to interpret that as elitist simply because I don't agree with your genius notion that Mythic raiding "iz bads cuz nobodies dozeses it," knock yourself out. :^)
    "I said nothing".

    "Oops, he noticed that I did say something".

    "I'll make up an accusation, because I've no actual argument".

    I've never once said that Mythic raiding was bad because nobody does it, and your inability to understand what I am saying is identifying you quite nicely.

    Well done, sir.

  5. #225
    Quote Originally Posted by psyquest View Post
    The numbers of subscribers speak for themselves. Things are not well in wow.
    #1. You don't have the numbers. You have your own anecdotal experience or maybe you'll appeal to the fake leak that's been completely debunked. But unless you work for Blizzard in a mid to senior management role, you don't have the actual sub numbers.

    #2. You are confusing correlation and causation even if the numbers are down. Numbers could be going down regardless of how the raids are handled for reasons unrelated. One such reason is that it's a 15 year old game that cannot possibly stay fresh forever. The reverse was true when sub numbers were going up. Increased subs were never proof they were doing everything right with raids.

  6. #226
    Quote Originally Posted by Jeezo View Post
    "I said nothing".

    "Oops, he noticed that I did say something".

    "I'll make up an accusation, because I've no actual argument".

    I've never once said that Mythic raiding was bad because nobody does it, and your inability to understand what I am saying is identifying you quite nicely.

    Well done, sir.
    Christ dude, I never even directly replied to you in the first place. Can you please accept there's a possibility there exist people whose opinions differ from your own? No? Okay. Then it's not worth wasting my time or yours even responding to this so I'll let you smugly claim whatever manufactured victory you're apparently hoping to achieve here.

    Peace.

  7. #227
    Quote Originally Posted by Nymrohd View Post
    Ah so e.g. Alchemy would have flasks and pots, blacksmithing would have BoP belt buckles and whetstones?

    - - - Updated - - -


    If the professions do not have a "selfish" bonus and leveling professions is costly and time consuming, people will just expect you to buy things, not to craft them yourself.
    Spot on on both points. That would make both all profession useful and not disrupt trading (hell, maybe it will be even better as all resources and crafts will have a purpose).
    No one wants to choose. Everyone wants everything.

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