Page 4 of 4 FirstFirst ...
2
3
4
  1. #61
    Restore profession benefits and uniqueness, return to having things like Elixir Master and give every profession something more long term.

    No new professions are needed, they need to make the existing ones feel more worthwhile and restore their RPG elements.

  2. #62
    Anything that doesn't interfere with player power like SL legendaries.

  3. #63
    Quote Originally Posted by Neuroticaine View Post
    eh? Legion was a pile of hot garbage for professions... Legion made me stop caring at all about professions and I haven't recovered since. Obnoxious quests to learn new professions, a dumb rank system... it was not a good time for me at all.
    Thank god you have no influence on the game. Those quest made professions interesting for the first time in the games history. They weren’t some boring grind fest.

  4. #64
    No new professions, but maybe remove the 2 profession limit. If I want to level every fucking profession on one character then they should let me.

  5. #65
    Quote Originally Posted by Rigman View Post
    Thank god you have no influence on the game. Those quest made professions interesting for the first time in the games history. They weren’t some boring grind fest.
    They were a massive waste of time when you just wanted to craft something. Everyone has their own tastes, but I've yet to actually meet anyone in game that liked Legion's crafting. I admire the effort in trying something different, but there's probably a pretty big and obvious reason why we didn't see the system return...

  6. #66
    Quote Originally Posted by sensei View Post
    No new professions, but maybe remove the 2 profession limit. If I want to level every fucking profession on one character then they should let me.
    There really isn't a reason anymore NOT to allow this. Used to be lots of prof-specific perks, but most of those are gone now. Engineering and Alchemy are practically all that's left of even fleeting relevance.

  7. #67
    No new professions, fix the ones we have.

    Now I haven't played shadowlands since 9.0, but:

    Jewelcrafting: Bring back gem slots on gear. Fuck RNG prismatic slots
    Inscription: with glyphs being gone either remove it or find a way to make it more useful than its current form.
    Enchanting: Make enchantments powerful upgrades again, they've felt kind of weak since legion.
    Engineering/BS/LW/Tailoring: Make goggles and gear useful beyond starting tier gear. Bring back raid drop patterns.
    Alchemy: Personally don't use it, but it seems to be the only relevant profession so might be in decent shape?
    Profession Quests: Tone it down a little, have a few for each class but don't overdo it. IMO quests for gathering professions are dumb and pointless, just let me mine without having to jump through hoops.

    Make more craftable gear tradable and not BoP. This also includes the mats to make the gear. I find it obnoxious when I'm trying to craft items that I have to collect BS BoP ingredients on that character.
    Last edited by Ticj; 2022-04-13 at 06:08 AM.

  8. #68
    Stood in the Fire BB8's Avatar
    5+ Year Old Account
    Join Date
    Jul 2018
    Location
    In a galaxy far far away
    Posts
    494
    Quote Originally Posted by Kalocy Jim View Post
    Its about time we have a new profession in the game. Its been what, 4-5 expansions without the game getting a new profession?

    What types of new professions could we see? If they introduce player housing to the game, maybe a carpentry profession, which you would need mats from that profession to build up your houses. Or maybe a wood cutting profession. A diplomacy profession would be cool that could give you reputation advantages and such, with certain factions.

    Lets try to think outside the box as a community and come up with some cool new profession ideas!
    Yeah this one exactly.
    Also to create bows, staves, totems

    Then maybe to split all the current professions into sub categories, then in which you can only "specialize" in the sub category of your main profession.
    For example tailoring- light/shadow/fire/arcane weaving. You can learn all basics but only one weaving for specialist recipes
    Another example alchemy - potion/flask/cauldron

  9. #69
    Quote Originally Posted by Biomega View Post
    There really isn't a reason anymore NOT to allow this. Used to be lots of prof-specific perks, but most of those are gone now. Engineering and Alchemy are practically all that's left of even fleeting relevance.
    Nah, that becomes a bit overwhelming. Just ditch the gathering professions that don't really offer much, and build them into their respective professions. Alchemist and Inscription can farm herbs, Blacksmiths gain smelting and mining, whereas Jewelcrafting just gains mining. Leatherworkers absorb skinning. Engineering could gain mining, skinning, and herbalism. There are easy ways to streamline those aspects. But you still need to limit how many professions a player can have otherwise the entire economy could take a massive hit as players become one-man armies.
    Last edited by Sugani; 2022-04-13 at 06:53 AM.

  10. #70
    Quote Originally Posted by Rigman View Post
    But you still need to limit how many professions a player can have otherwise the entire economy could take a massive hit as players become one-man armies.
    I'm not sure that's true. There'd be more gatherers, but there'd also be more crafters. Assuming there's an actual REASON to use up materials beyond the usual flask/potion maintenance, it wouldn't throw the markets off by much. Even now combining gathering skills is barely worth it (if it even is) for gold farmers, it certainly wouldn't be a good use of your time for the average player. It'd be convenience more than anything, as people start self-supplying more - which would probably ease the financial burden on a lot of casuals much more so than it would impact their income, a lot of which is now derived from non-AH sources anyway.

    It could ultimately be a GOOD thing for a majority of players if prices drop, even if it means the AH maniacs take a hit.

  11. #71
    Quote Originally Posted by Biomega View Post
    I'm not sure that's true. There'd be more gatherers, but there'd also be more crafters. Assuming there's an actual REASON to use up materials beyond the usual flask/potion maintenance, it wouldn't throw the markets off by much. Even now combining gathering skills is barely worth it (if it even is) for gold farmers, it certainly wouldn't be a good use of your time for the average player. It'd be convenience more than anything, as people start self-supplying more - which would probably ease the financial burden on a lot of casuals much more so than it would impact their income, a lot of which is now derived from non-AH sources anyway.

    It could ultimately be a GOOD thing for a majority of players if prices drop, even if it means the AH maniacs take a hit.
    It wouldn't change anything, leveling up jobs on an alt is a joke, you could have every profession maxed on your account within the first month of an expansion without breaking a sweat, market impact = time to swap to an alt.

    I know not too many WoW players look outside their small box but WoW professions are a shallow joke anyways, that needs fixing first.

  12. #72
    What would be the point of adding a new profession when the current professions are complete garbage?
    I'd rather fix the current ones instead of adding a new turd on top of the pile of shit.

  13. #73
    Light comes from darkness shise's Avatar
    10+ Year Old Account
    Join Date
    Sep 2010
    Location
    Denmark
    Posts
    6,750
    Before adding more, they should bring back the existing ones.

    Currently professions are useless.

  14. #74
    The only way we will have a new profession if there is a game system tied to it. Archeology was supposed to tie into the path of the titans system in Cata but it was dropped mid development and archeology was just there, it was fine because it was new but became useless and boring after a while.

    The only new profession I can think of atm that would be implemented would be Carpenter or something similiar if we get player housing, which I think will not be coming next expansion.

  15. #75
    I am Murloc! Wangming's Avatar
    5+ Year Old Account
    Join Date
    Apr 2019
    Location
    Not Azeroth
    Posts
    5,389
    Instead of new professions I would at this point:

    - Extend the number of professions you can have
    - Make the professions synergize more
    - Make the professions mechanically more interesting

    After that next expansion can see the addition of player housing and carpentry. Of course, for carpentry to work you would either have to extend herbalism or add in logging.

  16. #76
    I have tried a few different crafting professions in the past; alchemy, engineering, leatherworking...

    I have tried all of the gathering professions, leveling some multiple times...

    I currently have the Herbalism and Mining professions for my two slots, and keep my Fishing and Cooking professions up-to-date...

    This is mainly to make my own buff food, and sell herbs, ore, and fish on the AH to pay for my game time (my own mini-game); plenty of gathering opportunities whilst doing dailies / world quests...

    What I would like to see in Professions changes would be to roll the proper gathering prof into a given crafting prof...

    Alchemy = Herbalism
    Blacksmithing = Mining
    Enchanting = Herbalism
    Engineering = Mining
    Inscription = Herbalism
    Jewelcrafting = Mining
    Leatherworking = Skinning
    Tailoring = Gets The Shaft

    As a Rogue, I would probably then go with Alchemy and Leatherworking, to provide myself with flasks and armor...

    But as with any gear crafting prof, I would want to see useful upgrade patterns for every tier/patch of the expac; like, Normal Raid iLvl patterns (maybe even crafted variant tier sets)...?

    And I could still sell my extra fish, herbs, and skins on the AH...

    Now, if they add Player Housing; gathering wood seems like it could fall in with Herbalism, crafting profs could have patterns to make "house stuff" to decorate with that one gets/sells on the AH, etc. ...

    EDIT TO ADD:

    Player Housing related...

    Bring back the farm (veggies & meat & stuff for stat foods), let us stock a fish pond, let us discover a mine on our property; all towards a more self-reliant solo player...?

    In WoD I wanted a place in the Garrison that was MY little niche, where I would click on my bed to lie down and rest (aka log out)... The Garrison gave me nothing like that, I was just there for my day job...

    A Garrison-esque Player Housing could provide that...! ;^p
    Last edited by B01L; 2022-04-17 at 05:00 AM.

  17. #77
    Remove professions to be honest... they are pointless bloat in the game and it shows more now then ever.

    Removing them only removes tedious aspects of play. Simply move the cosmetics to other content like nightfae and give players a combat res and an ability that mirrors potions if you "have" to have the depth professions offer now.

  18. #78
    wood working for furniture for player housing among other things
    Member: Dragon Flight Alpha Club, Member since 7/20/22

  19. #79
    Over 9000! Golden Yak's Avatar
    10+ Year Old Account
    Join Date
    Oct 2009
    Location
    The Sunny Beaches of Canada
    Posts
    9,390
    It doesn't look like they're adding new ones, but overhauling existing ones. Seems like each profession's items will now be more like gear, with stats that affect your crafting and improves things. There are traits like 'Resourcefulness' and 'Inspiration' - possibly something that refunds a certain amount of materials when you craft, improves your chance of an upgraded piece, that sort of thing.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •