Your persistence of vision does not come without great sacrifice. Let go of the tangible mass of your mind, it is only an illusion. There is no escape.. For the soul burns on everlasting encapsulated within infinite time. A thousand year journey at the blink of an eye... Humanity is dust..
No, BoP materials cannot be provided by the Crafter. They went over this in one of the interviews, but the TL;DR is the BoP materials can't be provided by the crafter, they have to be provided by the raider.
Again, you've got it backwards. It's not the crafter who makes the Work Order, it's the raider. They choose what item, how much of their own materials they put in, and the commission they're willing to pay, and then they place the WO on the AH and hope that a crafter picks it up and crafts it.
Completely, 100% false. It has never ever ever been stated in any way that the point of this profession change is to give non-raiders mythic raider-level gear, in fact it has been stated multiple times that the point of the profession change is to allow people who enjoy crafting to choose it as their main activity, and make it more interesting for them, while also allowing raiders who don't have an interest in crafting to not feel forced in to it just because they need the gear.
It is RADICALLY different to the current system. Just purely the Work Order system, and the ability to craft an item that is bound to another person is a massive leap forwards with regards to letting people choose how they play.
Originally Posted by Addiena
Being able to get up to 5 deterministic pieces through the course of a tier is hardly irrelevant. Took me over a month to get my first weapon drop this tier, and I only got the offhand weapon last week. If this system was in place I would've been able to make a work order for it a lot earlier.
The system is designed as a deterministic bad luck protection for folks doing content.
The easiest solutions would be to make them weak, add gold alternatives to NPCs and some kind of token system / badge system to buy better ones that are stronger than either of them. And of course conjured group versions so that those who can't / don't play as much can still end up using one in content that they're doing together.
For gear, as it stands now, it has a good base system. Make it so you have to gather things yourself, and you use crafters to make the gear itself through commissions. Otherwise, have the normal crafted gear be mediocre and just a catch-up / fast-pass to just enough ilvl for current content (LFR / Flex and Heroic dungeons) at max. Honestly turning professions into cosmetic focused and commission focused paths are way better than having them give you a bunch of useless gear / consumables over time.
At least IMO - because the effort to actually make crafters relevant again would be very difficult to balance both fun and frustration dealing with commissions. I'm totally fine with them going back to Classic / TBC days and making crafting actually fast-path you to greens or blues earlier on. While the more powerful purples are only gained through content itself or rare recipes for the crafters themselves / commissioned.
Just spitballing at this point, but you get the idea there are multitude of ways to decouple gold value from power. Not all equal to one another, but it's better for them to try systems out than to just keep it the way it is now.
I forgot the b.net currency exchange existed, lol. Remove that and then the token loses an insane amount of botting value as well. So if you did that, while also making gold a lot less useful for any power gain in-game - it'd definitely help a lot. As keeping the token there would still deter RMT bots. But at that point removing the token would be a morals choice from Blizzard - not a large monetary gain one I suppose.
But now that you mention the first part about buying things with gold outside of WoW, I doubt Blizzard will ever remove gold for b.net currency, which is sad.
I'm 95% sure the bottle neck pieces for crafted gear will also be only obtainable through raid/m+ for PVE and buyable with a certain rank for PVP.
There will also be 1-2 crafting pieces that are just outright expensive to make that incentives people to want gold (to sell those WoW tokens)
So basically, it's just a longer and more convoluted way to get to the same gear and make you want gold more to sell more WoW tokens.
Similar to how talents are just a more convoluted way to essentially get to the same place you are now, but feel like you did more to get there.
It's the illusion of choice. Superficial, clever presentation masking shallow crap with these people.
I wish more people would catch on.
Also you guys paid more for 8.1 and 8.2 than the entire $400 million current development cost of Star Citizen.
Hope the inch they give you is worth the mile they're taking!
Last edited by Mojo03; 2022-08-02 at 06:13 AM.
What bottleneck pieces are you referring to?
Not sure why you're referencing patches that are 3.5 years old, but for our money we got an actual game out of it, instead of crappy tech demos and broken promises. I feel like we made out pretty well compared to SC.
Originally Posted by Addiena
Gear progression that lasts for a couple of months. Like badge gear for example, something that WoW had for a very long time where casuals over the course of a patch could slowly get the second best gear in the game. When your gear progression last less than a month people unsub really fucking fast.
Badge gear in Wrath for example was normal raid ilvl or lower. There was no way to buy max ilvl gear or get it as a non raider. Now we can get normal raid ilvl gear from doing world content, get one almost heroic raid piece of crafted gear, get higher than mythic ilvl legendaries (lower in s4 though), base mythic raid ilvl gear available from puggable group content. It's way more casual friendly to get max ilvl gear right now in SL than it was in Wrath.
Heroic raid gear is 265. You can buy from the AH a piece of 262 gear so nearly there. Then you can make 2 legendaries that are 291, which is the highest ilvl there is currently. You can get up to 252 gear from world content. Even if you don't count m+ you can still very easily get to about 255, which is just a bit lower than full heroic raid gear. You can get ~90% of the throughput of a heroic raider without ever raiding or doing m+.
Also, how is m+ not casual content? You can get heroic ilvl (second best in the game) gear from the vault for doing +10. You can play it whenever, and you don't need a guild to do it. Everyone gets their own key so even if you can't get into groups you can do your own key. Is it not casual because you need a group for it?
Edit: You also need to consider that you only got emblems of frost in Wrath from raiding, aside from a tiny amount. So you would take months and months of daily heroics (14 a week) to get all the 251/264 pieces if you wouldn't raid, and still you wouldn't have all slots filled probably.
Last edited by Lathspell; 2022-08-02 at 08:56 AM.
Honestly I don't understand why we don't go back to the crafting system from TBC. With shadowlands a couple of great classic/tbc stuff came back: sharpening stones, oils, armor kits, enchanted resources (in vanilla professions interacted much more with one another, a blacksmith or tailor needing leather, a leatherworker needing a buckle etc.).
Shadowland's its take on legendaries as crafts is great imo!
Professions had specializations:
Blacksmith: Armor Smith or Weapon Smith: Axe/Sword/Hammer
Engineering: Goblin or Gnomish
Leatherworking: Dragonscale, Elemental, Tribal
Tailoring: Primal Mooncloth, Shadowcloth and Spellcloth
It gave more flavour to the professions, and made them specific relevant to certain classes/specs.
Then in addition raids would drop recipes of raid value, it was a great way to make crafting relevant endgame, as some of your best items / item enhancements would come from raiding.