Crafting is a fail

I’ve always been a crafter but, as with almost everything in DF, it was a brand new way of doing it that wasn’t explained at all. Then add to that that many of the items can’t be sold on the AH and/or are bop. I’ve pretty much given up until a simpler system is put in place with explanations as to how to use it .

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Would you prefer if 486 items were able to be put on the AH and only the crafter would have timegated mats or crests locked behind high difficulty content?

The crafting system has several flaws:

First things first, no catch up mechanic. You start late, you’re out of the game pretty much, because you are several hunder knowledge point behind others, not to mention the exploiters at the beggining of the expansion (digging up dragonshards of knowledge from dirt piles). Even if you collect all the tresures and get all the first time craft bonuses you’ll be waaayyy far behind.

Second, forced RNG. I mean, I get it, this is what make Insight valueable because it elminites that but it also enforces the Insipration roulette sooner or later, because if you craft regulary, you’ll run out it, and then it’s gamba time. Alternate soulution could be that customer could also provide Insight? (sounds weird but hey its a video game)

Speaking of providing materials, number 3. Whoever thought of enabling public orders to be posted without providing non tradeable materials (this includes mettle, despite it not being tradeable at all otherwise), should go home and rethink his life, along with the person who implemented a Flighstone cost for spark creation.

+1 Poor explantion/description: I can can’t disagree with this. I had to look it up at the beginning too. “Skill bonus depends on material quality”, yeah man thanks,but in THE NUMBERS MASON, WHAT DO THEY MEAN!?!? +30? +75? No wonder the average player is confused about it.

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This is how things tend to work when you start playing an expansion during the final patch.

Back in classic you did not know which item drops from where , what are enchants and where to get them . So you had sites like tottbot and wowhead .
When i started , I remember I did not even know what an AH was until level 35 and I thought that guys with “shiny” weapons" were mega pro who got them from supper rare bosses .
That being said they have changes things a bit and added the dungeon guide / adventure guide which shows boss loots and quest pointers .
I guess a “Profession Guide” tab added next to the dungeon guide would help people understand it better . It could list all items crafted , how to get them and how to get sparks and what not .

Legion tried to do something interesting with professions with the profession quests and having the factions be involved such as the Highmountain folk and Blacksmithing.

Shame they had dungeon quests on it which caused a lot of issues.
But with Follower dungeons now that issue is gone.

This could be used as tutorials to help you learn the new system.

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There is catchup mechanic comparing to 10.0 in a sense you can get much more knowledge books now, more one-time KP treasures, 3 seasons of pvp patterns (for 1st time crafts), much cheaper prices of mats.
Besides, many parts of profession trees are not even needed, noone wants those crafts anyway (mostly tier gear slots), only for completionists.
Last week I leveled BS and in just few hours I was able to make 486 mace for my shaman. Yes, it needs to be careful where to put points in.

I cant get my LW past 60 with a +6 bonus. The guides say to craft so i dont need my own sparks. I just dont have the attention span to be bothered learning it. So I gave up on it. At least I can make one of my alts ok levelling gear.

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Idea was great on paper but their execution was beyond terrible.

My thoughts exactly!!!

Also, I would add a stupid necessity to craft specific items ONLY at specific places, including dungeons. That’s insane!

There is no system to transfer/send excessive knowledge to the alts.

I remember, way back in Vanilla, that one of the two Alchemy workbenches (Required to make flasks for raids) was in Scholomance, a lengthy 5-man dungeon (5-mans were a lot longer and slower back then), people hated the idea back then, why bring that back?

I don’t mind much if it’s places out in the world (Like Azurecloth and Chronocloth), but at least put workbenches there as well…

you know that they made it worse imo :joy:
in s1 you could do simple quests and get sparks (real ones) then s2 it was half spark weekly or every 2 week cant remember and now you need 250 flighstones too wth!!!

And there is no place to advertise your crafting skill and only chat spam/camping like we did in 2004 lol.

system that could be released in vanilla wow 20 years ago ^^.very outdated and not possible to grind, no catchup grind for skill points.

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