To me it just feels weirdly limiting, frustrating, unclear, and whatever else we can think of to name it: knowledge points.
If the used points were resettable on a regular base, but not even that. Once spent, forever “used”? While it actually is mostly unclear what exactly each node gives. Choosing a path can actually cripple your progression: either you miss out on drops, a timely craft (ever n hours), or you are quite literally stuck at a certain level for awhile - limiting the amount of knowledge points you get - making you in practice double-stuck.
In the end, reaching 100/100 means nothing. You still need several hundred knowledge points on top of that to be able to do “everything”.
So I ask you all: does anyone really enjoy this system? Or am I just not a ‘real’ crafter? So far I gave up on professions halfway in due to it just being frustrating ever since they introduced this abomination.
We now have literally the same profession knowledge talents for the third expansion in a row just with different names for new materials and crafts and the same “specializations” that were borderline worthless in DF were just as worthless in TWW and now in Midnight (empowered nodes for example)
It’s uninnovative and borderline abandoned, with an obscure weekly knowledge cap to boot.
They introduced it in DF all high and mighty and then left it to rot to be pretty disappointing now.
I think its fine as a concept, but too bloated in its actual implementation, the system just requires way to much of it.
I maxxed out in the previous expansion and honestly it wasn’t until Season 2 it felt like it was actually providing value back to me because finally everything was filled out and I no longer needed to depend on other people to craft things.
Now I’m only going to invest enough to get the transmogs, I didn’t do any content on S3 cause S2 kind of proved to me that while yes I could reach great heights with solo, at the same time whats the point if you reach the finish line 5 minutes before the next race starts? also means I spent 1.5-ish seasons of time before I could get some use out of it.
So yeah, way too much is expected, but by itself it wouldn’t be a big issue
I would probably just divide all knowledge point requirements by 2/3rds, so rings that take 30 knowledge to complete now take 10 knowledge to complete, enough to complete in a season even as a late starter so you can actually be flexible about your professions later in the expac.
I do not mind knowledge as such, and it’s a fun way to make the first few weeks interesting. What I do mind is that gains basically don’t speed up outside of major patches offering another +10 book or something, which is a drop in an ocean. This time it’s made worse by the fact that rapid gains are way more limited (i.e. there are no three extra +10 books at incrementally higher costs for crafter dust currency like in TWW).
A neat way to solve this, perhaps, would be to make weekly quest rewards scale up depending on how much you’ve done that same quest before. The first week it gives +3, the second +6, the third +9, etc, etc. That way early commitment is still rewarded, but the process will be faster for everyone.
Sort of varies by profession, some make more sense than others, there are a few notoriously bad ones that require way too many points to max out one specific craft (like jewelcrafting gems), often in suboptimal parts for starters. Basically requires an alt army due to such narrow spreads in specialization.
Also not a fan of shatter mechanics to get multicraft or resourcefulness buffs (enchanting), it should just be passively active like most others, why make a difference… (they overhauled this for blacksmithing).
They could improve this system a lot since DF, but it feels they just atick with the same loop as they do with most of the things in this game (raids, events, quests, etc.).
I don’t mind knowledge points as a system, seems reasonable from fantasy part, you need more knowledge and investigation to learn something new, but locking some stuff behind a lot of points is not a good idea.
My Mage is the Inscriptionist, and I love to craft a lot of stuff, was very hyped when I saw changes to the profession system in DF and hoped it will improve and be even better every expansion. Even I enjoy crafting, I am losing my battle and for this expansion I will just collect recipes for the completion, but I rather stick with Herbalism/Alchemy on this character. Potions are always in demand and if I feel like it is not profitable I just sell raw herbs.
I hope they will work on this system. It has potential, just needs some love.
Gating mechanics that can be avoided by having many alts that has no business in wow, maybe in first 2 months after that everyone should be maxed out, absolutely hate it, i never got to play Dragonflight either when they introduced it , deserves to be nerfed into the ground.
I dislike the ranked materials even more like cut the crap already, game was already to grindy before and they managed to make it worse for what so we keep our subs longer ? give us real content.
The knowledge point grind is just way to slow in my opinion.
Too many points in the nodes or too little knowledge points available each week.
I especially dislike the weekly trasure hunt, it sucks now and it sucked in TWW.
At least the quests in Dragonflight did not have the RNG element. (though some of the quests had problems with mob count which was almost as bad).
I feel like i did my grind every week for the last two expansions (DF and TWW) and even so, if im lucky, i can maybe get close to maxing out my professions when the prepatch for the next expansion hits.
I dont as much mind the sometimes ridiculously expensive demands of the patron orders as much as the time required and the, to me, excruciatingly slow pace of progression. It is not fun.
Pretty much, yes. After fiddling more with it in Midnight…it should really be much faster. It’s just unfun, to look up against something so utterly unfinished the entire expansion -_-
While I do agree that the pace is too slow, this seems like a massive exaggeration - or you were missing most of the points each week at least in TWW. All of my crafters, even those whom I’ve started in early TWW S2, were done with their profession no later than the end of S2, and most were done by midpoint of S2.
In Midnight thus far, the gain rate seems slightly slower, but it’s still around 20 to 25 pts every 8 days on average. This translates to ~90 pts every month, plus the starter 100 (first crafts + gatherables) which means most professions should be done or borderline done with their KP trees in early S2, with the outlier being Inscription, which will take almost 8 months at the least.