Profession and their skill levels

I think it would be a pretty cool thing that you can overcap your profession skill levels and gain bonuses based on those, the idea is that those most proficient in their professions get to make the best of the best.

So how does this work? well, you get bonuses based on your skill level.

For example, Alchemists make more powerful flasks and potions the higher their skill level is, for example :-

100 Skill points = 250 stat flask, 10% chance to create more
200 Skill points = 700 stat flask 25% chance to create more

There can be other ways to approach, for example item crafters get higher ilvl with their skill, they also get more bonuses like tertiary stats, special procs ( abilities have a chance to ) etc.

How to go about increasing your profession skill levels?

Welp, there can be a number of ways to do this

  1. finding super rare items
  2. hunting a rare mob
  3. killing a raid boss
  4. reaching a certain m+ level
  5. Doing a certain questline
  6. crafting a specific gear piece
  7. crafting a lot of things
  8. gathering a lot of things

Doing these can give you special gear for your profession or straight up increases it permanently and there shouldn’t be a cap on it, the harder you work on your profession the better you are at it and the more rewarding it is for you.

I think this can be healthy for professions and can put professions back into the game as a very core part of the game and brings back role play.

It would be cool to have that LEGENDARY BLACK SMITH that crafts god-tier items and people are lining up to buy his services, and it shouldn’t be because that person raids or pvps or anything, it should be because that person loved their profession and worked on it very hard, becoming the very best.

So what would that look like in practice.

Well a " legendary blacksmith " that has been grinding blacksmithing from the start of the expansion until ( 3 weeks from now ) should be able to craft a 475 indestructible socketed weapon for themselves, and a couple of 455 socketed gear for themselves.

They should be able to sell some 445 items and weapons with a chance to get a socket and tertiary stats, however that should happen once every week or so ( by having the mats being superbly hard to get ( not time gated however so the time can be reduced if the materials were farmed hard, by a legendary miner ) )

Ofcourse, that sounds crazy. But when you think about it, only a person that has dedicated a huge amount of time for their blacksmithing got to this point, likely this person would spend about 2-4 hours looking for their blacksmithing a day to get to this level of power.

The average blacksmith around this time ingame should be able to craft some 445 ilvl weapon and 430 gear for themselves.

While I really would want gear to be directly linked to skill, I still do think that dedication should be rewarded, I think wow has lost some of it’s magic because it moved to the mindset of raid or die, pvp at highest ranks or suffer, do m+10 or be forever doomed.

I think bringing back RPG things like this, even if they affect the game hugely is a better step for the game.

No one will care if the boss is hard but not fun.
But everybody will care if the boss is medium difficulted and fun.

I think player actions should have consequences, people that put time and effort should be rewarded heavily.

Ofcourse, work put in the expansion should give benefits in later expansions but not in a power level way, for example you could get the ability to craft indestructible gear by doing TBC blacksmithing, while you can make a portable anvil by doing wotlk blacksmithing, you can get the ability to repair player armor by doing WoD content etc etc.

Then 200 would become the cap and like with the star system, nobody would create a flask with 100 skill points.
You’re just drawing arbitrary lines here and there can’t be “no cap”, there will be a point where the devs say “ok after this point there are no more upgrades”.

Not really, some other alchemist could have 205 skill points, another with 213, and another with 170.

Someone that worked a lot on their profession would obviously make better potions and flasks.

Ofcourse getting from 100 to 101 shouldn’t be as easy as getting from 200 to 201.

There isn’t a hardcap but there is still always room to upgrade.

Let’s think of it as a resource input to clarify with ores being said input.

You need 50 ores to progress from 100 to 101.
You need 120 ores to progress from 200 to 201.

Doing a questline can bump you some levels above.
Wearing a specific item can bump you some levels.

etc etc.

Ofcourse the lines I’m drawing are arbitrary, I’m no dev and I’m obviously not suited to balance the thing, it’s just an example :stuck_out_tongue:

And then we get into the whole ‘I am forced to grind this to get BIS flasks etc’ mentality and complaints on the forums.

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I’m working with your example here, either it’s 200 or 1500 it doesn’t matter, where the last useful recipe is learned that is the cap.
You could look at the current system and the devs could say “ok, the zandalari blacksmithing goes up to 50, but you can go over the cap to 175 for more powerful items”.

The resources required also has nothing to do with it, people will buy it or offer services for free, or as we’ve seen in other expansions, even PAYING people to use your profession service in order to gain a skillup.

Exactly this. You can’t imagine how many threads will be made telling you that what’s the point of raiding if you can craft the things, how unfair is for raiders to feel obliged to do professions etc.
There were times that crafting would provide you with decent gear (not mythic raid level) but still pretty good. Nowadays, crafting is practically worthless so everyone is directed to the same activities they want to promote - basically, mythic+ and raids.

I think I didn’t clarify enough, there is no recipe.

The power of items created is directly linked to your skill levels, just like ilvl is to items.

That is the whole idea of it, you work hard to benefit from your profession either via power or gold.

Let’s say we’ve got a “Legendary” alchemist out there, I don’t think this alchemist can provide flasks to everyone in the server, nor can they realistically dominate the whole market.

While they may be the most wanted and reputable alchemist, other alchemist can still sell their stuff for cheaper and would still find a market for them.

Let’s apply it to the current market in wow for flasks.

The greater flasks sell for 1100 gold on my server, the normal flasks sell for about 600-700, People still buy the normal flasks, now with more variety of flasks, people would still buy all kinds of them.

So if a legendary alchemist sells his flasks for 3k a piece, some very good alchemist can sell theirs for 2.7k, others for 2.5k etc etc, not everyone is gonna want to buy the best flasks out there.

You could say mythic raiders and the top m+ pushers will, heroic raiders will buy 2k flasks etc etc.

Raiders can buy them, they still buy the flasks for 1.1k gold a piece atm and no one is complaining.

Wow is an MMORPG and these are known for their grinds.

I think the reason people are complaining about grinds atm because it’s all focused into one big linear grind that is the heart of azeroth.

but if the grind was to be spread around then people wouldn’t complain imo.

Not really, this is a minor flaw which has to do with the mentality that professions need a BoP item that’s better than the BoE ones. It’s something that i really dislike but we got so used to it that it became the new normal and even associated with “bringing back RPG things”.
At the end of the day when you go to the AH to buy your flask, you take the greater one and you don’t care how much effort it took to make or how many stars the recipe had.

Oh ok, so you’re saying that a healing potion should restore (base + X*skill) health? effectively having like hundreds of types of healing potions?
Basically having more types of any one potion or flask, than the total amount of potions and flasks we have now in BFA. Imagine going at the AH and trying to browse for the best potion for you, considering that the “best” changes on a daily basis.
For crafted gear however has to be a clear cap cause ilvl is capped.

Yeah but when you create a situation where the crafter pays you to use his service, then you have to wonder if it’s actually a good idea.

What’s more interesting to me is whether there is a point of leveling fishing? I mean I’m stuck at 100, but I don’t see any difference between 1 and 100 lvl of fishing. It should be changed in some way. Idk, like in herbalism, so you can catch more fishes at once

This is an almost real life example, deciding between several products of varying but clustered enough quality to compete

How would you choose in real life?
Purchasing power, ie what can you actually buy and will doing so on a long term basis tank your budget?
Quality, cost/value ratio, what is good enough and isn’t the most expensive.

I agree the most sought after would be the top skill flasks, but they might be prohibitively expensive to buy every day for m+.
(Which is my story, now I have two herbalists and an accomplished alchemist.)

So you start wondering if you can get away with a cheaper flask…

Yeah but that’s the problem, i think that buying 2 stacks of pots before raid shouldn’t be more complicated than buying health insurance in the US.

Well, I guess, but fortunately in such occasions the depth of the pockets is usually the deciding factor.

It would complicate things to an extent, but it could also bring some depth to a profession and gameplay.

I heavely disagree with the idea of additionnal benefits for professions like alchemy or enchant because it’ll make those mandatory to earn gold.

Want an example of this very situation ? Enchanters tool of the trade. Increased the DE value of each item by more than half, and prices heavely decreased to the extend of making this tool of the trade mandatory.

It does sound great for gear professions though, and i think having the ability to give gem slots or stats like avoidance to Gear would be both nice and harmless, as it’s mostly useless catchup Gear so far and even a socket won’t be gamebreaking.

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