It boggles my mind that not even completely unlearning the profession does this.
agreed, i hate EVERYTHING about the reworked profession system, yuck
By making Professions their own form of endgame content, they made it unattractive to a large portion of the player base
As someone who liked the profession changes in DF, I have to say that professions have changed for the worst in TWW.
The patron orders have added an extra layer of complexity, common materials have become scarce (e.g enchanting dust) and the time gating for crafting quality seems bad.
I have to agree that professions have now been turned into niche content for the most dedicated and i dont think this is a positive change.
When i first saw how concentration worked i had the hope that the different traits served as a way to increase regeneration rate, so you invest points to be better, meaning that you get to do good crafts more often. It turns out that you invest points so that a rng proc returns more concentration. In that scenario i rather have inspiration back.
I said it before and i have to insist: this kind of system only works if there is continuity from one expansion to another. Without that continuity and just making a copy of the entire tree on every expansion and asking players to fill it again for essentially the same stuff is the best way to kill a good system.
Generic traits should be permanent. Expansion specific traits should only affect that expansionâs recipes.
I expect them to make some changes to concentration, but to me if they donât change the approach for midnight and start adding evergreen parts to profession progress i rather return to the old days with no talent tree and just your 100-150 skill points to worry about.
Everything is noted on your UI skill tree and reciepes
If you put KP in Chests category for the purpose of creating sword I m sorry but you have some internal issues
Same for crafting stats, you put your mice over and you see a tooltip
I donât think thatâs what players are complaining about. Itâs that they go straight for the sword subtree, and there they notice that they need a material that is only accessible from another tree, and after getting that one by spending even more KP, they find out that they are not able to craft it at the max rank because they donât have materials at high enough quality (or the ability to use finishing reagents) which could have been avoided if they had invested in other parts of the tree first.
ie. itâs not that they canât craft what they want, itâs that they canât craft it at max quality. And then they see others who already can do that because those others had minmaxed their KP spending.
I dont see the problem to understand that as an enchanter spec in chest weapon I need a enchanter collegue who is spec in crafting better material/reagents
Like IRL there are engineer in spaceship and engineer spec in creating tools and reagent
Correct. But players who were used to absolute autonomy in crafting do not like that.
Think of it like this: You want to go from point A to point F. A minmaxer uses a GPS guide and finds that the optimal route requires going through points C, B, E and D in that specific order to reach B with minimal fuel spent and time efficiently. But someone else goes from A to B to C to D to E to F because it seemed the more logical. But when he gets there, he finds out that the previous dude is already there and with less mileage.
Have people forgotten crafting professions pre Df? There were only 2 ,alchemy and enchanting, the rest was not engaged with at all.
I agree there could be some quality of life things such as a preview of what rank of materials you need for a certain craft.
Overall, its an improvement on what we used to have, which was no professions at all.
Ok so what is the trick to not make things BoP lol⌠went to make an alt some high level gear and it became BoP instead of BoE?
the system was bad in df and still is maybe worse because now we have this mobile currency. remember conduit energy maybe the same guy made profession inspiration bar/currency.
if you want to male gold you have to study external websites. idk if there is another bis neck or embellishments because after df i cant do this again
Money goes to money, in real life and in WoW.
My guess (havenât done much with profs in DF or TWW other than potions) you can create a personal work order on your alt and fulfill the work order with your crafter?
Can someone actually explain to me what is so difficult about the professions? You level them up by making stuff, you get knowledge points by making stuff, you spend knowledge points on the things you want to make. Every single stat (there are 4) is extremely intuitive and explained in the UI pretty well. The overhaul actually makes professions useful, worthwhile and engaging, instead of the useless dump we had before.
Yes, it worked like that since Dragonflight. In fact, every week Iâd sent 2 crafting orders from my Enchanter to my Jewelcrafter for some very cheap neck piece.
And the best part, the Dragonflight crafting orders (at least for JC) also complete the requirement for the TWW crafting order weekly quest. So I still craft 2 ilvl330ish neck pieces and get TWW knowledge points.
The minmaxing. Nothing else. The minmaxer gets to the point of making gold faster. And minmaxing requires a guide of exact Knowledge Point allocation. 1 wrong point allocation can make you lose an entire week of being able to craft a specific item. That wasnât an issue in the pre-DF era.
I agree. There are guides out there, but the way the professions look itâs a gold sink and another way for them to get you to buy a token.
When you look at the cost to buy any materials required to level a professions you may as well wait or start grinding now and expect to take a long time to level your professions.
As an example: After looking at the gold required for raiders to get enchanted before the new raid coming out weâre not going to. Itâs completely ridiculous to to have the market for these items so cornered that you need nearly 200K to enchant gear for a normal raid that youâre going to replace in a couple resets.
Youâre better off right now grinding mats and selling them and not levelling the professions.
The levelling of the profession itself is pretty meaningless now. Itâs all about knowledge points and you canât buy those beyond the one offs for in game currencies.
You are hindered from making stuff because you need x amount of points in this tree and then x more in a completely different tree to be able to use finishing reagents as well. They professions all vary in how they are structured. Some require a lot more points to max out than others.
I am sure there are people who like this system but Iâm not one of them. Fortunately once you are capped on all KP itâs not like you have to do it again until the next expansion. Itâs just these early days itâs a pain.
Even the mock orders from patrons are very hit and miss. Some give me things I can craft, others give you things for stuff in different trees you havenât got points in, or recipes you donât own, specialisations you arenât into yet. Again down the line that will all be irrelevant, but for now itâs a case of grin and bear it.
This week I had to send orders from alts again because the patron orders werenât craftable.
To me this is a pretty dreadful outlook.
I mean, those profession grinds are quite brutal now. And if Blizzard gets through with their intention of faster expansion releases, then weâre looking at having to go through this every 1½-2 years.
Thatâs insane.
Thereâs no pay-off to that. At that point youâre just leveling and maxing your professions by the time that a new expansion comes out and you get to do it all over again.
Whatâs the point then?
Throw money at it and no-life it from the start so you can get ahead of everyone else and be one of the few to make gold from it? Howâs that a design that is good for the broader playerbase?
I donât really see any silver lining to this design. And just reading the community feedback on it, itâs overwhelmingly negative commentary.
Even Blizzard themselves must conclude that this is not good game design.