The Scrapper Changes are good, could be so much more

since the forums wont let me post on my main for some reason id like to include the armory of said main for people who like to see the posters main character: https://worldofwarcraft.com/de-de/character/draenor/Primeapex

Hello fellow players.

Id like to bring the suggestion of an improovement on the upcoming “scrapping” system for azerite gear.

Since RNG is so prevelant in the current times and honestly just annoying and tiring for the people actually playing the game on a higher level, Id like to introduce you to an idea I had.

Basically it would be like this:
-making gear from keystone dungeons and raids scrappable aswell

-the gear scrapped would fill a progress bar (like the one on the Island Expedition table)

-higher difficulty gear would fill the bar faster

  • Example: keystone 2 gear would give you 5% and keystone 10 gear would progress the bar by 40% (this is just an example, final numbers are not for me to decide anyway)

-as soon as the bar would be full and you would “overfill” it by scrapping something at 99% and the scrapper would be filled by 10% with the item, it would just reset and the progress would be at 9%

-as soon as the bar is full, you would get an option to put a piece of gear into a slot (just like when you get to the reforging npc and open the reforge window) and upgrade that piece of gear by 5 ilvl

-there should be a destinction between upgrading raid gear and keystone/world quest gear since they usually are different in the timegating tied to them ( you can run mythic+ all you want, but raidbosses have only one chance on loot per difficulty per reset)

-furthermore I belive worldquest gear should be upgradable aswell, since alot of the trinkets dropping from them are BiS for many classes, yet getting them at a reasonable itemlevel is next to impossible.

-how often a single piece of loot should be upgradable, or how many upgrades should be allowed per reset is up for debate, but here is my take on it:

  1. No restrictions on the ammount of upgrades on a single item, but rather a cap on the maximum ilvl (for example 385 on keystone/wq gear and 395 on raidgear)

  2. after achieving the maximum amount of upgrade on a single item, the next upgrade would be a bonus socket on that item

  3. I would put the socket part as the last and final upgrade since they are so insanely strong

–since this system would be uneven for players getting a piece they want to upgrade to titanfrorge and thus them having a big advantage on the upgrading compared to the ones who dont, i would suggest to dampen the titanforge to 5 ilvl/extra socket after the m+0 and lfr difficulty

  • this way it would still benefit new players and not take away the excitement of “free/strong” epics from people suggesting that titanforge is a fun way to gear up (since these players usually do not put in alot of time in to the game and usually just do normal mythics and wq) and benefit the ones actually playing the game and not having to pray on the gods of RNG for an item to acutally titanforge, instead putting the matter in their own hands.

– Those changes would also require for gear to drop more reliable, especially in higher keys, since those seem to be a problem for a lot of people (atleast the ones complaining on the forums) so I would suggest every single Keystone completet in time to drop an item for every player participating. (the “in time” part is debatable, since alot of keys are just done to be over with and not actually aimed to be in time)

– I understand the concern one might have about this system interfering with the enchantment professsion, and for good reason. Since people would only use their gear to upgrade and not disenchant anything. In my opinion this would be a healthy competition and actually make enchantment relevant again (since most pple are having herbalism and alchemy, because honestly everything else is pointless atm). Enchants would be more expensive, thus insentivizing people to make a choice between disenchanting and scrapping.

– There could be a rp-event tied into it aswell:
*Example: for the scrapper to be able to disenchant gear, the player would have to upgrade it and in order to do so he would have to get various parts from around the world, maybe run into ulduar and contact mimiron and help him defeating one of his machines that went rogue for the additional parts needed to upgrade the scrapper. Maybe the scrapper would break once in a while and you would have to travel to blackrock foundry to smelt the brocken part and cast it anew while having to add an essence from a bonus boss added extra for this event somewhere in the foundry, the possibilites on this are limitless.

– onto restrictions and regulations: I actually havent thought those should be implemented in the way of capping it per reset or weekly cycle or just a flat amount of upgrades given cycle, this would be just a lazy way to regulate it. Instead the option of upgrading or scrapping gear would cost the player a set amount of sanguicell or hydrocores instead to tie the maximum amount of upgrades to his dedication to do content instead.

– there must be a way to to get a catchup mechanic in for alt aswell, similar to the way heart of azeroth is working maybe (i did not come up with a statisfying solution yet)

Final words:
I am not an elitist, I am not envy of anyones gear and dont complain about someone getting more lucky with the titanforging system, I am just very tired of hoping to get a loot drop then hoping it will titanforge and then yet again hoping it will titanforge hight enough/socket so it is actually of any value for me. Instead I would like to be able to work for my upgrades, and if it warfogres on the way it would be a nice touch but nothing monumental as it is right now…
With those changes i would hope to make the gearing system a little bit more predictable and reliable for those aiming to progress their character beyond “casual” level and still appeal to the more casual playerbase (since this seems to be the intention of activision today…)
All the stats and numbers in this posts are up for discussion, since i am not a developer, just a normal gamer. But Id love to share my take on those things with you, because I belive those changes would make the game a little more engaging and give people a little bit more choice in terms of how they want their endgame to envelop.

I love the game and I would love people in my firendlist to appear again, this is why I put the effort in to bring out my thoughts as suffisticated as my uneducated mind is allowing me.

There is alot of content in this game, yet alot of things feel lackluster and seem like just a lazy designing and I am going to point them out and try to suggest something worth reading in the future.

Thank you for reading and thank you for your comments in advance. (sorry for bad english =)

Edit: TL&DR:
-being able to modify the scrapper to destroy current gear to craft itemlevel upgrades for gear, but not replace the current functionality of scrap gear for ressources, these 2 should coexist ofc.
-securing a smooth and not so rng-heavy/unpredictable powergain for your character
-actually having a reason to run hard content when you log in other than praying to the rng gods for quadruple layers of rng success to actually get a piece you are satisfied with!

5 Likes

I am not a fan of the scrapper, I think it devalues farming any kind of materials. The only things the scrapper doesn’t seem to give is herbs and enchanting materials. There may be more I’ve not noticed.

I’d get rid of it all together but that’s just me. Sanguicell should have been used when crafting items instead of Expulsom. At least all professions would have got to use it then.

3 Likes

Actually, I got enchanting materials from scrapper too, umbra shard and gloom dust. I don’t remember what did I scrap to get those, but I didn’t level my enchanter to 120 yet so it definitely can’t be something I disenchanted. I also remember getting jewelcrafting and inscription materials from scrapper too, only thing it doesn’t give are herbalism materials.

Didn’t read the whole thing, but…

Having to work on gradually increasing ger rather than having to rely on RNG-forging to progress would be good, imo. However, we should not have a system that is linear in the sense that 10x the work and time put in equals 10x the reward. That would make no-lifing content too rewarding and having alts too punishing.

The basic idea, I guess, behind your suggestion seems good, but (from what I read) the system is too simplistic and lackluster.

I have never had enchanting materials from the scrapper but that’s not to say it doesn’t happen. I can’t actually find a definitive list of everything the scarpper gives atm.

Interesting idea. I like it :slight_smile:

1 Like

yes you are absolutely right! i didnt want to make the post absurdely long as it already holds almost 1000 words… the regulations and restrictions on this system as the system itself is up for a debate. ofc it is just the basic concept of a much larger sceme

thanks for your time

thank you please help me spread this to atleast try and make a change. =D

Sadly I gotta agree I don’t reguarly skin and if you the bank of my LW. The scrapper is giving out too many mats on return, hopefully they find a better use for it and it won’t return post this expansion. Taking the TL:DR: of OP:

-Scrapper used to destroy current gear to craft itemlevel upgrades for gear
-securing a smooth and not so rng-heavy/unpredictable powergain for your character
-actually having a reason to run hard content when you log in other than praying to the rng gods for quadruple layers of rng success to actually get a piece you are satisfied with!

Edit: can’t seem to get the quote right, the 4th time is the last time I try. Oh you gotta enter now instead of using space.

One thing I’m sure is that herbs never drop from anything, probably because they aren’t used for anything other than alchemy and inscription, and whatever crafted by those cannot be scrapped.

I guess scrapper harmed skinning more than anything other gathering profession. Leatherworking was already the only profession that used skinning materials and they’ve almost completely lost their value now. I don’t even bother with putting them on AH now since they almost sell at vendor price now, I either vendor them or send them to my leatherworker to level it’s profession up later.

Skinning is basicly useless, except for the bloody bones you only get from leveling gear and greens. Those are the only out of 7 mats they provide that have a good valua.

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.