I really, really love the idea of profession Artifacts. The Fishing Artifact is one of my favorite items in the game. Tools of the Trade were a decent start, but they could go so much further.
I keep praying that one day Blizz will allow scribes to make ink in batches. It is such a terrible time sink to have to make ink one at a time for inscription and makes no logical sense whatsoever.
Either remove the two profession limit, raise it or allow characters to choose two crafting professions and have access to all gathering professions. With that, as mentioned in the article create synergy between them as well. Take examples from FFXIV or more recently New World. There's no explainable reason as to why we're locked to two professions IMO. +1 for the profession artifacts, release new ones each expansion.
Allow characters to learn all professions.
Boy I hope someone reads this.So I have been playing since Vanilla, and I am also an altoholic. Why do I have so many characters? It all centers around professions. When I first started playing, there was no transmog and professions built up over time. I loved the idea of having one of each profession across different characters and those characters were unique.I remember wanting to have the flying carpet for a mount and having that as Tailoring only, so I created a tailor and it felt really rewarding.I remember going into Blackrock Depths to get Dark Iron.Professions felt special. You could make stuff that nobody else could, You could make stuff for your other characters or for your guild mates. There was something you could provide to the guild outside of raiding with them. I LOVE the idea of a tinkerer/crafter type class. someone that you go to and they make stuff.Professions also had to be leveled cumulatively and it meant something to have a TOP level blacksmith. I LOVED the idea that professions built up over time that you stuck with it, that you HAD to level from ZERO. Then along came Warlords and the garrison and watered everything down. Professions no longer felt special, everyone could create SOME items in their own garrison. There were still SOME perks but not enough to feel like you stood out. People didnt NEED you anymore. Having an army of alts for professions wasn't as cool. Luckily the garrison missions provided a reason to keep alts but that was about it.Then along came the idea that each expansion had it's own leveling curve for professions, again, this completely negated having all those old patterns and that hard work keeping that profession.So here's how I would design it.1. Allow 4 professions per character, 2 gathering, 2 crafting. Having these limits is meaningless anymore. People will still buy stuff from the AH if they want2. Allow leveling from crafting. You make something you get XP as long as it gives you skill points. So once you hit max level in a profession the XP stops3. Allow acquisition from recipes to MOSTLY come from the world, while still allowing someone to level with trainer recipes. Have special transmog recipes drop from bosses like mounts do. Have high level crafts come from reputation. Even allow recipes from world quests. There are more pet charm daily quests than profession related quests which seems dumb by now. 4. Allow higher level recipes for people will a higher overall profession skill. So for example, you get two level meters. One for the current profession and one from the overall profession count. This is a count of ALL recipes in the world that you have collected and allow someone with a higher overall count to craft special transmog items that others cannot. This would give some purpose to leveling up old expansions5. Give some reason to use old expansion professions. Currently if you completely skip an expansion that's ok because you start back at level zero with the next expansion. There should be some reward for gathering those old recipes6. Allow high level armor to be relevant. This is a HUGE one, professions are mostly worthless a month after each expansion drop but why is that? I get that they don't want high level stuff in the AH for "pay to win" type scenarios but why not make the items BOP once crafted. So you can have high level stuff that you MAKE. You could continue to drop the crafting mats from the raid bosses like the old Frozen Orb situation. I liked that alternative
I don't know about folding gathering into crafting. I like having alts that are "just" suppliers / gatherers, with profession bars that are easy and (relatively) costless to max out.Agree the window interactions are archaic. Generally there is too much 'point and click' in the game. Inks and enchanting vellums need to be reworked.Profession quests are ok, as usual they get old on alts, but that's the price you pay for alts I think.Crafted gear that is underpowered by the time you can craft it - why?Old world transmog sets should have Ensemble Plans / Patterns to make the entire outfit, like Mark of Honor pvp ensembles. You should be able to learn how to craft any pattern by unpicking 1 or more of the item. The crafting window should share more features of the transmog window. You should be able to use crafting professions on targetted creatures / critters / furniture to make pets / toys. e.g. Enchant on a rabbit to make a Magic family Rabbit pet, or Engineering on a selection of Vendor drinks to make a deployable drinks dispenser toy. Generally the crafting professions are too "internal" and only happen in a window.Agree the game is waiting on Carpentry. Going forward, crafted items could have recolor procs, with some more rare than others.You should be able to ask trainers questions about the craft. Later, you should be able to gain a skill point with a dialogue interaction / quiz. Just for flavour nothing regular. Maybe before other recipes become available.
Dunno about your 'preferences' guys, but, to me, it pains to see Engineering as a 'Primary Profession' instead of a Secondary. And it'd make more sense over all other 'proposals' (at least most of them) because that profession is more about 'utility' than anything else, even more than the removed First Aid and Archaeology, for example. You still use Cooking and Fishing (the latter even 'feeding' the former) and ALL professions still 'make profit', including Engineering (mounts for example) and Archaeology. I spoke about 'utility' because it has so much utility in it that it baffles me that I'm of the few to speak out about this 'change' at all, while most people look for 'profits' (and utility stuff like being able to teleport to more places, cutting in travel time, looting 30-40 yards around the target of the loot-a-rangs, portable mailbox, bank, repair and etc DO help on that matter, specially on 'gatherer' characters). And that goes with what 'Faid' said in the post, in a way, since Engineering feels more like a 'mandatory' profession than most 'primary' ones, just by the tons of utility it brings out.Legion's profession got many love it seems, and people really liked them overall, in comparison to other expansions. I'd like to include in Samadan's list the BfA way of 'profession cooperation in crafting', for example the XIWYLLAG mount, needing 2 professions' worth of crafted parts to be joined in that mount. There are similar examples on past expansions, but they seem not so frequent (or loved, maybe?).
What I did not like at all about professions in BfA was the dungeon lockout, especially regarding my extra profession twinks.And right now in Shadowlands professions feel a bit bland with nothing really worthwhile to craft,this must be the expansion with the least recipes beeing added.But my biggest issue is storage space, with Shadowlands adding more than 40 crafting reagents and again cloth and ore that is not processed my banks are full.I really wish that crafting materials would stack higher, at least for older expansions, adding more twinks just for storage space is kind of a stupid concept.
I'm an altoholic, profession pattern collector and early-retired IT bod who has been playing since late BC. These are some of the changes I would make or like to see.Archaeology:
Oh yes, I wonder why the enchanting chicken mount never made it to live.
I'd love Blizzard to implement a server-wide stash or account-wide stash similarly to what Diablo 3 has. Use the void storage perhaps? Void storage has too many limitations and is not so useful right now.I'd love to learn all the professions on one character. Or one character should be able to use any professions the alts know already, including recipes.I'd love to see some rewards for learning old recipes. I've been collecting so many leatherworking, tailoring, and blacksmithing recipes. It has to mean something...In the past Blizzard removed the ability to see all the recipes by clicking a profession link a character links in chat if the character is offline. But all those recipes and links are available in the guild UI. Why does this restriction have to exist?New World makes professions great again. I am tempted to buy it but the sunken cost fallacy and over 850 days of /played time prevent me from doing that. For now! At least complicated recipes should give more than one skill point.
Step 1: Go look at how ff does itStep 2: AdaptStep 3: Profit?
Instead of providing the stupid Korthia keep-up gear, Blizzard missed the chance to make crafting really meaningful and let the people create gear up to 233 by crafting.Nowadays all professions except Enchanting, Jewelcrafting and Alchemy are pretty much useless, after everyone upgraded the legendaries to Rank 6.
No more BoP crafted items, so much time and mats and then if your are not cloth, leather, plate wearer then you can't use themHaving BoP crafted items forces players to go with a crafting profession that matches their armour type, whyAs others have said, by the time you get the rep/mats to make the craft it's useless already, so why not let us send to alts or sell, that is better for the economy and more interaction between playersCan't say I enjoyed the long winded quests in Legion for crafting as they tended to be all over the placeMake it so there are different ways to get recipes, as has been said being able to get a drop from a dungeon boss or buying when you have enough rep or getting from the trainer when you have enough skill.Get rid of restrictions like you need engineering, again, I don't need to know how to build a car to be able to use one.A bit more thought about what the purpose of each profession isSo for instance, jewelcrafting could have crowns, daggers as well as rings and neck piecesmore tailoring recipes to give buffs to you cloak, could be speed, floating for less damage, reduced aggro range that sort of thing that fits with the flavour of the profession.More bank space or consolidate some older professions reagents, for instance why do we have 6 different jewel colours and several gem levels, that takes up a massive amount of space, 3 colours should be enough.Allow lower level crafting reagents to be made into the better quality ones, sure maybe have an extra reagent to do it but still, I have massive amounts of useless cloth and so little of the stuff I actually need.
Actually they do care if you are playing and not paying. You are using bandwidth and not paying them for it. I suspect that Blizzard actually views this game as a loss leader just like in retail. Offer up a cheap item, the base game, but raise the price on most other items and hope you dont notice. I also suspect that they are now forcing people who already bought tokens in the past to keep buying tokens in addition to the monthly sub. I believe blizzard is making steps to get gear and items even harder than it is in order to force token sales or boost MAU's. The weekly rating requirement comes to mind. Buy a token every freaking week.I also believe that blizzard actively ignored gold sellers or boosters' discretions in order to release their own gold sellling services. And they used the gold sellers to justify sellign their own gold in game.Step out of your boxes people and stop pecking the button that does not give you anything but heartache and frustration.