10.0 Profession Revamp and Legendary Changes in 9.2.5 - Wowhead Economy Weekly Wrap-Up 224
24.04.2022 в 13:00
WoW Economy Weekly Wrap-Up
Hello! Welcome to the 224th edition of the WoW Economy Weekly Wrap-up!
What an amazing week for gold making news! Professions are getting headline discussions with the announcement of 10.0 and what's to come. Details are still uncertain at the moment, so we will take some time to digest what we do know, what the implications might be and the future of gold making. We also discuss some very important changes coming to the Legendary system in 9.2.5.
My name is
and I'll be your guide through the World of Gold Making!
10.0 Profession Revamp
Where to start? There was so much information released and talked about in the initial announcement and further interviews, let's break it down into what we know.
Professions are getting a complete overhaul to how they work and their relevance in the game itself. In the
Profession Revamp video by Warcraft
, they said ...
Eric Holmberg-Weidler, Principal Game Designer
We really want to rethink professions and figure out how to make them part of your identity as a player if that's what you want.
Joanna Gianulis, UI Designer
We really want to make sure professions feel fun & relevant across all levels of gameplay.
They are introducing the concept of quality to both your crafted item and the gathered reagents and this will directly influence the final item in terms of item level or in the case of potions, a more powerful effect.
You can see in the above and below images the different dots to represent crafting & reagent quality.
I'm not sure what the bar at the top represents, but in the screenshot below, you can just about make out numbers which could represent skill level or perhaps it serves as an indicator to your potential to craft at a certain quality?
They are also introducing the concept of
, specifically to your profession including crafting and gathering and this is a major input into the level of quality. The biggest source of which is specializations which can be learned through various ways in the world. For example, finding an old book or hermit that can teach you something about your profession. Perhaps these stats are represented by "Resoucefulness" and "Inspiration" in the images above?
This was further discussed in
Hazel's interview with Ion
where mention was made of specific talent trees for professions.
Each of these professions also has a talent tree. A specialization to it, so that rather than just picking lets say armor smithing or weapon smithing, you can invest in armour smithing and then further in making plate armour and further in making helms and have bonuses to your ability to make higher level ones at a higher level of quality that are at least initially exclusive of making the choice to invest in specializing
However, Ion futher iterated that long term completionists will eventually be able to learn everything ..
Long term, players and completioninsts who we know there is a decent venn diagram overlap between hard core crafters and completionist will be able to eventually make all things but thats a long term completionist goal.
I think thinking back, a really successful example of this is actually thematic with the Wrath analogy of Jewelcrafting. In Wrath, where early on you'll do your Jewelcrafting dailies and get currency that you can use to get patterns off a vender and you could choose to get the haste/crit cut and someone else might get a different one. Some of that was like figuring out niches in the market and what gems were in high demand and what others in your guild can make and your complementing each other. Long term, everyone ends up with a lot of stuff, but as we know with crafting especially, in the first few weeks/months of a tier where there's the most focus on getting an advantage of specialization. So, that's a piece of how we hope this will play out.
He also said ...
I don't think we're looking at gold as the sort of backbone of startup costs like we did with legendaries where a crafter might feel that they need to invest up front without any instant recouping it. A million gold in skilling up a particular pattern in order to be able to make a thing that would then recoup over time.
Which is a huge relief to know they are aware of the significant cost and barrier to entry made legendaries only available to the super rich or early investors.
So we have
in crafted item and reagents,
crafting specialization talent trees
and we also have the ability to
wear specific gear
which will have special stats that add to the craft and their own slots which automatically switch out when you use that profession.
All of this results in the player being able to craft items at varying levels of quality ...
I particularly like this change, and agree with this too " you're the helm crafter that everyone comes to on your server because everyone knows that you make the good stuff and there's someone else who specialized in gloves or something else."
But I don't know how they will balance the game, what about smaller servers ? Chances are not every slot will be covered, should we need to relearn the profession to change specialization? If they make changing it too easy, there's no meaning to specializing into a craft.
My one worry about this is we will have another legendary situation where you might specialise into something and then find out that its completely useless. Or alternatively everyone could spec into the same thing bc say plate wrists are really popular for example, and then it negates the point of having the crafting order system bc no one can build the plate boots to a high enough quality.
It's obviously still very early days yet and more details will emerge as we test the systems and see how they work in practice. What was particularly encouraging was that this system is intended to be used to craft gear all the way up to
Mythic raid level gear
which will keep them relevant for a longer time period.
Now another major part of the profession crafting system is the introduction of Crafting Work Orders. This is a completely new way for player to be able to interact through an order system to get the specific gear they want.
Eric Holmberg-Weidler, Principal Game Designer
You can basically browse any of the recipes that can be crafted, pick the one you want for yourself and then you include some or all of the reagents needed for the recipe including ones you can only get yourself
You can find someone in person to do it right in front of you, or you can also go to an NPC and use and Auction House type interface and send the order out.
Eric Holmberg-Weidler, Principal Game Designer
The item you have crafted can also be soulbound. In the past, you could only get your hands on crafted soulbound items by having that profession yourself. Now anyone can have them crafted for them which expands on the number of items that we can provide that are really powerful
This sounds like a fantastic system and opens up many possibilities for crafters to get a name for themselves on a server and separates the mythic players from the mythic crafters where they can help each other out.
There are still many questions as to how this will work in reality...
As a crafter, how does the commission work when I'm only given some or none of the materials? I have to calculate my costs before accepting the commission. It's not clear in the interface above.
At what point does the commission get fulfilled? I could be gathering the materials and crafting while another person hits send before me. Will it be competition as to who the fastest crafter is? i.e. cancel scanning all over.
Being able to specify just to Guild sounds great, but what if I'm a wandering crafter with multiple alts and want to serve multiple guilds? How would that work and is there a forum for me to hawk my wares to get known on my server?
The trading area with crafting tables may be the place to find a crafter in person who is online at the same time as you, but how will this work with sharding and cross server/cross faction?
They mentioned about throwing in something extra. How does that work?
There looks to be an ability to specify minimum quantity, is this represented in Base iLvl in the interface?
To me, the interesting part was the ability to provide all or just SOME of the materials for a craft. What will determine the price of that missing reagent?
Using SL Let's say I need to craft a new leggo, but I'm missing the essentia, so I provide all mats except that, and I put in a 5k tip. How, as the crafter fulfilling the work order, do I figure out my profit, and where does that essentia come from? Do I need to have it in my inventory or do I buy it automatically with the lowest price on the AH? Is that 5k tip supposed to cover both my efforts as a crafter as well as any missing materials? I feel ike TSM Will have a crafting order window that takes the recipe, removes the provided mats, takes a price source you define (smartavgbuy for example) for the remainig mats, and the commission and tells you if it's worth crafting
First, I got their examples were normal crafting/mats. But then they mentioned that additionally it could produce soulbound items or use soulbound mats like tidalcores. Which is clever: in the old days, professions got you a perk, but they took it out because of the minmaxers - a patch comes out and 100% of the mythic raid team is a max level JC to get the prof perk. Or my frustration when my mine/herb druid had lots of then-soulbound spirits of harmony and no profession to use them. So craft SB gear seems like a great idea, but I did not get that it was the only crafting.
The Lazy Goldmaker
has a video going through his thoughts on the new systems ...
It's very early days but exciting nonetheless to see so much attention being put on professions. This is pretty much all I do in game and I look forward to seeing how this evolves over the next few months. This excerpt from the
made my heart sing ...
For a lot of people who already play the economy, and hang out and deal with the auction house as almost like a full time gameplay style, we want that level of depth and more for Professions, so our hope is that we'll see folks who are spending a lot of time hanging out in the Crafting areas applying their trade and picking up Work Orders, making gold and skilling up on the side as they do that.
9.2.5 Big Legendary Changes
So, that's the distant news with what to come next expansion. There was still more news of things to come in the near future and that's the legendary crafting system ...
Increased the experience points earned when crafting Specialized Armor and Jewelry for creating Runecarving items by 400%.
Developers’ note: In order to allow more players to engage with the crafting system late in the expansion, as well as finish their legendary leveling for a reasonable cost, we are increasing the XP gained by rank so it only takes three crafts per rank to reach the next rank.
This is a huge change for the system and very welcomed from those who either want to craft themselves or want to complete their collection of what they want to craft. At this stage, we are pretty much limited to only being able to sell Rank 7 legendaries, everything before that has limited value.
It will open up the market accessibility allowing more players to compete. The profits are likely to be much slimmer, but it allows for a few consistent sales for the rest of the expansion.
I wasn't a large goblin. I made five mill in legion then didn't play BfA. Came back, read a guide on TSM, streamlined my groups and posting then started posting legendaries and eventually spreading to the other legendary markets from alts. Up to 25 mill now.
Glad they're making crafting catch ups but it was insane having to literally dump 2 mill in mats to get a rank 1-4 for each recipe at the start. It also meant there was a lot of profit to be made from it and a huge barrier to entry for most if they didn't start out with a plan.
I get it! For me, I'm still making decent gold off of 233/262 pieces and keep my stock one-deep. I don't expect that to stick around long though. Maybe season 4 will allow for another cycle if they up those, but at this point I'm not convinced they will.
This is good news for me; I want to get all profs at rank4 leggo for completionist staus. Right now, I'm about halfway there. I gave up on leggos for money-making a while ago--they are just soooo slow on my cluster.
Transmog White & Grey Items
This is another big bit of news for gold making and that was revealed in the
group interview with Ion Hazzikostas
Ongoing expansion and customization of it is something we are looking to do certainly by Dragonflight, possibly before then is rolling a lot of the white and grey quality items into the transmog system so that you can choose from a lot of simpler, humbler civilian attire-type looks. We want to keep adding in more options for customization and self-expression.
I have done my best to make a list of white/grey items with unique appearances that cannot simply be bought off vendors, however I'm certain wowhead's "same model as" function is incomplete.
Black Embersilk Gown
High Society Top Hat
Dalaran Wizard's Robe
Vile Fin Battle Axe
Gem Studded Bracelets
Burnt Leather Gloves
Diamond Tipped Cane
Blood Elf Bandit Mask
Battered Jungle Hat
This list is definitely incomplete, any and all contributions accepted and appreciated!
Time to turn off that "Auto sell Grey" function in your addons or at least add some filters because these are going to be fun markets to sell to!
Most of this information was discussed and originally posted on the
subreddit or in the accompanying
I hope you found this useful and If you have any suggestions or feedback, please do say so in the comments below..
Until next time, Happy Goldmaking!
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