"DO YOU WANT DEMONS? BECAUSE THAT'S HOW YOU GET DEMONS! "
YES, THAT IS EXACTLY WHAT IT WANT, THAT IS WHAT IT ALWAYS WANT.
"My Name is Bolt, Bolt Crank and I dont care if you believe or not"Which one? I thought all pets from the event had been available before.
Seriously, my avatar comes from the embodiment of the So Bad, It's Good trope.I was listening to Blizzard Watch's most recent podcast and the subject of professions came up and how they've never really been balanced well in terms of being a source of endgame gear, and perhaps the best solution is to deal themselves out of that game entirely and focus on cosmetic and utility bonuses instead.
I thiught about that for awhile and figured that it might be the right move if it's done right.
On the cosmetic front every crafting profession would have at least one unqiue transmog set available for every armor typenote , wheras traditional armor-making professions (tailoring, leatherworking, and blacksmithing) would be able to make special color varients of basically any set from the matching quest item sets all the way up to raid sets.
On the utility front I'd also bring back things like blacksmiths being able to add sockets to items, spellthreads for tailors, etc. to ensure there would still be some mechanism for professions to impact player power, just not through gear.
I don't know if this would be the best road, but I do think it's something worth considering.
edited 24th Jun '17 12:22:36 PM by Falrinn
It's always been hard to balance professions against other ways to acquire gear. I feel like removing the ability to get progression-quality gear from them would be taken badly by the community.
"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"They have been giving profs more cosmetic stuff and less gear. Limiting to 3 pieces of gear is a huge deal with that too.
That was in Warlords. The cap was removed for Legion. Now you use Obliterum to upgrade crafted items from their base item level up to a cap determined by the current content tier.
edited 24th Jun '17 12:11:02 PM by Fighteer
"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"That sounds like a good Quality of Life change. Nice spot.
My only concern is that I have no idea how to get more...
[DATA LOST]Get more obliteratum?
Outside of that quest, yeah...
[DATA LOST]If you did the quest then take a crafted item back to that forge, use the forge and place the item in the slot to obliterate it for ash. 100 ash makes one obliterium.
Literally any crafted item, even potions give 1 ash.
Any gear needs to be soulbound to you, though, so you have to equip it before you can obliterate it.
"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"Ah, thank you then....Alchemy makes that much more viable for my DH!
[DATA LOST]Make the alchemist stones, they are by far the best source of ash in the game.
Yeah, they give crazy amounts of ash.
"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"I am an Engineer since classic and barely ever regretted that, it is the only profession where you get utility that lasts past the addon in which the respective item was added and having an auction house in Dalaran alone is pretty sweet.
I don't think it would work in this type of game to have the professions be purely cosmetic, though I would certainly welcome more cosmetic options. For years (and this was true in MM Os in general) the problem was that professions that made gear were outshone by dungeon drops, while those augmenting gear or making consumables were in constant demand. Obliterum allows gear crafting to stay on par with the best drops, and avoids the risk there was in Draenor that you could lose a lot of investment from a new raid drop juggling your slots around.
Having every profession make armour would dilute their real-world basis, but alchemy could make dyes to allow tints to armour, and jewelcrafters could add highlights or decorations.
Stories don't tell us monsters exist; we knew that already. They show us that monsters can be trademarked and milked for years.Well MMO wise I think FFXIV has done professions the best The leveling is done experience wise and gear made is useful for twinking your other classes, akin to Boa gear basically. At the highest levels you can make stuff on par with the best raid gear but it takes a truly herculean effort to do so.
It also takes time and effort to make something let alone make something good. Cosmetic stuff is where the best stuff lies as well.
Wo W profs are way too easy and not enough reward at the end.
Was there ever a reason stated why they departed from BC's crafting system ? I actually really liked how you could keep upgrading your crafted gear with each raid tier.
IIRC they said it devalued raid loot.
It was too easy to get IMO too.
I attempted FF 14 because I was pissed at SWL. I made it up to the point where you have to switch classes from adventurer to miner and uninstalled. I'm not leveling a separate unarmed gatherer class.
I like the profession quests in Legion but the rest of it feels like a real chore. It's not some kind of two steps forward, one step back situation—it feels like two steps forward but now we're walking in a swamp.
edited 24th Jun '17 7:01:45 PM by Rotpar
"But don't give up hope. Everyone is cured sooner or later. In the end we shall shoot you." - O'Brien, 1984When I played SWTOR I liked how the crafting was handled there(not sure how much that has changed by now) :
1. You where hard looked to 1 crafting profession and 2 collecting ones
2. Professions where done in a similar fashion to mission tables, where you just send your companions on missions.Some gathering professions where exclusive to that while others could additionally be done manually like in Wo W.
3.Most high-level gear in SWTOR was modular in that the armor pieces where just frames with itemlevels and armor values and 3 sockets which contained all other stats divided among them. If you had an otherwise nice piece you could just swap out sockets and customize your gear that way.
Well you switch at literally a button press, are immune to attack while you are gathering and doing the minigame, and have XP bars and values.
Wo W does the same with Artifact Power, its far more annoying to switch.
There is a new pet.