How Professions Should Improve In World of Warcraft: The War Within – Feedback For Developers



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It’s never too early for feedback, so here’re my thoughts on how professions worked out during Dragonflight and some suggested improvements to make them even better in World of Warcraft: The War Within expansion!

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0:00 Intro
1:49 What we know so far
2:49 What worked with Dragonflight professions
4:46 Professions were hard to learn
7:49 Respecs, functional and fair
9:43 Profession catchups in one easy step
11:28 Work orders: Public, Quality requests and more

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32 thoughts on “How Professions Should Improve In World of Warcraft: The War Within – Feedback For Developers”

  1. Can we have Tiered payout system for WOs? It should have 3 to 5 Tiers the highest payout giving the player highest quality. I'm also for a system that gives multiple crafters a chance to make an item and whichever produces the best quality "Wins" the WO payout and the ones who don't "Win" get back their reagents. either system is FBM but both in my mind are fair. It really comes down to execution and difficulty to implement for the Devs. The Tiered system seem the least complex in my mind.

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  2. I gonna be honest Soul, i never understood the Crafting Order system so i not even bodered with it. I just craft my own stuff "If i can" and call it a day. Maybe for some this system is fine but not for me. I dislike the Crafting Order system. Sorry but that my take on that.

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  3. Gathering sucks, take skinning for example: if I kill a rare I want his skin to be worth more than a random mob. Mining: if I go to a hostile elite area, the ores should be worth more, same with herbalism.

    Basically I want a risk/reward curve for gathering. Both chill farming with a movie on the side aswell as a difficult zone to navigate with goodies behind packs of difficult mobs.
    Will this lock the best resources behind players with higher gear?
    Suggestion: profession dungeons! Have a heroic dungeon with gathering nodes everywhere and a big loot pinata at the final boss. Have an NPC at the start that can scale the loot and dungeon difficulty with player's proffession skill, but scales your gear so that players that are only interested in professions dont feel held back by hard-core raiders and mythic+ enjoyers.

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  4. I'm not a fan of the new profession system, far too confusing for me and if you need to spend ages reading up on the how and why only not to even make any gold because the others have done it the right way it's just a turn off. I do some stuff here and there with them but for the most part alts don't even pick up the DF professions other than gathering.

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  5. The system is fine, They are using an implementation method described as, Problem – Cause – Solution. Which is to implement a new game feature without upsetting too many people is too do it over an expansion, meaning the problem is inspiration 100% making Illustrious Insight worth nothing.

    The whole idea was too only be able to guaranteed 3 max rank crafts per week with the allowance of 150 mettle. This would've gave a market value for such crafted items because rank 5 was scarce whereas rank 4 was not. Just look at the system where you can see the price of other orders currently listed or what have gone for. That system was originally intended for this system but they made it not work properly in Dragonflight with full knowledge of implementing it in The War Within.

    This is problem cause solution implementation. They will get rid of Inspiration for crafted gear and only have it available for reagents, they will use this new system to artificially create demand for the rank 5 crafted items. They totally want this because it will drive the demand for sought after items which means more token sales which in turn means more profit. They do this sort of implementation to misdirect the players awareness to what they are actually doing and don't get me wrong it is very clever alas i have worked it out.

    Next expansion crafted gear will make its comeback and the way to take advantage of it is multiple profession characters to take advantage of the artisan mettle. Unless they make artisan mettle account bound along with the war band system. That would definately make alt armies a thing which again makes sense with the war bands.

    This whole profession system is inherently blizzards new cash pillar under the guise of being the 4th pillar in gameplay. I myself will take advantage of what they are doing. And the current buyers in trade chat now negotiating for low commission fee's for crafts will be totally abolished next expansion because they will simply look at the board and look at the going prices and will either have to make the decision do i want it now for a premium and the answer is a resounding yes they exactly will do that.

    It's the same reason they get upset with the crafter asking for a mere 5k commission on a 486 piece of gear but will never complain about spending 8k+ on an Aspect Dreaming Crest. Clever blizzard well someone at blizzard is onto it but i'm onto you sorry for the long post.

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  6. From a crafters/gold makers perspective, the current system is WAY too grindy. If you go all the way on one character to get a good amount of skillpoints and recipes, you've used months to get everything. And now imagine you want to try play an alt, and also want to catch up your crafting on that character. Now you have to use months to get everything set up. Is it doable? Yes. Is it fun? No. Or, atleast not for me.

    I was pretty excited for this new crafting system, and put alot of time into setting it up, but now I'm burned out. Just the thought of getting my crafters up to speed dreads me.

    Also, the regionwide auction house thing has also made things worse where you have to camp the AH way more than before to get things sold. And on the other side as a buyer, you have to spam click just to buy something.

    And from a raiders/M+'ers perspective, I do find it nice to fill out gear slots that I am missing. Although, the system is kinda hard to understand if you just want to craft gear for yourself and/or friends/guildies. And I would assume non crafters find it very confusing with the reagent ranks, and their value, based on the amount they are tipping (not including scammers and cheapskates).

    So all in all, I went from using the crafting system and AH alot, to now just barely doing anything.

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  7. They need to make all the weekly profession knowledge far faster to get (at least the gathering ones… missing out on points because RNG requires you to loot 100 herbs on all your alts sucks).

    They should also make the Dragon Shard of Knowledge items more common, or let us buy KP at an increasing price of Artisan's Mettle. First point is 5 mettle, and every mettle from that point is 5 mettle higher. That'd mean 10 points is 275 mettle, 20 is 1050 mettle, etc. Realistically you'd only really be able to buy 30 KP this way, and it'd be damn expensive by that point, but it'd help over the course of the expansion with the relative rarity of KP.

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  8. The spec prof thing is needed bad, but 10 every 7 will be lacking. By the time you realize, oh shit I threw these points into the wrong node/s it might months down the road. So you could have decked out a whole tree just to find that tree sucks and you have 120 points invested in it. It's not an instant oopsie type of thing. Plus, touching on LW and BS if and only if you wanted to be proficient at crafting had to have 2 different toon for each to a weaponsmith and armorsmith, mail worker and leatherworker focused. The point investment to special in both takes you most of the xpac if you wanted to do them. I get the concept of "specializing," but I shouldn't have to have one toon grind out to be an armorsmith and then a different toon grind out weaponsmith.

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  9. I think they need a button to unlearn the talents for professions much like how they got it for talent points that away if anyone makes mistakes they can unlearn it unsure if they have it now or not I haven’t fully used professions yet

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  10. Work orders for legacy items. A rule to provide a certain percentage of the mats or the cost of the mats. A link to the AH within the order screen so you can instantly buy the mats required.

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  11. – One of the pain points for me is when you're ordering a piece you need to have the mats. I don't know what the mats are… It would be good if the crafting system was attached to the auction house so I can hit "buy mats" or something similar. Alternatively it could give you a small shopping list item or something and you take it to the auction house to achieve a similar experience

    – There also needs to be catch up mechanics for specializations.

    – There needs to be more information presented to the user.. I want to make a R3 Draconic Vial.. I can't… what is the best course of action? All it would take is a small tooltip or information panel.

    – You should be able to get the max rank item via a public order without relying on inspiration. The current iteration of public orders may as well not exist outside of none ranked items. You can keep the as-is solution but a crafter should be required to have the requisite skill / inspiration level before they can accept an order. This creates a sense of "fomo" for those who don't have the requisite skill and motivates them to engage with the game whilst also bolstering public order use.

    – You should be able to create a contact list at the crafting order interface – any public crafter I use is lost to space and time unless I add them to battle net etc. Make this easier by having a tab "favoured crafters".

    – Create an advert tab on the crafting order interface. Spamming in chat is archaic, make a pretty tile interface similar to the guild recruitment interface – players can click onto the tile and interface with that crafters skill set AND possibly add them to their favored crafters list.

    – Building on above, you could maybe create a incentive to use favored crafters – none power level impacting, maybe reduce mats as you repeat custom.

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  12. a change i wanna see to professions is that we begin using old content mats for creating new expancion items. such as maybe ghost iron ore or copper ore. like 1-5 ores from old expancions to give that extra BAM to the gear. old mats dont have to be forgotten πŸ™‚

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  13. "11:55" Yeah that shit made work orders absolute garbage. it's just a new varient of the troll shit they used to do trying to catch people on a misclick on the auctionhouse before that got changed. It's a fucking mess. It solved nothing. I STILL have to log over to alts and send myself shitty work orders to get my weekly quest done, because there are no valid public orders being posted.

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  14. In my opinion, the option to max everything out should be there for EVERYONE if they want it.. Having to rely on other players in order for you to skill up is crazy, if I want to level a profession to help out my army of alts then I should have the option the max everything out to benefit myself. I don't do profession to make money or help out random people on the server I want then to be for ME so I can get ahead. I want to be able to do it all myself without having to rely on other people, and that option isn't there right now. To be clear professions should first and foremost benefit they player that has the profession and being able to sell stuff should be secondary. So that if I want to level up Leatherworking so I can make gear for my Hunter and I could care less about selling stuff I should be able to do that. As it stands right now you can't even reach max level on your professions without help from other players, to me that is just wrong. Random people in wow are not your friends and they're in the profession game for themselves NOT to help anyone out, and I found ALOT of them can be very toxic. So we need to make professions soloable.

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  15. Why the hell do they make it so complicated? Why can't just figure out a way to use the current crafting system and then be able to craft anything to put on the AH like it used to be? The system is so dumb!

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  16. I like engineering for its utilitarian use of explosives, it's interdimensional travel things for each expansion and places like Tanaris and area 52 ECT. I like the gliders and blingatron who can give instant money to new players who just click and use it to jumpstart them if they are new to the game. Furthermore, I don't want more cosmetics, I want more useful or interesting items that do things not just look pretty. Like the black market AU radio or perhaps an Auction NPC that can be used anywhere named "Transaction Auction Regional Dimensional Integrated Seller"

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  17. I do want work orders to go away. Because nobody NOBODY cares what happens on low pop servers. We literally can't find people with the recipes we need to craft our stuff, this is not normal – to treat some of your customers like they don't deserve stuff due to no fault of their own. Make it so it's not stuck to server or remove it completely. This coupled with the crap that is recraft if you don't get the 5 stars is such a waste of time on both parts. And don't get me started about the weekly craft order quests that we use alts for – degenerate gameplay.

    My time is important to me, if I spend time on something it better be fun, this NOT FUN, it's tedious and wasteful.

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  18. If i ware to start my professions just now, it would take me such a long time to even get to a somewhat decent level. It takes so much time to get all those nodes filled up, even if you focus on the most important ones first. And there really is no notable catch up which honestly sucks to even trying to get into professions late in the expansion

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  19. I really really want work orders gone.
    Let us post on AH.
    The professions are way too complicated in DF so you end up not even wanting to bother.
    And if you do bother there are no public work orders anyway so you just did it for nothing.
    Also I am not a fan of yelling in TC come get your armour from me.
    In the past I could sell my stuff on the AH and there was no social interraction needed.Trying to force me to be social just ended up with me not selling anything cause I really don't want to.

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  20. first of all I'd get rid of profession skillpoint drops. when ion called for "the fantasy of being a crafter" I didn't think of "travelling the whole zone every week to farm mobs for a skillpoint". Maybe putting a cap on points but let the player decide if he wants extra npc quests or farm the items. Also RNG is huge,sometimes dropping from the 2nd mob and others getting you 40min of non-stop camp genocide. I seriously hated this thing,cause it's made for those who main a character,but it's hell for altoholics,simply 2h per character,and also getting reputation recipes. wtf,they want me to spend 2h farming points and still wanna rise reputations on a per character level? most characters just have the single-use treasure points. and human-like drops for rare/elite drops,it's a dork thing to do to make blacksmiths camp a several hour respawn rare for a 1% drop recipe,jewelers and enchanters farm every storm for boss-only recipe drop,and still at per character level?!

    I think RNGs in general in professions should go away,becoming a master doesn't come from luck chances,instead from consistent results. as it was made for cooking,higher levels should give you multicraft,and as stars in legion,leveling a craft should grant you resourcefulness. you just can't rely on a magical tool,this was a watered down FF14 crafting,but with more levels of quality to implement more RNG for a masturbatory sake of developers. in FF you have an express queue with inspiration procs and then if you want always good quality you use your crafting skills (wich are awesome,like a class rotation: master the rotation,master the craft)

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  21. one thing that currently is missing in the crafting system, is that if you are building something more complex, you can't enter the recepy of your individual parts (if your profession can craft them). You need to go search for the recepy for that item, etc. If you could enter that one item, then exit it, returning you to your main recepy, well that would be a great improvment πŸ˜‰

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  22. I really disliked crafting in DF. If you didn't get started from the very start then good luck leveling up when you have to do it by work orders. I haven't seen a single work order in 3 weeks. Even then, I could count on one hand the number of orders I have seen in the past 3 months. That shouldn't be the only way to level up past a certain point.

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  23. Older alchemy and vanilla crafting recipes build on each other. that lvl 5 shirt or boots or potion should be an reagent for the next tier level craft. ie a lvl 5 health potion should require a lvl 4 health potion to craft.. so newer crafts need materials crafted at lower levels keeping those items relevant rather than just making them vendor trash. thoughts?

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  24. I messed up royally at the start. I got so behind just putting points in stuff I never really researched it just killed any interest in it. I was holding out hope there would be like a one time reset or season reset but nope. So I just gave up sadly. My own fault for not really paying attention THAT much but at the same time it shouldn't punish you so much for a mistake with no way to correct it.

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  25. Racial profession

    In this expansion they are way to powerful, a goblin alchemist make gold more easy that any other race with alchemy. So will be better if they take down all racial with +2 or +5, insted make some changes.

    One option will be (a goblin for example) if you're a goblin and have alchemy, you can pick up an old book next to the trainer (one time) that give you +10 points to your alchemy (you have it in 35/75 will be then 45/75) for old content and give you 5 knoledge power for the current expansion. Or you can have a one time quest per character that allows you to choose your racial profession (you can only change race to receive the quest again).

    Knowledge points

    There is only one pick up treasure per zone. But archeology can loot 2 or 4 items BoE that need one especific profression to start a quest (simple quest, like go there and look behind a rock) and gives you 1 up to 5 knowledge points. That gives a more slow start to profession but gives you more chance to catch up if you started late, and archeologist can make gold.

    Recipes

    Lets take a profession wich max level is 100. Trainers can give you recipes to level 1 to 40, archeology can loot BoE recipes to level 40 to 60 (common recipes), 60 to 80 (rare recipes) and 80 to 100 (epic recipes), raids can drop a recipe for 90 to 100, and pvp can sell you BoE recipes for 60 to 100. Renow can give you recipes for 60 to 80. Fishing can loot BoE recipes but more for cooking. With this you can make archeology to have a chance to be useful and fishing too.

    Work orders

    The base cost to publish is the same 50, and always last 5 days. If you don't have all materials donΒ΄t worry, just select wich materials you would like for you order to be make, put your tip for the order and post it. The work order will take the base cost, your tip and the cost for the materials in the current cost of the auction house (will be like an instant sale from the AH, with no need to go to the mail box). In this way you don't need to carry all materials, just have the gold for it, and all work orders will have all materials to work out.

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