The following is a post that I have been working on regarding blacksmithing (and crafting) in general. I would like to get some feedback from people here as well as solicit ideas for additional suggested changed. I know its long, but please take a look and tell me what you think.
Issues with Trade skills
As TBC has had time to settle in, it has become clear that trade skills are presenting a challenge to the developers and the player base. I believe that many of my points apply to all trade skills (save Alchemy which is a special case dealt with below). However, my experience is mostly with blacksmithing so I will confine most of my discussion to that arena.
Trade skills (and in specific blacksmithing) do not provide enough of a bonus to warrant the time expended to level them. This is especially true with the TBC changes. In general, many of the recipes are no longer viable to make (as they require materials from 60 raid instances). In addition, most items that can be crafted are significantly inferior to easily available drops and quest rewards. This discussion is meant to elucidate the current problems and provide some possible solutions.
Useless Recipes
Wowhead
lists about 350 recipes for blacksmithing. While this may seem like a lot, there are many recipes that can no longer be called viable and should be removed from the count. For example, here is a list of just the gems required for all blacksmithing recipes.
# Recipes Jewel Name
9 Aquamarine
11 Azerothian Diamond *
1 Black Diamond *
3 Black Pearl
10 Blue Sapphire *
11 Citrine
10 Huge Emerald *
2 Iridescent Pearl
5 Jade
10 Large Opal *
11 Lesser Moonstone
3 Malachite
5 Moss Agate
6 Shadowgem
2 Small Lustrous Pearl
6 Souldarite
18 Star Ruby *
5 Tigerseye
The number in front is the number of blacksmithing recipes that use these gems. The items marked with (*) are gems that only drop from Thorium veins. The total number of recipes effected is 60. This number is slightly misleading since some recipes require more than one of these gems, but even accounting for that, there are 40-50 recipes that are going to be much more expensive (either in time spent mining or money in higher Auction prices) to make the attendant recipes.
The same tale is told by the other types of ingredients. The follow is a similar list of items used in blacksmithing. I have left out any items used for less than 5 recipes for the sake of brevity, but the same trend can be seen.
# Name
26 Primal Nether
19 Primal Might
15 Heart of Fire
14 Fiery Core *
14 Primal Fire
13 Lava Core *
12 Essence of Earth
12 Primal Earth
12 Primal Water
8 Primal Air
7 Primal Shadow
6 Living Essence *
6 Primal Life
6 Primal Mana
5 Blood of the Mountain *
5 Bloodvine *
5 Nether Vortex
5 Small Obsidian Shard *
Items marked with an (*) will be either non-existent (from 60 raid instances) or significantly less prevalent (60 instance drops). In total, the number of recipes effected is 63. Again, this number is artificially high, but even correcting for that, a conclusion can be drawn that upwards of 50-75 recipes in blacksmithing are going to be significantly more difficult/expensive to make.
Quality
With TBC, the recipes in the 50-60 range are rendered totally useless. Both from ingredient difficulties (outlined above) and from quality problems. For example, take this old favorite:
Arcanite Reaper
153 - 256 Damage Speed 3.80
(53.8 damage per second)
+13 Stamina
Requires Level 58
Equip: Increases attack power by 62.
This item requires 20 Arcanite, 6 Enchanted Leather and 2 Dense Stones. Now compare it to this item:
Fel Iron Greatsword
172 - 259 Damage Speed 3.20
(67.3 damage per second)
Requires Level 63
Equip: Improves critical strike rating by 30.
Equip: Increases attack power by 62.
This item is significantly better and only requires 12 Fel Iron. Many parallels can be drawn, but the end conclusion is clear. 50-60 level blacksmithing items have material costs that are vastly overblown for their usefulness.
Gaps in Coverage
Blacksmithing has large holes in itemization for certain types of items at certain levels. For example there is only
1 craftable shield and it requires items from AQ, which means it will probably never be used again. The following is a list of the number of craftable weapons.
One Hand Two Hand
9 Sword 2 Polearm
10 Dagger 14 Axe
4 Mace 15 Sword
4 Axe 14 Mace
There seems to be a preponderance of 2 handers, but a noticeable lack of one handers. In addition, daggers look well represented, but only 4 daggers are higher than iLvl 60 and two of those won't be made because
one requires large amounts of arcanite and
the other requires MC materials.
In addition to type gaps, there are gear and spec gaps. Out of all smithing recipes, there are only 6 Plate pieces with any intellect at all and only 3 weapons.
Resource Competition
Blacksmithing shares a somewhat unique problem with Jewelcrafting and Engineering. All three professions rely on gathering ore through nodes. As nodes were already hotly contested pre-TBC, the addition of another trade skill that uses them has created a situation where it is very difficult to procure ore. A possible solution for this is outlined below.
BoP Recipes
BoP recipes were a wonderful idea that I believe just needs a little bit of tweaking to make perfect. All of the BoP items seem geared towards Hunters, Warriors and Retribution Paladins. While I hope that more recipes will be added, as of now, there is no reason for a Protection or Holy Paladin (or other classes) to craft any of these items.
I believe that great items (like current BoPs) should be sellable. The material/time cost to produce these items is very high and should allow for more than a one time payoff.
1. Difficult to Obtain Materials
2. BoP
Choose one.
If an item is for my use only, then it is not unbalancing to allow the materials for that item to be much easier to obtain. I would suggest something along the lines of 20 bars, a couple gems and some obtainable items from other professions. Keep in mind, that I still have to socket the item once it is created, which will stay expensive for good gems.
If an item requires difficult materials, such as those obtained by raiding or those that required dozens of heroic instance runs, then I should be able to sell these items. Right now, items have very high requirements AND are BoP and are itemized to be useless to me (a protection paladin).
Suggestions
Enough whining, its time for some suggestions.
- Make all items made out of a material decomposable. For example, a grey sword drop could be smelted down to get a couple of iron bars. To extend outside of blacksmithing, a cloth headband could be pulled apart to get a couple of mageweave. This suggestion is to mostly handle the scarcity of mining nodes problem, but I think it adds a lot of possibilities to the game. Right now, the only options for BoE drops are disenchanting (if you have an enchanter high enough) or selling the item. BoPs mostly get vendored unless you are an enchanted. This gives every character the ability to decide if getting 5 Arcanite or 10 Fel Iron is worth more than the 10 gp that vendoring an item would give.
- Allow us to determine item stats. This might not be possible with the WoW code base, but let blacksmiths (or other crafters) assign the stats (using the existing iLevel formula) to the items we created. Base the requirements off of the level of item (Green, Blue, Purple) and let us determine the stat distribution.
- Give us useful consumables. Alchemy is head and shoulders above the other trade skills due to consumable use in raiding (mostly). Give all other trade skills consumables that are equally useful or fulfill the same nitch as a potion or flask. For example, a sharpening stone that has the same effect as a Flask or Oil. {Note: I believe this to be bad for raiders, see below.}
- Put in recipes for idols, totems and/or librams. These items are under-represented in game as is. Let the trade skills fill this gap.
- Add in quests that give recipes as rewards. Make it beneficial to have a trade skill rather than two gathering skills. This has been done somewhat (certain quests are easier if you have a trade skill). More things like this, or normal quests were you can choose between money and recipes, etc.
- Rework 50-60 recipes. If possible rework the requirements for these to be much lower and not require items from 60 raid instances / require less of items that drop from Thorium nodes.
- Make gathering possible from horseback. Farming is an unfortunate part of being a crafter, at least make it so we don't have to mount and dismount all the time.
- Put in many more recipes for all types of items including shields and polearms. These recipes should cover the range from 1-70 and should cater to different specs. This one is just a given and is just limited by development availability.
Alchemy & Enchanting
Alchemy and Enchanting are the only trade skills that will be guaranteed to make money for the long term. They make most of their money from supporting the raiding population. I will refer to
Gurgthock's excellent article on the subject. I am not a raider, so I don't know the best way to remedy this situation, but either the other trade skills have to be given useful consumables or Alchemy & Enchanting have to be toned down or both.