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Old 07/29/08, 7:58 AM   #31
nj00s
Soda Popinski
 
Cowabanga
Tauren Druid
 
<SFR>
No WoW Account (EU)
Originally Posted by Hildegard View Post
I would personally favor more interaction. I can see the point if your server has the usual channel 2 spam, but on our server it is quite ok. Perhabs they should introduce better options for advertising or searching stuff than a channel. Maybe you could pay an NPC to announce what you offer or seek for a small fee and this could only be heard in trade districts.

There are many ways to promote interaction and the "I want something and I want it now" is always a bad approach. Every rogue wants wargleaves and you can fill in other stuff. The problem is that channel 2 is bad tool and not that interaction is bad by itself.
A crafters hall with the auction house npcs and some form of advertisement system, as well as a forge, a trade goods vendor and other things crafters may want, could be a nice idea. Problem with this is that you actually have to travel there, which is the nice thing about the trade channel. An ad system would solve the problems the trade channel have with worthless spam though, it's near unusable on some servers at peak hours.

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Old 07/29/08, 8:25 AM   #32
Calixtus
Piston Honda
 
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Night Elf Druid
 
Dragonblight (EU)
Originally Posted by Zurgat View Post
That's the thing though, I doubt there's a single alchemist, enchanter, leatherworker or blacksmith who will be willing to make any lvl 1-300 craftables for you unless you bring a decent and out of proportions tip along with the mats.
If you can look at your alts for the more mundane craftables then you save them a lot of time, and yourself a lot of frustration trying to find someone to make the item for you. If I need something simple, i want to just make it and have it ready within minutes without having to spam a trade channel for the possible chance of getting scammed out of my materials, or bid on the AH in the hopes of winning the bid or paying a dozen times more than the item's worth.
I guess you could put it like this; If you compare two characters, Adam and Bertrand, with the same profession and Adam has invested 20% of the time/effort/gold that Bertrand has in the profession, Adam should not be sitting on 90% of the financial viability. The purpose of all the limitations I've mentioned above is to prevent that.

Legacy items/Leveling items are not, for the most part, relevant when push comes to shove, or should not be (yes, I am remembering the enchanting rods here) at any rate. But even if they are, I'd say there's no such thing as an "out of proportion" tip. Supply and demand.


I'm inclined to say that the main reason people spend time in trade isn't too much inter-dependancies, but too little. Outside of our guild's - and depending on your guild, sometimes not even that - most of us aren't tracking who has what. There's no social networking of crafters to ensure that when you want your goods, you can get it, because there's "always" the auction house. And when the auction house isn't an option, the problem isn't that you have to look for one as much as it is that you have to look for one over and over again because you had no reason to stay in touch with the last guy you found. A system to help with this - be it an in-game billboard, or an out-of-game trade forum - would be quite an awesome addition, but I don't think the lack there of or an overabundance of inter-dependancy are the problems.

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Old 07/29/08, 8:44 AM   #33
Zorac
Von Kaiser
 
Human Warrior
 
Magtheridon (EU)
Originally Posted by ZeroWashu View Post

Whomever was in charge of tailoring in BC did a bang up job. You could easily equip any cloth based class for the end game for the most part with just everyday work. The other professions were not so well served.
Nah they made a crap job, the cloth dpsers got a dps set that was onpar with t5 for t4 content which is simply stupid, otherclasses got screwed over, warriors had nothing, not a single epic dps armor piece to craft. We did get weapons though, but it wasnt nearly as big of a upgrade as the whole cloth seth was and you needed vorxtexes from ssc/tk to complete the weapon which made it balanced. Rogues/druids had a few pieces they could farm for pve dps I suppose, although I dont know how good they were at the time. Holy paladins had 1 item to craft and retri/prot pallys had nearly nothing at all (correct me here if im wrong)

So in my oppinion they fucked it up completely from the start

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Old 07/29/08, 8:55 AM   #34
Zurgat
King Hippo
 
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Troll Rogue
 
Aszune (EU)
Originally Posted by Zorac View Post
Nah they made a crap job, the cloth dpsers got a dps set that was onpar with t5 for t4 content which is simply stupid, otherclasses got screwed over, warriors had nothing, not a single epic dps armor piece to craft. We did get weapons though, but it wasnt nearly as big of a upgrade as the whole cloth seth was and you needed vorxtexes from ssc/tk to complete the weapon which made it balanced. Rogues/druids had a few pieces they could farm for pve dps I suppose, although I dont know how good they were at the time. Holy paladins had 1 item to craft and retri/prot pallys had nearly nothing at all (correct me here if im wrong)

So in my oppinion they fucked it up completely from the start
If i recall correctly : The rogue LW pieces were very much inferior to Tier 4. Mainly because our T4 was almost on par with the T5 set.
The epic craftable offhand sword inferior to a lvl 70 blue. Excepting the third tier, but by then there was the S2 arena sword.
Druid gear was pretty decent, the blues were among the better tanking gear for a good while. But most replaced by T4/5.

So, the cloth was probably rather strong compared to the other professions.
Cloth users won't complain about it, but making tailoring mandatory as it was for early raiders or rerollers wasn't exactly optimal.

Originally Posted by Vihermaali View Post
This was already stated in the WotLK thread, but I'll put it in here too. Alchemists get "Alchemical blood" -effect in WotLK: basically it seems to increase the effect of flasks, elixirs and potions you can make by ~15-20%.

http://khorium.mmo-champion.com/gnar...od_trainer.jpg
http://khorium.mmo-champion.com/gnar..._spellbook.jpg

This will mainly affect PvE. It also gives a reason to have alchemy on your main char.
Still worthless for rogues, and probably most other classes then.
Especially since the potion chugging nerf makes the trinket worth less as well.

Currently a 20% to the flask stats would give 24 AP, which is 12 stat points.
Compared to 8 AP + 8 agi + 8 stam enchanting gets. or 2x20 in WotLK.

Not to mention the benefits of having something that's "always on" vs something that's both less good, doesn't work in pvp, and isn't likely to be used while grinding.

Last edited by Zurgat : 07/29/08 at 9:48 AM.

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Old 07/29/08, 9:20 AM   #35
Vihermaali
Piston Honda
 
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Troll Death Knight
 
Magtheridon (EU)
This was already stated in the WotLK thread, but I'll put it in here too. Alchemists get "Alchemical blood" -effect in WotLK: basically it seems to increase the effect of flasks, elixirs and potions you can make by ~15-20%.

http://khorium.mmo-champion.com/gnar...od_trainer.jpg
http://khorium.mmo-champion.com/gnar..._spellbook.jpg

It gives a reason to have alchemy on your main char in a better way than making "unique must have items", which is nice.

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Old 07/29/08, 9:31 AM   #36
Benita
Don Flamenco
 
Tauren Druid
 
Dentarg (EU)
Keep in mind this is only a 25 spellpower buff with the new flask, which is the current buff enchanters get of ring enchants. Nice and more versatile, but not a replacement for the alchemist stone.

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Old 07/29/08, 9:52 AM   #37
Vasala
Von Kaiser
 
Blood Elf Paladin
 
Baelgun
I am personally hoping that the inscription glyphs will be something you learn and then drag and drop to the inscription slots to activate. This is so respecing does not become even more annoying. With the talked about change to allow 2 specs that a player can switch between it would seem like a step backwards to need to purchase new inscriptions every time a player swapped between these two specs.

While a casual player might not care that much that his inscriptions were not optimized you can bet that it will be a big deal for raiders. This will be especially true if we see more instances like Sunwell where the number of healers, tanks, and dps can change dramatically from one fight to the next.

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Old 07/29/08, 10:06 AM   #38
Sydane
Don Flamenco
 
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Human Warlock
 
Argent Dawn
I really don't think there's anything that can be done to make the crafting professions more profitable than they were in BC. Primal Nethers for a long time were a big source of crafting profitability, so if there is something similar in the early stages of WotLK, that will be true again. But there are several things working again professions that keep them down.

1) The leveling process. So many people hand out free enchants, free crafting, and so forth "with your mats" in order to level faster. Thus, for anything but the absolute endgame enchants, there's almost always someone around who will do it for free. Not only that, but it creates an environment where people expect to get things done free.

2) Guilds. The typical behavior in a guild is to do the various professions for free for your guildmates. This means unless you are in a very small guild (which may become more common in WotLK), or you need it immediately, you can usually just wait around for a guildmate to do what you need for free. This also creates a general perception that crafting doesn't have much value beyond saving a little time.

3) Tipping. People are cheap and stupid. Even though you can make 30g in ten minutes quite easily, I've frequently had people decline 20g fees for enchants only to spam trade for 20 minutes looking for someone who will do it cheaper. The worst part is that crafters commonly offer their servers "free with tips," thus making the entire process random and unpredictable when it comes to profiting. And again, we have the environment created that things are free for "just clicking a button" but it would be nice to get a tip. Never mind the costs of patterns, hours of farming, and so forth. See a pattern here?

Basically, the problem is as much the players as it is the game design. Anyone who thinks that enchanters are going to make more money listing enchants on the open market is deluding themselves, people will just undercut each other, not to mention the 20g or more mat cost of the scroll to put the enchant on. It will be just like every other craftable item. People dump thousands of gold into patterns just to be able to do them for their guilds and treat it like an expense, keeping those prices so high that you'll rarely make money back on buying one.

The best thing Blizzard did with professions in BC was make them useful to have as an individual, with the added bonus of being able to craft things for other people. Every profession is profitable to a certain extent if you try hard enough (though none compare to gathering, but of course gathering is getting a lesser bonus as well), but the real benefit is to your character. They are expanding this even further in WotLK, for which I heartily applaud them.

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Old 07/29/08, 10:11 AM   #39
Cube
Piston Honda
 
Night Elf Druid
 
Dark Iron
Originally Posted by Sydane View Post
3) Tipping. People are cheap and stupid. Even though you can make 30g in ten minutes quite easily, I've frequently had people decline 20g fees for enchants only to spam trade for 20 minutes looking for someone who will do it cheaper. The worst part is that crafters commonly offer their servers "free with tips," thus making the entire process random and unpredictable when it comes to profiting. And again, we have the environment created that things are free for "just clicking a button" but it would be nice to get a tip. Never mind the costs of patterns, hours of farming, and so forth. See a pattern here?
A "20g fee" isn't a tip. A tip is extra, which the other player may or may not give you. While it is nice, it should never be expected.

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Old 07/29/08, 10:33 AM   #40
Masaren
Von Kaiser
 
Troll Priest
 
Turalyon
Does anyone else see the direction were going at with these profession builds?

I can already see having to level up tailoring or leatherworking every time I get an upgrade for pants, leveling up smithing to put a socket in a new weapon, then leveling up jcing to make a jcing gem for that socket. Then Ill have to level up enchanting to enchant my new ring, then releveling alchemy and inscription for those buffs in order to maximize dps/healing/tanking.

It seems were completely moving away from professions being a choice and going to becoming a class and spec defining decision, at least for end game raiding. It just seems to me that what was started in TBC will become much worst now.

Unless everything is equalized, which it cant and wont be from what weve seen so far, youll have professions that stand out and are optimal choices for a given class and spec. For gathering professions, unless you have the buffs they give scale with each newly added endgame raid instance, they quickly become obsolete and really worth nothing as we upgrade gear. Sure 25 crit rating or 35 stamina is great as you enter Naxx, but if youre making BiS tailoring/smithing/lwing recipes from each tier, youll quickly outpace that and make that bonus null in the 2nd or 3rd tier. And if in each new tier you dont have a BiS crafted available to you, it really defeats the purpose of having those professions.

For myself, this is all exacerbated by the fact that if I do have to change a profession because X profession gives such a benefit to my class and my spec, then I have to drop either tailoring or enchanting to do so. Which means that I lose out on rare crafted recipes that I either grinded out or farmed in an instance that people wont be going back to anymore. At the very least Id like to see full crafted memory so that this doesnt happen.

Another thing which needs to be addressed in some way is tailoring and cloth drops. Id like to see some kind of benefit to drops of cloth if a tailor is killing a mob vs a non tailor. Tailoring for too long has the items needed to craft drop from mobs around the world, but anyone can farm these items. There should be an advantage to a tailor farming cloth vs a non tailor. Maybe something along the lines of 2x normal cloth drops if a tailor looted a mob vs non tailor. Something so that my tailor main has a reason to farm for cloth, so that if I need to farm for cloth, I can actually do so.

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Old 07/29/08, 10:52 AM   #41
Copernicus
Bald Bull
 
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Night Elf Druid
 
Tichondrius
Profession-specific bonuses...

Alchemy

* Mixology
*** WotLK Flasks get 32 itemization points, elixirs get 16 points. Doubles duration on all flasks and elixirs.
*** Using WotLK Flasks, gives 37 spellpower, 64 attack power, 13 MP5, or 320 health
* Crazy Alchemist's Potion
*** Alchemists can still transmute items on a daily cooldown
* Endless Mana Potion, Endless Healing Potion, and Endless Rejuvenation Potion
* Indestructible Alchemist's Stone, Mercurial Alchemist's Stone, and Mighty Alchemist's Stone
*** Alchemy discoveries are on a weekly cooldown - Northrend Alchemy Research - Spell - World of Warcraft

Leatherworking

* New WotLK drums are not in the spell database at the moment Current drums are unusable at level 80.
* Reduced cost on leg armor - does not give a special bonus
* Fur Lining - Fur Lining - Attack Power - Spell - World of Warcraft Fur Lining - Spell Power - Spell - World of Warcraft and Fur Lining - Stamina - Spell - World of Warcraft - Gives a stat boost over the equivalent enchant (+37 spellpower, +64 attack power). There's also a stamina one for 90 stamina, but no stamina enchant yet. There are also resistances for fur linings, for an additional 60 resists.

Skinning

* Master of Anatomy - Spell - World of Warcraft

Mining

* Toughness - Spell - World of Warcraft
* Smelt Titansteel - Spell - World of Warcraft (20 hour cooldown transmute)

Herbalism

* Fire Leaf
* Fire Seed
* Lifeblood - Spell - World of Warcraft


Enchanting

* Enchant Ring - Assault - Spell - World of Warcraft
* Enchant Ring - Greater Spellpower - Spell - World of Warcraft
* Enchant Ring - Stamina - Spell - World of Warcraft

Jewelcrafting

* Bright Dragon's Eye, Solid Dragon's Eye, etc.
*** Complete list of all Dragon's Eye gems - dragon's eye - Wowhead Search
*** A Jewelcrafter can have up to three Dragon's Eye gems equipped. They can be the same or different. They act like every color of gem for socket bonuses and metagems.
* Ruby Hare, Emerald Board, Sapphire Owl, Twilight Serpent, and Monarch Crab
* Gem Perfection - Spell - World of Warcraft -- A chance to craft green-quality gems into slightly better cuts. The gems produced will be in between uncommon and rare in stats.
*** Jewelcrafting has its own set of dailies, with which rare gem recipes (5 tokens), metagem recipes (8 tokens), and Dragon's Eyes (1 token) can be purchased. - Dalaran Jewelcrafter's Token

Inscription

* Shoulder enchants - Master's Inscription of the Axe - Spell - World of Warcraft Master's Inscription of the Crag - Spell - World of Warcraft Master's Inscription of the Pinnacle - Spell - World of Warcraft and Master's Inscription of the Storm - Spell - World of Warcraft - Effectively a bonus of +37 spell power, 64 attack power, or 32 dodge rating over the epic reputation version
* Tarot cards - Darkmoon Card - Spell - World of Warcraft Greater Darkmoon Card - Spell - World of Warcraft and Darkmoon Card of the North - Spell - World of Warcraft
* Inscription discoveries are on a daily cooldown - Northrend Inscription Research - Spell - World of Warcraft and Minor Inscription Research


Tailoring

* Lightweave Embroidery - Spell - World of Warcraft - 50% proc rate with 45 second cooldown
* Swordguard Embroidery - Spell - World of Warcraft
* Darkglow Embroidery - Spell - World of Warcraft - 35% proc rate with 75 second cooldown
*** Embroidery is a self-only cloak enchant
* Four epic flying carpets and one regular version - carpet - Wowhead Search - acts exactly like a mount - Swift Flying Carpet
* Frostweave Net
* Reduced cost for spellthreads on armor
* Three transmutable cloths - Spellweave, Moonshroud - Spell - World of Warcraft , and Ebonweave - Spell - World of Warcraft
* A Guide to Northern Cloth Scavenging

Engineering

* Hand-Mounted Pyro Rocket - Spell - World of Warcraft
* Hyperspeed Accelerators - Spell - World of Warcraft
* Flexweave Underlay - Spell - World of Warcraft
* Nitro Boosts - Spell - World of Warcraft
* Personal Electromagnetic Pulse Generator - Spell - World of Warcraft
* Belt-Clipped Spynoculars - Spell - World of Warcraft
* Various goggles - Armored Titanium Goggle, Charged Titanium Specs, Electroflux Sight Enhancers, Greensight Gogs, Truesight Ice Enhancers, Visage Liquification Goggles, and Weakness Specrtalizers
* Bombs and decoys - Explosive Decoy, Saronite Bomb, Cobalt Frag Bomb, and Goblin Thermal Sapper Charge
* Gnomish Army Knife
* Trinkets - Gnomish Lightning Generator, Noise Machine, and Sonic Booster
* Portable mailbox and vendor - MOLL-E and Scrapbot Construction Kit
* Wormhole: Gadgetzan Gadgetzan group portal

Blacksmithing

* Socket Gloves - Spell - World of Warcraft and Socket Bracers - Spell - World of Warcraft
*** A socketed item can still be enchanted. A socketed item also gains a Blacksmithing requirement.


Last edited by Copernicus : 10/20/08 at 5:21 PM.

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Old 07/29/08, 10:52 AM   #42
rooj
Piston Honda
 
Goblin Priest
 
Madoran
Could Mages get rid of the potion sickness debuff with invisibility?

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Old 07/29/08, 11:04 AM   #43
Pasco
Von Kaiser
 
Human Priest
 
Gorgonnash (EU)
Maybe they should expand the system they use in the armor crafting professions to counter the "New ring? Have to relevel enchanting " effect. Like here: [Robe of Eternal Light]

The enchant on your ring would look like: +20 Healing (Requires Enchanting (350))

Same for the JC-only gems and for everything that is for one profession only but can be used after dropping, like the new Leatherworking only enchants, socket from Blacksmithing (don't know if this is BS only), and so on.

So you would have to choose one upgrade (or two) and don't have to level up every time like Masaren mentioned.

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Old 07/29/08, 11:11 AM   #44
Zurgat
King Hippo
 
Zurgat's Avatar
 
Troll Rogue
 
Aszune (EU)
Originally Posted by Copernicus View Post
Profession-specific bonuses...

Blacksmithing, Tailoring, and Engineering are not yet implemented

Blacksmiths can add 1 socket to weapons which do not yet have a socket.
Meaning dual wielding players get 2x +20 stats from gems. Unless the sockets also apply a bonus of +2 agi or +3 stam or such.

I'm not sure yet whether they'll be able to add sockets if the item already has some of it's own.


Also, interesting about those leg armors, i wasn't sure about those before.
The names also seem to have changed in beta, compared to alpha.

* Jormungar Leg Armor - Increase Stamina by 45 and Agility by 15.
* Jormungar Leg Chitin - Increase Stamina by 50 and Agility by 18.
* Dragonscale Leg Armor - Increase Stamina by 72 and Agility by 35.

* Nerubian Leg Armor - Increase attack power by 60 and critical strike rating by 15.
* Nerubian Leg Chitin - Increase attack power by 70 and critical strike rating by 18.
* Protoscale Leg Armor - Increase attack power by 100 and critical strike rating by 36.

Last edited by Zurgat : 07/29/08 at 11:19 AM.

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Old 07/29/08, 11:31 AM   #45
Vihermaali
Piston Honda
 
Vihermaali's Avatar
 
Troll Death Knight
 
Magtheridon (EU)
Originally Posted by Masaren View Post
I can already see having to level up tailoring or leatherworking every time I get an upgrade for pants, leveling up smithing to put a socket in a new weapon, then leveling up jcing to make a jcing gem for that socket. Then Ill have to level up enchanting to enchant my new ring, then releveling alchemy and inscription for those buffs in order to maximize dps/healing/tanking.

It seems were completely moving away from professions being a choice and going to becoming a class and spec defining decision, at least for end game raiding. It just seems to me that what was started in TBC will become much worst now.

Unless everything is equalized, which it cant and wont be from what weve seen so far, youll have professions that stand out and are optimal choices for a given class and spec. For gathering professions, unless you have the buffs they give scale with each newly added endgame raid instance, they quickly become obsolete and really worth nothing as we upgrade gear.

For myself, this is all exacerbated by the fact that if I do have to change a profession because X profession gives such a benefit to my class and my spec, then I have to drop either tailoring or enchanting to do so.
I see all professions giving different kind of bonuses, what are. Well, bonuses. I'm Alchemist/Herbalist and I can take everything Sunwell can throw at me (haven't killed KJ yet, but seen first hand what he can do in low %'s). And after finished still left standing asking for more. While having no unique JC items, with no LW drums in my party, with no special tailoring items or extra enchanting enchants.

While I understand that only way to increase your performance as dps may be gearing up, I doubt Blizzard will ever do so tight dps check that would require doing what you describe. Even one of hardest dps checks ever, M'uru, was nerfed (fairly) soon after release.

Unlike popular delusion implies, you can do Karazhan with full dungeon blue raid that has 0 professions. And repeat all the kills. This applies to all raiding levels (meaning they only require loot from previous tier). And will most likely continue to apply in WotLK.

Last edited by Vihermaali : 07/29/08 at 11:43 AM.

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