Yeah, I went to check it out on my toons last night and was just '...why?'. It really does render the system entirely pointless.
This is weirdly in line with Blizzard lately."Let's create a system with tons of player freedom and possibilities, then let's attatch needless restrictions to it and nerf it into pointlessness."I mean... It's not like I'm mad about this given that this was not going to impact shadowlands endgame either way, but that just all the more begs the question: why? Given that this was not going to be impactful either way why even bother nerfing it? Was it really that big of a bother to blizz how players got their hands on slightly sub-par starting gear after capping during prepatch?
I'd really like to hear Blizzard's reasoning behind this, and what their intention is for the system overall. It doesn't really seem like it serves any purpose at the moment, other than being a very wasteful way of using materials.
I thought the reason they removed the additional transmog layers from crafted items in WoD (to return later... hopefully) was due to this system. You might as well have saved us the grief Blizz.
Oh Blizzard. What on earth are you thinking.
um ok thanks blizz? not really sure what to say to this idiotic change. gg.
Good, old world crafting should be for xmog only.
Wow...way to completely kill what could've been an interesting system. What's even the point of it now?
how to waste development time 101 right here.
Came back to game, basically just to have fun with that, and then i realised iv just payed 10euro monthly fee for a barber in game... Would never even think that im gonna live in times where ingame barber cost me more than irl barber.
And here I was excited to give my alts catch up gear to go into the expansion on.
ilvl 87 is not even good gear, its near 5 man levels of gear. Who cares at that point? These are dungeons people have done endlessly. Not to mention they invalidate early gearing in the very next event by handing people ilvl100 gear from the scourge event. This change makes no sense, the only thing I can think of is weird examples where ilvl87 crafted gear becomes BIS for some classes/specs due to procs/bonuses on the gear. Again...who cares at this point.
I'm so happy to see this system making it into the game!-I'm not so happy to see it butchered, before it even got off the ground.Let me start out by saying, I have huge respect for blizzard every time they try something very different. Sometimes it works, other times it doesn't.Thinking of how azerite and corruptions worked this expansion, there was both good and bad things about it. We really saw what effects on more gear can do, it was really interesting and in some cases very exciting. But maybe a bit overpowered and singleminded, also the amount of repetetive RNG grind u had to put into getting them was too much IMO. However the way blizzard handles borrowed power lately feels so unatural, giving with one hand taking with the other. Sometimes completely breaking old playstyles, instead of letting them simply die(or improve) because something better takes it's place. It sometimes feels like getting ur class identity ripped away from you each expansion. But I do realize this is sometimes necessary, to make room for improvements and new content.Personally I played around with the idea of capping the game permanently(or atleast for a good while) at 60, and make max ilvl static as well, even as there's getting added new expansions. Then flesh the game out that way, instead of bloating numbers each expansion. -That'd also make max-level areas "scary and challenging" again, even if you have good gear before a new expansion launch.Then we'd be able to get a rank 6 and 7, in time, that'd be on par with max level gear. So we can get some variety on end-game specs, item setups and rotations etc, instead of the cookie cutter culture. I'm sure that would revive the market for old world mats and content, and open up some cool old items. Rank 6, level 55.Rank 7, level 60.To go along with the new crafting system.A weekly "scaled" raid lockout for old raids, so you could choose to do e.g. ICC or HFC, with a full raid-team and get rewards from it. scaling in rewards and difficulty equivalent to your groups overall ilvl?25-player Heroic mode.10-player Heroic mode.25-player Normal mode.10-player Normal mode.Scaled ModeFlexible Raid mode only for specific raids.Raid Finder mode.It would be nice to be going back to "Building" your character, instead of following the narrow "choose 1 of 3" choices. That way WE as players, choose how to play our character again. Instead of following a basically predetermined spec.It's time to open the gate, to the chaos of WoW, and let the unpruning begin. Just give us good tools, to nagivate the chaos. Then we'll choose our own gear and our own rotation, then optimize it as much as possible, based on our personal playstyle. Then we can start balancing the game, and consider to up the level cap again.Also a reworked talent tree, removing the old styled talent system was a big loss in my checkbook.
I am beyond angry at the way Blizzard has butchered crafting proffs. They create a system that actually shows signs of making crafting fun again, and then turn around and pretty well destroy it. My greatest love from Day 1 in the game was making things - it was one of the truly creative parts of the game that was all about choice and involvement. Now it's crap. Levelling, we may as well just wear heirlooms. Just remove crafting proffs, Blizz, that way I won't be concerned about the mess you are making of game I love.
Sad but true :(Professions used to be a whole mini-game within the game, it's kind of sad to see it getting made so counter productive.
Okay, I just tested this making Smoldering Greaves:With no Relic of the past it is worth 1g 59s 64c.With Relic of the Past I it is worth 6s 57c.With Relic of the Past II it is worth 24s 24c.With Relic of the Past III it is worth 1g 19s 46c.With Relic of the Past IV it is worth 4g 40s 42c.With Relic of the Past V it is worth 10g 51s 3c.Relic of the Past I uses 1 Curing Salt, Luminous Flux, or Penumbra ThreadRelic of the Past II uses 2 Curing Salt, Luminous Flux, or Penumbra ThreadRelic of the Past III uses 3 Curing Salt, Luminous Flux, or Penumbra ThreadRelic of the Past IV uses 15 Curing Salt, Luminous Flux, or Penumbra ThreadRelic of the Past V uses 25 Curing Salt, Luminous Flux, or Penumbra ThreadCuring Salt, Luminous Flux, or Penumbra Thread cost 5g each from a vendor.Relic of the Past I costs 5g plus the expansion material to make.Relic of the Past II costs 10g plus the expansion material to make.Relic of the Past III costs 15g plus the expansion material to make.Relic of the Past IV costs 75g plus the expansion material to make.Relic of the Past V costs 125g plus the expansion material to make.My conclusion is that they worthless.