I really, really like this. Lets hope they keep professions on a level where you dont throw them away after the first patch like in SL where the only redeeming feature was runecarving gear.
in theory if it takes a big time investment it also keeps the gold farmers out of the profession for a little while anywayim talking bots not legit people that want to play and make a little gold on the side
Being able to change stats on gear at a reasonable price? what is this?
they'll add an insane gold sink to this right before it goes live.
I want to say that this crafting system sounds like it will feel more nuanced and, dare I say, immersive like we are actually taking part in creating something, that we are skilled artisans. Honestly feels like a more realistic way to set up crafting (I use realistic lightly, it is a fantasy world after all) and though I do not do any RP stuff, I could see this potentially having a place in RP servers with the way it can create player to player interaction. I didn’t know I needed this change, but I am happy it is coming!
This is actually rather brilliant design. It avoids the problems inherent in reforging (boss drops a new piece of gear and you can't wear it until you go back to town), eliminates the FOMO from paying a ton for a crafted item that's instantly obsoleted when you get a better itemized drop, and gives crafters something to do. Combined with the craft orders system using (assumedly) group/raid dropped exclusive materials, Dragonflight is looking pretty sweet for crafters.I really like the "new Blizzard", breaking all the hide-bound design laws they set back in 2004 when they were competing with Everquest. Hope they keep it up. That said, the old Blizzard designed some really great systems and then utterly failed in implementation, like the current, soon to be old, talent panels with most rows having an obvious best choice. Brilliant design is a great first step, but implementation matters. And so does testing, and listening to feedback from their passionate playerbase.
DId they explain what quality actually is? Ilvl is power, and we kind a have quality in form of rare,epic etc. but do they mean exactly this? Are we going to wear like 325 epic back and 340 ilvl rare legs and 360 uncommon boots?
sounds liek they took a cue from skyrim because with their crafting system it was possible to keep improving any item you created provided of course you had the blacksmith boosters like enchants and potions
They will need to include some limit on how many server-wide work orders can any player do to prevent no-life AH players from taking over and preventing other crafters to join by completing all orders right away (player targeted or in-guild work orders can be unlimited).
This sounds pretty dang cool. I like the part where they say
These 'special reagents' need to be Bind on Account and definitely not Bind on Pick Up / Soulbound.I still have stacks of Blood of Sargeras and Expulsom on characters that don't need it whereas my crafting alts are starved of both (they can be used to craft some items that still sell quite well).That's a definite 'feels bad man' situation that Blizzard needs to remedy this time around.Forcing alts who are crafters to also go out and grind those mats is not respecting the time of the player. I don't mind, as a player, having to grind to get Blood of Sargeras / Expulsom type materials - that's part of the game - but I only want to do it once and not have my efforts wasted in accumulating mats I can never use. TL;DR: having us grind for 'special reagent' mats is OK. Wasting our time is not OK. Therefore 'special reagents' should be BoA.
From the way I read it, it would incentivize holding out until you can make the highest rank - since the total material cost is higher if you build the rank 1 and later upgrade to rank 5. In the example given it would cost 100 dragonscales to make the rank 5 straight away, and 120 total to upgrade from 1 to 5.If they shower us in mats like Cosmic Flux people won't need to hold out, but if it's grindy people will hold out.