I Overhauled Profession Ideas Take a Look

90 Orc Warrior
8735
There has been 4 expansions since the game has came out each one varying in changes from talent system, gameplay, pvp, instances, scenery to city and zone revamps and yet the one thing that flew by with minimal changes has been profession.

There has been some changes like passive buffs to appliable ones but that more of an addition as opposed to a change. I felt i would compile some ideas for you, Blizzard, and players to review. I would appreciate some feedback from both but keep in mind constructive thoughts backed up with reasoning are ideal to create or inhibit change.

Gathering Profession:

(Stake a claim) passive allows the person a few seconds to claim a node in case they get in combat. If another player attempts they will get a (already tapped 5 seconds remaining) notice, if in that time you cannot defeat your foe all yours player.

What if someone runs around staking things, or if they just stand there and contiuously staking it to harrass me? A limited yard range before it fades. It's their claim goes somewhere else.

(Passive) bonuses removed

Mining: Miners are able to smelt and prospect ore.

Skinning: Skinned targets now produce hides. Skinning now has a tanning ability to break down hides to leather and leather to scraps.

Herbalism: Herbalism able to mill herbs now. Milled herbs create pigment, milled pigment creates toxin

*New* Decompose: (Replaces disenchant) Ability used to break down item from excellent quality to mundane quality to gather units for production professions. Decomp works on all items from wearable items, foods & drinks, gems to unusable items gathering space in bags.

Production Profession:

(Additional Resources) Each production profession now requires more ingredients collected from gathering professions. Mundane (low level) plans require none to few whereas high level items require an in depth variety never amounting more than initial profession i.e (blacksmith require more bars than herbs, leathers, or cloth)

(Personalise) Each production profession now has the ability to alter simple design and color scheme on armor crafted from set options (similar to guild tabard designing for gear). This option available when crafting gear, insert "coloring" to (Optional) slot. Number of slot varies on weapon and gear uniqueness. *Note* Coloring has been proven irreversible! Altered gear does not copy when transmogrified.

(Improvement) After items has been crafted a chance of improvement to that specific item may be revealed..or not. Necessity of multiple crafting may be required. Acquiring large amounts of supplies from gathered ingredients offers an option to permanently boost stats of the crafted item up to 3 times each boost needing even more ingredients (similar to Stormherald series)
*Note* once item has been improved it becomes soulbound
Ability to upgrade acquired gear non-crafted available too

Tailor: Tailors now gain the art to craft Staves, wands and off-hand fetishes all of which require multitude of supplies. Stat bonuses vary. Cloth is turned into thread and thread into bolts. Can no longer embroider

Leatherworking: Leatherworkers now gain the art to craft Bows, daggers and fist weapons all of which require a multitude of supplies. Stat bonuses vary. Can no longer use fur lining.

Blacksmithing: Blacksmithing no longer craft daggers or keys. Can no longer socket gear

Product Engineering: Now has learned the art to craft crossbow, keys and portable banks and mechanical versions of tailor, leather, mail and plate . Same quality as the other 3 production professions but with extra gizmos spurts of sparks and smoke (personalise adds a mechanical nature).
Edited by Normaan on 4/28/2013 5:29 PM PDT
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90 Orc Warrior
8735
Enhancing Profession:

Inscription has enveloped alchemy, alchemy now exists as inscription
Jewelcrafting changed to Encresting

(Additional Resources) Each enhance profession now requires more ingredients collected from gathering professions. Mundane (low level) boost require none to few whereas high level items require an in depth variety never amounting more than initial profession i.e (Jewelcraft require more gems than herbs, leathers, or cloth)

(Enhance Personalise) Each enhance profession now has the ability to alter simple design and color scheme on armor crafted from set options (similar to guild tabard designing for gear). This option available when enhancing gear, insert "coloring" to (Optional) slot. Number of slot varies on weapon and gear uniqueness. *Note* Coloring has been proven irreversible! Altered gear does not copy when transmogrified.

(Encrest, Enchant, Scribe, Socket) Similar to production improvments, these professions are able to improve stats (their gear only) significantly. Improving stats on gear may or may not unlock the same stat boost at a higher level of potency up to 3 times each level requiring more ingredients.
*Note* Once item is improved it becomes soulbound

Enchanting: now able to enchant all gear type excluding neck ring trinket. Able to enchant gear using magical aura properties personalization reflects that of an aura. Dust, essences and shards are now dropped instead of created. The use of herbs, ores, leathers cloths are necessary in enhancing. No longer craft wands.

Encresting: Changed from jewelcrafting. No longer craft neck, ring, trinket. Able to encrest gear like enchanting this ability boosts the stats of gear using gem like properties personalisation reflects that of gem encrested gear

Inscription: merged with alchemy no longer transmutes. Potions now used in crafting materials. Able to inscribe gear similar to enchanting using tapestry like properties color and design from personalisation is by far the most spectacular with radiating coloring and design.

Enhance Engeneering: Does not craft gear. Similar to enchanting uses sockets to enhance the stats of gear with properties of mechanics. Gear specialised with enhance engineering take on more of a mechanical framework.

Again please add input or ask questions
Edited by Normaan on 4/28/2013 6:41 PM PDT
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90 Orc Warrior
8735
A general run down is all professions require herbs, ore, bars, gems, leather, cloth and items that are dropped from raids, instances, dailies, challenges, pvp, and or scenarios. Certain profession require more of one ingredient than the others. This will give your stacked justice points another reason to purchase supplies or farm them use the ranch to grow them. The surmised amount will be large so farm or purchase some item may even be crafted pieces of gear a definite boost in the economy.

All bonuses provided by both are equal in the sense that whether you enhance or upgrade you can unlock the multiple stages of particular improvements it basically boils down to whether you prefer to personalise your gear looks via effect or graphic

Again if you dont like it explain why. If you have questions ask. Please dont rant nonsense

reserved for Q and A
Edited by Normaan on 4/28/2013 7:23 PM PDT
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100 Blood Elf Warlock
16955
There might be a good idea (staking a claim) in there but the absolutely awful ideas far outweigh any merit your post might have had. Basically you're taking away the perks of several professions, the moneymakers of others and making a hodgepodge of terribleness. All for no other reason than you want change. The professions are not perfectly balanced right now but each of them has some merit. In your model, none of them would.

While the professions might need an update (and several have gotten them or will have them in the next patch) you are changing things that work perfectly well now into a far inferior model.

Why would you do this? What in the world makes you think that these profession changes are good ideas?

I need a wall of NO! just for this post.
Edited by Higeki on 4/28/2013 5:47 PM PDT
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90 Orc Warrior
8735
So why dont you tell me in detail which parts are bad so i know that you read the entire post and understood it so i can make changes or improvements.

Making factless statements instead of questioning or offering advice makes you a foolish forum troll so please make yourself look intelligent and offer ideas
Edited by Normaan on 4/28/2013 6:55 PM PDT
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100 Blood Elf Warlock
16955
I did read it. It was something that I didn't like. I'm an alchemist. I have a scribe. I like both professions. I love being a jewelcrafter. I don't gather. Gathering is for levelers and that's it. I actually remarked upon the one half-decent idea you had. Other than that, it's rubbish. Pure rubbish. You aren't looking to make improvements. You're looking to make garbage out of a decent system.

I don't want to make useless gear. I don't want "flavor." I have enough obligation in game already. You'd take away my time for no good reason. I want to raid. I want to collect. I want to make commodities for sale. I want to make gold, not do useless things for useless reasons.

I stand by my NO!
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100 Night Elf Druid
15530
Professions haven't changed because they aren't in a bad spot. I think there are plenty of other things that need overhauling way more than professions do. Pretty much the only thing I possibly agree with is removing the bonuses. Choose what you like/fits your class, not what is required for raiding/PvP.
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90 Orc Warrior
8735
Well in this model gathering is the money maker by a great magnitude.

Both professions still sell their basic product it just becomes inferior once you improve your gear whichever way you choose. Get new gear purchase the basic product again and start over.

Like all profession, dailes, heroics, scenarios, raids you dont have to participate if you dont want to. This is a model to support the mass not the obstiates
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90 Orc Warrior
8735
04/28/2013 06:56 PMPosted by Zyleia
Professions haven't changed because they aren't in a bad spot. I think there are plenty of other things that need overhauling way more than professions do.


Talents were working fine, glyphs, loot system but they all got overhauled and yet here we are still at it. The one thing that is the same is professions and it seems that blizzard wants to institute them as a larger part of the game experience i am giving a option
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90 Pandaren Hunter
5895
Don't really see any benefit to changing the professions as you state. All it will do is piss off the masses because their professions was destroyed. A waste of game development time really.

All the is needed is:

1) smoother leveling process from 1-600. Especially in the 1-300 range which is still material heavy.

2) Engineers make bows and crossbows. There weapons every 10 levels.

3) More items during the leveling process for the consumable professions. More staves for Inscription. More fist weapons for Jewelcrafting. Different fun potions for Alchemy. Same as above. Weapons every 10 levels.

4) For Alchemy they should remove the potion limit in combat as long as you're not in a Raid, Battleground or Arena. I can understand why constant potions make balancing more difficult but it shouldn't matter solo or while in dungeons or scenarios.

Other than that, Blacksmithing should be split into Armor Smithing and Weapon Smithing with the amount of weapons created increased.
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90 Blood Elf Mage
11455
Normann,
I appreciate your ingenuity and interest in trying to create a new profession system, however I am going to have to agree with the other guys on a final standing with the overall idea (not as bluntly though).

Blizzard has been making changes with professions as each expansion came out ie TBC = Jewelcrafting > WotLK = Inscription > Cataclysm = Archaeology > MoP = different branches of cooking as well as other minor details that have been implemented throughout the entirety of World of Warcraft.

I see where you are coming from of the idea of certain professions create certain weapons, however if that were the case and Tailoring/Leatherworking were able to create weapons, it would make Blacksmithing far more worthless than what Blacksmithing was created for (that being for the players who wish to provide a skill to stand at a forge/anvil and create armor, and weapons by smelting ores, and other materials), and does not quite fit lore if Tailoring (someone who creates Cloth items by using cloth found througout Azeroth, and not necessarily adept at using a forge/anvil to create his/her own weapons).

All in all as mentioned above by Zyleia professions dont get messed around with much because they are probably the most balanced system in the game (it is the auction house prices on each server which may make people think otherwise). So overall Blilzzard does not neglect professions, but because they are in such a good standing, Blizzard can focus on bigger needs/complaints that the public has to offer (i.e classes, talents, armor sets etc.)

Hope this helps bring some insight on why professions are fine the way they are.
Your friendly neighborhood Mage,
Dakion
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90 Tauren Warrior
0
Professions haven't changed because they aren't in a bad spot. I think there are plenty of other things that need overhauling way more than professions do. Pretty much the only thing I possibly agree with is removing the bonuses. Choose what you like/fits your class, not what is required for raiding/PvP.


Professions aren't in a good spot. Alchemy was gutted with the 1 potion per fight rule, elixers suck. So all alchemists have goin for them are flasks and transmutes.
Blacksmithing,Leatherworking,Tailoring are all pretty bad too. All the thing you can make are either crap, super expensive or take forever to make (lightning steel ingots, imperial silk). And inscription has hardly any money making potential after the first patch of an expansion now.

Which in turn hurts gathering professions. Less people need/want raw materials, less value they have.

@OP Your ideas are terrible. All terrible. Which parts? All of them.
Edited by Herethebeef on 4/28/2013 8:13 PM PDT
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90 Orc Warrior
8735
Normann,
Hope this helps bring some insight on why professions are fine the way they are.
Your friendly neighborhood Mage,
Dakion


Thank you your input was helpful. Exactly what i am looking for.

I would like to point out some things. Talents never had an issue, blizzard changed them to remove cookie cutter quality same thing with glyphs so there would be no wrong answer in choosing. So a revamp in profession might come using that example, i feel i have a viable option.

Your aforementioned changes to professions arent changes, they are additions. They followed the same scheme as the rest of the professions of the time and when they do change it became easier to appease to the masses. Why? Because the main goal is to get geared up and not spend time on crafts which is why i focused the professions to work with and around that goal. Lower levels require less involvement.

Speaking of weapons the idea was to show that acquiring multiple ingredients as monks leatherworking might craft his/her staff to be agility based where as a priest or warlock would add the tailoring styling to be their own resulting in intelligence base.

People here dont want change they want bandaids for for the parts that hurt them
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100 Blood Elf Warlock
16955
Don't really see any benefit to changing the professions as you state. All it will do is piss off the masses because their professions was destroyed. A waste of game development time really.

All the is needed is:

1) smoother leveling process from 1-600. Especially in the 1-300 range which is still material heavy.

2) Engineers make bows and crossbows. There weapons every 10 levels.

3) More items during the leveling process for the consumable professions. More staves for Inscription. More fist weapons for Jewelcrafting. Different fun potions for Alchemy. Same as above. Weapons every 10 levels.

4) For Alchemy they should remove the potion limit in combat as long as you're not in a Raid, Battleground or Arena. I can understand why constant potions make balancing more difficult but it shouldn't matter solo or while in dungeons or scenarios.

Other than that, Blacksmithing should be split into Armor Smithing and Weapon Smithing with the amount of weapons created increased.


This is exactly what is needed for professions changes. Great list, as all are dynamic improvements to the game. I think the leveling process should be smoother. I level easily but only through virtue of years of experience. New players should have an easier time.

I don't gather, I don't want to gather. Gathering is the worst use of game time possible. A model that supports gathering as the main use of your time in wow is something I will never support.
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100 Blood Elf Warlock
16955
Also, there is absolutely no need to change what already works well. Tweeks would be good, but that's it.
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100 Gnome Priest
14425
Normaan:
Herbalism: Herbalism able to mill herbs now. Milled herbs create pigment, milled pigment creates toxin

Does this mean scribes wouldn't be able to mill anymore? Because I don't think that works. The reason inscription is profitable is in large part because milling is tedious, and the same goes for jewelcrafting/prospecting and enchanting/disenchanting. If the gathering profession is also doing the processing, we end up with two problems: first, the crafting profession becomes much less profitable, and second, too much of the work is shifted onto the gathering profession.

Normaan:
Inscription has enveloped alchemy, alchemy now exists as inscription

But why?

Normaan:
Inscription: merged with alchemy no longer transmutes. Potions now used in crafting materials. Able to inscribe gear similar to enchanting using tapestry like properties color and design from personalisation is by far the most spectacular with radiating coloring and design.

I don't really understand this.

Normaan:
Well in this model gathering is the money maker by a great magnitude.

This is what confuses me the most. Why is it better if gathering is the money-maker? Right now, money-making potential is available in both gathering and crafting professions. In the one, you trade time for money, and in the other, you do math to make money. Why get rid of one method when both have their supporters?

Herethebeef:
Professions aren't in a good spot. Alchemy was gutted with the 1 potion per fight rule, elixers suck. So all alchemists have goin for them are flasks and transmutes.

Most professions seem to make the bulk of their money off just a few items, though. I'm not sure alchemy is that different in this respect.

Herethebeef:
Blacksmithing,Leatherworking,Tailoring are all pretty bad too. All the thing you can make are either crap, super expensive or take forever to make (lightning steel ingots, imperial silk).

Taking forever to make is what makes the product profitable, though. If it could be made easily, it would be made often, and wouldn't sell for much.

What would you say is the ideal situation for professions? Because it seems to me that, if you could make money more easily, that would just cause inflation, and it'd be pointless.

Herethebeef:
And inscription has hardly any money making potential after the first patch of an expansion now.

I'm making several thousand gold a day from inscription, with one scribe on a low-population server.

Normaan:
Because the main goal is to get geared up and not spend time on crafts which is why i focused the professions to work with and around that goal.

Is that the goal? I'm more interested in the professions game than I am in fighting. If this is what you want, then fine, but I'm going to counter with my equally legitimate demand that raids be severely nerfed so that we can all concentrate on making gold instead.
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100 Night Elf Druid
aus
19950
People here dont want change they want bandaids for for the parts that hurt them


Well yes, glad you understand.

Did you reallocate transmutes? or just completely remove them, beyond the obvious gold making, transmutes and this includes the various harmony options serve 2 purposes. They act to increase profession interaction and yes interaction between the professions is a good thing, the also are often meant to act as a relief valve so blizzard does not constantly make minor adjustments to drop rates and recipes.

Removal of bonuses. People really dislike a perceived need to change their profession. Nothing generates more profession qq then that. By removing the bonuses it makes the minor stuff more important do I really want to read 100+ threads about 10 stats from blah blah profession being OP? No.

If you where doing professions from scratch your ideas are not horrible but they don't seem to be an improvement. Which goes back to my first line, most players don't actually have major issues with professions, sure their is the odd thing that could be improved, bandaid if you will. But start changing things, start breaking people out of their comfort zone and they start perceiving being forced to change profession, the qq is enormous.
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100 Blood Elf Warlock
16955
So why dont you tell me in detail which parts are bad so i know that you read the entire post and understood it so i can make changes or improvements.

Making factless statements instead of questioning or offering advice makes you a foolish forum troll so please make yourself look intelligent and offer ideas


By others statements I'm one of the most respected posters on this entire forum (along with wonderful insightful folks like Consortium, Zachfu, Jozie (sniffles), Phopaw and a number of others. I spend several hours a week posting to help other players. My absolute disagreement with your post hardly makes me a troll.

There are no possible improvements you can make with your current model. Scraping the entire professions pantheon in order to force people into gathering is abhorent to players like myself and any other that doesn't want to waste their time flying around mindlessly hour after hour instead of doing something fun.

I gave you credit for the only idea you had that had some merit. I don't believe anything else in your proposal does. Actually, I take that back. I'd like the ability to change all my armor to teal. That's a semi-suggestion also and one I'd be happy to see given to those that make armor. Giving them a method to change colors on gear specializations would allow them to make more profit as well. However, neither of the decent ideas you have gut professions. The rest does and I'm very much against that idea.
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Oh this is going to take me awhile to reply to.

First, I love Higeki, dont go calling her a troll. She's a valuable presence here

04/28/2013 05:22 PMPosted by Normaan
(Stake a claim) passive allows the person a few seconds to claim a node in case they get in combat. If another player attempts they will get a (already tapped 5 seconds remaining) notice, if in that time you cannot defeat your foe all yours player.


This suggestion I like. It is a bit of a pain for non-pet classes to gather in areas with mobs.

Mining: Miners are able to smelt and prospect ore.
Herbalism: Herbalism able to mill herbs now. Milled herbs create pigment, milled pigment creates toxin


I vote no. I find it unnecessary for two professions to both breakdown the raw materials in the same way. I think it would have a diluting effect.

[Quote="87273082670"]Skinning: Skinned targets now produce hides. Skinning now has a tanning ability to break down hides to leather and leather to scraps. [/quote]

I'm unclear on this. What is the purpose?

[Quote="87273082670"]*New* Decompose: (Replaces disenchant) Ability used to break down item from excellent quality to mundane quality to gather units for production professions. Decomp works on all items from wearable items, foods & drinks, gems to unusable items gathering space in bags. [/quote]

This also needs clarification. If you mean you would take your junk and turn them into ore, leather, enchanting material and the like, then I again vote no. This would vastly harm the gatherers and enchanters ability to make gold.

(Additional Resources) Each production profession now requires more ingredients collected from gathering professions. Mundane (low level) plans require none to few whereas high level items require an in depth variety never amounting more than initial profession i.e (blacksmith require more bars than herbs, leathers, or cloth)


Most would argue that the majority of professions take too much material as it is. For example, to make a piece of PvP leather or mail I use between 50 and 100 Exotic Leather. Nothing to sneeze at. Again, vote no.

(Personalise) Each production profession now has the ability to alter simple design and color scheme on armor crafted from set options (similar to guild tabard designing for gear). This option available when crafting gear, insert "coloring" to (Optional) slot. Number of slot varies on weapon and gear uniqueness. *Note* Coloring has been proven irreversible! Altered gear does not copy when transmogrified.


Alternate suggestion: allow alchemists to make dye which players can use to alter the color of their gear. This would add a bit of flavor to a rather boring profession.

Tailor: Tailors now gain the art to craft Staves, wands and off-hand fetishes all of which require multitude of supplies. Stat bonuses vary. Cloth is turned into thread and thread into bolts. Can no longer embroider


I would rather see this stay with Scribes. In fact I'd love it if a few more staves were added to what they can make.

Leatherworking: Leatherworkers now gain the art to craft Bows, daggers and fist weapons all of which require a multitude of supplies. Stat bonuses vary. Can no longer use fur lining.


From a lore/practicality standpoint I think it makes little sense for a leatherworker to make daggers or fist weapons. As that is working with metal, blacksmithing seems the logical choice. Also, you're taking away bows from engineering, which really needs things added, not taken away.

Product Engineering: Now has learned the art to craft crossbow, keys and portable banks and mechanical versions of tailor, leather, mail and plate . Same quality as the other 3 production professions but with extra gizmos spurts of sparks and smoke (personalise adds a mechanical nature).


Engineering doesnt need keys, it can make explosives (though from a practical standpoint I can understand the idea). They already make portable banks. I can't see giving them the ability to make armor like other professions. Engineering needs love, to be sure. More guns would be a good start. Perhaps letting them make tinkers that can be socketed into different types of gear that other people use, other than dragonlings. I'm open to ideas there.

Continued in next post
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Inscription has enveloped alchemy, alchemy now exists as inscription


If you take away my alchs we'd be engaging in fisticuffs.

Jewelcrafting changed to Encresting


Why?

04/28/2013 05:25 PMPosted by Normaan
(Encrest, Enchant, Scribe, Socket) Similar to production improvments, these professions are able to improve stats (their gear only) significantly.


I find it odd you suggest this while at the same time wanting to take away profession bonsues from others.

Enchanting: now able to enchant all gear type excluding neck ring trinket. Able to enchant gear using magical aura properties personalization reflects that of an aura. Dust, essences and shards are now dropped instead of created. The use of herbs, ores, leathers cloths are necessary in enhancing. No longer craft wands.


So you would be increasing supply of enchanting materials while reducing demand, and also increasing demand of all other forms of material. I could see this being a borderline disaster. Getting enough material to do crafting as it is right now is already problematic on many servers without this. On a high pop it probably wouldnt matter (bots would love this) but on lower pops this would be death.

Enhance Engeneering: Does not craft gear. Similar to enchanting uses sockets to enhance the stats of gear with properties of mechanics. Gear specialised with enhance engineering take on more of a mechanical framework.


Sounds like it's taking the thunder from JC and Enchanting. Again, needs lovin, but not at the expense of other professions. Especially when you propose subracting from them anyway.

So, overall, I do not like your suggestions. I think it would do a lot of damage to the overall economy. Be really horrible on low pops. Would give more incentive to gathering bots (like we need more). I also think it does more harm then good to most of the professions.
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