Insider Trader: Not like it used to be

Lately, there has been a lot of talk about vanilla WoW and the way things used to be. Now that experience gains can be shut off, players can actually move through some of this content the way it was meant to be experienced. Well, it won't be exactly the way it was, but it's as close as we're getting.
Blizzard has also been implementing more elements from the old world. Naxxramas was a vanilla dungeon, and was redone to become the first raid instance of the second expansion, Wrath of the Lich King, set back on Azeroth no less.
In fact, soon we'll all be battling Onyxia once again, deep breaths and all!
Professions used to be different too. Of course, most of the changes to the system have been for the better, but there were some elements that could be recycled for the future.
Last week, Insider Trader discussed a new, more progressive direction for professions, including some of the ways that this could be implemented. This week I'll be shedding new light on one particular vanilla element that has been phased out, exploring ways in which it could be reborn.
The way we were
Professions used to be an integral part of raiding. While we still use professions to produce raid consumables, we no longer use special crafted gear sets for select encounters, there are no special reagents that drop only in raids, and there are no professional gains from defeating raid bosses.
That is, there are not many of those things. Not like the good old days. Remember when there were raid bosses that required a Skinning skill of 315 to skin? That was when the cap was set firmly at 300. Not only did you need a + skinning enchant, but you also had to raid in order to get one of two weapons that would raise your Skinning skill another 10 points.
The Zulian Slicer was a drop from High Priest Thekal in Zul'Gurub, while the Finkle's Skinner dropped from The Beast in Upper Blackrock Spire. While both could replace a regular skinning knife in your bags, to get the +10 bonus skill, either weapon would need to be equipped. Because Paladins cannot equip daggers, for example, Paladin Skinners required the Zulian Slicer.
That is, if they wanted to be able to skin The Beast or Onyxia. This wasn't only desirable, but necessary for raid progression. Skinning Onyxia gives the Scale of Onyxia, which was required to craft the Onyxia Scale Cloaks that guilds needed to progress through Blackwing Lair.
The Beast, when skinned, sometimes dropped Pristine Hide of the Beast, which was used in the crafting of some very special epics.
Do you recall the Zandalar Tribe? Raiding rewards were not just loot and content, but special crafting reagents, reputations, in-depth quest lines and paths to loot that were very involved. The Zul'Gurub experience was a broad one, and in turn, expanded the professions experience as well.
Now and then
While Karazhan had limited crafting rewards, and Naxxramas ala Wrath did have an optional frost resistance gear (crafted) component, the biggest role that professions currently play in raiding is in consumables, and even that market is not stable. When Naxx started to get boring before Ulduar came out, few people were even bothering with flasks.
Ulduar, an instance that was appropriately difficult when it opened, and perhaps with the odd nerf, has been nerf-batted so hard that people are skipping flasks and food once again.
These days, Engineers are having some fun in raids, deconstructing mechanical "corpses" and hunting down a pattern or two, but I really think that it could be so much more.
Of course, it's important not to glorify the past. Some of these mechanisms were painful grinds rather than enriching paths. How could we expand our professions by pairing it with raiding, without forcing players to repeat tasks that quickly become undesirable?
Back to the future
Let's use the upcoming raid instance, Icecrown Citadel, to do our theorizing, even though the details for this raid have likely already been determined.
We will be headed there alongside the Argent Crusade, having championed our home factions and proven ourselves in the Crusader's Coliseum, with the death of Arthas on our minds.
This would be the perfect opportunity to introduce bonus crafting recipes and materials, perhaps only to those raiders who also have the Crusader title, which conveniently enough opens up access to a new Quartermaster.
Perhaps, in order to progress, a certain portion of your raid (even if only one member) would need this title. This would allow them to collect materials that would form, in concert with crafted items from other raid members with reagents that drop in the dungeon, some sort of device or quest item that would allow access further into the instance.
This "hump" has been seen before. Right now, in Ulduar, the only way to reach Algalon is to complete Iron Council on hard mode which will start a quest chain that requires you to beat each of the Keepers on hard mode. Each successfully downed Keeper grants an item that eventually combines to grant you access to Algalon.
There is no reason why the hump could not be related to professions. I can see why people might groan at the prospect of having to create a new frost or shadow resistance set for every person in the raid in order to progress, so the "hump" idea might just do the trick.
There is also no reason why there could not be some legendary items in our crafting futures. Extremely rare reagents, or fragments, could drop and, when handed in to the right NPC in the right amount, would grant you a recipe of, well, legendary proportions.
Crafted mounts, something relatively "new" on the scene, could also be tied into raiding. I'd put myself through an awful lot to get a magical carpet that is less pink, and there are several professions that can't craft mounts yet at all. Beating Arthas himself could open up a quest line to such a recipe, or perhaps the Argent Crusade could grant you one if you gathered enough "resources."
Last but not least, raiding achievements could grant recipes or profession quests in addition to titles and fancy mounts.
Personally though, I think that I should be able to tailor a mini-Arthas or Yoggy doll to give to my Northrend orphan pet to drag around and hug when he feels lonely. Can I get that seconded?
Filed under: Analysis / Opinion, Features, Raiding, Insider Trader (Professions)






Reader Comments (Page 1 of 2)
Idaelus Aug 15th 2009 5:12PM
I would love to see professions being treated like they were in vanilla. Having something to do with my crafting profession besides Oh, im at 450 whoo would be great.
crsh Aug 15th 2009 5:43PM
Really? There were very few high-end items to craft, and they usually required some mats found only in raid dungeons; crafting professions were more or less something to do while leveling, not worth a damn at level cap unless you were all in blues (and even then).
The only time they would be useful for raiding were to make resistance gear, and we all remember how much fun that was.
Caveat to that, alchemy extremely useful and lucrative for flasks, but tailoring/leatherworking/blacksmithing/engineering were very meh.
One rare thing that was nice though was the handful of patterns for lv60 pre-raid epics, required long and tedious gathering of mats in 5-man dungeons; there weren't nearly enough of them, unfortunately.
Desmentia Aug 17th 2009 5:42AM
@Idaelus
I'm not even at 450 in most of mine, and I still have plenty to do. They're a great source of gold when compared to dailies or farming heroics/raids (though, I admit dungeon farming is more fun.) Playing with the economy on my server is like a minigame unto itself.
Zeplar Aug 15th 2009 5:16PM
A minor complaint:
We're seeing Onyxia pictures on practically every article these last 2 days it seems. Yeah, it's the latest buzz, but could we get something a little more refreshing considering this article isn't even really about her?
On-topic... I'm an advocate of crafting being completely redone, made a little trickier somehow and with more worthwhile results. Right now it's... some expensive recipes for starter raid gear... some rare raid-dropped recipes for better gear and money...
Either make crafting a mini-game in its own right, with epic rewards for good crafters even if they can't raid; meanwhile put in some long, difficult crafting-chains like Hand of Ragnaros. Preferably more concentrated on solo and group achievements than raiding every day till you get your 75 [Shards of Icecrown] and [Frozen Eyeball of Arthas].
Eddy Aug 15th 2009 5:30PM
Would that frozen eyeball go into crafting a weapon, or could it just be a blue gem-socket filler?
Levinoss Aug 15th 2009 5:18PM
They are not going back to the way it is because too many people complained about it from Vanilla to Wrath. Is that not why they went to this new system?
Gyominion Aug 15th 2009 5:23PM
Nah, not easy enough or commitment-less enough, Blizz would never go for it
Walynds Aug 15th 2009 9:28PM
I cant be bothered maxing out inscription. In my original toon in vanilla and to a lesser extent TBC, someone always wanted something from a Blacksmith. Arcanite Reaper, Heartseeker.... TBC.....Stunherald! Noob Belfadins wanted the Khorium set..........
Scribes let me see....Benk full of 2g glyphs, check, vellums for guildies, check.
Other than the darkmoon cards which are craftable well before 450 are useful. the incentive to level up just isnt there.
Some new scribe abilities could be:
1) Circles: Scribe draws a circle around the raid/group centered on the scribe boosting x resitance by x, or buffing SP/AP by x, lasts 30 secs-1min
2) Shield Glyphs. Could be a variety of these, One has a chance to absorb some spell damage periodacly. One has a chance to Apply a curse of Agony type Effect. One reduces chance to be hit.
There is so much Blizz can do to make the proffesions more interesting.
Eddy Aug 15th 2009 5:37PM
Omg, I would love to see my baby oracle orphan with a stuffed toy (or a shiny for it to clutch). Don't judge me.
I have always wanted more specialized quests in the game, for different professions or different classes/races. I really liked the class quests early on in the game, I was a little less fond of the Sunken Temple ones but that's just because I hate Sunken Temple. I know its content that less people get to explore, but I'm okay missing some content if there's other content that's just for me. I'd like that with the professions as well, to have quests that follow the spirit of the profession. I'd like to see, say, a quirky minigame quest to combine random items that sometimes explode for engineering, a precise detail-oriented quest for jewelcrafting (maybe that requires some timing or manual dexterity), maybe a complicated weapon-forging quest for blacksmiths... there are a lot of things, I'm sure, that would be engaging.
Evelinda Aug 15th 2009 10:53PM
thirded. i'd love nothing more than to see my little oracle dragging around a cute little arthas plushie...
Henry Aug 15th 2009 5:41PM
Here's my idea for a Leatherworking Crafted Mount to drop in Icecrown. You learn how the Scourge stitch together abominations, combining
Orbs (Runed, Frozen, etc), Arctic Furs, enchanting mats, Icy Dragonscale, Jormungar Scale, Nerubian Chitin, Heavy Borean Leather, Some mats that drop exclusively in Icecrown, Feathers, etc
to make your own hideous flying abomination!
I'd make 5.
Andris Aug 15th 2009 5:44PM
Don't Crusader's Orbs, Hearts of Darkness, Runed Orbs, and Nether Vortexes all drop only in raids? In fact, I seem to recall Mother Shaharaz being described as "farm trash for weeks to get the Hearts to craft Shadow Resist gear for everyone in the raid".
Each tier of raiding after the entry level in both BC and Wrath has had boss-dropped armor crafting recipes, requiring the above reagents to craft the gear.
Frankly, I prefer the new style where at least the recipes and results are BoE over the SSC/TK style where either the recipe or the result was BoP. Given that I've raided SSC/TK/MH/BT + Ulduar for a year or so as the "designated Blacksmith", the fact that I never got a single recipe drop except via the Auction House makes me wish that there would be a guaranteed way (maybe via reputation + 100% drop rate quest item) to get these recipes, rather than the current luck-of-the-draw format.
In short: we still have raid-drop system for high-end crafting, but Blizzard has toned down some of the outrageous luck required in some cases. It's still hard to get these recipes even for dedicated raiders, though, so I don't really think it's the right direction to make these things even more exclusive.
Cheesemonkey Aug 15th 2009 5:52PM
Don't make it limited to crusaders, bad idea.
I abhor mounted combat and daily quests, which is why i haven't gotten far in the tournament. Limiting it to crusaders will effectively force me and plenty of people to do dailies for professions.
Keep it like it is, the tournament gives nice gear rewards and bonuses that don't leave non-crusaders in the dust,
OIK2 Aug 15th 2009 6:27PM
I would love to see "Gateway Items" that you must craft at least 1 of at some point to open up another branch of recipes. While similar to the different schools of tailoring, blacksmithing, alchemy, eng, etc, it would provide goals and accomplishments that must be met to get where you want to in a craft, as well as make you learn the basics before you can learn the advanced items.
A person makes 25 belts may open up more belt recipes, but not necessarily helms. You may need to learn parts of a set in increasing difficulty.
In return for this, give us more exp points for more expensive to make items, since they would be more required. could do this like rate each item's expense 1-3(relative to lvl), then take difficulty by color, green=1, yellow=2, orange=3, red=4. Multiply the two numbers and you get the max number of exp you can get for crafting, maybe a random number between 50% that # and max to keep you from getting 1 point from sinking large amounts of effort into a tough crafting and earn 1 exp.
Maybe do away with the schools all together, and give skills and reward based on the effort people put in, though I doubt that would ever happen.
Sleutel Aug 15th 2009 6:31PM
I want to know what my Alchemy mount would look like. A flying mortar & pestle, a la Baba Yaga?
tmwise97 Aug 15th 2009 10:15PM
Maybe a large contraption that used chemical explosions to keep itself in the air?
Kvothe Aug 15th 2009 10:36PM
I'd say a good alchemist mount would be a flight potion that when consumed, causes you to sprout wings a la Spirit of Redemption or perhaps Avenging Wrath. It would be coded just like any other flying mount, just would look cool with you flying around being supported by your own wings.
Sleutel Aug 15th 2009 10:47PM
@tmwist97: Sounds more like Goblin Engineering! :D
@Kvothe: Nifty. But it would have to be a non-consumed potion or it would get expensive as hell.
artifex Aug 19th 2009 4:12AM
tmwise97, Sleutel: it's not like it's rocket science. oh, wait...
Lemons Aug 15th 2009 7:11PM
I would love to go on an epic quest to craft some legendary item or learn a legendary recipe, But I think the reasoning Blizz used in the rogue Q&A applys to this sort of thing too. In that Q&A they asked if there would be more rogue-only quests maybe involving Ravenholdt. GC said:
"the problem with class-specific quests is that you’re cutting off 90% (give or take depending on class popularity) of players from seeing the content. Put another way, you can offer 100 class-specific quests per class, or 1000 quests that almost everyone can see."
So basically...if Blizz spends time on an elaborate questline for tailors they feel like everyone who isn't a tailor is going to be missing out. Or, to put it bluntly, making an epic questline takes too much time and effort on our part if it'll only reach 10% of the wow populace.
I can't really say I agree with this logic...There's plently of quests we all share in the game while we're leveling up, but when you finally obtain max level (or max out a profession), there should be something that's just for you. You've reached the pinnacle...now it's time to finalize your mastery in an epic quest resulting in something that says to everyone around you "I am a (insert your profession here)! RAWR!"