Insider Trader: 7 things that should stay in Cataclysm

What we've not heard about yet, though, are professions and crafting. We know the Path of the Titans is lurking around the corner of Cataclysm either like a mugger hiding out in the shadows or a shiny present waiting under the tree. We can guess that professions might play into that to some degree, but it would still be guessing.
Still, while the expansion is still many moons away, now's the time to start crossing our fingers and hoping for the very best. Here's a small list of things that were awesome in Wrath of the Lich King and should continue forward in Cataclysm.
1. Another version of the Mechano-Hog
If there was one thing that helped define engineering in Wrath of the Lich King, it was the Horde and Alliance Mechano-hog. There was no other mount (except maybe the star pony) that carried so much raw style, badassery and general awesomeness as the choppers. The hogs were expensive, so there's still not billions of the mounts cruising around Dalaran. But even though they were expensive, the materials weren't so rare and outlandish that they couldn't be obtained with a moderate amount of grinding.
2. The professions daily quests
Even though the enforced gating mechanic of the daily quests were frustrating for many people, the availability of crafting-related content on a daily basis was a hallmark of Wrath of the Lich King. There were daily quests for jewelcrafting, fishing and cooking, keeping us all eager to press Create All. Hopefully in Cataclysm, these daily quests will be expanded out to all of the other professions. I'm sure it'd be at least a little pain in the butt, but it's been awesome to have crafter-focused content.
3. Wintergrasp revenants
On the off chance you avoid Wintergrasp like a cat avoids water, you should know that there are these mobs cruising around the zone called revenants. You can only see them if your faction currently controls Wintergrasp. What makes them such a big deal? These revenants drop more elemental pieces than normal elementals, making them a wonderful source of crafting materials.
There are two things about the revenants that appeal to me. First, there's a cut-and-dried clear location to go for farming materials. While I know it's a lot of fun to have the lowdown on that super-secret, hidden location that you swear is absolutely the best place to farm, I prefer a good, commonly known, solid entity.
The second thing that appeals to me is that it gave us a reason to go to Wintergrasp. It made PvP valuable and meaningful. I know no one queued up for Wintergrasp thinkiing, "Oh boy, revenants!" Still, it was a nice little bonus that made the experience a little more interesting.
4. Random distribution of disenchanted materials
When Blizzard introduced the new roll-for-materials functions on disenchanting, it was like the shot heard around Azeroth. How to treat disenchants would no longer be a point of contention among PUGs or even guilds. Instead, the answer was clear: we roll on them.
That's pretty awesome, but I do hope they expand this functionality to mining, skinning and herbalism. I feel like the logic demanding this functionality would equally apply across all the other professions. The crafter couldn't access the mob without the help of the group, but the group couldn't get the materials without the crafter. There's a lot of back and forth, and I'd like to see all of the professions treated the same way.
5. Frozo selling crafting materials
Frozo didn't show up until very late in Wrath of the Lich King. Despite his tardy arrival, however, Frozo would have been welcomed with cheers and adulation months earlier. Frozen Orbs were building up in Dalaran bank tabs like Apple fans getting line for an iPad. Giving crafters a chance to swap orbs for helpful materials is something we should be able to do from the very first day of Cataclysm, especially since it'll provide us even more reason to shotgun the dungeon finder.
6. Meaningful stat bonuses for professions
One of the nice things about pursuing professions in Wrath of the Lich King is that everyone got a bonus. In Ye Olde Ancient Days, pursuing professions was mostly something you did in the interest of completism. Or, maybe, as a hobby. In Wrath, though, every profession got their own bonus. (Okay, not the secondary skills.) While blacksmithing and jewelcrafting had the most customizable bonuses, every profession had their own piece of the pie.
7. Crafting materials intrinsically tied to the story
There was a very subtle, very cool direct link between crafting materials and the fundamental story of Wrath of the Lich King. Once working the nodes in Northrend, it wasn't very long at all before miners starting hauling out of the ground the mysterious metal known as saronite.
While it's easy to overlook, Blizzard gave crafters who work with saronite an incredibly awesome opportunity to immerse themselves in the story. It'd be awesome to see that again in Cataclysm, maybe with some kind of metal created by Deathwing. The experience kept professions rooted in the storyline and kept us involved in the genre. I'm hoping to have that again.
What about you? What are you hoping gets carried over into Cataclysm?
Filed under: Insider Trader (Professions)






Reader Comments (Page 1 of 7)
threesixteen Apr 26th 2010 3:09PM
not so much carried over as re-invigorated...
i'd love to see the market for vanilla world mats reappear.
i'd love to be able to craft stats to apply to old world gear (Esp. old t2 gear) to make it viable.
i'd like a return to solo paths, quest chains (ie: Rhok Delar) and even introducing solo raid play.
i'd love to see badges of justice worth something more than (bad) gem cash.
basically more focus on single person experience so we don't always have to be in a guild or pug with loathsome peoples.
Rob Apr 26th 2010 4:00PM
"solo raid play."
What? That makes no sense.
"I want to be able to play with 9 or 24 other people, but by myself."
Not to mention, the game has TONS of solo play. You basically do all your leveling solo, then there are tons of fun soloable achievements as well. The game has lots of soloable, lots of groupable, and lots of raidable content. It's a great mix.
If you just want to solo all the time, then perhaps a MMO is not the right genre for you.
stat1k Apr 26th 2010 4:02PM
What? I'm thinking you don't quite understand what a "raid" is. You can't have "solo raid play", its an oxymoron, and to be frank, a ridiculous concept.
Andytizer Apr 26th 2010 4:08PM
I think he means 'epic' solo content with big encounters and big lore implications.
Rather than solo raids.
threesixteen Apr 26th 2010 4:21PM
@ rob and stat1k
duh. really raids are for groups? wow. i had no idea. sighs.
andytizer gets where i'm coming from. i just meant that it'd be fun (now pay attention rob and stat1k, because 'fun' is a concept that might puzzle your linear minds) to be able to 'sneak' into a raid as a solo for some sidebar type engagements... sort of like (but not really) how players go to Sunwell on the Quel'Delar quest chain.
I just think that for some of us, it can get a bit tiresome to be the ones who consistently organize raids and then have to deal with the whinging and loot-first mentality that pervades these situations. after a while, i get tired of herding cats and trying to explain subtleties of encounter mechanics and basic inter-personal consideration and social skills and i'd like a chance to enjoy the endgame without any of these nuisances. just sometimes.
anyway, it was just an idea but perhaps a bit too esoteric for some to grasp. 0.0
Hendrata Apr 26th 2010 4:53PM
I wonder if they will ever implement a mercenary-for-hire concept that some other MMOs have. The idea is that you pay gold to hire a mercenary for a short period of time (1 hr? 2 hrs? depending on how much you pay?)
You can choose the class and spec of the mercenary, and maybe even their gear quality. They will help you fight against elites (for those 2 or 3 people quest).
Maybe they can limit so that you can only hire 1 mercenary per player, so you can 3 man a heroics for example (3 players + 2 mercenaries).
They will follow some sort of AI but they will ensure that the AI is not too smart so that the incentive is still to group with players and only hire when you can't find players. It will help us to fill those last 3 spots on TOC 25 PUGs quickly. They'll just be added dps, they will avoid the fire etc, but they may not be smart enough to dispel / purge / decurse.
longtoothwolfs Apr 26th 2010 5:11PM
I like the idea of solo raid play though now that i see a more specific versions let me add this:
You play through but no gear or badges or what have you. The goal would be to see the story unfold and see all the work and art that went into the Raid dungeon's creation.
I know many would wail and gnash their teeth at this but I think it's important that that we see the amount of work that goes into every aspect of this game. How much have I not seen because I've never raided? How much story have I missed? Again, I'd stress the lack of items and other rewards associated with raiding and focus completely on the story and the artwork.
threesixteen Apr 26th 2010 5:27PM
@longtoothwolfs
@hendrata
yes, yes! that's what i'm talkin about. obviously wow is about groups and group dynamics, but every so often it'd be cool to have a path to the endgame content w/o needing 24 other people or whatever... too bad my Barov Peasant Caller or my Voodoo Mask trinket couldn't be reworked for the 'mercenary' concept.
:)
arcter Apr 26th 2010 5:45PM
"(now pay attention rob and stat1k, because 'fun' is a concept that might puzzle your linear minds)"
Perhaps if you were to adequately explain what you mean, you wouldn't have to be all douchey when replying to people who don't understand your comments?
clundgren Apr 26th 2010 5:51PM
THis is actually a really cool idea. I wouldn't like to see somebody get totally geared up to the highest tier strictly via solo play, but it would be cool if you had the option of filling in a few slots via very challenging, involved solo play.
The Quel' Delar questline is a great example of this. It takes a few hours and a fair, but not onerous, amount of effort, but at the end you get a weapon that will see you through end game raiding. There are still better items available, but Quel' Delar is nothing to sniff at.
The one drawback is how hard the quest is to get. I'd like to see a few questlines like it but that are available to everyone, not just to those who run a heroic over and over and then get lucky on the roll.
Draelan Apr 26th 2010 6:58PM
It COULD be interesting to be able to walk into a raid zone and be able to look around without worrying about being mugged or being rushed along. I really did enjoy the trip into the Sunwell for Quel'dalar. I spent a good 15+ minutes just wandering about admiring the place. (And was mildly disappointed I didn't get to see what the rest of the zone looks like post-Sunwell raid events.)
However, in all fairness, threesixteen, your comment about "solo raid play" was not particularly clear. (At least not from my perspective.) I only understood what you meant after reading the rest of the comments in this thread. While Rob and Star1k were hardly diplomatic in their comments, their confusion about what you meant is understandable.
Big Shoe Apr 27th 2010 9:13AM
The latest LotRO expansion pack introduced daily "skirmishes," short dungeons with randomized encounters and rewards that were different every time you played through them. Each skirmish had its own unique theme and goals, and the content and loot scaled for one, three, or more players so that small groups or solo play were equally fun and viable. If Blizzard can tweak and polish this idea for WoW, it would be a great way to introduce "mini dungeons" that could be soloed or run with small groups when larger groups are not desired or available. The loot can be meaningful without being game-breaking, and it would be a nice way to showcase story elements for those who care to see them.
Nathanyel Apr 26th 2010 3:09PM
@4: But only for materials exclusive to instances, like Ancient Lichen, Core Leather etc.
For the normal leathers, ores and herbs, these are more easily and faster gathered outside, and they would be just additional stuff that takes away inventory space for non-gatherers.
leggomymuoio Apr 26th 2010 3:59PM
I agree with this. Not to mention only leather and mail classes are going to need leather for anything. Can you imagine if a roll box popped up after every single portal in VH? That'd be absolute hell.
Coosh Apr 26th 2010 4:38PM
Should be all herbs, leather, mining, etc. Some of those mats are worth more than the enchanting mats in the AH. Whenever anything is farmed in an instance, should be a greed option.
ryanhagen0 Apr 26th 2010 5:44PM
Minerals, leather, herbs, etc. should not be divided among the group. If it wasn't for the miner being there and having the skill, those resources would be wasted.
The disenchant mats should be divided because if there wasn't an enchanter there, the green item would still be able to be sold for gold and not wasted. Therefore, the enchanter shouldn't have the right to the disenchant mats just because they are the only one who can create them. I'd rather get the item and gold rather than just give it to someone.
loop_not_defined Apr 26th 2010 9:51PM
@Coosh
#1: The rare mining/herbalism items you're referring to aren't worth much. Frost Lotus has been dropping since the drop rate's been increased. Blue gems are hardly worth 10g. Abyss Crystals are definitely worth more, and are a guaranteed drop (multiple times, even!), compared to the POSSIBLE CHANCE that the "expensive" items for mining/herbalism MIGHT drop from the few dungeons that HAVE THEM. And Enchanting mats are still more expensive.
#2: Enchanting mat prices dropped significantly after everybody could roll on them. There's no guarantee the "expensive" items you're referring to will be worth as much after the fact. They'll be worth less after-the-fact, and they're already worth less NOW.
#3: Many dungeons have no such mining/herbalism nodes. I'm not even aware of them most the time, and I have both professions on two different toons running Heroic Dungeons these days.
I don't want to run a dungeon and have some douchebag stop the entire group, demanding the miner come back and mine, so he can have his 1/5th chance at winning something that's worth less than the cash dropped by trash.
But hey, if you want Blizzard wasting their time "balancing" the system for the handful of dungeons that this would even be applicable to, just so you can roll on your 25s crystallized earth, fine. Whatever. I'm not mining it for you, though. I got better shit to do.
Kathadelle Apr 26th 2010 11:54PM
I love and hate the roll for materials function. Before it came out i stopped telling groups that i could disenchant because like loop said, I got better shit to do. No reason for me to stand around after a dungeon is completed and disenchant a bunch of crap for other peoples benefit.
I'd really like to see things like arctic furs and gems be something that gets rolled on if they are acquired while in group. I no longer have the option whether or not to let others benefit from the work i put in to level my profession, why should any other professions be able to restrict access to there abilities when i cant.
Meatwadz Apr 27th 2010 12:47PM
Personally, I despise the 'Roll On Disenchant' option. It tanked the market for mats on my server and nearly ruined all profitability of the profession. Enchanters no longer have ownership of their market, like the skinners, tailors, herbalists, miners, blacksmiths, leatherworkers, and engineers still do. Now we are left with tips... and, trust me, making 1g tips standing on the Org bank is NOT profitable.
I think I speak for many enchanters out there.
Seamus Apr 26th 2010 3:11PM
re: Mechano-hog and your comment: "the materials weren't so rare and outlandish that they couldn't be obtained with a moderate amount of grinding." I dunno. Several items could not be farmed and had to be purchased from a special vendor. 12,000 gold is still 12,000 gold. That took a lot to gather, I don't care how you did. Not saying it couldn't be done, just saying that bike is hard as heck to get.