Insider Trader: Old alchemy cooldowns

Got this from Thoorull on Steamwheedle Cartel (EU-H):
This is an excellent observation that's been bugging me for a while. Cataclysm is just around the corner, and everyone will be leveling new characters and doing trade skills from the ground up. It sure would be awesome to have the ability to turn readily available mithril and iron into much harder-to-find truesilver and gold. Let's look into what trade skill cooldowns really do.Blizzard has a long tradition of taking some "special" mats or crafts off of cooldown eventually, to help players along as content progresses. There are many cases: The Burning Crusade and Wrath of the Lich King cloth, Transmute: Titanium, Smelt: Titansteel, etc. What I completely fail to understand is why some now-trivial transmutes are still on a cooldown. Not just plain cooldown, but the all-important one which is used also for current epic gems. This includes vanilla iron, truesilver and essences, and TBC primals in addition to the said current-content epic gems and eternals. It completely baffles me why I can transmute a bajillion of titanium bars or current-content meta gems (as long as I have the mats) but not some old and obscure stuff.
Cooldowns are a limiting factor of supply. Economically, some items can't be available with virtually infinite supply, or else the items they can be made into would become cheap, and therefore less valuable, in the eye of the average player. Part of what Blizzard does (extremely well, in my opinion) is balance what players want with what they think they want.
You can't always get what you want ...
How much fun would it be to play WoW with cheat codes? Aside from the initial fun you'd have breaking all the old rules, how much time would you actually spend playing the game if you could make everything without working? Items would lose their value from your perspective, because you could simply make whatever suited your current wants the most. The value of an item is defined by its desirability to players, and scarcity is an important part of the equation our minds calculate when we're comparing two items.
You see where this is going? One of the most long-standing design principles in WoW is that while you may be able to get a couple of cool items with professions or gold, the truly valuable objects are the ones that can't easily be bought. There are ways around this with the GDKP system and raid teams that are willing to sell achievement runs; however, these are infrequent enough that Blizzard hasn't yet taken any steps to prevent them. Basically, though, the larger proportion of the game that is somehow supply-constrained, the more we seem to enjoy it and value the rewards we get for playing it.
All that said, cooldowns are only one way of limiting supply, and they only limit supply on commodities. Right now, you're not going to find many alchemists transmuting iron to gold, unless they're unable to transmute something like an epic gem. Still, there's nothing you can make from truesilver now that would break the endgame raiding balance, so why can't we transmute it all day long?
... but if you try sometimes you just might find you get what you need
The answer might simply be that the devs simply didn't think of it; however, I suspect the limits exist partly to protect low-level miners. Gold and truesilver are both in rather short supply and are a mainstay for low-level miners trying to make money while leveling. Still, there are a ton of new items we'll be interested in making while leveling trade skills through Cataclysm, now that epics will provide us the possibility of more than one skill-up. This demand will only add to the not inconsiderable demand already there for old world mats like gold and truesilver.
Honestly, low-level miners don't make a huge amount off really rare ores like this anyway, and if they were able to sell their other more common (and easier to mine) ores like iron and mithril to people looking to transmute them into these high-demand leveling mats, they'd probably end up better off than simply being able to sell goods from rare veins for more than they currently do.
Also, while Blizzard tends to choose the path of fewer changes on the live realms with its usually conservative patch notes, all bets are off for the next expansion. I'd be completely unsurprised if we found that the transmute cooldowns only slowed down production of the current endgame tradeskill items.
Filed under: Economy, Insider Trader (Professions), Wrath of the Lich King, Cataclysm






Reader Comments (Page 1 of 2)
Rankin Sep 8th 2010 4:07PM
The essences and primals have a very good reason for staying on cooldown.
Someone with transmute mastery could just mass trasmute back and forth while reaping the benefits of extra procs.
Noyou Sep 8th 2010 4:21PM
If they take it off a CD they could remove the procs from it. Also I remember they are getting rid of most specialties in crafting (BS Tailor LW) not sure if that means Alchemy too. I like my procs but I would rather have certain things be off CD personally.
Sleutel Sep 8th 2010 6:38PM
This doesn't explain why the older recipes aren't given their own unique cooldowns, as opposed to being tied to the central Alchemist 20-hour CD. My Tailor, for example, had *three* *separate* cloth cooldowns (just for Wrath cloth!). There should be no reason they can't implement something similar for Alchemists, but tiered by the level of the transmute.
Also, it's inexcusable that the only way to see which items trigger the cooldown is to burn it, at which point if you guessed wrong, you're locked out of anything else you might have wanted to do 'til tomorrow.
Faar Sep 8th 2010 6:40PM
They could keep the 20-hour cooldown, but make it a SEPARATE cooldown. There's no reason it should all be on the same one, never was. Hell, old-world transmutes don't even benefit from transmuting mastery, so that makes it even weirder they all share the same one.
Nari Sep 9th 2010 5:00AM
"Hell, old-world transmutes don't even benefit from transmuting mastery,"
Transmute: Arcanite benefits - my Tranmute Mastery alchemist has been cranking out Arcanite bars recently - incoming Thunderfury for my wife =) - and I've had multiple procs, including my one-and-only x5 result to date. And I am very glad that this one doesn't share the 20-hour cooldown.
Ras Sep 9th 2010 3:39PM
ah but apparently specialties are gone in the xpac
Samuel Sep 8th 2010 4:10PM
Does anybody know what cooldowns will exist in Cataclysm? I've read about a one-week cloth cooldown for tailors, but I can't find any information on any others. I currently have multiple alts sitting on the available cooldowns, so it would be nice to know what professions will have them in Cataclysm.
Iirdan Sep 8th 2010 4:17PM
Tailors will have a bunch of cloth creation spells - I think 5 - the require different locations and are all on different cooldowns. They all create the same cloth, however, so it's really 5 cloth creations per cooldown.
loop_not_defined Sep 8th 2010 5:27PM
Here's a compilation list I've been working on for some time now:
http://www.mmo-champion.com/threads/736999-Compilation-Profession-Lists
Off the top of my head, Tailoring has Dreamcloth (5 per week) and Alchemy has...pretty much everything else. They can make rare-quality gems, krovalian gold (currently used for Engineering goggles), pyrium bars, and random elements using other elements.
Obviously, beta is beta and a lot of stuff clearly needs more work, so take it for what it's worth.
Noyou Sep 8th 2010 4:14PM
How about making a Khorium transmute. Or taking Eternals off the Epic gem transmutes. I don't think either of those would break the bank.
flint Sep 8th 2010 4:19PM
I think the alchemy transmute/potion cooldown system is very flawed.
For transmutes, we need them to be grouped by type, with each type having a separate cooldown. What I mean by that is that eternals shouldn't share a transmute cd with gems or metals. Make an elemental cooldown (eternals/primals), a metal cooldown, and a gem cd, all separate. Right now, I have a lot of eternal transmutes that I have NEVER used, because the gem transmutes are much much more profitable, and I think it's silly to have them share a 20 hour cooldown.
For potions, we should split them into offensive, defensive, and restorative potions, in my opinion. There are so many potions, but with the 1 potion per fight shared cooldown, not many actually get used. It'd be nice to be able to pop a mana pot when low on mana, then a Wild Magic/Haste potion for increased damage, and then maybe an Indestructible Potion for more armor if something bad happens. It's very limiting to only use one. This way, you still can't chain mana pots together, but you can use up to 3 different potions in a fight.
Scooter Sep 8th 2010 5:13PM
The concept behind the cool down is on the Alchemist Stone itself, not the type of material produced. One Stone = 1 cool down. What we would like to see is reduced cool down time based on the transmute.
Transmuting an elemental item from one to another should be 1 hour.
Transmuting one ore to another should be 4 hours
Transmuting transmuting end-game items like frost lotus, primordial sauronite, etc should be 8-24 hours.
Personally I would like to see alchemy drive down prices of end game material to about %50 of what it currently is. My reasoning is that I believe the prices of a number of servers are outside the intended economy of WoW. A person who does 25 dailies every day for a month should not be considered poor by any means and telling them to "learn how to A.H." is just out of line when part of what you do is keeping them out.
By all means let the auction house be a means of income for the savvy economist, but don't let it set the bar for competitiveness in other aspects of the game.
Basil Berntsen Sep 9th 2010 7:51AM
@scooter prices are lower than they've ever been. Gold is easier to get than ever (honor to gems, badges to gems or boes), and dailies are as plentiful as ever. I don't see any need for Blizzard to intervene in the market pricing, and I don't think they balance around price. They balance around supply and demand, and allow the invisible hand of the market to do the rest.
Chmmr Sep 9th 2010 11:49AM
By allowing Alchemists to transmute old-world materials en masse, you take away power from people who have specialized knowledge and skill in gathering those materials and auctioning them. Those materials would all drop in price, and leveling most of those dependent professions becomes trivial.
Making relevant transmutes for the latest level of content off-cooldown lets undergeared toons catch up to current raids. Taking lower-level transmutes off cooldown does little aside from putting more power specifically in the hands of alchemists, while also potentially hurting other people's livelihoods.
MDrules Sep 8th 2010 4:27PM
I think that the main reason that they took titansteel/cloth off of CD is because there would be an imbalance of orbs. The mat requirements for end game craftables would have to be redone to keep it so that titansteel/cloth prices didn't skyrocket. The flip side would be to lower the mat requirements.
josh.morgart Sep 8th 2010 4:48PM
Truesilver? Short Supply? Its super cheap on my realm. When I looked over the weekend, it was selling for less than 1g per bar. Ive got 4 stacks to sell, so Im hoping it goes up.
Hih Sep 9th 2010 5:49AM
wow, truesilver ore can go for 9g a pop pretty easy on my server.
El Pollo Grande Sep 9th 2010 6:44AM
'green' quality low level ores give you mining skill points for smelting them, therefore the ore tends to be more expensive than the bars, as mining twinks will buy the ore to gain skill rather than going out to find veins
Brett Sep 8th 2010 4:49PM
Assuming that Blizzard is, in fact, keeping the lowbie metal transmutes on a cooldown by way of protecting profits for levelling miners, they're doing it at the expense of levelling jewelcrafters, many of whose recipes rely on the availability of those rare metals.
ctishman Sep 8th 2010 4:57PM
Aye, it is beyond time, in my opinion, to fix Alchemy, and its myriad issues. The one-pot-per-fight thing was a hack to fix a balance issue, but it was never re-fixed in an appropriate manner. The system you have proposed, which splits potions into classes not unlike the way Elixirs are split, is a good system, and would keep me from having 40 really cool potions in my inventory that I quite simply never, ever have reason to brew up.
I mean, was it intended that the top-end function of Alchemists would be to make mats for Jewelcrafters? I don't think that's how it was supposed to go.