How to fix professions for Mists of Pandaria: An open letter to Blizzard

Ladies and gentlemen who love the economic arts, today's column isn't for you. It's an open letter to Blizzard's game developers, with me begging on bent knee for them to improve our collective professions for Mists of Pandaria. Of course, you're free to read it too. In fact, I hope you do and add to it in the comment section.
Don't get me wrong, this isn't a letter of complaint. Blizzard got an awful lot right this expansion, and I'm not going to be shy giving credit where credit is due. But there's always room for improvement. So let's roll up our sleeves, point out what needs fixing, and then hold the folks at Blizzard responsible for what we get next expansion.
So, you with me? If so, let's begin.
Dear Blizzard,
Tailoring, leatherworking, and blacksmithing
My first profession ever taken was tailoring. Seemed like a natural fit -- I was getting cloth drops all the time, regardless of whether I was looking for them or not. I've learned since that the profession gets a bit more complex, of course. And since then, I've also learned that there are a few things to be desired about the profession.
Now, hey, Blizzard -- just between you and me, let's have a talk. These guys out here who read my column and level tailoring love feeling useful. It's more important than making money. And it's hard to feel useful these days given how you've been treating tailors, leatherworkers, and blacksmiths in Cataclysm.
When this expansion first went live, all was good. You had all sorts of stuff to make on the path to level 85 and 525 skill. There wasn't huge demand for all the wearable greens and blues, but there was some demand. And even if we were only making that gear for ourselves and for guildies, we felt useful, dammit!
Then came patch 4.0.3 and 4.1. You brought out new patterns for tailors, leatherworkers, and blacksmiths to learn, but only hard-core raiders had access to the materials. Sure, we could buy materials on the Auction House, but as I previously established, they're out of reach for the crafting proletariat.
Patch 4.2 had a few epic recipes "for the rest of us." They were welcome additions, but they were just so damn grind-y to get access to. I mean, I like having new dailies, but the way you forced me to have to run them so much to gain access to something so basic bothered the hell out of me. I resented having to run the dailies, and I shouldn't have! Because they were fun. But there's nothing fun about having a gun held to your head.
Patch 4.3 went back to the same ol' of patch 4.1 -- the good stuff was for established raiders only. Even us Raid Finder users got shafted in a way we shouldn't have -- Raid Finder end bosses should be dropping Essence of Destructions, not now-useless Chaos Orbs. Heck, we can't even get the outdated Living Embers with our JP or VP. Why not?
Come on, throw the more casual players a crafting-related bone here. If you're going to put new epics in the game like you did in 4.2, don't make existing players have to jump through so many hoops to get them. The gating mechanism to get the Chaos Orbs and Dreamcloth would have been more than effective at keeping the epic flow limited. And once 4.3 comes out, don't keep access to the old 4.2 epics so limited. We want to craft. Let us craft.
But hey, don't think I'm all complaints, here, Blizzard. The way you handled PvP gear was perfect, constantly updating the ilevel of the previous tier of gear. It kept an old recipe fresh. Maybe you could extend a similar mechanism so that those of us who just dinged 85 (soon 90) will have a lower-priced option for skipping the terrible gear grind?
Inscription
Man, Blizzard. If you did something right with regard to professions this expansion, it was with inscription. Mysterious Fortune Cards were a stroke of genius -- you created something with steady demand. And it wasn't just because MFCs were fun. They were useful ways to get your endgame food buff, too. Let's keep that idea around for next expansion. It's a home run.
It's hard to keep inscription fresh, especially since the real purpose of the profession is backing up the stale glyph end of the game. But that's not to say the glyph business is impossible to rescue. If you're going to keep glyphs around, it's time to go all in. Bring out new minor glyphs -- Glyph of Shadow was a great item for us scribes. Play around with glyph mechanics a little and give interesting new major glyphs. Edit prime glyphs to make the "wrong choices" -- and come on guys, we all know there are glyphs that no one takes -- more interesting.
Meanwhile, you're so close to a hit idea with your Scroll of Intellect IX and the like. When Mists of Pandaria introduces Scrolls of [Stat Name Here] X, you should make them competitive with what alchemists get with their selection of flasks. They won't be as good because they don't persist through death, and they have shorter duration to boot, but that's OK. They're a different product. They're marketable. The have a lot of untapped promise. Let's make them shine.
Engineering
Blizzard, I do understand what you're trying to do with the profession. You want it to be filled with neat stuff that only engineers have access to. Got it -- it's a decent model, and I say you should keep it.
That said, engineers need at least a little bit of love when patches 5.1, 5.2, and 5.3 hit. Is there any reason you didn't provided new engineer-only head pieces for 4.1, 4.2, and 4.3?
Engineering is a lot of fun -- a good option for those who don't want a profession that's a huge money-maker. But come on, don't make it something that's useful only on day one of a new expansion. Give engineers some love all year long. (And yes, I want you to have Marvin Gaye playing in your head while you read that, baby.)
Miners, skinners, and herbalists
Again, let's talk about what you guys at Blizzard did right for Cataclysm. The basics were solid -- you tinkered a lot with node spawn rates but finally found a decent balance. And you came up with cool bonuses. Being able to transform into a plant was both useful and fun. Being able to find a mining pet was brilliant. Top-notch job with these two.
The only criticism? No doubt you game developers already know what I'm going to say: Kill the phased herbs. It's weird when someone you can't see gets an herb, but it's weirder to see an herb disappear when you get close to it because it's phased. Let's also be careful about nodes placed in mid-air -- that one Twilight Jasmine node in Twilight Highlands frustrated more herbalists than you probably even realize. It tricked us so many times -- even us experts got suckered in to trying to collect it a few times, even after we were pretty convinced it was impossible to get.
Oh, and lastly, I have a really good suggestion for the skinning profession. Could you please finally, finally, finally give skinners a decent bonus for leveling the profession to 600? Critical strike bonus is just ... it's just awful. If you're going to balance and standardize most of the profession bonuses, you really should take the extra step to balance them all.
Jewelcrafting
I'm not going to hit Blizzard hard on jewelcrafting here. There's a lot of good stuff in Cataclysm. It wasn't perfect, but I appreciate your attempt to pace releasing new gems. You upgraded meta gems one patch, gave us epic gems in another.
My critique here: Work on the pacing. If you're going to have blue gems available for 5.0, make your meta gems available in 5.1. Then, in 5.2, make epic gems available for raiders much like you did in 4.3. But for 5.3, you should open that epic gem market up to the public at large. It just feels weird and uncomfortable to still have red gems selling for as much as 3,000 gold each.
We're at the end of an expansion. Those extra 10 intellect, strength, or agility shouldn't be as brutally expensive as they are. I hope that's something we can all agree on -- such a small benefit shouldn't be permanently unaffordable.
Enchanting and alchemy
I'm not exactly sure what to say about the enchanting market. On one hand, I want to say that the profession had trouble with pacing, just like jewelcrafting. But on the other, I think that the enchanting market was pretty smooth throughout Cataclysm. We got all the best weapon enchants early, but it worked. Prices stayed appropriately expensive for the good stuff and appropriately cheap for the not-as-good stuff.
Part of me wants more new enchants as new patches come out, much the same way tailors and blacksmiths get new patterns. But the other part of me didn't really mind not getting them in Cataclysm.
Alchemy, meanwhile, performed similarly to enchanting. We didn't really get new stuff as the expansion progressed, but that was OK. Potion making remained profitable. Transmutes remained worth it. And one final compliment: Refreshing the alchemy specialty quests was a great idea, and I don't think you get enough credit for revisiting stuff like that. Bravo.
... now, your turn to chime in
Listen guys -- and I'm talking to you commenters now -- this is crunch time. This week's press event means that Blizzard is in prime development mode. If we want our voices heard on the economy, now is the time, because they don't tinker with economic matters the way they do with class balance. (Which is sort of a shame, but I digress.)
So, sound off. What did you think Blizzard did right this time around with professions? Are there any mechanics you want to stick around? And on the flip side, what profession needs the most TLC from developers? How would you fix what's wrong?
Filed under: Economy, Gold Capped
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Reader Comments (Page 10 of 11)
cromahr Mar 12th 2012 8:01PM
Aye. Inscription has that daily which lets you skill up once per day and gets you a small amount of gold, but I wish the bag you got had a small chance to teach you a new glyph or an "Ink token" or something like that.
That inscription-one always seemed a bit like a "not quite done" version of the fishing/cooking dailies... a daily with a reward bag, but it only has gold, nothing else.
Pyromelter Mar 12th 2012 8:17PM
Please god no. Some professions I'm fine with dailies, like JC or fishing or cooking. But don't make tailors go out and grind cloth for some token for some pattern that will be obsolete in 3 months.
Methuus Mar 12th 2012 7:40PM
Damn, weren't the engineering google sockets just the biggest F-U tease that Blizzard has ever pulled off.
I mean, engineers (myself among them) were incredibly excited about the possibility that we'd get new "cogwheels" throughout the expansion that would allow us to keep our goggles the whole time. Sure, it would make getting tier sets harder, but as an engineer, you're prepared to sacrifice for the craft.
Then... the next patch comes out... and... .... screw you engineers. Those cogwheel sockets are useless. No new cogwheels. Throw away your goggles and put on your troll helms.
I mean really, what the f--- was Blizzard's plan with those cogwheels?!?
Pyromelter Mar 12th 2012 8:15PM
My recommendation is to just flat-out copy how crafting was in Wrath. Epic gems in 5.2 with alchemists learning spells to transmute epic gems. I know there was a special tailoring cloak that became available once you got the achievements for doing all the quests in all the northrend zones. That was cool. Miners could mine epic gems. Cool. JC'ers could prospect the top-level ore for a small chance at epic gems. The way that tailors made high-level bags (first through a rep grind, then gated through cloth making) was also a good thing.
Allow books of glyph mastery to drop from all heroic dungeons from level 80 all the way to 90. This allows non-scribes a way to profit off of scribes, as well as giving solo'ists a way to grind for books by soloing wrath heorics.
Oh, and once you boost to the epic gems, give every profession a similar boost, so that blacksmithing isn't overpowered for those epic gems.
Rhyndo Mar 12th 2012 8:27PM
What would be a real boon to professions is bringing back some of the obsolete patterns that were lost to Cataclysm (ZG patterns, armor/weapons from the BS and Tailoring specializations) modify the materials needed and bring them back as BoE replicas for transmog purposes. I think getting the professions more involved in transmog will make it even more awesome (especially if I could get a Lionheart Executioner lol)
Adegan Mar 12th 2012 8:36PM
Archaeology needs a lifeline. Make it so any zone with a digsite has at least three, and one of them is always up. One per zone instead of four per continent. And limit the size of digsites, some of them are ridiculously huge.
Dea ex Machina Mar 12th 2012 9:16PM
I really wish that Leatherworking had more recipes that were, well, FUN. Engineering gets to make pets and mounts and other goofy things. Tailoring has pretty vanity clothes and magic carpets. Scribes can make fortune cards and fortune cookies and origami slimes. Jewelcrafters get the focusing lenses.
I really wish that I had things I could make that are just silly and goofy and fun like that. Useful items usually get un-usefuled pretty quickly. But uselessly entertaining things don't stop being fun when the patch hits. More stuff like the heavy leather ball? Please?
Greg Mar 12th 2012 9:17PM
Another xpac, another chance missed to make fishing interesting. It's faster now, I suppose. But is that really something to hang your hat on? "Try fishing- now 75% faster!"
Just doesn't do it for me.
Noyou Mar 12th 2012 9:29PM
Thank you for not fishing. I will gladly take your gold ;)
Greg Mar 12th 2012 9:46PM
There's nothing intrinsically interesting about making gold. If that were the case, I'd simply repost auctions on the auction house and make several thousands of gold per hour, rather than the thousand or so gold I can make in an hour of fishing.
I would like fishing to be interesting.
Luke Mar 13th 2012 3:46AM
"There's nothing intrinsically interesting about making gold."
Maybe not for you, however there is an entire community of Auctioneers that would disagree with this statement. For those of us who enjoy the auction house meta game it's not just the gold in and of itself that we're interested in. It's figuring out how to make gold, and figuring out how to participate in or manipulate markets.
Greg Mar 13th 2012 6:29AM
So if fishing rewarded copper, it would be less fun (than now that fish prices are much higher)? At what amount of currency does fishing become less fun, or no longer fun? Is that amount relative to inflation with each expansion? Since the discussion was framed around the question of 'how to fix professions for MoP' is it then your positions that fishing is in no need of fixing?
I am willing to admit that Cataclysm took a large step to improve fishing by making the pools accessible to all anglers. Accessibility increases fun, as Blizzard has discovered with heroics and raids. However I still do not believe the developers have gone far enough. I would rather see fishing become an interesting mini-game, or at least require a bit more (user) skill.
In fitting with Blizzard's philosophy, fishing should be 'easy to learn, difficult to master,' at least to some degree. In addition, I would also propose Blizzard add 'fun to do' to its design statement.
AquaWrench Mar 12th 2012 9:23PM
Some thoughts on Cata professions...
* If Blizzard could introduce profession daily quests for EVERY crafting prof (and maybe every gathering one too) that would be most excellent!
* The inferno ruby situation was terrible! The frequency of inferno rubies from mining and prospecting was (for me) horrible, and every pure gem for a primary stat required one of those suckers, so it was double annoying.
* A pet coming from herbing (like the geode did from mining) would be great. Not sure one would work from skinning - it just doesn't make logical sense.
* Maybe turning the little origami doodads into use-once weapons would be fun, and supply another renewable revenue source for scribes.
* I found the tailoring slog to 525 to be the worst. The embersilk requirements seemed disproportionally worse than the mat requirements for other profs (e.g. inscription, blaclsmithing, engineering, even enchanting)
* The Darkmoon Faire island prof quests are fantastic! Blizzard deserves major kudos for those! They're a nice little boost, but not often enough to make it super quick to max out the profession.
* The whole chaos orb situation was a mess. I really hope they don't keep them BoP as long in Mists as they were in Cata.
* Really hope they scale the purple PVE crafting recipes like they did the top of the line crafted PVP ones!
* Minor glyphs are horrible for some classes (I'm looking at you Paladin!). Please expand them blizzard.
Cambro Mar 12th 2012 9:27PM
Self-quote from Anne Stickney's "The curious case of Cataclysm potions", 2/6/2012.
"Blizzard, if you're reading this, please hire someone specifically to handle professions in Mists. You KNOW there will be 3-4 patches on top of the expansion itself. The new crafted profession items WILL be obsolete for main characters by the 2nd patch, and WILL be difficult to justify even for new alts by the 3rd patch.
Cataclysm was absolutely painful profession-wise (I'm speaking as someone who has a max level everything). The only upgrades we got to professions were a bunch of 365 patterns at the Molten Front, which required a painful daily grind for 4-5 weeks per crafter (yay, 365 gear I can craft to replace 378 gear dropping in Firelands...wait...); a few world drop jewelcrafting and enchanting patterns; a number of 378 patterns in Firelands whose drop rate was severely nerfed, making their availability nearly non-existent; and a few potions got slight boosts in their effect, which are still trivial to a character in 4.3-relevant gear. At least the entry-level crafted pvp gear got a bump up in stats and item level each patch, and thank you for not nerfing the drop rate on Dragon Soul patterns.
Professions are fun. Grinding them out is not, especially since people can so easily out-level what can be crafted, most of the gear a crafter can make is pointless and is only a stepping stone to something else that can be trained. You might as well give crafters 15 patterns, each trainable by turning in 750 cloth/skin/bars, since we only deal with a handful of max-level patterns anyway.
Gear, and perks such as jewelcrafting-only gems and engineer cogs, need to be upgraded each patch to keep them relevant. Consumables such as health/mana potions need to either be periodically upgraded to significant levels, or be percentage based relative to the character's stats, or just take them out of the game altogether. Let us use more than one potion per fight. And please switch around the colors on primary stat gems so they're not ALL red, and ALL expensive. I made a killing on red gems in 4.3, until my supply ran out. Now I'm selling orange gems like it's Christmas, but I can't sell red gems because I hardly ever see them for a good deal, and I have a digital ton of blue, yellow, and green gems that hardly move.
Epic gems are great, but they're too rare. They can't be prospected, can't be transmuted, and when I down a 10 man Dragon Soul boss, I'm often getting uncommon gems like Zephyrite. Really? What the crap. I can vendor it for 50 silver or cut it and vendor it for 75 silver, tyvm for that reward. At least make those boss kill items drop only rare or epic gems, not uncommon ones, as it's practically a slap in the face."
I've read a bunch of great ideas here in the other comments and in the article, and I think Blizzard should very seriously consider these suggestions. Those of us that like professions like them throughout the expansion, not just at the beginning when they get the most love. It's an aspect of the game that needs to be constantly balanced.
Greg Mar 12th 2012 9:45PM
There's nothing intrinsically interesting about making gold. If that were the case, I'd simply repost auctions on the auction house and make several thousands of gold per hour, rather than the thousand or so gold I can make in an hour of fishing.
I would like fishing to be interesting.
Andrew Mar 12th 2012 10:06PM
One humble suggestion for enchanting: cosmetic enchants. They are crafted using the current tier dust (which would keep the price down low), and simply overlays a different enchant animation onto your weapon while keeping the current enchant's benefits. These could be available for all existing and future enchants, allowing you to fully customize your appearance.
Orrine Mar 12th 2012 10:37PM
Also make so that if yellow gem got 50 Haste Rating, then red would have about 40 Intellect. That way their pseudo Spellpower value would be the same and players would have incentive to put somethig other then red gem in every slot and non red gems would not be a waste.
dk Mar 13th 2012 1:46AM
I think as my gathering skill goes up that I should be able to do it faster.
That being said, looting is a slow rough nightmare.
I don't mind hunting nodes or killing for skin at all. Getting the stuff into my bags is harsh.
Praise Elune that I was lucky enough to be doing the dailies during Wrath for the Chef's Hat; I'd not bother today and it is one helluva perk.
Luke Mar 13th 2012 4:26AM
I think one of the major disconnects between a player and their chosen profession is the usefulness of the recipes learned all the way to max level.
The current design looks good in theory but quickly becomes broken the moment you've crafted more than a handful of the same item. This isn't as much a problem for say Alchemy because there is almost always something that has a real benefit like health potions. However let's take a look at Blacksmithing.
You can craft tons of sharpening stones, that no one will ever use, or you can make several pieces of armor and either disenchant them or hope that you can find a sucker to buy them. If you don't have a miner or if you are on a low population realm this can be a major gold sink. Not to mention when you get to max level most of those lower level recipes are useless.
The system as it stands creates a situation where it's pointless to level a crafting profession while leveling a character, and a major time / gold sink for anyone at max level.
My proposal is, make all of the crafting professions beneficial to leveling. Treat skill ups as you do looting gathering nodes. Give a leveling player XP bonuses, and max level characters some form of currency in the same manner that XP converts to gold.
Also, every profession should have at least one item that is best in slot. That item should be upgraded every few levels, and this should be part of the crafting system. It would give a player a more concrete goal within the system. I think the alchemist's philosopher stones are the best example of this but not a perfect example.
And as a final request, it would be awesome if more professions had something similar to Alchemy's specializations. I lamented the loss of Weapon Smithing, even if it wasn't useful after BC. Though these specializations probably should grant cosmetic upgrades or flavor as opposed to combat functionality.
Rasman Mar 13th 2012 6:29AM
The one thing with enchanting that I can see to make it more exciting and interesting in terms of new enchants is something fairly simple and has to do with a 'new market' in World of Warcraft.
Transmogrification.
Especially when you play a melee class, like I do, one of the things you stare at the most is your weapon/s. The auras they give off are obviously indicators that you A) Have the weapon enchanted and B) what enchant you have on your weapon. Often, though, we use an enchant because it's the best enchant available and what you are 'supposed to use' in order to achieve your best DPS possible, but it doesn't mean that we like looking at it. Transmogrification has given us the ability to enjoy what our characters look like while still being effective in the gear they are using. Why should the auras that enchants like what is used on our weapons be any different?
In Mists, using the same model as in Wrath for weapon enchants isn't a bad thing, but giving it flavor, now that is an improvement. Creating new enchants that give the same benefit, but a different appearance, now that is interesting.