The Warlords of Draenor 6.0 patch notes
brought many surprises, but one of the biggest is that professions will no longer provide bonuses that affect combat.
Amidst the endless sea of notes, it's easy to miss these two sentences that will forever change the role of professions in WoW
Warlords of Draenor: Alpha Patch Notes
Some of our goals with Professions in Warlords of Draenor are to make them more of a personal choice, and less of a mandatory "min/max" selection. To that end, we're removing the direct combat benefits of Professions.
For many years, theorycrafters and min/max'ers have baked profession bonuses into their calculations. The crit
from skinning, the Synapse Springs
of engineers, the eye gems
of jewelcrafters, the warmer wrists
of leatherworkers, etc. -- all of them have affected which professions are "best" for certain specs.
In recent expansions we've seen Blizzard try to make the bonuses more or less even across specs, with mixed success. Now, all of these bonuses are headed to the chopping block in patch 6.0, at least in their current incarnations.
Maxed-out professions will no longer be essential for high-end PvE or PvP activities. We will no longer need to weigh our personal preference against possible combat advantages. In fact, players will be able to skip leveling professions at all, if they choose, without penalty to their character's performance. This strikes me as a good change.
Will professions only provide an economic advantage from 6.0 on? Or will they give us other bonuses, such as extra lesser charms, bonus pet battle XP, or faster garrison construction? Will Blizzard tweak the existing combat-related recipes to provide different bonuses? Or will the developers remove them entirely? Many questions remain to be answered as the alpha progresses!
Filed under: News items, Warlords of Draenor