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Cataclysm Profession PreviewFollow

#1 May 12 2010 at 10:55 AM Rating: Excellent
http://blue.mmo-champion.com/t/13200229268/cataclysm-professions-preview
Wryxian wrote:
Cataclysm Professions Preview

While the Cataclysm updates to many of the professions are still deep in development, we wanted to share some of the work that's been going on, as well as a high-level look at any lessons learned or changes to their underlying philosophies during the design process. Please be aware that not all professions have the same extent of information available right now, but each is receiving the same love and attention as the next.

Take heed of these teasers as you look forward to your new rank of Illustrious Grand Master!

Please enjoy!

General
* Perks will continue to exist across all professions, and will upgraded appropriately.


Blacksmithing, Leatherworking, and Tailoring
* Many of the green (and possibly some blue) items made during the process of leveling these professions will contain random stats. In most examples, two stats on these items will be set, and two will be random. The idea with these items is to mix up the skill leveling items so you're not just, for example, creating 10 pairs of boots that are all exactly the same.
* Superior-quality items that require more materials than other recipes in the same skill range provide multiple skill-ups. For example, if a recipe takes three times the reagents, it will give you three skill-ups.
* We didn't feel like we were getting much flexibility from specializations, so they have been removed for all three of these professions. The intent was to help people diversify their profession to feel different from that of other players, but through other professions we've found systems that work better to this end, such as simply making recipes available that you can earn over time.
* To follow up the previous change, all items that required a specialization are now useable by anyone.
* Tailoring the high-end Cataclysm items will center around a single cloth type that can be crafted through five different recipes -- each with their own material components and a long cooldown.
* All three professions will create their starter sets of PVP gear, which will be upgraded with new recipes every season. In general, these are meant to keep pace as an entry-level PvP set below whatever the current Hero Point set is.


Alchemy
* New elixirs will be about 75% as strong as flasks. So you can get more total stat points with two elixirs, but flasks will still be the best at giving you a single offensive or defensive stat.
* New unique material used by nearly all high-level recipes will be created by alchemists on a one-day cooldown.
* New Mysterious Potion created with common materials restores health and mana in a massively random range, as well as sometimes granting the benefit of another potion. The health and mana range is from 1-20,000 and is able to crit. The minimum amount restored, however, is scaled upwards by the Alchemy skill, making it a great choice for alchemists to keep for themselves.
* All potions and elixirs now use the same basic vial type. Flasks still use a fancy vial.
* New Alchemist Stone.


Enchanting
* In general, material component costs for most recipes are more moderate in how much they require, while the highest-end recipes will still require large quantities. The goal of this change is to make the leveling recipes more consistent and not create unintended roadblocks in getting to the higher skill levels.
* An enchanter vanity pet is being added.


New Cataclysm weapon enchantment preview:
* Avalanche -- Chance to deal Nature damage on melee hit/spell hit.
* Elemental Slayer -- As expected, this enchantment helps players deal devastating damage to elemental creatures.
* Hurricane -- A stacking haste proc.
* Heartsong -- Mana regeneration through increased Spirit when chain-casting spells.
* Many more maximum-level enchantments are still in progress.


Engineering
* Engineering is still being designed, but expect new unpredictable gadgets to use on yourself or enemies. Toys, explosives, and even a new vanity pet or two. Oh, and powerful mechanical bows and crossbows in addition to guns.
* In general, we want Engineering to remain a tradeskill mainly focused on creating fun or useful gadgets for the engineer, but we are exploring options for items that can be sold to other players for profit.


Inscription
* With the large number of class changes coming with Cataclysm, many existing glyphs will see new functionality.
* Minor glyphs are woefully uneven from one class to the next right now, so they're a focus for us to clean them up and try to ensure that everyone has minor glyphs they're excited about.
* New Darkmoon Cards will be added, with hopes they'll all be as awesome as the Greatness card.
* We'll be adding more major glyphs as well, but in the hopes of making them as balanced as possible, we'll likely wait until after the expansion ships to add any for the new abilities in Cataclysm.
* New and more desirable off-hand and relic recipes will be added.


Jewelcrafting
* Some gem colors have changed! Hit is now blue. Mastery and Dodge are yellow. Intellect is now red. These simple changes have created a much more diverse matrix of gem cuts.
* New Jewelcrafting dailies will be introduced.
* Many cuts are being added to support the new Mastery stat.
* Some new Cataclysm jewelry recipes have completely random properties, and can sometimes create superior and epic versions.
* Jewelcrafters will have some fun new (and potentially lucrative) vanity items, including fist weapons, rhinestone sunglasses, monocles, and stardust (sprinkle on players for entertainment).


Herbalism, Skinning, and Mining
* All Cataclysm herbs have the chance of containing Volatile Life.
* There won't be a new Lotus equivalent in Cataclysm. Alchemists will use the more reliably-found Volatile Life to create the new high level flasks.

Herb Example:
* "Heartblossom -- Named for its deep red color, this delicate flower grows close to the ground, and always in pairs. If one blossom is taken, the other flower begins to wilt immediately and dies soon after. It is considered very unlucky to disturb a Heartblossom without blessing it first."
* Savage Leather, the basic Cataclysm leather, can be gathered from most creatures found in the expansion areas and can be converted to Heavy Savage Leather at a 6:1 rate.
* Pristine Hide, the rare Cataclysm hide, can be found when skinning creatures in the expansion areas, or be converted from Heavy Savage Leather.
* Obsidian is the new common mineral found when mining in Cataclysm, and can contain gems, Volatile Fire, and Volatile Shadow.
* Elementium is the new uncommon mineral found when mining in Cataclysm, and can contain gems, Volatile Fire, Volatile Water, or Volatile Earth.
* Pyrite is the new rare mineral found when mining in Cataclysm, and can contain gems and Volatile Fire.
* Previous Elementium Ore and Bar used for classic quests will be renamed to Elementium Ingot and Hardened Elementium Bar.
* We like the gathering perks as they are; not a game-changing bonus but something themed and fun. But as all tradeskills are in the design stages these are still being discussed to a degree.


Cooking
* Cooking is still in the early stages, but we plan on continuing with daily quests, feasts, and some fun new recipes.
* We liked the cooking dailies that had players picking up items that spawned in the world near the quest giver, so most if not all new cooking dailies will work similarly.


First Aid
* Bandages will have a short cast time and put a heal over time effect on the target for 8 seconds. This effect is broken by damage.
* Three new bandages! That's right: THREE!

Bandage preview:
* "Dense Embersilk Bandage" Heals for 34,800 over 8 seconds. Requires 3 Embersilk to create.


Fishing
* Lots of new fish and other fun items to catch! Fish are still used to make premium food.
* New fishing dailies.

#2 May 12 2010 at 11:31 AM Rating: Good
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12,049 posts
Looks like all good stuff. I'm a little sad that specializations are going, but it's not like much had been done with them recently. New enchanting pet is fun, and I'm glad to see the underwhelming enchants shown on MMO will be stacking like we thought. Nice find!
#3 May 12 2010 at 12:21 PM Rating: Good
So JCing gets to make 'vanity' items. woo...

Oh and why in the world do we need 3 new bandages?
#4 May 13 2010 at 4:34 PM Rating: Good
Definitely excited about the enchanting vanity pet! It's also good to see that they're going to try to balance minor glyphs. Mages seriously have only one semi decent minor glyph, the Slow Fall one. The rest are all either superficial or just lame.
#5 May 13 2010 at 4:56 PM Rating: Decent
Hopefully the chanting vanity pet can be traded.

All said I'm liking what I see here - should be fun.
#6 May 16 2010 at 1:29 PM Rating: Decent
Blizz wrote:
* Three new bandages! That's right: THREE!

Anobix wrote:
Oh and why in the world do we need 3 new bandages?


*peers thru facepalm* Yeah, it doesnt make much sense and I fail to feel the excitement in THREE!

My only guess is that they're not changing current bandages, and the 3 new ones are simply going to be meant to scale accordingly to the new hp pools at 85. Even so, it seems inconsistent and odd.

As for JC gem color changes for some stats... gonna be a nightmare learning which cuts are what all over again.
#7 May 17 2010 at 1:31 PM Rating: Good
I don't even carry bandages any more. I'm more likely to throw and instant cast renew on you, then I can move on. If they make bandages a quick enough cast, then I might be tempted to use one as a mana conservation maneuver.
#8 May 26 2010 at 1:47 AM Rating: Default
I have most professions and I am very disappointed that the high end recipes / plans / patterns are so limited. Why isn't there a greater range of item stats to suite more classes / sub-classes? Are the professions really worth it? IMO, no.

Take leather working: Where are the Druid items - there's nothing for restoration druids at the high end

Why can't, e.g., a blacksmith make a 2 handed sword (item lvl 200+) with the right stats for for all the classes that use swords? Can't even make a high end two handed axe.

Why can a tailor only make a high end robe and gloves - what about feet, bracers etc.

And why can't the profession levelling progress more neatly match the items that you need to make for the level you are at? I think a lot needs changing - and new vanity items don't do it.

Edited, May 26th 2010 3:48am by Abedo

Edited, May 26th 2010 3:48am by Abedo
#9 May 26 2010 at 9:51 AM Rating: Decent
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PigtailsOfDoom the Eccentric wrote:
Definitely excited about the enchanting vanity pet! It's also good to see that they're going to try to balance minor glyphs. Mages seriously have only one semi decent minor glyph, the Slow Fall one. The rest are all either superficial or just lame.


As long as they keep my Glyph of the Penguin. I think it really enhances the flavor of my frost mage.
#10 May 27 2010 at 5:51 AM Rating: Default
Abedo wrote:
I have most professions and I am very disappointed that the high end recipes / plans / patterns are so limited. Why isn't there a greater range of item stats to suite more classes / sub-classes? Are the professions really worth it? IMO, no.


No good answer to this. I get the feeling they are somewhat giving up on armor and weapon crafting but I could be wrong.

Abedo wrote:

Take leather working: Where are the Druid items - there's nothing for restoration druids at the high end.


Earthgiving items are for Resto.
Abedo wrote:

Why can't, e.g., a blacksmith make a 2 handed sword (item lvl 200+) with the right stats for for all the classes that use swords? Can't even make a high end two handed axe.


I can see no good reason for their being virtually no choices for weapons at the level cap initial epic item level. But
for weapons of ilevel exceeding 200 they simply use this as a control mechanism. You can not by pass content to equip
yourself. With a weapon especially but with other items as well to a lesser extent.
Abedo wrote:

Why can a tailor only make a high end robe and gloves - what about feet, bracers etc.


Short answer. They want you to equip yourself thru Heroics and Raids. Starting at cap content with a lot of epics may seem undesirable to them I suspect.

Abedo wrote:

And why can't the profession leveling progress more neatly match the items that you need to make for the level you are at? I think a lot needs changing - and new vanity items don't do it.


You are correct. My theory is that they see crafting as a fallback method of equipping a toon.
#11 May 27 2010 at 2:18 PM Rating: Decent
OK, I hear what you are saying re: "they want us to equip though raids" etc. BUT different people want different things out of the game. Sure it's good fun to group and do raids, but it becomes a grind getting the tokens / emblems etc. and when something drops that you want - well you have a 1 in 25 chance of getting it on the dice roll.

People should be able to choose how they want to grind. Sometimes I prefer to grind for materials and sometimes grind doing raids. But if I want decent gear I'm forced to raid grind all the time. I would like a choice. Why is it the case that I am forced to raid grind?

Depending on my mood - what the day has been like at work etc. - I sometimes like to solo and relax by materials grinding in the evening. Why should gear obtained through raid grinding be better than gear obtained through materials grinding?

Arguably materials grinding is a lot more difficult than gear obtained through raiding. You can go on your first raid and get lucky on the dice roll and get a level 245 item - it's down to luck. Profession made gear is through hard work.

Blizzard - lets get some serious thought into the manufacturing professions and make it worth people's time and effort.

I've no problem with enchanting / Alchemy / Inscription - they serve a purpose and, apart from the uselessness of some of the minor glyphs, are well thought out but the manufacturing professions are a let down.

If you want to protect the raiders then make the gear from professions account only items so they can't be sold to third parties. This applies to high end items dropped in dungeons, so apply the same rule to manufactured made items.

That's my two-halfpence worth.
#12 May 28 2010 at 11:19 AM Rating: Excellent
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970 posts
Abedo wrote:

Arguably materials grinding is a lot more difficult than gear obtained through raiding. You can go on your first raid and get lucky on the dice roll and get a level 245 item - it's down to luck. Profession made gear is through hard work.

I have to give Blizzard credit on this one. Doing something gives the equipment to be successful at doing that something, and no more.

If you kick around WoW, hanging out in guild chat, fishing, and doing your dailies, quest rewards and crafted gear will allow you to be successful at it. Five-man bosses drop gear/tokens sufficient to complete five-mans. You want to raid, you have to raid. PvP gear only comes from PvP.

Admittedly, the paradigm got broken in a few places in WotLK. VoA PvP drops. Stone shards in 5-mans. The ICC 5-mans at an item level that obsoleted all previous raid content. Frost rather than Triumph from the daily random. BoE BS/LW/tailor drops that make cutting-edge BoE gear. BiS BoE gear (especially for 10-man). Ilvl 200 trinkets/idols/librams that are still being worn to kill Arthas (although this one was just item design fail).

But it's still mostly sound. If you want to get "less casual", you have access to enough gear to start, but you can't just skip to the end. You don't get left behind, but you still have to put some work in at each level. And, frankly, no-one needs Nibelung for Chillwind/Citadel.

Edited, May 28th 2010 1:20pm by ElMuneco
#13 May 29 2010 at 12:38 PM Rating: Good
@ Abedo,

As Elmuneco stated, the gear is there to be used for the level of content that you are facing for the most part. Nobody that is grinding professions, 5mans, soloing really needs full ilvl 264 gear, hell, they really don't need more than the 232 gear that they can get from chain-running heroics for triumph badges (if that, really). There are always a couple starter pieces at cap, and generally profession-made items get filled out through recipes that drop in raids, etc.

TBC did this pretty well (at least tailoring), for the spellfire set you start off with helm, chest, legs. In T5 a boot and belt pattern dropped. In T6 a shoulder and wrist pattern dropped, of course of higher ilvl.

Edited, May 29th 2010 2:39pm by Anobix
#14 May 29 2010 at 6:48 PM Rating: Decent
Quote:
I have most professions and I am very disappointed that the high end recipes / plans / patterns are so limited. Why isn't there a greater range of item stats to suite more classes / sub-classes? Are the professions really worth it? IMO, no.

Take leather working: Where are the Druid items - there's nothing for restoration druids at the high end

Why can't, e.g., a blacksmith make a 2 handed sword (item lvl 200+) with the right stats for for all the classes that use swords? Can't even make a high end two handed axe.

Why can a tailor only make a high end robe and gloves - what about feet, bracers etc.

And why can't the profession levelling progress more neatly match the items that you need to make for the level you are at? I think a lot needs changing - and new vanity items don't do it.


Preach on brother, preach on!

They really need to include some heroic recipes for every tradeskill that hit the new equivalent of at least the 200-teens to 220s, otherwise that leaves tradeskills barely useful for gearing alts (especially with bind on account gear).

Sure, the 200 level stuff was good for getting you into the heroics, but it died fast - fingers crossed.
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