“Shuanna! What are you doing with your finger in that jar!?”
Shuanna carefully pulled her hand back. A thin coating of something green, shimmering, slowly dripped from her index finger. She was a careful engineer after all; her hands clad in heavy duty leather- and steel. Even so she winced. The heat from the strange compound ate right through the insulated glove. She pulled it off, dropped it on an anvil and grabbed a hammer.
“Well?” Zavannah said. “I’m waiting!”
“Liquid fel iron,” Shuanna said thtough the hammer blows. “A compund made by a skilled alchemic engineer.”
“What’s it good for?”
“I haven’t the faintest.” Shuanna chuckled. “But it looks good!”
Sorry! I’ve been tremendously lazy lately, not writing a line for this blog. Work and Adventures in Azeroth kept me busy. In the past weeks I’ve leveled a rogue from 1-90.
I’ve also leveled a shadow priest from 1-85.
I’ve also been contemplating the constant profession conundrum: Who gets what, and what for and why, and why not. So, lucky me – the execellent people of WoW Insider brought up an interesting question. Should professions be account wide?
My gut reaction is – Oh Yes! But, as we all know, if the world was governed by our guts we would be living in caves. Again. Just imagine what would have happened if cooler heads didn’t prevail that time when Bay of Pigs came around, y’know? While my guts rejoice my brain ponders. Here’s what it ponders:
If our professions in their current state were to be account wide, these account wide professions would serve no other purpose than conveniance. The blacksmith, happily hammering away on a Ebon Hand, suddenly realise there’s an Arcanite Bar missing. If only the lazy alchemist had transmuted 12, not 11, of those pesky little things … alas! The blacksmith can easily aquire the necessary bar since the blacksmith also have access to alchemy. Success!
I forgot to …
We’ve all been there – gathered all necessary equipment only to find we’re missing a bolt. Engineers feel this pain on a daily basis, mind you. As do blacksmiths; I was halfway to the Lightning Forge when I realised I missed a Living Steel bar. It would have been handy to open up an alts profession tab without having to A) get to a mailbox, and B) log out, log in, create, log out, log in, fly back.
But … maybe it’s not Blizzards responsibility to “cater to lazy crafters”? If I had done my homework I wouldn’t been short one bar. I can’t really blame Blizzard for my own shortcoming now, can I? That’s what oplayers do every day of course; it’s Blizzards fault your DPS was barely reaching 100 on Lei Shen, not the fact that you were eating Burritos and skyping with a buddie (yes, that was sarcasm).
Account wide professions in their current state should stay character bound. The “problem” isn’t professions per se. The problem is – the professions serves very little purpose save the professions perks; sockets, gems, the extra flask hour etc. The only reason we pick a profession is the bonus the profession brings. Crafting – especially at low levels – is a tremendous waste of time (unless you also have an enchanter, then crafting will save you tons of gold and time). Crafted end game gear seems to serve only as a shortcut to necessary iLvls. I often get the feeling my characters hate their jobs. All they ever wanted was to kill monsters, not spend 4 hours on a dragon in sub zero environment because they’re missing 1 cobalt ore for the necessary bars … and where IS that damned cobalt anyway!? Last time I ventured out on a mining expedition I found 1 node. One. In an entire zone.
Crafting is fun!
The professions is in need of an overhaul. Most of them are outdated and serves only as a time- and gold sink. Account wide professions could be the thing that would make professions fun again. Imagine a crafting professions that’s actually an integral part of your characters progression. Wouldn’t that be nice?
Imagine what could be done if professions would interact with each other; as in my example short story above – Mining, Alchemy and Blacksmithing creates “Liquid Metal”. A coating wich could give the same bonus to bracers, pants, belts and shoulders as Jewelcrafting or other relevant professions. Something like this:
Coating: (Alchemy + Mining and/or Blacksmithing; the coating is created out of different profession materials at a forge). Used to enhance armor and weapons using an enchantment model, where a “coating” serves as the enchantment. For instance – Dancing Steel Coating would provide the same effect as the enchant Dancing Steel but would not require an enchanter.
Recycling ((dis)Enchantment + Blacksmithing, Tailoring, Engineering, Alchemy, Leatherworking). Used to disassemble and recycle looted gear into different parts. An armor item could be disassembled into both metal, elementals, cloth, leather or fur. Just look at all those padded armors out there, rotting away! It’s time Azeroth goes green and recycles! The amount of materials repurposed is based on the armor items class – metal will give more metal etc etc.
Tech: (Engineering + any other crafting or gathering profession). Used to create brand new technological buffs to any form of gear or weapon identical to or similar to existing buffs, such as Inscription. Tech will create an extra layer of bonus; say a “+10” to a “+200” inscription.
Now, these are just examples. I’m no games developer and I have no idea what buffs would go where. But what I’m getting at is a new way to let all existing professions interact with each other. This, I imagine, is just one way to make professions fun and relevant again.