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♥ Professions overhaul in MOD 15.

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  • krailovkrailov Member Posts: 302 Arc User
    I have long maintained that professions needs to be an account-wide system - why should each toon have to separately manage professions/resources? I am hoping that the workshop achieves this, by combining all resources into one area. Yes, that will mean a loss of profession slots, but I am hoping the quality/usability of what is made makes up for the loss. My idea at the time was that you had a base number of slots, each new toon would add one to it.
    I also hope they implement the slider idea - you choose how much time and crafters are spent gathering or making resources, that equates to xx quantity - if you end it earlier, you only get what was gathered or made to that point. Or even just number of crafters - they keep producing until they run out of resources or you stop it. Also have diminishing returns for natural resources - the longer you let it run, the less you get per 'tick'.

    Might is not always right - the powerful sometimes forget that.

    The Small Band
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited September 2018
    I don't think account wide is the way to go.

    They want each character to have to develop the skills, tools, and resources required - having a system that has one character earn a master or lengendary role in a profession shouldn't open it up for 5, 10, 20 or more characters. Beside what would be the point if you could only craft 9 projects between all characters it take forever to gather resources, and I just think personally that be the worse thing they could do.

    I'm perfectly fine with it being character based! I also like we can craft 9 professional slots or projects per character. Say I've had no issues advancing several professions on every character I focus on getting 3 primary professions used by each class to 25 then I move onto Leadership. Then if my character wants Potions or other specialty items I consider Alchemy. Some characters with Chult also require a new profession as HR's require Alchemy for Bow's, and GWF's require Tailoring for Sword Knot's. I'm just surprised that wasn't always the case though it's possible that is going to change with the overhaul as well.

    I like the idea of improving or offering a few new things with professions for craftable items... I also think it be good to add personalized gear to all professions or an even high item level like engraved gear!

    I hear they may also be rumors of fishing with Mod 15 shown by hints in some game files some have reportedly found, or many suspect something to do with Waterdeep being a Coastal City, as well as various clues they've been interpreting from the Caravan Draft Horses with the NPC's that showed up a few weeks ago?

    There however is a lot of room between the 405 Epic with personalized gear in Jewel Crafting to extend the Gemmed 366 Rare Items we first got at 70 out to Mastercraft II that start at 480.
    Post edited by strathkin on
  • ecrana#2080 ecrana Member Posts: 1,654 Arc User
    krailov said:

    I have long maintained that professions needs to be an account-wide system - why should each toon have to separately manage professions/resources?

    Why should each toon have it's own bonus AD pool?
    Why should each toon have it's own separate campaigns for boons?
    Why should each toon have it's own mounts?
    Why should each toon be allowed to invoke?
    Why should each toon earn power points separately?
    Why should each toon have it's own personal bank space?

    Because each toon is it's own individual character.

    I'm in favor of updating the UI to simplify the process of doing professions. But an account-wide switch in professions is a horrendous idea in my opinion.

    But then again, your idea is completely in line with the current track record of the devs taking things from the users they worked to gain or paid money for.
  • nunya#5309 nunya Member Posts: 933 Arc User
    Account-wide professions would decimate my ability to generate resources for the guild. Same for getting RP. It's a horrible idea and I hope the devs don't decide that this is the Corrupt-A-Wish route they need to go with the update.
  • krailovkrailov Member Posts: 302 Arc User
    Right, because the current system is so useful and individual...
    Scenario 1 - Oh, this toon has this Rare job, but wait, not the right resources! So, login to another toon to transfer (or more depending on who has what), then back to login to that toon, collect resources, now you can do it.
    Scenario 2 - All my toons have professions finishing, so stop what I am doing at the moment, and login to each one to do professions... which leads to...
    Scenario 3 - If you have 5 toons with all 9 slots, that is 5 logins, for approximately 2 minutes each to deal with professions (not taking into account Scenario 1). That is 8 minutes (I am subtracting 2 to allow for single group profession management in my proposal) in which you could have done a minor quest, Stronghold run, heck, even a random Skirmish or Dungeon! But nope, doing professions... gets worse the more toons you have...

    Throw in buy raw resources, resource management (moving them in the table, for EACH toon)...
    Now I know I will get people saying they can rip through professions in 1 minute per toon, and at 20 toons, you would really hope so, but I am taking about game play for the average, not the elite farmer (that is still 15 min profession farming, rather than game play farming). I also stated that the professions should also tier to the new situation/additional toons, so you get more for less professions. Now, we know Cryptic will nerf it for the new change, but hey, they will nerf it anyway, and I actually like the RP change, and the mount change!

    I personally have 6 toons with elite resources, and yes, I am concerned that I would lose my effort in building them all up individually, but I am also very tired of the current profession system. Maybe they could use 15 Grandmaster Alchemists to create something incredible in the new system (like personalised potions)...

    Might is not always right - the powerful sometimes forget that.

    The Small Band
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited September 2018
    I have no problem having resources for a professional task, and if I don't I will consider buying them on AH. Also if your trying to run a Rare project research what's needed, or consider buying it when you see the project or get it first. :)

    https://neverwinter.gamepedia.com/Gemmed_Elemental_Talisman_of_Fire

    The Wiki is a great source to know what each item you may require will need so you can craft it when the project becomes available. Many players spend great time updated the Wiki to help their fellow players...

    I think? Going to a account wide profession system be a horrible thing to do:
    Suddenly everybody has 10-75x craftsman or tools, possible more, on some character's they couldn't even use, this would send the market into free fall already more than it has. If you haven't realized people have been selling their tools, craftsmen, or resources simply cause there is nothing to craft, all they need to do to fix this, is improve some of the crafted gear or rewards in an overhaul.

    A huge GAP exists from Personalized 405 Epic Gear in Jewelcraft & Mastercraft II 480 Epic:
    I mean if Cryptic wants to still sell Professional Packs or Lockboxes they require the tools, resources and professions being on each Character. I just believe it be best left alone rather than having to then move items to 7 or more ALTS every day after running your professions. :)

    The only reason I think they've ignored normal professions so long, is because they've focused too much on Mastercraft lately. They did improve some options with Chult, but I think the item level or quality was a 'little' underwhelming. But I also have no idea what's coming... I can only HOPE for the best that this is a longer term fix that will last 2-3 years, and really close the GAP identified above between regular Legendary Professionals and Master Crafters.

    The one thing that is clear is most professions require improved rewards!
    Today you can't even craft 405 Epic Maces, Swords, Great Swords, Bows, Orbs, Pact Blades, or Blades let alone Talisman, Sword Knots, Grimoire, Icon's or others... ...If they extended Personalized Gear to all professions, maybe offer a higher form called Engraved Gear that required the Tier 3 Personalized Gear to further upgrade? The next jump depending on the result being Tier 1-3 could be between 405-470 Epic if you got 1 or 2 more Tier 3 results if you were so lucky?

    Today most professions for End Game at 70 only allow crafted Uncommon at 300, or at best Gemmed Rare at 366, there is the Elemental Artifact Weapons at 375 Uncommon, and while Chult has allowed for some Recipe extensions out to 430 Rare. But even that is a far cry lower than the 480 Mastercraft II gear that is available. So I just hope this overhaul will really bridge the GAP from Legendary Professions into slightly less than Master Crafted Gear. Then it would likely remain viable as a long term resolution for the next 2-3 years.

    <3
    Post edited by strathkin on
  • earlgreybeardearlgreybeard Member Posts: 407 Arc User
    strathkin said:

    Hopeful this will make many changes or improvements, if not a lot of updates, to the older uncommon gear mostly available today. It be nice to see at least some of the Uncommon or Rare Gear refreshed or given nice fresh professional look. It's be great to see a lot more of the crafted gear regardless of quality, being nice and professional looking, that many may would consider as transmutes.

    I'd very much love to see 'Personalized' Gear or a slightly higher version 'Engraved' Gear of Epic quality that could be crafted by all professions and worn by Companions or Players alike. That would be truly amazing!

    I guess we'll just have to wait and see and hope it's a nice refresh that was likely LONG overdue for.

    Firstly thanks for this discussion.. and thanks to the devs for looking into revamping profession a bit

    I play the 8 classes (which just after next weekly reset will have all the boon sets in the game -pvp)
    so how I did professions was I maxed all of them to lvl25 over the years since IWD dropped( about the time when I started )
    on my main only but I did have to push all of them to Black Ice forge r5 to enhance the various armour of the
    day.

    So my question would be ;will the kinds of armour that can be made elemental be expanded in this overhaul.
    (sorry if this has already been asked)
    Guild Leader Den of the Misfits
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited September 2018
    Honestly no clue.

    One thing I always thought they should have done was take all gear projects out of black ice forge, then simplify it by allowing Black Ice Forge 4 & 5 to craft Overload's but also 'slightly' lessor Reinforcements with different BUFFs not available in the regular professions, with various pure/corrupt black ice reinforcements.

    Unlike regular professions reinforcements: +35, +20, +10 perhaps Black Ice Reinforcements: +25/+7 using:
    • Black Ice
    • Black Ice Splinter
    • Black Ice Splinter
    • Black Ice Fragment
    • Black Ice Spine
    • Faceted Black Ice Fragment
    • Twisted Black Ice Fragment
    • Abyssal Residuum
    • Black Ice Sliver
    • Black Ice Core
    • Black Ice Wedge
    Regular Professions have:
    1. +10 reinforcements, using resources, in addition to 15k AD
    2. +20 reinforcements, using resources, dragon egg, & 50k AD
    3. +35 is resources, unified element, dragon egg & 100k AD
    Maybe Black Ice uses more Black Ice and it's resources, perhaps a slightly lessor amount of AD:
    1. +7 reinforcements using black ice, black ice resources, & 5-5.9k AD (attractiveness of BUFFs given)
    2. +25 reinforcements using black ice, black ice resources, & 40k-50k AD (attractiveness of BUFFs given)
    I don't think they should be the same types of reinforcements, as the regular professions BUFFs are likely to be more attractive, but surely there are some new ones they could consider like:
    1. Combat Advantage Bonus
    2. Control
    3. Companion Influence
    4. Regeneration
    5. Stamina Gain
    6. AoE Resist
    7. Control Resist
    8. Gold Gain
    9. or others?
    Besides today Black Ice crafting often only increases most later in game gear by but 2-7 anyways like the Dragonflight stuff; so refocus Black Ice Forge level 4 & 5 so they don't have 30-50+ gear projects! Instead simply it down to 4 pure or 4 corrupt either +7 or +25 reinforcements! Then people would even be back farming their Black Ice or encouraged to do HE's in that area and reinvigorate Black Ice Crafting for sure!

    I think that would be a great thing to see!

    @nitocris83
    Post edited by strathkin on
  • pteriaspterias Member, NW M9 Playtest Posts: 661 Arc User
    I don't think account-based professions is a good idea at all, but account-based resources and assets would be nice. Every character would share the same universal pool of tools and materials instead of them being divided amongst each character. To go along with that, making assets stack would be nice.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    @pterias

    I mean if they moved toward a common pool of account-based resources & assets, I'd certainly have no objections with that and think many would fully get behind it, as long as each character still could master each trade, or still level or advance each profession they desired, while still running their full allotment of 9 projects.

    Perhaps it might even be something @krailov could compromise on and find as a happy middle ground on.

    It certainly wouldn't limit the # of professional packs sold, or lockbox profession packs being purchased, or Crafts people that each character might require to run all 6-9 professions. :)
  • nunya#5309 nunya Member Posts: 933 Arc User
    I'm hoping that we'll be able to set up or save the tasks we most commonly do and make it easy to start/restart those tasks. For example, I'm currently running 3x Guard Clerics of Ilmater, 1x Corvee Labor, 1x Crates of Astral Diamonds, 1x Crates of Adamantine Spears, and 3x Mass Variegated Vitriol Extraction - and I'm running this on nine characters. It would be nice to have a template task saved that automatically assigns two heroes to the Guard Clerics tasks, one hero to Labor and Astral Diamonds, a Grandmaster and 4 Mithral Grindstones to the Adamantine Spears task, and one Grandmaster Alchemist to the last three (each). Then when I want to run these tasks, I just pick that template from a list and it starts with the configured assets.

    As for account-wide crafting (not simply account-wide shared assets and resources), they'll never do that. There is absolutely no way. It would completely wipe out the market for professions assets (crafters and tools), obsolete the Zen store profession packs, render completely valueless the profession packs that come from lockboxes, and make it incredibly difficult for guilds to generate resources from professions.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    It would be real nice if we could assign what tasks each professional was tasked or focused on. :)

    Then we 'might' see a complete all finished tasked; and a reslot any reoccurring regular tasks... ...of course you may want to check any special Rare Projects if you might want to do them first.
  • mordekai#1901 mordekai Member Posts: 1,598 Arc User
    Given the previous announcements saying that AD sinks would be added after the rAD cap,
    I think it's safe to say we'll see a few, (if not a LOT) more crafting slots like Armour Reinforcement and Jewels, where XX'000 AD are required as part of the main ingredients.

    If it goes acct based over character I'll not be happy.
    I don't mind the extra few minutes while going through invoke cycles to pick up and change or whatever on my 8 toons.

    I imagine the workshop will be upgradeable and allow access to new aspects of crafting, but the one thing it needs... really needs... is a storeroom or warehouse of sorts so that we can finally store shared resources across an account rather than having to bloody email them
    (I'd pay a substantial amount to have this feature added to Guild Vaults while we're at it...)
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited September 2018
    Yea I don't know if it would be stored or housed at guild for obvious reason, but account based resources or assets would be great.

    I'd love to see one or two new guild structures related to workshops, or crafting area's where we could hang out, possible somewhere close to where temporary merchants are? Or options to buy more unique supplies or something else?
    Post edited by strathkin on
  • gripnir78gripnir78 Member, NW M9 Playtest Posts: 374 Arc User
    Whatever they do - let it last for more then 1 mod.

    But I guess its gona end up as 1 time big AD sink. They gona add tons on BTC or BTA decent items, maybe even some companions gear and thats it. All of it will become obsolete pretty soon (next mod) exactly like bronzewood armors - they didnt even bother to raise it IL like they did with upgraded primal armor.

    And dont forget it also impact guilds - in both development (resources production) and menagement (crafting support structures). Somehow I dont expect it bo make things easier around here :dizzy:

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  • hammbo1969hammbo1969 Member, NW M9 Playtest Posts: 165 Arc User
    I'd like to see Black Ice crafting extended further, so you can empower the later armor sets. Would also be nice to be able to craft an empowerment shard that is BoE and will allow the bearer to empower any armor piece.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    I hope to see some minor improvements like account-wide resources and a "collect all and repeat tasks" button.

    However, I am also hoping to see something to actually make most professions useful. Most profession items are obsolete or useless. The whole system should really have been designed in a different way - allowing professions to make items you cannot obtain otherwise.
    Hoping for improvements...
  • jihalla#0769 jihalla Member Posts: 31 Arc User
    I remember someone posted a suggestion in another thread about adding player homes. Where each toon had a instance for their private residence similar to a guild home.
    I think that might be a cool thing for the game.


    They wouldn't necessarily need new artwork. Could use stronghold assets.

    Could be a whole new series of AD sinks, addons, and zen items.

    Your personalized workshops could be part of your home instance and development.
    Each profession would need a workshop, tools, and require development rather then just being a weird farmville mini-game.
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  • mordekai#1901 mordekai Member Posts: 1,598 Arc User
    strathkin said:

    Yea I don't know if it would be stored or housed at guild for obvious reason, but account based resources or assets would be great.

    I'd love to see one or two new guild structures related to workshops, or crafting area's where we could hang out, possible somewhere close to where temporary merchants are? Or options to buy more unique supplies or something else?

    Sorry, for clarification, what I mean is having a Guild Vault where those of us with resources to spare can dump them for newer guys to use.
    I help any new guildie with Alchemy by sending them vitriol, and what have you (potions are obviously transferable through obe of the vaults) and likewise with jewel crafting etc... I just get fed up of having to find which toon has the required number of resources and then email them to different people.
    I'll pay... happily I'll pay... for a Guild Vault specifically to deposit the unbound (tradeable on the AH) professions resources that I normally have to faff about emailing to people.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited September 2018
    I thought that was perhaps what you meant, while I think it's a good idea, I'm not sure it's something we'd see?.?..

    Generally they want to see players get engaged in their characters. And many even if there not even 60 or 65 as long as their 45+, can run with a guild during a DF, or one or two players during the smaller Heroic's. They will be the most vulnerable members of the party, so hopefully people are watching out for them!

    In a relatively short time, running 5 HE's and one Marauder's with guild member's, it shows them the importance of running events with the guild, and can easily earn 1000 guild marks and buy the supplies themselves.

    Provided your guild has at least one 15+ or higher guild within it who'll build Temporary Guild Merchants. I'd encourage all alliances try to find at least one 20 guild to join their alliance, many won't even want to be Helm provided they like the Alliance name. Just treat them with a little respect, and as long as long as your a fun group who's very active, you'll be more than likely to find a few candidates. :)
  • chidionchidion Member Posts: 446 Arc User
    edited September 2018
    My question is are we all with the update going to have to go to some building to allow the occupants therein to do professions now instead of being able to do professions 'on the fly' from wherever we are?

    Will we have to return to that building to collect our completed professions items so the storage space doesn't fill up instead of being able to collect those items "on the fly" from wherever we are?

    And what about all the components and particularly the "assets" players already have?

    I'm guessing the professions components will retain their worth but what about the "assets" those leveled up professionals and tools players have accumulated since they've been playing?

    Some of those items were purchased either from the Auction House or Zen Market, I'm guessing there will be quite a few unhappy players if those items were to just suddenly disappear or become worthless.

    Clearly I don't have enough information to offer a well informed opinion as yet, but on the whole I can't argue with the fact that it's about time for someone to consider updates to professions. I just hope those updates turn out to be an improvement instead of just another nerf making things more difficult for everyone and turning players already earned or purchased assets into trash.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    Yea your guess right now is honestly as good as anybody else's... Although perhaps as Julie eluded to on Tuesday's livestream I hear AI "Heart of Fire" may possibly be available on PREVIEW this coming Friday? Thought that is perhaps an optimistic goal it may still be next week though... but hopefully we'll be able to learn a lot more in the coming days.

    I'm honestly really surprised though they haven't indicated anything in advance of the plans of it going to be launched on PREVIEW. Usually they talk about a few of the changes coming PRIOR to that?

    @nitocris83
  • dagraadagraa Member Posts: 4 Arc User
    There is a rolling q and a on the preview thread.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    Everyone may now want to READ this blog & thread:

    https://www.arcgames.com/en/games/neverwinter/news/detail/11004893-dev-blog:-a-workshop-opportunity

    https://www.arcgames.com/en/forums/neverwinter/#/discussion/1242676/official-feedback-thread-professions-overhaul/

    Seems all professions you had at 25 will now be converted to 70. Mastercraft and their recipes will mostly be intact though.

    Apparently the new system though will see you able to exchange your old assets as well as resources items in the new system.

    I hear PREVIEW may get updated and be released on FRIDAY, so we may learn more as soon as then. GOOD news is PROF will allow crafter to repeat tasks, so they can run continuously, depending how you've upgraded your workshop.

    Now all we can do is wait to hear more once it launches on preview or read the feedback thread above...
  • earlgreybeardearlgreybeard Member Posts: 407 Arc User
    my comments that they would do something productive with black ice profession were kind of very stupid in retrospect.. of course they were going to turn on people that have been playing the longest and weathered all the other assaults on things we have spent time and money on only to see it be rendered completely useless.

    they should at the very least give people that had the ability to create the different types of black ice overload enchantments (account bound if need be) if they run lvl5 black ice forges before this change.
    Guild Leader Den of the Misfits
  • strathkinstrathkin Member Posts: 1,798 Arc User
    Yea I mean I was surprised as well. In the campaign menu you have to upgrade Ice Forge from Level 1-3 then can go to 4 & 5 which aren't shown in the campaign and it allows you to make overload's.

    I honestly wished they simple changed Black Ice so it removed all the 20-50+ individual project's and instead allowed us to use the Black Ice resources and Black Ice to create additional re-enforcements. But like most things they make decisions often 1-2 years again of any plans or announcements so our feedback at least in this regard will mostly be a missed opportunity.

    I don't even know what they will do with Overload slot's unless they give us a new way to earn them in game. Thought it's possible they could still introduce additional Black Ice Overload's or Possibly Black Ice re-enforcements as part of a redesigned campaign menu?

    @nitocris83
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