I reckon this new system has a lot of potential but will probably flop for atleast the first patch or 2. Hopefully they keep working on it so it doesn't end up abandoned or half assed.
Fair to say the level of effort they are putting in will mean it will continue for a few expansions at least. Profession clothing though I think might go away and just get baked into the tools we make to do our profession like the enchanting rod etcI could see them getting rid of the ‘white items’ like the skinning knife and jewel crafters kit and making a new item that is upgraded as we go to the next expansion and the one after that and we might have to make an expansion and profession specific “tool” that is backwards compatible and will let us craft that expansions items. Exactly how the enchanting rod works really
As the purple crafted armor here is leather armor exclusively, it appears that there will be a similar specialization tree for mal armor.So for professsion min/maxers it will make sense to have multiple toons with the same base profession now...
"You can learn Leatherworking specializations starting at level 25 in Dragon Isles Alchemy. " ...? xD
What, no Dragonscale Leatherworking ? Hee hee : )It'd be a bit of a hard sell though. Imagine an adventurer wandering around wearing some armour made from the hide of the long-lost relative of a quest NPC. Funny though.Kind of like when Therazane (in Deepholm, during Cataclysm) looks at you funny if you have killed her daughter in Mauradon years earlier.
Crafting has been pretty good in SL compared to other expansions. Seems like they are trying to follow FF14’slead on having a good crafting/trade skill scene, which has been sorely missing at times. It has to be able to compete with the best gear you can get from other sources, and for the time invested in skilling up and getting the ingredients, I think very justified in being able to!I’m hoping they retain some of the fun optional ingredients, like we’ve seen in 9.2.