Archive for the “Crafting” Category

The auto-counter for Herbs has been simplified and rejigged for Draenor herbs, and it reveals most interesting things about how Blizz in turn has rejigged herb yields.

But First, a Review

If you recall, up until now, there have been two kinds of pigment yielded from milling; uncommon and rare. The uncommon ones were the ones we used to make glyphs, and the rare ones were used to make things like Darkmoon cards and so forth. As such, the herb you wanted to buy on the AH depended as much on what you wanted it for as how much it cost.  An herb that had a high yield in rare pigments might have an inferior yield in uncommon pigments, and vice-versa.

MoP Yields

MoP, but typical of all that came before.

The better you tuned your purchases, the bigger your profits.

That was Then, this is Now

The biggest change in WoD is that the rare pigment yields have been completely removed. You only get one kind of pigment out of milling now, and all other things come from that.  Whether you make glyphs, make tokens to make cards, or whatever, it comes from Cerulean Pigment.

So, right away, your purchasing decisions are vastly simplified.

But then there’s this.

WoD Yields

WoD, fairly high confidence.

If you look at the difference between the best performer in MoP and the worst, and compare their analogs in WoD, you immediately see that Blizz has really leveled the playing field when it comes to pigment yields. We’re looking at typically a less than .05 per-mill variation between the best performer and the worst.  While there is some trading places one day to the next, for the most part they sort out in this order and yet that order is practically meaningless.

In Which a Conclusion is Drawn

From this I think it’s safe to say that the market can be the greatest factor in your purchasing decisions for purposes of glyph making or other Inscription-based manufacturing operations.

For example, Frostweed  appears to be by far the most popular herb out there due to its many applications. And, typically, it is also priced above the others, so I rarely purchase it for milling purposes1.

It’s quite clear that Blizz have attempted to remove milling yield as a factor in which herbs get milled. They still have a bit work to do in other professions2 to even out the market, but it’s a good start – and the market might even flatten once certain commodity potions and the like are no longer being pumped out like Diet Coke3.

The upshot is at this point, if you’re a Scribe, your job is likely very much simplified at this point.  And that’s a good thing.


  1. I made an exception for purposes of preparing these stats, but now that I’m done with that I’m going back to letting the market be my guide. []
  2. Sidebar: The almost random nature of professions requiring a little bit of this from that profession and a little bit of that from this profession is just stupid. Yes, I realize that with garrisons, you can have your own source of, say, ore. But that’s a stupid reason to implement professions that way, and vice-versa. It is as if they put those seemingly random requirements in in order to give you something to do with resources that you would normally have no use for, and that’s just pathetic. []
  3. I have portals. I see things. []

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This post on the Blizz forums has had a lot of glyphmongers very confused.

Due to an error, there were a few glyphs that were unable to be crafted via Inscription, which made them unobtainable. These glyphs are:

To make sure players have access to them, we’ve added them to the Inscription vendors in Stormshield and Warspear. Alliance players can purchase them from Joao Calhandro, and Horde players can purchase them from Maru’sa.

Update 1:10 PM PST: We’re also working on adding Glyph of Cleanse (Paladin) and Glyph of Frostbrand Weapon (Shaman). Glyph of Cleanse will be added to the Inscription vendors like the other glyphs. Glyph of Frostbrand Weapon’s item is missing from the game files, so we can’t add it to the vendors via hotfix. Instead, it will be automatically taught to all Shaman level 75 or higher.

Update 1:47 PM PST: Glyph of Cleanse should now be available on the vendors, and Glyph of Frostbrand Weapon should now be automatically learned by all Shaman (although you may need to relog to pick it up).

Source

Later on in the thread a clarification pops up, but I’ll save you the trouble.

Note that it’s clearly stated that the glyph is what is for sale, not the glyph recipeDon’t bother going to the vendor if you want the recipe. There is none.

No new glyph recipes are being added at this time.e

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Collecting data from many sources, I submit the Big Fat Glyph Table for WoD. I submit without comment, except the following.

  • I celebrate at last the removal of one of the two Stampede glyphs. Such a pain to track two different ones.
  • Let’s discuss this table.
    • Unchanged – The same glyph will exist in WoD. There is no guarantee that it will function precisely the same, but it’s more or less survived intact.
    • Removed – The glyph with this Item ID is being replaced with a thing called Charred Glyph, an item worth exactly 50s in the coming expansion. So sell it for whatever you can get unless all you can get for it is less than 50s.
    • Changed – The glyph you have now will change to something else, but it will still be a glyph that you can sell. Look at the “Comments” column for the name of the glyph it will change to. Not that matters a whole lot pre-patch.
    • New – A new glyph will be introduced with a new Item ID. You are not prepared.
    • Uncertain – I am getting conflicting information.  For example, one source says the glyph is being added, but the datamined data on wod.wowhead.com says it doesn’t exist.  Since this doesn’t affect the pre-patch activities that much, just keep an eye on it.  See the comments column for any relevant info.

The table itself can be filtered, segmented, or sorted at your whimsy.  And that’s pretty much all I have to say.  Enjoy.

UnchangedRemovedChangedNewUncertainComments
Absorb Magic
Afterlife
Aimed Shot
Ambush
Angels
Animal Bond
Anti-magic Shell
Aquatic Form
Arcane Explosion
Arcane Language
Arcane Power
Ardent Defender
Armors
Army of the Dead
Aspect of the Beast
Aspect of the Cheetah
Aspect of the Pack
Aspects
Astral Communion
Astral Recall
Avenging Wrath
Barkskin
Beacon of Light
Binding Heal
Black Ice
Blackout Kick
Blade Flurry
Bladed Judgement
Blessed Life
Blind
Blinding Light
Blink
Blitz
Bloodcurdling Shout
Bloodthirst
Bloody Healing
Blooming
Blurred Speed
Borrowed Time
Breath of Fire
Bull Rush
Burden of Guilt
Burning Anger
Camouflage
Capacitor Totem
Carrion Swarm
Cat Form
Celestial Alignment
Certificate of Ownership
Chain Lightning
Chaining
Chains of Ice
Charm Woodland Creatures
Cheap Shot
Chimera Shot
Circle of Healing
Clash
Cleansing Waters
Cleave
Cloak of Shadows
Colossus Smash
Combustion
Condensation
Cone of Cold
Confession
Conflagrate
Conjure Familiar
Consecration
Contemplation
Corpse Explosion
Counterspell
Crackling Tiger Lightning
Crimson Banish
Crittermorph
Crow Feast
Curse of Exhaustion
Curse of the Elements
CursesIf it's being added, there is currently no data.
Cyclone
Dancing Rune Weapon
Dark Archangel
Dark Simulacrum
Dark Soul
Dark Succor
Dash
Dazing Shield
Deadly Momentum
Death and Decay
Death Coil
Death from Above
Death Gate
Death Grip
Death's Embrace
Decoy
Deep Freeze
Deep FrostIf it's being added, there is currently no data.
Deep Wells
Delayed Coalescence
Deluge
Demon Hunting
Demon Training
Demonic Circle
Denounce
Detection
Deterrence
Detox
Devotion Aura
Die by the Sword
Direction
Disappearance
Disengage
Disguise
Dispel Magic
Dispersion
Distract
Distracting Shot
Divine Plea
Divine Protection
Divine Shield
Divine Storm
Divine Wrath
Divinity
Double Jeopardy
Dragon's Breath
Drain Life
Efflorescence
Elusiveness
Ember Tap
Empowerment
Enchanted Bark
Endless Wrath
Enduring Deceit
Enduring Healing Sphere
Enduring Infection
Energy
Energy Flows
Enraged Speed
Enslave Demon
Entangling Roots
Ephermal Spirits
Eternal Resolve
Evaporation
Evasion
Evocation
Expel Harm
Explosive Trap
Expose Armor
Eye of Kilrogg
Fade
Fae Silence
Faerie Fire
Falling Meteor
Far Sight
Fear
Fear Ward
Feint
Felguard
Feral Spirit
Ferocious Bite
Festering Blood
Fetch
Fighting Pose
Final Wrath
Fire Elemental Totem
Fire from the Heavens
Fire Nova
Fireworks
Fists of Fury
Flame Shock
Flames of XorothIf it's being added, there is currently no data.
Flaming Serpent
Flash of Light
Flawless Defense
Flying Serpent Kick
Focused Mending
Focused Shield
Focused Wrath
Fortifying Brew
Fortuitous Spheres
Foul Menagerie
Free Action
Freedom Roll
Freezing Trap
Frenzied Regeneration
Frost Nova
Frost Shock
Frostfire Bolt
Gag Order
Garrote
Gateway Attunement
Ghost Wolf
Ghostly Speed
Gouge
Grace
Grounding
Grounding Totem
Guard
Guardian Spirit
Guided Stars
Gushing Wound
Hammer of the Righteous
Hamstring
Hand of Freedom
Hand of Gul'dan
Hand of Sacrafice
Harsh Words
Havoc
Headhunting
Healing Storm
Healing Stream Totem
Healing Touch
Healing Wave
Health Funnel
Healthstone
Heavy Repercussions
Hemorraghing Veins
Hemorrhage
Heroic Leap
Hex
Hindering Strikes
Hoarse Voice
Hold the Line
Holy Fire
Holy Nova
Holy Resurrection
Holy Shock
Holy Wrath
Honor
Horn of Winter
Hurricane
Ice Block
Ice Trap
Icebound Fortitude
Icy Runes
Icy Touch
Icy Veins
Illumination
Illusion
Imbued Bark
Immediate Truth
Imp Swarm
Impaling Throws
Improved Distraction
Incite
Inferno Blast
Inner Fire
Inner Sanctum
Innervate
Inquisition
Inspired Hymns
InterruptionIf it's being added, there is currently no data.
Intimidating Shout
Jab
Judgement
Keg Smash
Kick
Killing Spree
Lava Lash
Lava Spread
Leap of Faith
Leer of the Ox
Lesser Proportion
Levitate
Liberation
Life Cocoon
Life Pact
Life Tap
Light of Dawn
Lightning Shield
Lightwell
Lingering Ancestors
Long Charge
Loose Mana
Loud Horn
Maim
Mana Gem
Mana Tea
Marking
Mass Dispel
Mass Exorcism
Master Shapeshifter
Master's Call
Maul
Mend Pet
Mending
Metamorphosis
Might of Ursoc
Mighty Victory
Mind Blast
Mind Flay
Mind Freeze
Mind Spike
Miraculous Dispelling
Mirror Image
Mirrored Blades
Misdirection
Mocking Banner
Momentum
Moonwarding
Mortal Strike
Mystic Shout
Nature's Grasp
Necrotic StrikeIf it's being added, there is currently no data.
Nightmares
Nimble Brew
No Escape
Omens
One with Nature
Outbreak
Paralysis
Path of Frost
Pathfinding
Penance
Pestilenceto Boil Blood
Pick Lock
Pick Pocket
Pillar of Frost
Pillar of Light
Play Dead
Poisons
Polymorph
Pounceto Rake
Power Word: Shield
Prayer of Mending
Protector of the Innocent
Prowl
Psychic Horror
Psychic Scream
Purge
Purify
Quick Revival
Raging Blow
Raging Wind
Rain of Frogs
Raise Ally
Rallying Cry
Rapid Displacement
Rapid Rolling
Rapid Teleportation
Reactive Shielding
Rebirth
Recklessness
Recovery
Recuperate
Redirect
Reflective Shield
Regenerative Ice
Regenerative Magic
Regrowth
Rejuvenation
Remove Curse
Renew
Renewed Tea
Renewing Mists
Resilient Grip
Resonating Power
Restored Faith
Revive Pet
Riptide
Rising Tiger Kick
Rude Interruption
Rune Tap
Runic Power
Safe Fall
Savagery
Scatter Shot
Scourge Imprisonment
Seal of Blood
Shackle Undead
Shadow
Shadow Bolt
Shadow Magic
Shadow Ravens
Shadow Walk
Shadow Word: Death
Shadowflame
Shadowy Friends
Shamanistic Rage
Shamanistic Resolve
Sharp Knives
Shattering Throw
Shield Slam
Shield Wall
Shifted Appearances
Shifting Presences
Shiv
Shocks
Shred
Silence
Siphon Life
Skull Bash
Slow
Smite
Smoke Bomb
Snake Trap
Snake TrapNew rune, old name.
Solace
Soothing Mist
Soul Consumption
Soul Swap
Soulstone
Soulwell
Sparring
Spell Reflection
Spellsteal
Spinning Crane Kick
Spinning Fire Blossom
Spirit of Redemption
Spirit Raptors
Spirit Roll
Spirit Walk
Spirit Wolf
Spiritwalker's Aegis
Spiritwalker's Focus
Spiritwalker's Grace
Splitting Ice
Sprint
StampedeAt last, we only have one glyph by this name to track!
Stampede
Stampeding Roar
Stars
Stealth
Strangulate
Strengthened Resolve
Subtlety
Sudden EclipseIf it's being added, there is currently no data.
Surging Mist
Survival Instincts
Sweeping Strikes
Tame Beast
Targeted Expulsionto Detoxing
Telluric Currents
Templar's Verdict
the Alabaster Sheild
the Battle Healer
the Bear Cub
the Blazing Trail
the Chameleon
the Cheetah
the Compy
the Consecrator
the Drawn Sword
The Executor
the Exorcist
the Falling Avenger
the Floating Butterfly
the Flying Serpent
the Geist
the Heavens
the Ice Reaper
the Inquisitor
the Lakestrider
the Lean Pack
the Liberator
the Long Winter
the Luminous Charger
the Monkey
the Mounted King
the Ninth Life
the Orca
the Penguin
the Porcupine
the Predator
the Raging Whirlwind
the Redeemer
the Righteous Retreat
the Sha
the Shapemender
the Spectral Wolf
the Sprouting Mushroom
the Stag
the Subtle Defender
the Treant
the Val'kyr
the Watchful Eye
the Weaponmaster
Thunder
Thunder Strike
Thunderstorm
Totemic Encirclement
Totemic Recall
Totemic Vigor
Touch of Death
Touch of Karma
Tranquil Grip
Tranquilizing Shot
Transcendence
Travel
Tricks of the Trade
Twilight Ward
Unending Breath
Unending Rage
Unending Resolve
Unholy Command
Unholy Frenzy
Unstable Affliction
Unstable Earth
Ursol's DefenseIf it's being added, there is currently no data.
Vampiric Blood
Vampiric Embrace
Vanish
Vendetta
Verdant Spheres
Victorious Throw
Victory Roll
Victory Rush
Water Elemental
Water Roll
Water Shield
Weakened Soul
Whirlwindto Wind and Thunder
Wild Growth
Wind Shear
Winged Vengance
Word of Glory
Zen Flight
Zen Focus
Zen Meditation

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This is what I get from believing patch notes.

The following glyphs are not inherently learned, and therefore valid for sales..

  • Might of Ursoc
  • Nature’s Grasp

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With the dissemination of the WoW 6.0.2 PTR patch notes, we now have a first good idea as to what the glyph landscape will look like post-Warlords.

In this first round, we are informed that some glyphs will now become known inherently as you achieve certain levels in-game. In other words, you won’t have to buy a glyph off the AH or make it or have it made in order to learn that glyph. Good news for everyone else, bad news for us.

We made several improvements to the Glyph system. While leveling, characters unlock Glyph slots at several specific levels. However, in order to get glyphs, characters need to visit an Auction House (and potentially pay way more gold than an average character of that level has yet), or know a Scribe from which to request them. To solve this, we’ve made characters learn some Glyphs automatically as they level. Additionally, we now have the ability to make some glyphs exclusive with each other, or require specific specializations.

Source

What this means for you is that all the glyphs in this list will potentially be turned into something called a Charred Glyph. These are worth exactly 50s when the patch drops – which is a pretty good deal considering what you can currently vendor a glyph. for something around 14s.

There’s a far shorter list of glyphs which have an uncertain future. To be honest, this could be a data mining error on WoWHead. Some – according to WoWHead – remain untouched, while some of them just … go away.

My methodology here was simple. I took the list from Blizz, looked them up on WoWHead noted the ID of the glyph, then looked it up on the Beta WoWHead. Easy enough. If you see a flaw in that logic, act accordingly.

So here’s the plan.

  1. Fire sale the glyphs on the list of those going away when the patch drops, stopping at 50s + auction fees.  If the price drops below that threshold, stash the glyphs and sell them for 50s apiece when 6.0.2 drops.
  2. Glyphs on the ‘uncertain’ list will probably go the same route … so it’s probably safe to follow option 1 with them as well. But if you feel that WoWHead is more reliable than Blizzard in this regard, by all means, set them aside or just keep them in your sale rotation, business as usual.

Here’s a couple of lists for you.

Glyphs turning to Charred Glyph

  • Alabaster Shield
  • Ambush
  • Avenging Wrath,
  • Black Ice
  • Blink
  • Bloodthirst
  • Breath of Fire
  • Bull Rush
  • Cat Form
  • Cheap Shot
  • Chimera Shot
  • Dash
  • Dazing Shield
  • Deadly Momentum
  • Death and Decay
  • Death Grip
  • Demon Training
  • Denounce
  • Dispersion
  • Divine Storm
  • Double Jeopardy
  • Drain Life
  • Ember Tap
  • Enraged Speed
  • Entangling Roots
  • Eternal Earth
  • Fade
  • Fae Silence
  • Faerie Fire
  • Fear
  • Ferocious Bite
  • Final Wrath
  • Fists of Fury
  • Flame Shock
  • Flash of Light
  • Fortuitous Spheres
  • Frost Nova
  • Frost Shock
  • Frostfire Bolt
  • Gag Order
  • Healing Touch
  • Healing Wave
  • Healthstone
  • Holy Fire
  • Levitate
  • Liberation
  • Light of Dawn
  • Lightning Shield
  • Long Charge
  • Mana Tea
  • Master Shapeshifter
  • Maul
  • Mending
  • Might of Ursoc
  • Mind Blast
  • Misdirection
  • Nature’s Grasp
  • Omens
  • Pathfinding
  • Penance
  • Polymorph
  • Rapid Rolling
  • Rebirth
  • Recuperate
  • Reflective Shield
  • Rejuvenation
  • Renew
  • Savagery
  • Shield Wall
  • Shifting Presences
  • Siphon Life
  • Slow
  • Smite
  • Spinning Crane Kick
  • Spiritwalker’s Grace
  • Stealth
  • Templar’s Verdict
  • the Executor
  • Thunder
  • Unholy Command

Glyphs with Uncertain Futures

  • Harsh Words
  • Totemic Recall
  • Victory Roll
  • Victory Rush
  • Water Elemental
  • Word of Glory

Comments 1 Comment »

I’ve been watching other servers merge get linked and I’ve been kind of curious as to how the linking affects their economy. Starting this Thursday, Alleria, a high-pop server (my home) is linking to Khadgar, a low-pop server.

Some of the comments I’ve seen from low-pop servers (and one medium-pop) indicate that there are lot of "makers" but very few "takers", keeping prices low and sales flat. Here on Alleria, even common commodities like herbs can sell out, prices can get a bit up there, and things generally do move.  Even at that, our prices on Alleria have been historically below the average for all realms1.

My own business has been brisk.  I generally can’t keep the shelves fully stocked, I’m always playing catch-up.  On average I pull in 25,000 GP a week. The glyph business has, surprisingly, remained a decent source of income, especially since Blizzcon2.

So what happens when Khadgar’s population gets to taste these waters? That … is the great unknown. Will they inundate us with an oversupply of all things? Will they be starved for goods? Will my counterpart on Khadgar be a total jerk, intent on driving me out of business?3

It’s all, at this point, rather exciting, from a glyph market geek point of view. My *hopes* are that it will be positive.  I might even get to bring some glyphs out of retirement if prices pick up. But even if it goes the other way, I could take at least 25-50% market depression and still get along fine.

In a few days I’ll follow up, allowing things to stabilize – probably after the weekend.


  1. Thanks, TUJ Realm-specific addon! []
  2. I guess peeps are genuinely excited by things to come. []
  3. For the record, that’s been tried before. Go for it. I am Asia. Bring the land war. []

Comments 6 Comments »

One of the benefits of having multiple max level toons on the team is that each contributes in his or her own special way.  I make flasks and potions, and do transmutes for sale.  Illume makes glyphs for sale and our own use.  Jas runs the auctions and provides bags.  Each of us provide armor and weapons as we can make them.

Illume has some pretty sweet items in her bag of tricks -  the fan is already mine, but the staff requires Spirits of Harmony, an item you can’t just go buy or mail to an alt. 

So, what to do other than start grinding with the mage and get her inventory full of Spirits.  The goal is to get her to 90, then get her grinding the Tillers so she can plant songbells. This will keep things moving along for future stuff as well.

The point of this is to get my iLevel up to where I can queue for things like daily heroic scenarios and stuff. I’ve been grinding the Darkspear weekly when it makes sense, but weapons are not part of the rewards, alas.

It’s kinda weird going at it from two fronts like that, but whatever works, works.

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After close to two months off the grid, this is what I returned to

Shattered Glyph Market

This is the downside of using mailboxes to keep your stuff organized between you and various mules; anything not in bags evaporated into the Twisted Nether.

On the bright side, my nemesis appears to have disappeared again, and glyph prices are up from where they were when I left. I’m guessing that the number of glyph mongers have decreased faster than the server population as a whole.

Well, off to rebuild.  Has anyone seen the ‘Open’ sign?  It’s under this stuff somewhere …

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In which Actual Numbers are used to derive Actual Conclusions. Accept no substitutes.

I mentioned a while back that I didn’t trust WoWHead’s numbers on pigment yields from herbs, based on a few things.

  1. Uploads from the collection tool don’t seem to be applied in real time.
  2. There is no indication as to how often stale data is purged,
  3. … or how old is considered stale
  4. No indication as to how much of that data is from Beta, and thus no confidence in whether the data was from artificially inflated yield rates1

I also mentioned at the time that I had created an addon that would grab milling data automatically in order to obtain an alternative set of numbers that would be – to me -  unimpeachable.

The downside to this is that I could not trust the numbers I saw until I had more samples.  I think I have enough – for MoP herbs – to provide some more or less accurate commentary, which I present forthwith.

Pigment yields, raw numbers

As you probably know, there are two types of pigments yielded – common (for Ink of Dreams), and rare (for Starlight Ink).  The former is for the mundane stuff such as glyphs, the latter for the rare and epic items, quite often cards for Darkmoon decks.  So there are two thing to consider when obtaining inks to mill – what are you looking for, and what are you going to do with it?

For the average glyph monger, high yield of common inks and low cost (if buying) are key factors.  For Darkmoon Card makers, high yield of rare inks will be the overriding concern.

Common Pigment Yields

As you can see, common inks are largely clustered around the 2.5 per mill mark.  Fool’s Cap far outstrips that at 2.84 per mill. So if other factors are the same, Fool’s Cap is the way to go.  Otherwise any of the other herbs except for Desecrated Herbs are equally good. Desecrated Herbs are probably going to be overpriced, but if they aren’t, they’re marginally better than others.

Rare Pigment Yields

Rare pigments have a similar story, with most clustered around one pigment per four mills, or 0.25. Fool’s Cap again is crazy large at more than one per every other grind, but the price may make it unfeasible.  However, given it’s close to 3-to-1 superiority to the others, a bit of flexibility on the price is warranted. Even at double the price of the others, its yields make it more profitable.

Again, Desecrated Herbs have a marginally higher yield rate than the others, but not high enough to justify a premium price.

The clear winner here is Fool’s Cap, with its tremendous yields of both pigment types. You can justify quite a lot of time farming or money on the AH in order to obtain stacks of this herb. This is especially true if you are after rare inks – the other herbs don’t hold a candle to it.


  1. It’s possible, in order to get more iterations, that node spawns as well as milling yields were tweaked in beta. I have no evidence that that is the case, but I have to consider the possibility when it comes to working numbers. []

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The planned new training recipes for Blacksmithing in patch 5.2 make me sad.

Lemme splain.

In a nutshell, these new recipes can be used to get you from skill level 1 to 500 by using Ghost Iron – I’m going to assume that in the next expansion, it will be the ore of the new lands, perpetually from 5.2 on out.

The good news of this is that you don’t have to go farming for copper, tin, iron, and so forth to get you through the lower levels.

But here’s the thing; can I see a show of hands of anyone that felt that farming or buying copper ore was any more difficult than farming or buying ghost iron?  It’s not difficult. It’s not a problem.  The greatest challenge it poses is for you to figure out what zone has what ores, which is just the sort of brain-dead activity that separates us from lower primates.

In short, this solves a problem that doesn’t exist.

It is strangely similar to how Blizzard solved “the leveling problem”.  Instead of making it interesting, they made it trivial.

And GhostCrawler has the nerve to be surprised that his playerbase “optimizes for efficiency.”

The simplified leveling model solved a problem that didn’t exist. The new blacksmithing scheme does as well.  And both are a monumental waste of time.

If they decide to trivialize the leveling or blacksmithing experience so that it’s just stupid simple to do, why not do something a lot less complicated?  Just let people buy level 85 characters for fifty bucks (and kill the illicit market for said toons).  Just let people pay a huge sum of gold for BS skill level 500 and stop clogging our zones with farmers.

They have a moral and philosophical objection to this sort of thing, but because of those peccadillos, they’ve wasted countless man-hours on something that nobody wants, instead of, oh, I don’t know, new content maybe?. Maybe finish up dance studio? Maybe get those updated models out there?

No, what they’ve decided to do is to give us ways to skip parts of the game without actually and factually doing the deed.

And that, my friends, is disappoint.

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