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Just out of curiousity, how would folks feel if you could "borrow" the professions of other folks in your party? Would you, as a jewelcrafter, have a problem with a miner mining ore in an instance and being able to immediately prospect it, courtesy of your JC skill? How about having a herbalist be able to borrow your inscription skill and get pigments/ink from it after herbing an item? What about anyone in the group having the ability to turn cloth into bolts using a tailor's skillset?
I'm not claiming a position either way, but I'm curious how y'all feel about that. Those seem like a very similar scenario to the D/E option; you have the existing system in place, except your greeded item can now borrow an enchanter's skill without their consent...
Cheers,
Jorge
I'm not claiming a position either way, but I'm curious how y'all feel about that. Those seem like a very similar scenario to the D/E option; you have the existing system in place, except your greeded item can now borrow an enchanter's skill without their consent...
Cheers,
Jorge
They are actually EXTREMELY different from the DE option.
A. Mining and Prospecting
Prospecting's purpose is to increase the amount of gems in the market, so as to keep prices lower. If it did not exist, the price for an uncut gem would be immense, and the cut version ridiculously so. Prospecting ore itself is not a lucrative business (and you need a high level enchanter and alchemist to even make a decent return from it reliably). 20 Saronite can easily come out to be worth less post Prospecting.
Furthermore, gems are already available outside of Prosp. If you mine a Saronite node in an instance, you can get any gem that Prospecting the ore can give you. The latter sacrifices the ore for a guaranteed gem, yes. But the fact remains that the gems are readably available without the profession, even if much more annoying to obtain. Prosp. is meant to supply the JC with gems to use their crafting profession, not to be used as the primary skill.
Most importantly, unless the JC has quite a bit of money flowing in from another source, they NEED to take the Mining sub skill. So, if you are in an instance with another miner, you are already rolling (or letting them have the node) for whoever has the right to it. That miner could just as easily have said "Hey, how about you mine it and we roll for the gems?"
But here we come to the biggest road block--Prospecting requires 5 ore. It isn't a "per item" system like enchanting is. Do you just not have the option if you mine 4 ore? That means anything but a pure node won't offer the possibility. Do you let them prospect lower amounts of ore? Then that is giving an ADVANTAGE to non-JCers in regards to prospecting. You get to do it for smaller amounts than I do.
Also important is the fact that this is a privilege being given ONLY to the miner, where DE is a group option. So now you are giving one specific person the subskill from another profession without them having to take it (when the JC in question DOES need to take mining). But, the only way to make it fair would be for groups to roll on any ore and gems that are mined. But the whole point of that profession is to harvest items, which means you are completely breaking it in a group. And I'd love to see the Miner's reaction when they lose the roll on a TTS node to a non-miner in a Chillmaw group.
2. Herbalism is similar but still different.
A. Inscription is able to produce good glyphs at many skill levels, from a variety of herbs. And many of these glyphs will be used at cap. So prices don't soar like Enchanting prices did, when only top-level gear gives the mats you need.
B. Like Prospecting, it requires a gathering profession. If I want to make pigments, I either have to buy herbs or use a second profession to get the mats in order to make them. That means I cannot take up a second profession unless I have income from another source.
C. Like Prospecting, we have the same problem of it requiring 5 herbs and only being specific to one additional person. Except we have an even bigger problem. I believe herbs cap at 3. So either we just don't offer it for herbalism, or you have to open up the herb rolls to the group. Which, again, destroys the purpose of the profession.
D. Why would you want the pigments instead? They sell super slowly. And the glyphs aren't expensive to begin with.
So, when it comes down to it, if we open up the group-loot option on Milling and Prospecting, we'd still get a huge imbalance in favor of Enchanting. Enchanting doesn't rely on a second profession to produce mats like the others do. Furthermore, they DO regularly get mats for the sub skill where the others do not. Unlike Prospecting, they are the sole source for the mats. Unlike both, they only take one item to use. Unlike Milling, they produce items that are expensive and fast selling.
Really, enchanting was very imbalanced. And it still is, just not as badly as before.
Look at it like this:
Before now, I could get gems in a variety of ways not using players, and just pay the JC to cut it. I can buy them with emblems, with honor buy an Icy Prism CD, or get some from Obyxia. And that's just if I DIDN'T have mining.
With Inscription, I couldn't get Pigments on my own, no. But because it wasn't a huge profit and time difference to mill, it wasn't hard (if you wanted to) to bring them the herbs and have them mill it for mats (usually keeping the remainder). Because none of the items were BoP, and the profit margin was lower to begin with.
Enchanters, on the other hand, used mats that were only obtainable from the AH or from Purple items you could trade them for in a short window of time. This meant that you needed to receive the item whilst with one in your group, and have them be willing to DE it. You couldn't buy the raw materials and have them DE it.
Well, you could, but it was ludicrously more expensive to do so (the price of BoE purples is generally astronomical compared to an Abyss Crystal. And they are few in number).
That meant that Enchanters *completely* owned the mat market, which wasn't the case with the other two.