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War Within Professions Update: Concentration

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We have a detailed explanation of one of the big changes to professions in the upcoming expansion. Inspiration is being removed and replaced by Concentration, which is an actual resource you'll be spending to improve your crafting. You will automatically gain Concentration over time, and you can refund it in other ways a well. Check out all the details below. 

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Greetings members of the Artisan’s Consortium!

As we reveal much of the content coming in The War Within, we’d like discuss a new system we’re cooking up for professions.

Inspiration

We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.

That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck.

So we’re making changes, because:

  • There’s a lack of decision making and agency for the crafter.
  • There’s a lack of clarity for customers who just want items made.
  • It’s based heavily in RNG, which was never the goal of the Professions revamp.

In The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize.

Concentration

Concentration is a resource, and you’ll have a separate pool of Concentration for each crafting profession.

It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button in the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked.

However, such heavy focus can take a toll, costing you some of your profession’s Concentration resource. The cost is determined by how far away you are from crafting that next quality tier and is modified by a few variables such as Profession Specializations, Finishing Reagents, and whether you are crafting consumables, reagents, or actual equipment.

For example, if you’re incredibly close to being able to craft a max-quality sword, you won’t need to Concentrate too hard to finish that project. However, if you’re just barely able to craft that same sword at quality 3, you will likely have to devote most of your Concentration to craft it at quality 4.

For those who want to focus on ingenious breakthroughs when concentrating, we also have a new stat to support your endeavors. This is Ingenuity, which gives you a chance to refund the Concentration spent on a craft. The more Ingenuity you have, the higher your chance to get that full refund. Outside of these Ingenuity-fueled refunds, Concentration will also automatically regenerate over time when you aren’t sitting at its cap.

Our goal is to provide crafters with a more deterministic way to accomplish the original objectives and intent behind Inspiration. You can use it to shore up a lack of skill, gear, or max-quality reagents while still making higher-quality crafts. Maybe you just want to save some money by using lower-quality reagents in a craft you can otherwise guarantee at maximum quality. Either way, we want to give crafters more agency over their crafting, provide more room for decision-making in the professions ecosystem, and provide a resource that you can use without having to give your customers a full statistical breakdown.

Please note that much of this system is currently being implemented, and will become available for testing in future builds of the War Within Alpha.

Thank you very much!

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Hmm I wonder if you'll still have a chance to craft the next quality if you're very close to but not at it. That was independent of inspiration and an all together different proc.

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2 hours ago, Prophet001 said:

Hmm I wonder if you'll still have a chance to craft the next quality if you're very close to but not at it. That was independent of inspiration and an all together different proc.

from what the blurb says, it looks like it is possible to help bridge those close gaps and it'll cost less then closing a significant skill gap, but concentration will likely only be able to improve one quality level, i.e. you can't concentrate to get from a 3 quality craft to a 5 quality craft.

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13 minutes ago, synthesisDreamer said:

from what the blurb says, it looks like it is possible to help bridge those close gaps and it'll cost less then closing a significant skill gap, but concentration will likely only be able to improve one quality level, i.e. you can't concentrate to get from a 3 quality craft to a 5 quality craft.

The chance to upgrade a craft you would almost make at the next quality wasn't based on inspiration and I'm assuming it won't be based on concentration either.

It was a separate proc that could happen and just upgrade the craft without any inspiration proc at all.

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3 hours ago, Prophet001 said:

The chance to upgrade a craft you would almost make at the next quality wasn't based on inspiration and I'm assuming it won't be based on concentration either.

I wish they would just drop the mechanic of quality levels. It feels pointless, because most people just want to buy only the highest quality, so it is the "default".

I assume knowledge farming isn't going away? In DF it was a major issue, because there was limited knowledge per week and there were recipes locked behind it. So if someone missed even one week, they were falling behind. Professions were also relevant for a limited time after each patch. When most people already bought what they needed, there was very low demand (or none). Those who were late with their knowledge, didn't even have access to these recipes when they were still relevant. And then there was also a rng factor of rare recipes.

Edited by Arcling
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