Holydruid wrote: Mon Jul 06, 2026 11:52 am
You said a healthy economy is one of the strong throughlines behind this decision, so let's actually run the numbers instead of just asserting it.
Take a crafted item with a 3-7 day cooldown gating Naxx-tier gear. (Cured rugged hide, Mooncloth, Arcanite Bars). If gearing a single raider needs multiple crafts of that item, you're looking at roughly 2-8 weeks of a crafter working at max cooldown efficiency per person, assuming they craft nothing else and never miss a cycle. Scale that to a 40-man raid and you're at somewhere around 80+ crafter-months of output needed just to gear one guild once. That's not a rounding error, that's the entire supply-side bottleneck of your endgame economy sitting on however many level-60 characters happen to have that profession. (I guess without a crafting profession, i will go buy a big fat dildo and go fuck myself when Naxx is released? Or will Octo do it for me?)
Alts existing as viable crafters isn't a shortcut around content, it's what makes the number of profession slots scale with player investment instead of player count. One dedicated player running 3-4 crafting alts can cover a meaningful chunk of that 80-crafter-month requirement on their own, smoothing supply so prices don't spike every time a new guild starts progressing. Take that away, and the only way to increase supply is to convince more people to level fresh 60s from scratch specifically to fill a crafting cooldown niche, which is a much higher time investment for a much narrower payoff, so fewer people will bother. Supply drops, demand doesn't, prices go up. That's not a values disagreement about immersion, that's just how a cooldown-gated market responds to a shrinking producer pool.
Here's the part that actually cuts against your own stated goal though. The people best positioned to absorb "level a fresh main from scratch just to craft" are exactly the players with the most free time or the most disposable income to buy carries and gold for other needs while they do it. You haven't removed the advantage wealthy or high-investment players have in this economy, you've just moved it from farming efficiently with alts to having the most raw hours to burn re-leveling mains. If anything that's a worse outcome for a healthy and diverse economy than the status quo, because it concentrates crafting supply in fewer hands rather than spreading it across more casual players who could contribute a farming alt or two without committing to a second full playthrough.
So when you say the economy argument needs its own longer conversation elsewhere, that's fair, but it shouldn't get to sit as an unexamined bullet point in the original post while the actual mechanism, cooldown-gated crafting supply and 40 plus month single-crafter timelines, points the opposite direction. If you want to defend healthy economy as a reason for this rule, you need to address why constraining the crafter pool on cooldown-gated professions helps rather than hurts supply, not just assert that immersion and reduced boosting will get you there.
This rule, and the way this is literally being forced into our throats, no matter what we say. Made me and many others of my guild lose faith in your team. TurtleWoW wasn't already the best in making decisions, but atleast they reverted their decision on community feedback like this. OctoWoW is turning into Blizzard-level-like behavior, the exact reason why most people don't like Blizzard. Keep the honor to yourselves and actually listen to the community with an outrage like this, and try and mend the faith people had in you. As a lot of is gone already.