Originally Posted by
Kirsten_Rev
I'm not sure that's the aim. If you look at the changes they've highlighted, most of them are oriented around making crafting easier to get into. I suspect that the desire to shift away from macros has a similar motive: shift the burden away from research that newer crafters might not know they need to do, and more toward being reactive and having decent gear. I could be wrong of course, but if this is the goal, what we'll likely see is even easier end-game crafting that can still be macro'd if somebody has high-end gear and wants to mass produce, but doesn't need to be macro'd for more casual crafters.
Obviously the upcoming week will provide more information, of course.
Probably no change here, though I'll find it distinctly less rewarding. I craft for personal use more than for income, and I appreciate that taking the time to gather all-HQ materials and setting up the proper DoH gear leads to a 100% HQ chance reward. If significant failure rates are introduced via bad RNG luck on procs, I'll be a bit less likely to craft for friends, but otherwise will largely keep to the same routine. Hard to say, though; usually every even-numbered update provides a nice little distraction for a week or two as I leap from the previous gear tier to the new one. If it turns into something that feels like a frustrating slog, it's possible I'll just abandon it at some point.