Quote Originally Posted by Nixxe View Post
The player base at large is also largely irrelevant when considering the needs of the people who focus on particular types of content. Savage is likewise going to be niche content that a relatively small portion of the playerbase will ever engage with, yet it's still developed three times per expansion, not to mention Ultimate fights, and stocked with appropriate rewards for those who choose to pursue them. That many players will never fully commit to crafting is not a good argument against letting players who focus on crafting be rewarded for their commitment and investment, just as happens in other areas of the game. Crafting needs to be accessible, but it's already extremely accessible. It doesn't need to be trivialized.
Comparing crafting to Savage raiding is interesting considering the Crafter's "Savage" mode is coming in 5.1. Hopefully the challenge, rewards, and prestige meet your expectations. Also using your comparison, would it be fair to say that Crafting being as accessible as it is for everyone is similar to the accessibility of Normal Mode Raid content?

Quote Originally Posted by Nixxe View Post
No. I mean like crafting actually in and of itself rewarding investment in it by opening up a wider selection of crafts, rather than the situation that existed in SB and will almost certainly exist in ShB where you can hammer out a few ezpz scrip turn ins and get casual gear that will still let you 100% HQ top tier crafts. If you are wearing vendor gear, you should not be able to make the current highest star crafts. Period.
If you're wearing the latest casual gear and using tedious craft rotations (Maker's Mark), I see no issue.

Those of us who craft and meld (max CP) our own gear can afford easier rotations which in turn means more profit, more time to do other things, etc.

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What would you feel is a fair system?