I think my basic idea was clear and most people here read it allready, this is a new updated version i talked with many friends ingame about. This is the new - more detailed version.
Q: Whats the point of my suggestion?
A: Leveling a profession should give more except the opportunity to sell items to other player!
Q: How do you think you can make this?
A: By ACCOUNT bound items you can craft, once you reached the Level, for the Recipe, in a Profession on any character you own
Full Idea:
I would really love if all the crafting skills will have special bonuses for every player itself, with ACCOUNT BOUND Items to craft. This would make crafting something you can Achieve and which you really look forward at all levels, everytime
Q: What do you think will this look like?
A: This will be a little longer answer with some basic examples for each of the crafting skills:
Alchemy:
Alchemy is actually a really easy way to make it very nice for player to level up, as you can make so much things with Potions. Some examples i can think off are for example Potions that doesnt give only 1 stat, but 2 / 3 ... Level 8 Potion gives +5 sorcery, Level 8 selfcrafted Potion gives +5 sorcery +2 vit .... Endgame Crafts could be special Potions which for example make immune to stun for 10 minutes / reduce incoming damage for 10% / give resistance to elementals, which can be useful for certain dungeons probably
Cooking:
Tasty tasty food
what else to say ... its actually the same basic idea like alchemy ... the food can give extra stats, which you dont have on bought food
Tailoring / Armorsmithing / Leatherworking:
Here i have in mind to have some kind of special drop from Dungeons / Worldbosses / Heroic Enemies which are very rare (the higher the level ... so less rare for lower level dungeons, more rare for endgame dungeons). For example special crafting stones / crafting materials which are used for creating the Gear.
Best idea i saw from all the input is for the Armor-Crafting Skill, that you can craft a Special DUNGEON BELT. As there are no Belt yet except from random Monster drops i think this would really add something to the game which seems right now is missing. This belt can have either sockets or random stats based on the class that uses it (tailoring any sorcery roles, armorsmithing any melee roles... ) - that way its also given, that you dont have to create 1 item and you have finished the 1 item you can craft and ur crafting skill would be useless after doing it. You can craft multiple items, to always try to improve the value of the crafted belt.
Jewelry:
Basic idea the same like tailoring...
Here i gave the thought about a special crafted Charm, which got blowed up by adding a heroic charm to the crafts
So i think from the point now it is i would suggest a Amulet would be great with 1/2 special roles ... this way its again given that you can craft multiple amulets and need time to get to what you want.
Weaponcrafting:
Everyone likes to collect mystic weapons dont you?
I thought about something that could make it really fun to even do something else than running the last dungeon over and over. As we allready have a Worldboss, this could be the special place for this weapon to take its first steps.
I dont know if there is only 1 Worldboss yet - but if there where 2 or more - each worldboss could drop Weapon-Pieces, which could be crafted together for the Endgame Weapon. And for lower levels i would pretty much prefer the system we allready use for the jewelry and armor parts
The End of the Idea
Q: Why do you want to make those items ACCOUNT BOUND, rather than just BOUND?
A: Easy way to explain this: Alts ... People that create new Characters for the purpose of other classes only simple dont want to train up their skills again ... and it would in my oppinion have no sense at all
Well this was my full suggestion i hope you guys like it
