[WoW] Battle for Azeroth - Page 41
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BfA Community Links: GP : https://www.worldofwarcraft.com/invite/KKMpKPSlgd?region=EU&faction=Horde TLEUH : https://www.worldofwarcraft.com/invite/v9x5bAF3jD?region=EU&faction=Horde TLEUA : https://www.worldofwarcraft.com/invite/ALwgJnC5Wo?region=EU&faction=Alliance TLNAH : https://www.worldofwarcraft.com/invite/vPrmjJxiVnJ?region=US&faction=Horde TLNAA : https://www.worldofwarcraft.com/invite/YeZj7P0SXLn?region=US&faction=Alliance Bnet: Bnet - https://blizzard.com/invite/amvLM0EubJv On November 03 2016 06:57 GTR wrote: I've created a Google Form/Spreadsheet for people to help add eachother. Hopefully this will makes things easier for us to find people for Mythic+ runs and what not as opposed to sifting through 150+ pages of discussion. Form Spreadsheet If a moderator could add this as a moderator note at the top it'd be appreciated. | ||
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Pandemona
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Charlie Sheens House51449 Posts
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Teoita
Italy12246 Posts
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Seuss
United States10536 Posts
Even with 10-15 iLvl gaps there's still that problem that gaining a quarter of a percent of crit or mastery or whatever isn't all that exciting when it happens once every couple of weeks. Compared to weapons, trinkets, and set pieces a slight increase in stats is just boring. Fixing that problem isn't easy, and that's why legendaries are mostly wrists, waists, and jewelry. It may not be the right solution, but it's a novel attempt at least. | ||
lestye
United States4135 Posts
Not sure how you could balance it, like if the items are going to be as powerful as talent or set piece bonus, maybe make them have 0 stats to balance their crazy effect? | ||
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Teoita
Italy12246 Posts
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lestye
United States4135 Posts
On February 20 2016 07:36 Teoita wrote: It's not possible to balance them. Either they sim higher than regular gear, in which case they are mandatory, or they don't, in which case they are completely useless. That's exactly why Blizzard is just disabling them for Mythic progress How many people are expected to get them per server? What's the drop rate realistically going to be like? | ||
Gorsameth
Netherlands21340 Posts
On February 20 2016 07:43 lestye wrote: How many people are expected to get them per server? What's the drop rate realistically going to be like? Unknown at this time but since its supposed to give you something to do for a long period of time it won't be high. Plus regardless of drop % the top guilds will farm as much as possible for them, the tryhard will farm because the top does and everyone else will feel shit for not having them. I really don't see a good way for this to turn out. | ||
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Pandemona
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Charlie Sheens House51449 Posts
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Cyro
United Kingdom20275 Posts
Even with 10-15 iLvl gaps there's still that problem that gaining a quarter of a percent of crit or mastery or whatever isn't all that exciting when it happens once every couple of weeks. Compared to weapons, trinkets, and set pieces a slight increase in stats is just boring. 15 ilvls is HUGE Even a gem slot gives way more than you say, over half a percent crit, but 15ilvl upgrades are usually much more significant even on stat stick armor. Going from tier 17 to tier 18 in WOD was probably a bigger upgrade than dungeon gear to the best gear in TBC. Nobody had any problem with this sort of thing at all before i stopped playing between 4.2 and 6.0 - literally never heard the complaint. That was even back when only a small minority even had access to that gear - and also after raiding became much more mainstream in the pre-LFR era. What do you want from gear? If we keep going the way of WOD (DPS tripling going up a tier from expansion baseline) then we would go from 15k DPS to 45k to 135k to 405k to 1200k to 3600k between patch 6.0 and 7.2 - that's insane. It's already insane before the second half of that. A -lot- of people will happily deck themselves out in raid gear and/or new tier gear for a 30% DPS increase, it doesn't have to be a 200% increase. is it confirmed they disabling them for mythic in that case the top guilds no reason to far em xd Well, they said disabling them for a few weeks. There wasn't a single archimonde kill IIRC before somebody had a legendary ring which took about 4 weeks (with the huge amount of RNG there), not 2 - and that's just for the #1 guild, what about #50 and #500? | ||
Spicy_Curry
United States10573 Posts
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Cyro
United Kingdom20275 Posts
I think the obscene ilvl scaling is what keeps alot of people from coming back to the game. When you can no longer be within an earshot of a player who cant play their class because of a gear discrepancy it feels really bad. My best friend (whom i brought to WoW in 3.0 and played with a lot through WOTLK and the first 2 tiers of cata) came back for a few weeks after playing last tier, at that point people were bursting to ~400k regularly and he was doing like 60k playing pretty well as a mage of his gear level. Now some of my mage friends exceed 900k on their best pulls. Going to do the ring quest for 3 months (after you've already played and done half of it) and then upgrade it 20 times and get all of the baseline gear needed to do anything relevant is a huge nightmare now on a scale that hasn't been seen since the TBC model of attune-and-then-clear-every-raid-sequentially, a system which didn't even have some of the same disadvantages (it wasn't just time dumped into unfailable content that put you so far ahead, it was solid investment into the game and at least some measure of skill and learning) | ||
Seuss
United States10536 Posts
On February 20 2016 10:10 Cyro wrote: 15 ilvls is HUGE Even a gem slot gives way more than you say, over half a percent crit, but 15ilvl upgrades are usually much more significant even on stat stick armor. Depends on the item slot. Compare: http://www.wowhead.com/item=124353/breach-scarred-wristplates&bonus=0 http://www.wowhead.com/item=124353/breach-scarred-wristplates&bonus=566 The increases in ratings are small, 0.1% Mastery and 0.28% Haste. When you look at a Chest slot or a Weapon the difference is significantly greater because of how slot weights work. That's a big part of why most of the "legiondaries" are in slots with weaker weighting. | ||
Cyro
United Kingdom20275 Posts
On February 20 2016 12:41 Seuss wrote: Depends on the item slot. Compare: http://www.wowhead.com/item=124353/breach-scarred-wristplates&bonus=0 http://www.wowhead.com/item=124353/breach-scarred-wristplates&bonus=566 The increases in ratings are small, 0.1% Mastery and 0.28% Haste. When you look at a Chest slot or a Weapon the difference is significantly greater because of how slot weights work. That's a big part of why most of the "legiondaries" are in slots with weaker weighting. Going from heroic to mythic (+15ilvls) it's mainstat + 0.36% haste + some mastery, but wrist is one of the lowest value item slots. Stats also multiply together (and sometimes even with themselves), so a 15% increase in stats will increase your damage a lot more at high gear than at low gear. With some quick napkin math on that wrist worth, upgrading 15 ilvls from heroic to mythic is worth about 1.2 epic gems even though it's the lowest or one of the very lowest worth item slots. If the same DPS upgrade was purely in one stat (not spread through mainstat, haste and a bit of mastery) it would be about 0.8% crit rating. ilvl and warforged upgrade items as a % (so they're worth a lot more on some items and less on others) while socket always has the same value, but 10 or 15 ilvls is a big deal for item value | ||
Seuss
United States10536 Posts
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Alventenie
United States2147 Posts
On February 20 2016 10:10 Cyro wrote: Well, they said disabling them for a few weeks. There wasn't a single archimonde kill IIRC before somebody had a legendary ring which took about 4 weeks (with the huge amount of RNG there), not 2 - and that's just for the #1 guild, what about #50 and #500? Method had no rings for their first kill. I think Paragon only had 1 or 2 for theirs. | ||
Cyro
United Kingdom20275 Posts
On February 20 2016 13:18 Alventenie wrote: Method had no rings for their first kill. I think Paragon only had 1 or 2 for theirs. It wasn't neccesarily a big impact on the kills, but they took long enough that unlocking legendaries after even 3-4 weeks would have a big impact on the top guild races (and even after 3+ months on the non-top-guilds) I'm not saying it isn't mathematically significant, but it doesn't feel significant Yeah, it just kinda becomes a problem when game devs want 10+ different steps of gear that feel significant, even when only partially built. We've been in a state of hyperinflation for a while | ||
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Teoita
Italy12246 Posts
On February 20 2016 11:17 Spicy_Curry wrote: I think the obscene ilvl scaling is what keeps alot of people from coming back to the game. When you can no longer be within an earshot of a player who cant play their class because of a gear discrepancy it feels really bad. Lots of my friends would come back but feel demoralized about having to complete the ring quest and doing 10% of the damage of people in full HFC gear. It has never been this disheartening in the history of wow. Yes it's one of the main things keeping me from coming back for Legion tbh. It's immensly stupid, and this reminds me i should write that fucking paper i mentioned a while ago lol. Also the stat that really matters to skyrocket dps is int/agi/str, not secondaries. And dear god Panda fix your english please xD | ||
Cyro
United Kingdom20275 Posts
Also the stat that really matters to skyrocket dps is int/agi/str, not secondaries. It changes depending on the gear, secondaries used to be worth a lot less than they are now. I checked against the t17 heroic simcraft profile for MM hunters vs my current gear: raw DPS value per point of agility has increased by 84%, while DPS per point of the best gemmable secondary stat has increased by 156% - a big relative gain in value. In some edge cases with obscene levels of gear (like we have now) you can actually make 1 point of some stats be worth more than 1 point of mainstat for some specs, while at low gear you need about 2-3 of a secondary stat to make up the value. | ||
theredsc
Romania19 Posts
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Teoita
Italy12246 Posts
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