• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:08
CET 03:08
KST 11:08
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC28[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
No more SC2 streamers on team liquid? Dark completes military service, returns to SC2 Greetings.. Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) Sea Duckling Open (Global, Bronze-Diamond) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
List of top players active on ShieldBattery BW General Discussion HELPls! The old replay video w full HD resolution Recommended BW Settings for Mouse and Video Starcraft:Brood War Discord Servers
Tourneys
Bisu's Team vs Shuttle's Team 2026-11-14 2v2v2v2 Tournament Stage 1: Community Poll [BSL23] Ro16 Group C - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Pluto's TvP 5Marine 2Medic Push Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
Can Game Data Analytics Help Players Improvements
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread Dating: How's your luck?
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
VCT 2027 America Kickoff LAT…
anakin.
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11760 users

[wow] Warlords of Draenor - Page 169

Forum Index > General Games
Post a Reply
Prev 1 167 168 169 170 171 591 Next
Add yourself to the player list
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
October 04 2014 19:43 GMT
#3361
On October 05 2014 04:16 digmouse wrote:
Show nested quote +
On October 05 2014 03:07 deth2munkies wrote:
On October 05 2014 02:20 Gorsameth wrote:
On October 05 2014 02:15 deth2munkies wrote:
On October 05 2014 02:10 Gorsameth wrote:
On October 05 2014 01:51 deth2munkies wrote:
I think the biggest thing they could do for gear, if they really want to make primary stats matter, is to make different skills that are essential to the class benefit in certain ways by normally "off" spec stats (and obviously remove the WoD "everything has every stat" system). For instance, Int decreases the cast time and increases crit chance of Aimed Shot, or Agi decreases the CD of Mortal Strike, or something like that.

Just make it more interesting and make there tradeoffs that allow for sidegrades to actually exist and for there to be a lot more tension that goes into choosing what kinds of gear you use. As of right now, there's a ton of completely worthless gear, like the caster trinket off Malkorok and the 2her off Thok (for everyone except ret pallies), that's utterly outclassed in its slot by something from the same raid tier that just has better stats on it. This is even worse in WoD where the primary stats no longer matter and you just get the item with the secondary stats that benefit the class/spec you are most.

Making there be a meaningful choice beyond haste breakpoints and then stacking crit/mastery/multistrike/whatever is the thing that needs to be done before any scaling discussion can occur, because otherwise scaling is pointless.

First off, outside of a few corner cases Haste breakpoints no long exist in 6.0

secondly your idea is impossible to balance. some stat X will always be the best and so everyone still stack X anyway.
Wow's item system is far from ideal but your not going to create an interesting and balanced system because that's near impossible, something will always be the best and that something will then get stacked as much as possible.

Third, primary stats still very much matter. 8 out of 16 pieces have dual stats (ignoring cloth which is ofc only int). the rest is still very much the same as it is now.

The WoD model is a giant game of chance where your going to end up waiting for that 1 piece with your best secondary stats to roll all the sweet tertiary stuff that you want and until then you use a slightly inferior piece.
I'm not super enthusiastic about that system. I liked the pre-MoP gearing with no bullshit random stuff outside of which item dropped but I also realize I cant come up with a system that does work without major downsides while keeping people on the gear treadmill.
If you do have that solution I suggest you apply with it to Blizzard, they will most likely hire you on the spot.


It doesn't matter if something's the "theoretical best" so long as the other options are significantly close and, depending on what gear you see drop, you aren't utterly hamstrung by equipping the wrong items. In MoP, missing your haste breakpoint was like a 10% drop in DPS for some classes. Not being hit capped was even worse. Ideally, such a system would have the "theoretical best" be a mix of stats that were impossible to get, and so the "actual best" had several stat combinations very close together.

I actually did study game design and applied to a game design grad school at one point, but through my interactions I've found that I'm really good at big picture and bad at minutiae that aren't directly iterative. That's why I'm in law, I can have a big picture idea in law, and find precedent to iterate off of to make that point, not always something you can do in game design.

Which is why haste breakpoints are gone and hit is gone.

Again stats can be close all they want, something will be best and the min-max crowd will flock to it. then another large part will blindly copy the min-max lists with no idea why and a 3e group will not give a shit because they don't know better.

This has always been the case and will always be the case.


Here's the problem with WoD though: with all that gone, every class/spec is literally "Stack X stat, then Y stat, other stats suck". There needs to be tension and options that affect your playstyle to make gear interesting. Now, it's just not. Gear is just an ilvl number and 1 secondary stat and nothing more. It's just incredibly boring.

Instead, having like 4 breakpoints that are impossible to all get at the same time and all have roughly the same effect on your DPS but slightly alter how your rotation works is much more interesting.

But that would also be extremely hard to balance/tune given how many different scenarios to consider and how many classes/specs we have to interact with, and no matter what people will always find the best combination and stack towards that. That would be indeed interesting in early days when people are still leveling up their gear and doing progression, but for the long term endgame things are very likely to end up the same.


If you stop balancing around skill as well as gear level it gets easier. MoP was balanced around everyone of similar skill level doing similar damage, if you just let the shitty players do a lot less than the decent-good players, it gets easier to balance gear.
Gorsameth
Profile Joined April 2010
Netherlands22708 Posts
October 04 2014 20:29 GMT
#3362
On October 05 2014 04:43 deth2munkies wrote:
Show nested quote +
On October 05 2014 04:16 digmouse wrote:
On October 05 2014 03:07 deth2munkies wrote:
On October 05 2014 02:20 Gorsameth wrote:
On October 05 2014 02:15 deth2munkies wrote:
On October 05 2014 02:10 Gorsameth wrote:
On October 05 2014 01:51 deth2munkies wrote:
I think the biggest thing they could do for gear, if they really want to make primary stats matter, is to make different skills that are essential to the class benefit in certain ways by normally "off" spec stats (and obviously remove the WoD "everything has every stat" system). For instance, Int decreases the cast time and increases crit chance of Aimed Shot, or Agi decreases the CD of Mortal Strike, or something like that.

Just make it more interesting and make there tradeoffs that allow for sidegrades to actually exist and for there to be a lot more tension that goes into choosing what kinds of gear you use. As of right now, there's a ton of completely worthless gear, like the caster trinket off Malkorok and the 2her off Thok (for everyone except ret pallies), that's utterly outclassed in its slot by something from the same raid tier that just has better stats on it. This is even worse in WoD where the primary stats no longer matter and you just get the item with the secondary stats that benefit the class/spec you are most.

Making there be a meaningful choice beyond haste breakpoints and then stacking crit/mastery/multistrike/whatever is the thing that needs to be done before any scaling discussion can occur, because otherwise scaling is pointless.

First off, outside of a few corner cases Haste breakpoints no long exist in 6.0

secondly your idea is impossible to balance. some stat X will always be the best and so everyone still stack X anyway.
Wow's item system is far from ideal but your not going to create an interesting and balanced system because that's near impossible, something will always be the best and that something will then get stacked as much as possible.

Third, primary stats still very much matter. 8 out of 16 pieces have dual stats (ignoring cloth which is ofc only int). the rest is still very much the same as it is now.

The WoD model is a giant game of chance where your going to end up waiting for that 1 piece with your best secondary stats to roll all the sweet tertiary stuff that you want and until then you use a slightly inferior piece.
I'm not super enthusiastic about that system. I liked the pre-MoP gearing with no bullshit random stuff outside of which item dropped but I also realize I cant come up with a system that does work without major downsides while keeping people on the gear treadmill.
If you do have that solution I suggest you apply with it to Blizzard, they will most likely hire you on the spot.


It doesn't matter if something's the "theoretical best" so long as the other options are significantly close and, depending on what gear you see drop, you aren't utterly hamstrung by equipping the wrong items. In MoP, missing your haste breakpoint was like a 10% drop in DPS for some classes. Not being hit capped was even worse. Ideally, such a system would have the "theoretical best" be a mix of stats that were impossible to get, and so the "actual best" had several stat combinations very close together.

I actually did study game design and applied to a game design grad school at one point, but through my interactions I've found that I'm really good at big picture and bad at minutiae that aren't directly iterative. That's why I'm in law, I can have a big picture idea in law, and find precedent to iterate off of to make that point, not always something you can do in game design.

Which is why haste breakpoints are gone and hit is gone.

Again stats can be close all they want, something will be best and the min-max crowd will flock to it. then another large part will blindly copy the min-max lists with no idea why and a 3e group will not give a shit because they don't know better.

This has always been the case and will always be the case.


Here's the problem with WoD though: with all that gone, every class/spec is literally "Stack X stat, then Y stat, other stats suck". There needs to be tension and options that affect your playstyle to make gear interesting. Now, it's just not. Gear is just an ilvl number and 1 secondary stat and nothing more. It's just incredibly boring.

Instead, having like 4 breakpoints that are impossible to all get at the same time and all have roughly the same effect on your DPS but slightly alter how your rotation works is much more interesting.

But that would also be extremely hard to balance/tune given how many different scenarios to consider and how many classes/specs we have to interact with, and no matter what people will always find the best combination and stack towards that. That would be indeed interesting in early days when people are still leveling up their gear and doing progression, but for the long term endgame things are very likely to end up the same.


If you stop balancing around skill as well as gear level it gets easier. MoP was balanced around everyone of similar skill level doing similar damage, if you just let the shitty players do a lot less than the decent-good players, it gets easier to balance gear.

that just makes no sense lol
It ignores such insignificant forces as time, entropy, and death
Serejai
Profile Blog Joined September 2010
6007 Posts
October 04 2014 20:39 GMT
#3363
YOU GUYS ARE OVERLOOKING ONE KEY THING:

PEOPLE THAT PLAY THIS GAME THESE DAYS ARE FUCKING TERRIBLE.

I'm against the class/skill/talent homogenization, and the watering down of stats/gear... but honestly they'd lose half their playerbase overnight if they didn't. Could you imagine players these days trying to figure out something like Armor Penetration? These morons can't even understand primary stats without an addon or website telling them everything. Same issue with crowd control (LOL, YOU MEAN I NEED TO INTERRUPT ON GARROSH? HOW DO I DO THAT?).
I HAVE 5 TOAST POINTS
Gorsameth
Profile Joined April 2010
Netherlands22708 Posts
October 04 2014 20:42 GMT
#3364
On October 05 2014 05:39 Serejai wrote:
YOU GUYS ARE OVERLOOKING ONE KEY THING:

PEOPLE THAT PLAY THIS GAME THESE DAYS ARE FUCKING TERRIBLE.

I'm against the class/skill/talent homogenization, and the watering down of stats/gear... but honestly they'd lose half their playerbase overnight if they didn't. Could you imagine players these days trying to figure out something like Armor Penetration? These morons can't even understand primary stats without an addon or website telling them everything. Same issue with crowd control (LOL, YOU MEAN I NEED TO INTERRUPT ON GARROSH? HOW DO I DO THAT?).

newsflash, they are as shit as they have always been.
It ignores such insignificant forces as time, entropy, and death
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
October 04 2014 21:02 GMT
#3365
On October 05 2014 05:29 Gorsameth wrote:
Show nested quote +
On October 05 2014 04:43 deth2munkies wrote:
On October 05 2014 04:16 digmouse wrote:
On October 05 2014 03:07 deth2munkies wrote:
On October 05 2014 02:20 Gorsameth wrote:
On October 05 2014 02:15 deth2munkies wrote:
On October 05 2014 02:10 Gorsameth wrote:
On October 05 2014 01:51 deth2munkies wrote:
I think the biggest thing they could do for gear, if they really want to make primary stats matter, is to make different skills that are essential to the class benefit in certain ways by normally "off" spec stats (and obviously remove the WoD "everything has every stat" system). For instance, Int decreases the cast time and increases crit chance of Aimed Shot, or Agi decreases the CD of Mortal Strike, or something like that.

Just make it more interesting and make there tradeoffs that allow for sidegrades to actually exist and for there to be a lot more tension that goes into choosing what kinds of gear you use. As of right now, there's a ton of completely worthless gear, like the caster trinket off Malkorok and the 2her off Thok (for everyone except ret pallies), that's utterly outclassed in its slot by something from the same raid tier that just has better stats on it. This is even worse in WoD where the primary stats no longer matter and you just get the item with the secondary stats that benefit the class/spec you are most.

Making there be a meaningful choice beyond haste breakpoints and then stacking crit/mastery/multistrike/whatever is the thing that needs to be done before any scaling discussion can occur, because otherwise scaling is pointless.

First off, outside of a few corner cases Haste breakpoints no long exist in 6.0

secondly your idea is impossible to balance. some stat X will always be the best and so everyone still stack X anyway.
Wow's item system is far from ideal but your not going to create an interesting and balanced system because that's near impossible, something will always be the best and that something will then get stacked as much as possible.

Third, primary stats still very much matter. 8 out of 16 pieces have dual stats (ignoring cloth which is ofc only int). the rest is still very much the same as it is now.

The WoD model is a giant game of chance where your going to end up waiting for that 1 piece with your best secondary stats to roll all the sweet tertiary stuff that you want and until then you use a slightly inferior piece.
I'm not super enthusiastic about that system. I liked the pre-MoP gearing with no bullshit random stuff outside of which item dropped but I also realize I cant come up with a system that does work without major downsides while keeping people on the gear treadmill.
If you do have that solution I suggest you apply with it to Blizzard, they will most likely hire you on the spot.


It doesn't matter if something's the "theoretical best" so long as the other options are significantly close and, depending on what gear you see drop, you aren't utterly hamstrung by equipping the wrong items. In MoP, missing your haste breakpoint was like a 10% drop in DPS for some classes. Not being hit capped was even worse. Ideally, such a system would have the "theoretical best" be a mix of stats that were impossible to get, and so the "actual best" had several stat combinations very close together.

I actually did study game design and applied to a game design grad school at one point, but through my interactions I've found that I'm really good at big picture and bad at minutiae that aren't directly iterative. That's why I'm in law, I can have a big picture idea in law, and find precedent to iterate off of to make that point, not always something you can do in game design.

Which is why haste breakpoints are gone and hit is gone.

Again stats can be close all they want, something will be best and the min-max crowd will flock to it. then another large part will blindly copy the min-max lists with no idea why and a 3e group will not give a shit because they don't know better.

This has always been the case and will always be the case.


Here's the problem with WoD though: with all that gone, every class/spec is literally "Stack X stat, then Y stat, other stats suck". There needs to be tension and options that affect your playstyle to make gear interesting. Now, it's just not. Gear is just an ilvl number and 1 secondary stat and nothing more. It's just incredibly boring.

Instead, having like 4 breakpoints that are impossible to all get at the same time and all have roughly the same effect on your DPS but slightly alter how your rotation works is much more interesting.

But that would also be extremely hard to balance/tune given how many different scenarios to consider and how many classes/specs we have to interact with, and no matter what people will always find the best combination and stack towards that. That would be indeed interesting in early days when people are still leveling up their gear and doing progression, but for the long term endgame things are very likely to end up the same.


If you stop balancing around skill as well as gear level it gets easier. MoP was balanced around everyone of similar skill level doing similar damage, if you just let the shitty players do a lot less than the decent-good players, it gets easier to balance gear.

that just makes no sense lol


Sure it does: when balancing DPS numbers, they even out rotations and haste affected rotations such that if someone fucks up X% of the time, they do roughly the same damage as other classes/specs who fuck up X% of the time. Say, as above, Agi lowers the MS CD, and a warrior who gears for Agi above mastery or w/e, has the same ilvl as someone who doesn't, has a harder rotation that they had to choose because of their Agi stacking, but does a lot more damage than someone without Agi if they play well, but significantly less if they do poorly.
Gorsameth
Profile Joined April 2010
Netherlands22708 Posts
October 04 2014 21:08 GMT
#3366
On October 05 2014 06:02 deth2munkies wrote:
Show nested quote +
On October 05 2014 05:29 Gorsameth wrote:
On October 05 2014 04:43 deth2munkies wrote:
On October 05 2014 04:16 digmouse wrote:
On October 05 2014 03:07 deth2munkies wrote:
On October 05 2014 02:20 Gorsameth wrote:
On October 05 2014 02:15 deth2munkies wrote:
On October 05 2014 02:10 Gorsameth wrote:
On October 05 2014 01:51 deth2munkies wrote:
I think the biggest thing they could do for gear, if they really want to make primary stats matter, is to make different skills that are essential to the class benefit in certain ways by normally "off" spec stats (and obviously remove the WoD "everything has every stat" system). For instance, Int decreases the cast time and increases crit chance of Aimed Shot, or Agi decreases the CD of Mortal Strike, or something like that.

Just make it more interesting and make there tradeoffs that allow for sidegrades to actually exist and for there to be a lot more tension that goes into choosing what kinds of gear you use. As of right now, there's a ton of completely worthless gear, like the caster trinket off Malkorok and the 2her off Thok (for everyone except ret pallies), that's utterly outclassed in its slot by something from the same raid tier that just has better stats on it. This is even worse in WoD where the primary stats no longer matter and you just get the item with the secondary stats that benefit the class/spec you are most.

Making there be a meaningful choice beyond haste breakpoints and then stacking crit/mastery/multistrike/whatever is the thing that needs to be done before any scaling discussion can occur, because otherwise scaling is pointless.

First off, outside of a few corner cases Haste breakpoints no long exist in 6.0

secondly your idea is impossible to balance. some stat X will always be the best and so everyone still stack X anyway.
Wow's item system is far from ideal but your not going to create an interesting and balanced system because that's near impossible, something will always be the best and that something will then get stacked as much as possible.

Third, primary stats still very much matter. 8 out of 16 pieces have dual stats (ignoring cloth which is ofc only int). the rest is still very much the same as it is now.

The WoD model is a giant game of chance where your going to end up waiting for that 1 piece with your best secondary stats to roll all the sweet tertiary stuff that you want and until then you use a slightly inferior piece.
I'm not super enthusiastic about that system. I liked the pre-MoP gearing with no bullshit random stuff outside of which item dropped but I also realize I cant come up with a system that does work without major downsides while keeping people on the gear treadmill.
If you do have that solution I suggest you apply with it to Blizzard, they will most likely hire you on the spot.


It doesn't matter if something's the "theoretical best" so long as the other options are significantly close and, depending on what gear you see drop, you aren't utterly hamstrung by equipping the wrong items. In MoP, missing your haste breakpoint was like a 10% drop in DPS for some classes. Not being hit capped was even worse. Ideally, such a system would have the "theoretical best" be a mix of stats that were impossible to get, and so the "actual best" had several stat combinations very close together.

I actually did study game design and applied to a game design grad school at one point, but through my interactions I've found that I'm really good at big picture and bad at minutiae that aren't directly iterative. That's why I'm in law, I can have a big picture idea in law, and find precedent to iterate off of to make that point, not always something you can do in game design.

Which is why haste breakpoints are gone and hit is gone.

Again stats can be close all they want, something will be best and the min-max crowd will flock to it. then another large part will blindly copy the min-max lists with no idea why and a 3e group will not give a shit because they don't know better.

This has always been the case and will always be the case.


Here's the problem with WoD though: with all that gone, every class/spec is literally "Stack X stat, then Y stat, other stats suck". There needs to be tension and options that affect your playstyle to make gear interesting. Now, it's just not. Gear is just an ilvl number and 1 secondary stat and nothing more. It's just incredibly boring.

Instead, having like 4 breakpoints that are impossible to all get at the same time and all have roughly the same effect on your DPS but slightly alter how your rotation works is much more interesting.

But that would also be extremely hard to balance/tune given how many different scenarios to consider and how many classes/specs we have to interact with, and no matter what people will always find the best combination and stack towards that. That would be indeed interesting in early days when people are still leveling up their gear and doing progression, but for the long term endgame things are very likely to end up the same.


If you stop balancing around skill as well as gear level it gets easier. MoP was balanced around everyone of similar skill level doing similar damage, if you just let the shitty players do a lot less than the decent-good players, it gets easier to balance gear.

that just makes no sense lol


Sure it does: when balancing DPS numbers, they even out rotations and haste affected rotations such that if someone fucks up X% of the time, they do roughly the same damage as other classes/specs who fuck up X% of the time. Say, as above, Agi lowers the MS CD, and a warrior who gears for Agi above mastery or w/e, has the same ilvl as someone who doesn't, has a harder rotation that they had to choose because of their Agi stacking, but does a lot more damage than someone without Agi if they play well, but significantly less if they do poorly.

Yeah see this is the point where I ignore you until you come up with something usable. All you say is "change stuff" and when asked what to change and how it would effect the game you just go "i only do the big picture, someone else can balance it". No. just no.

This conversation is over.
It ignores such insignificant forces as time, entropy, and death
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
October 04 2014 21:36 GMT
#3367
On October 05 2014 06:08 Gorsameth wrote:
Show nested quote +
On October 05 2014 06:02 deth2munkies wrote:
On October 05 2014 05:29 Gorsameth wrote:
On October 05 2014 04:43 deth2munkies wrote:
On October 05 2014 04:16 digmouse wrote:
On October 05 2014 03:07 deth2munkies wrote:
On October 05 2014 02:20 Gorsameth wrote:
On October 05 2014 02:15 deth2munkies wrote:
On October 05 2014 02:10 Gorsameth wrote:
On October 05 2014 01:51 deth2munkies wrote:
I think the biggest thing they could do for gear, if they really want to make primary stats matter, is to make different skills that are essential to the class benefit in certain ways by normally "off" spec stats (and obviously remove the WoD "everything has every stat" system). For instance, Int decreases the cast time and increases crit chance of Aimed Shot, or Agi decreases the CD of Mortal Strike, or something like that.

Just make it more interesting and make there tradeoffs that allow for sidegrades to actually exist and for there to be a lot more tension that goes into choosing what kinds of gear you use. As of right now, there's a ton of completely worthless gear, like the caster trinket off Malkorok and the 2her off Thok (for everyone except ret pallies), that's utterly outclassed in its slot by something from the same raid tier that just has better stats on it. This is even worse in WoD where the primary stats no longer matter and you just get the item with the secondary stats that benefit the class/spec you are most.

Making there be a meaningful choice beyond haste breakpoints and then stacking crit/mastery/multistrike/whatever is the thing that needs to be done before any scaling discussion can occur, because otherwise scaling is pointless.

First off, outside of a few corner cases Haste breakpoints no long exist in 6.0

secondly your idea is impossible to balance. some stat X will always be the best and so everyone still stack X anyway.
Wow's item system is far from ideal but your not going to create an interesting and balanced system because that's near impossible, something will always be the best and that something will then get stacked as much as possible.

Third, primary stats still very much matter. 8 out of 16 pieces have dual stats (ignoring cloth which is ofc only int). the rest is still very much the same as it is now.

The WoD model is a giant game of chance where your going to end up waiting for that 1 piece with your best secondary stats to roll all the sweet tertiary stuff that you want and until then you use a slightly inferior piece.
I'm not super enthusiastic about that system. I liked the pre-MoP gearing with no bullshit random stuff outside of which item dropped but I also realize I cant come up with a system that does work without major downsides while keeping people on the gear treadmill.
If you do have that solution I suggest you apply with it to Blizzard, they will most likely hire you on the spot.


It doesn't matter if something's the "theoretical best" so long as the other options are significantly close and, depending on what gear you see drop, you aren't utterly hamstrung by equipping the wrong items. In MoP, missing your haste breakpoint was like a 10% drop in DPS for some classes. Not being hit capped was even worse. Ideally, such a system would have the "theoretical best" be a mix of stats that were impossible to get, and so the "actual best" had several stat combinations very close together.

I actually did study game design and applied to a game design grad school at one point, but through my interactions I've found that I'm really good at big picture and bad at minutiae that aren't directly iterative. That's why I'm in law, I can have a big picture idea in law, and find precedent to iterate off of to make that point, not always something you can do in game design.

Which is why haste breakpoints are gone and hit is gone.

Again stats can be close all they want, something will be best and the min-max crowd will flock to it. then another large part will blindly copy the min-max lists with no idea why and a 3e group will not give a shit because they don't know better.

This has always been the case and will always be the case.


Here's the problem with WoD though: with all that gone, every class/spec is literally "Stack X stat, then Y stat, other stats suck". There needs to be tension and options that affect your playstyle to make gear interesting. Now, it's just not. Gear is just an ilvl number and 1 secondary stat and nothing more. It's just incredibly boring.

Instead, having like 4 breakpoints that are impossible to all get at the same time and all have roughly the same effect on your DPS but slightly alter how your rotation works is much more interesting.

But that would also be extremely hard to balance/tune given how many different scenarios to consider and how many classes/specs we have to interact with, and no matter what people will always find the best combination and stack towards that. That would be indeed interesting in early days when people are still leveling up their gear and doing progression, but for the long term endgame things are very likely to end up the same.


If you stop balancing around skill as well as gear level it gets easier. MoP was balanced around everyone of similar skill level doing similar damage, if you just let the shitty players do a lot less than the decent-good players, it gets easier to balance gear.

that just makes no sense lol


Sure it does: when balancing DPS numbers, they even out rotations and haste affected rotations such that if someone fucks up X% of the time, they do roughly the same damage as other classes/specs who fuck up X% of the time. Say, as above, Agi lowers the MS CD, and a warrior who gears for Agi above mastery or w/e, has the same ilvl as someone who doesn't, has a harder rotation that they had to choose because of their Agi stacking, but does a lot more damage than someone without Agi if they play well, but significantly less if they do poorly.

Yeah see this is the point where I ignore you until you come up with something usable. All you say is "change stuff" and when asked what to change and how it would effect the game you just go "i only do the big picture, someone else can balance it". No. just no.

This conversation is over.


I'm sorry you're ignoring what I'm saying. I already said what was changing, now I'm defending why that actually needs changing and ways to account for balance once it is changed. No, I'm not going to write up my ideal patch notes and crunch the numbers, that's not my job. All I'm saying is that something needs to change, this is a way I would like to see it done, end of story.

I'm sorry I can't give you a motherfucking design document for a suggestion on a random ass internet forum.
Serejai
Profile Blog Joined September 2010
6007 Posts
Last Edited: 2014-10-04 22:02:03
October 04 2014 22:01 GMT
#3368
I HAVE 5 TOAST POINTS
DCRed
Profile Joined May 2011
Finland435 Posts
October 05 2014 09:26 GMT
#3369
Okay let's talk about Brawler's guild for a change. What do you guys think about the "new" brawler's guild which doesn't have a single new boss, just in a shuffled order and Hexos has been put to a card boss. Sure they said new bosses would be added in patches between tiers but personally I'm not too interested in doing the same bosses again from rank 1. Hexos wasn't even that hard, I only wish they'd put Disruptron back in and not as a card boss.
Gorsameth
Profile Joined April 2010
Netherlands22708 Posts
October 05 2014 09:28 GMT
#3370
On October 05 2014 18:26 DCRed wrote:
Okay let's talk about Brawler's guild for a change. What do you guys think about the "new" brawler's guild which doesn't have a single new boss, just in a shuffled order and Hexos has been put to a card boss. Sure they said new bosses would be added in patches between tiers but personally I'm not too interested in doing the same bosses again from rank 1. Hexos wasn't even that hard, I only wish they'd put Disruptron back in and not as a card boss.

Not much to say about it. Very disappointing.
It ignores such insignificant forces as time, entropy, and death
Ansinjunger
Profile Joined November 2010
United States2451 Posts
October 05 2014 20:35 GMT
#3371
On October 04 2014 23:08 Teoita wrote:
Yes, very true. I still think that the main problem isn't item level per se, but the combination of that, lots of raiding tiers (lfr/norma/heroic/mythic is really pointless), hilariously OP trinkets and cloak, and reforge. Reforge alone is a huge culprit there for lots of classes imo.

The stat squish was done wierdly. All they was remove the insane power spike between expansions, while leaving intact the one that will happen for WoD as well as how insanely broken characters are pre-60. It's really silly to see lvl 50 alts doing as much dps as kara raiders during early tbc progression. They also have yet another power spike at the start of wod, which imo isn't that really necessary. I feel like they are still leaving room to do another squish again (like by adjusting lower level characters as well).


Last I heard, which was quite awhile ago, they were getting rid of reforge. While I like the idea of reforge, I'm also sick of juggling crap all around for every new piece of gear, so it's a welcome change overall.

I'm sure it'll go back to people only spending dkp on BiS gear, with other people like me not minding a smaller bump in power instead of waiting for the trinket that never drops, until only after you spend your dkp and put yourself at the back of the line (we use epgp btw, a more modern dkp system).
Gorsameth
Profile Joined April 2010
Netherlands22708 Posts
October 05 2014 20:37 GMT
#3372
On October 06 2014 05:35 Ansinjunger wrote:
Show nested quote +
On October 04 2014 23:08 Teoita wrote:
Yes, very true. I still think that the main problem isn't item level per se, but the combination of that, lots of raiding tiers (lfr/norma/heroic/mythic is really pointless), hilariously OP trinkets and cloak, and reforge. Reforge alone is a huge culprit there for lots of classes imo.

The stat squish was done wierdly. All they was remove the insane power spike between expansions, while leaving intact the one that will happen for WoD as well as how insanely broken characters are pre-60. It's really silly to see lvl 50 alts doing as much dps as kara raiders during early tbc progression. They also have yet another power spike at the start of wod, which imo isn't that really necessary. I feel like they are still leaving room to do another squish again (like by adjusting lower level characters as well).


Last I heard, which was quite awhile ago, they were getting rid of reforge. While I like the idea of reforge, I'm also sick of juggling crap all around for every new piece of gear, so it's a welcome change overall.

I'm sure it'll go back to people only spending dkp on BiS gear, with other people like me not minding a smaller bump in power instead of waiting for the trinket that never drops, until only after you spend your dkp and put yourself at the back of the line (we use epgp btw, a more modern dkp system).

reforge is indeed gone and tbh BiS will probably be a myth this expansion. To small chances to get that perfect piece.
It ignores such insignificant forces as time, entropy, and death
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
October 05 2014 20:39 GMT
#3373
Meh, tertiary stats are pretty irrelevant. What else is there RNG wise other than that and warforged?
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Gorsameth
Profile Joined April 2010
Netherlands22708 Posts
October 05 2014 20:41 GMT
#3374
On October 06 2014 05:39 Teoita wrote:
Meh, tertiary stats are pretty irrelevant. What else is there RNG wise other than that and warforged?

socket being a tertiary.
It ignores such insignificant forces as time, entropy, and death
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
October 05 2014 21:10 GMT
#3375
Oh rofl, that's fucking stupid. Source?
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Gorsameth
Profile Joined April 2010
Netherlands22708 Posts
October 05 2014 21:59 GMT
#3376
On October 06 2014 06:10 Teoita wrote:
Oh rofl, that's fucking stupid. Source?

Sorry i was slightly off

An item has fixed secondary stats (crit/haste/mastery)
It has a chance to have a tertiate stat
It has a chance to have a socket
It has a chance to be warforged.

Still it means there is so much rng thrown into the mix that you will be lucky to get a hand full of BiS pieces, nevermind a full BiS set.

Source The tertiary stats listed there have changed since but as far as i know the overall gear stat system is still accurate.
It ignores such insignificant forces as time, entropy, and death
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
October 06 2014 00:38 GMT
#3377
On October 06 2014 06:59 Gorsameth wrote:
Show nested quote +
On October 06 2014 06:10 Teoita wrote:
Oh rofl, that's fucking stupid. Source?

Sorry i was slightly off

An item has fixed secondary stats (crit/haste/mastery)
It has a chance to have a tertiate stat
It has a chance to have a socket
It has a chance to be warforged.

Still it means there is so much rng thrown into the mix that you will be lucky to get a hand full of BiS pieces, nevermind a full BiS set.

Source The tertiary stats listed there have changed since but as far as i know the overall gear stat system is still accurate.

You must be joking, this is like diablo 3 now rofl
Atreides
Profile Joined October 2010
United States2393 Posts
October 06 2014 02:40 GMT
#3378
It actually is basically diablo 3 loot haha
Godwrath
Profile Joined August 2012
Spain10168 Posts
October 06 2014 05:39 GMT
#3379
On October 06 2014 06:59 Gorsameth wrote:
Show nested quote +
On October 06 2014 06:10 Teoita wrote:
Oh rofl, that's fucking stupid. Source?

Sorry i was slightly off

An item has fixed secondary stats (crit/haste/mastery)
It has a chance to have a tertiate stat
It has a chance to have a socket
It has a chance to be warforged.

Still it means there is so much rng thrown into the mix that you will be lucky to get a hand full of BiS pieces, nevermind a full BiS set.

Source The tertiary stats listed there have changed since but as far as i know the overall gear stat system is still accurate.

That's only some bullshit for pve players, right ?
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
October 06 2014 05:43 GMT
#3380
On October 06 2014 14:39 Godwrath wrote:
Show nested quote +
On October 06 2014 06:59 Gorsameth wrote:
On October 06 2014 06:10 Teoita wrote:
Oh rofl, that's fucking stupid. Source?

Sorry i was slightly off

An item has fixed secondary stats (crit/haste/mastery)
It has a chance to have a tertiate stat
It has a chance to have a socket
It has a chance to be warforged.

Still it means there is so much rng thrown into the mix that you will be lucky to get a hand full of BiS pieces, nevermind a full BiS set.

Source The tertiary stats listed there have changed since but as far as i know the overall gear stat system is still accurate.

That's only some bullshit for pve players, right ?

rofl, it almost certainly is, but with the way blizzard has degraded arena post wrath I really wouldn't be surprised if it wasn't haha
Prev 1 167 168 169 170 171 591 Next
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
09:00
FSL s12 week2: POG vs PTB
Freeedom32
Liquipedia
OSC
08:30
Masters Cup #151: Playoffs
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
davetesta29
Liquipedia
The PiG Daily
07:00
Best Games of SC
Clem vs MaxPax
herO vs Solar
SHIN vs TBD
PiGStarcraft549
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft549
RuFF_SC2 4
StarCraft: Brood War
Britney 9571
sSak 88
Noble 52
Force[name] 5
Dota 2
NeuroSwarm173
League of Legends
JimRising 528
Other Games
summit1g10104
tarik_tv5797
C9.Mang0232
ToD142
ViBE45
Organizations
Other Games
gamesdonequick2691
BasetradeTV178
StarCraft 2
CranKy Ducklings30
[ Show 11 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP10
• Response 7
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• 80smullet 9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
CranKy Ducklings
7h 52m
WardiTV Invitational
9h 52m
ByuN vs SHIN
MaxPax vs Solar
Clem vs TBD
herO vs TBD
Lambo vs TBD
Rogue vs TBD
IPSL
14h 52m
TerrOr vs IJ_Terran
rasowy vs Hazorath
BSL
17h 52m
TerrOr vs OyAji
UltrA vs Gosudark
Sparkling Tuna Cup
1d 7h
WardiTV Invitational
1d 9h
IPSL
1d 14h
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
1d 17h
Artosis vs Dewalt
Ret vs Tech
SOOP
2 days
WardiTV Weekly
2 days
[ Show More ]
Monday Night Weeklies
3 days
PiGosaur Cup
3 days
The PondCast
4 days
GSL
5 days
Replay Cast
5 days
KCM Race Survival
6 days
Liquipedia Results

Completed

Proleague 2026-11-12
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.