Fix versatility first. Worst and most boring stat ever.
the simple fact is:
there are only 3 modifiers that you can use:
- something that impact rotation speed, and therefore is staright linear dmg increase.
- something that brings in random nature, and therefore create dmg peeks.
- something that changes your gameplay style per se, with more interessting mechanics.
they already did that. its called
- haste
- crit
- mastery
all other options are not balancable, bc of game nature. example given
run speed. let melee get faster to mobs, so they can produce more dmg. but first problem is, mob off-times are that low, that either the stat sucks, or they have to design encounters where melees have a lot of mob off-times, which is not fun. besides that, you cant balance this to ranges, bc they piss on run speed.
another example: multistrike. had the same pattern (RNG) as crit. was therefore obsolete. and was therefore removed.
you will run into the same template problematic when thinking about all the other options.
or in short: beneath linear dmg increase, spiky rng dmg increase, rotation speed increase and rotation mechanic based stat, you will have no other viable options.
and all 4 of them already exists in game.
so...
Last edited by Niwes; 2017-03-18 at 12:19 PM.
The two I can think of that I'd like to see is Cooldown Reduction and Crit Damage.
YES I WANT REACH NOW!
It would also increase the radius (or "reach") of AoE attacks like Swipe, Fan of Knives, Whirlwind etc., targeting circles like Starfall, Blizzard, Rain of Fire, etc., and the range of passive cleave/AoE such as Sunfire, Blade Flurry, Splitting Ice, etc.
Basically, anything that has a range or radius, it would improve it, and it'd be an amazing tertiary!
OT: As for secondaries, I'm not exactly sure what else they can add. Crit Damage would be horrible to balance in PvP, but I guess they can just limit it to 0% bonus with PvP Templates. Readiness would have been an interesting stat but it did little to nothing for a lot of casters so they removed it.
Still wondering why I play this game.
I'm a Rogue and I also made a spreadsheet for the Order Hall that is updated for BfA.
Blizzard has never implemented charisma as a secondary stat. Charisma gives you bonus options with NPCs, or discounts from shops. It can also influence how many pets / minions you are able to control at one time. It also increases your chance to charm something. Bards rely on charisma a lot.
TO FIX WOW:1. smaller server sizes & server-only LFG awarding satchels, so elite players help others. 2. "helper builds" with loom powers - talent trees so elite players cast buffs on low level players XP gain, HP/mana, regen, damage, etc. 3. "helper ilvl" scoring how much you help others. 4. observer games like in SC to watch/chat (like twitch but with MORE DETAILS & inside the wow UI) 5. guild leagues to compete with rival guilds for progression (with observer mode).6. jackpot world mobs.
I would love a +reach tertiary stat. Not a secondary as that wouldn't be a dps gain in most situations. There are so many mobs in Legion with such tiny hitboxes that I can't melee them unless I'm inside their character models. I don't experience this much in raids, but I definitely do a lot in M+ runs.
+ salt, everytime you QQ about anything it goes up. 1000 salt reduces dmg by 1%.
It should be noted that the reason it couldn't be balanced was that there was literally no way of actually making it strong enough to be worthwhile without making CDs brutally overpowered. This would in turn have meant that output without CDs would be near irrelevant.
They wisely decided to abandon this balancing headache.
Fully intentionally so. There's nothing there to fix, since it works exactly as intended.
FOMO: "Fear Of Missing Out", also commonly known as people with a mental issue of managing time and activities, many expecting others to fit into their schedule so they don't miss out on things to come. If FOMO becomes a problem for you, do seek help, it can be a very unhealthy lifestyle..