Regeneration. Basically roll MP5 and HP5 together.
Regeneration. Basically roll MP5 and HP5 together.
Take a break from politics once in awhile, it's good for you.
Repel - a stat that reduces the aggro radius of enemies.
This is my 100% original idea that totally wasn't stolen from another game.
i'd rather they just rework mastery
since for most classes it ended up being just a flat %dmg increase
it should affect your rotation
healers sorta have decent masteries (at least shamans and druids do)
and i know it's harder to do for dps classes without it boiling down to "more dps"
but that's what i want them to do.
in what way is multuistrike different from crit tho? aside from arbitrary class mechanics specifically designed to work off of it(which couldve just as well worked off of crits)No, it wasn't. Vers was the bad stat, and they left it. Bring back multistrike in its place
i mean, if it worked like weaponmaster for sub rogues does now(it ACTUALLY casting another instance of the ability) it might be interesting, but the way it worked in wod was just as boring as versa
Last edited by shaunika123; 2017-03-20 at 04:22 AM.
I agree with 50% of that statement. The masteries that just give flat damage increases - whether it be "increase your ____ damage by __%" or "your ____ ability/abilities damage does an increased ___%" seem like a one stop shop to overall DPS increase in most cases.
Then again, you do have some specs where their mastery gives flat DPS increase to either their primary Damage School (Physical, Frost, Fire, Arcane, Holy, Nature, Shadow) yet other secondary stats are worth much more to go for.
Re-work mastery for ALL specs so that...
...if you decide to go for more mastery over anything else, it effects your rotation to really create diverse new builds.
Crit amplifier, increases the dmg bonus on your critical hits/heals
You think you do, but you don't ©
Rogues are fine ©
We're pretty happy with rogues ©
Haste will fix it ©
Hit rating would be a stat that worked on 2 levels. It would guarantee you hit until you reach the cap, and then any points after that turn into basically multi strike. A small chance to hit twice.
And given the healing component in order to balance it with other stats, the extra damage component and the healing would both have to be hugely inferior to other options.
Exactly like versatility which due to providing two bonuses, can't have either comparable to any other stat on its own.
Versatility is the sum, therefore both have to be weaker as to not make the sum simply greater than any "pure" stat.
Those are pretty good! I was trying to figure out what other kinds of stats, and these are clever.
OP also forgot about all of the defense-related stats like block, block value, parry %, dodge %, "defense." Probably some others I'm forgetting.
One that Blizz talked about putting in as a tertiary stat was something like "splash" damage where x% of your damage cleaved (actually I think it was called cleave) to nearby targets. That was an interesting one, but I think the problem was that either it was tertiary, but it was a power increase or it was secondary, in which case it is only situationally useful. Would you trade haste for cleave? Probably not, but on cleave fights, it would be strong.
You could do a shield-based leech, where instead of healing (which is probably overheal much of the time), it gives you a shield for a short time. Probably too similar to leech.
I can't think of any good ones though. The only thing I can think of is a mastery-like tertiary that does something different for each class (or spec). Like for monks it might spawn a health sphere. For paladins, it might spawn a consecrate under your feet. For rogues, it might apply a poison or give you a recuperate or something.
They should remove versatility. Its a broing stat. +x? more dps/hps and +x% dmg reduce? C'mon. Its as uninteresting as it gets.
What I would like is seeing crit split into CRC (Critical Hit Chance) and CHD (Critical Hit Damage), because both are unqie and have reasonable effects.
I would not want Splash damage (who the hell is my sword supposed to hit two more targets for 2% of my main hits target, or how is my Chaos Bolt supposed to splash? It simply doesn't add up)., Multistrike or some other non-sensical stats.
Resistances are a bad idea. We already had them back in the days. Neither Expertise or Hit are fun. There were some interesting choices with Expertise for tanks, but thats about it. I still remember having the Expertise trinket from FL for some bosses (as tank), e.g. Alysrazor, where hitting the little birds was very important on HC.
Spell Power, Melee Attack power, those are about as interesting as Versatility. They do absolutely nothing, expect making numbers bigger. Same with PvP resilience and PvP Power, or Spell Penetration / Armor Penetration. Except that Armor Pen doesn't even work against target dummies.
I think in terms of secondary stats, haste / CRC & CHD / mastery are the only ones that can be had and that actually do something besides shifting numbers around. Haste makes your rotation faster, CRC gives more proccs, CHD gives proccs more oomph and mastery gives a specc-specific bonus.
They should find some interesting tertiary stats and add them, but at the same time they should just give every item a fixed tertiary stat. This like Spell Reach or Melee Reach are great additions, because they allow you to increase your action radius, without flat out buffing your numbers. Being able to target Avoidance/Leech items would be great for tanks. Speed is always nice to have. All those things don't give you better numbers, but are small passive improvements. Maybe they should even replace avoidance & leech with utility stats, since those actually *do* give a numerical advantage.