Greetings all, please read and comment on what I have to say. My idea may or may not suck. You be the judge - you comment!
The topic:
Recently there has been alot of debate over Druid avoidance compared to other tanks at the official forums. Discussions back and forth about adding parry to the avoidance arsenal has been suggested and discussed.
While reflecting over this issue yesterday I had sort of an appiffany about how one could solve this problem (and many seems to believe it is a problem) without changing the current itemization or gear focus for Druids. My idea would only require some programming and development by the employees of Blizzard Entertainment and perhaps a bit of tweaking with the armor contribution and health increasing numbers of the Dire Bear Form.
If this idea was thought of and debated over earlier I apologize for being repetative. Although I myself have never heard of or thought about solving the issue in this way before I thought of it myself yesterday.
Before I go on and reviel my solution to the issue I'd like to just lay the foundation and tell you how I believe things work today, and please correct me if I am wrong somewhere.
Theory:
Warriors, Paladins and Death Knights use 3 avoidance stats that prevents all the damage from the avoided blow to damage them. These 3 stats are Parry, Dodge and Miss.
Druids use 1 avoidance stat that prevents all the damage from the avoided blow to damage them. This stat is Dodge. Even though I assume Druids can be missed, they do not "use" miss per se. Because Druids do not use Defense (other than Base Defense), so any misses on the Druid will be because of the mob, not because the Druid has any "decreased chance to be hit" from Defense above Base Defense (400).
In addition to avoidance stats that prevents all the damage from the avoided blow to land, Warriors and Paladins use Block to reduce the damage from a certain blow.
Death Knights and Druids do not have an equivalence to block.
Now. Reading the above it sounds unfair already, does it not? However, behind the scenes there are this thing we call diminishing returns. The diminishing returns for Parry, Dodge and Miss for Warriors, Paladins and Death Knights* are different to the diminishng returns of Druids. The reason for this is because by having diffrent diminishing returns Blizzard aims to make the tanks even.
Those are the basics as I understand them, I may be wrong in some detail, but I do not think it will make my suggested solution (see below) any less relevant!
*Death Knights might have diffrent diminishing returns compared to Paladins and Warriors due to their inability to Block, this I do not know. Althought it is not that relevant to the specific issue.
The idea:
So, what is my idea?
My idea is that they should change the game so that things work like this:
The diminishing returns should be the same for Parry, Dodge and Miss - for all tanks.
Today this is not the case, since Druids focus on Dodge alone it would be unfair with how the game works today. So, and this is the core of my idea, I suggest that Blizzard should make it so that whatever Dodge value a Druid has - it will be split ("behind the scenes") into 3 parts. Each part will have its own diminishing returns. So having only Dodge will for Druids work as having Parry, Dodge and Miss for a Warrior, Paladin or Death Knight.
It will look like this:
Warrior: Parry, Dodge, Miss.
Paladin: Parry, Dodge, Miss.
Death Knight: Parry, Dodge, Miss.
Druid: Dodge, Dodge, Dodge.
So a Druid with 60% Dodge, would have its Dodge split into 3 parts, each granting 20% avoidance and having its own diminishing returns, seperate from the other two.
This would make the avoidance that prevents all damage from the avoided blow equal for all tanks.
Now to deal with Block.
Block reduces the damage from a blow by a certain amount, it doesn't prevent all the damage from the blow to hit the tank. To compensate for not having Block, Death Knights and Druids should have the Armor Contribution from Frost Presence and Dire Bear Form tweaked in a way that grants them more armor than equally geared Warriors and Paladins. The amount of armor should be such that if you compare how much damage a Warrior and a Druid has taken on the same boss fight with the same level of gear will be the same. The difference will just be that the Warrior take the damage slighly more in "waves", whereas the Druid (with slighly more armor than the Warrior) takes the damage in a more "steady flow".
The health increasing values of Frost Presence and Dire Bear Form should be tweaked in such a way that Death Knights and Druids (druids who in the past has been known for their large HP pools) will not have more HP than a Warrior or Paladin with equal gear - because due to the above changes they will be equal and so should their HP be.
Result:
The itemization, gear focus, and "visible" game mechanics of all classes will stay the same but the insecurity to wether or not all tanks are equal or not will vanquish from the face of the Earth.
Disclaimer:
While Druids do not get any "decreased chance to be hit" from Defense, since we do not use Defense, we can still be missed depending on the hit chance of the mob. Unfair advantage?
Can possibly be resolved by making miss trigger the diminishing returns of one of the 3 partitions of Dodge? "Behind the scenes". So our avoidance will look like this: [Dodge] + [Dodge] + [Dodge+Miss].
End Note:
I hope that you enjoyed reading my suggestion. I hope it makes sense to you the way it seems to make sense to me. I hope that you will reply to my thread and comment on my idea. Constructive feedback is always welcomed. I hope I did not commit too many crimes towards the English language. English is not my mother tongue!
Lastly, I hope it was not written in such a way that it was too boring to read through it all! :P
Yours truly,
Zarchoof