I solved this issue by not using heirlooms.
Weird wording on this topic. I get your idea though.
I always imagined that the system for this as well as reputation would work way better if it worked something like that:
- for each character that is a higher level than the one you are playing, you gain an additional 5% experience.
- alternatively, if this is too hard to implement, simply give the bonus for every max level char (or brackets of ten, to prevent confusion when level cap is raised)
As you pointed out, I always found that heirlooms themselves are kind of problematic as they kill the feeling of progress on gear while leveling. Even with harder enemies, this will not really change.
Heirlooms are still equal to most blues, if not better due to higher secondary stats for most TBC/Wotlk items.
Int weapons 1-80 were bugged before the last restarts making the heirloom seem overnerfed, which was fixed now.
I take the 55% xp bonus, and the fact the items level with me, over just random greens/blues, which certainly need redesign for TBC/Wotlk.
I don't get belts/wrist/gloves/boots all the time during questing, certainly not every level.
Some quest rewards are missing secondary stats entirely, even in 7.3.5.
If they can fix itemization as a whole 1-110, then sure, redesign heirlooms into a buff or a single item.
Last edited by Teri; 2018-01-21 at 06:08 PM.
Personally, I'd use looms without the exp bonus just to not have to worry about gear while leveling. I'd also love it if there were pieces for the rest of the slots.
Id they wanted to make everyone happy, they could make full heirloom sets with no exp boost, and then an enchant/buff for the exp boost.
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..
heir·loom
ˈerlo͞om/
noun
noun: heirloom; plural noun: heirlooms
a valuable object that has belonged to a family for several generations.
They supposed to have that Vanilla classic look to them.
I guess, intention behind making heirlooms scalable with levels - was to make leveling via dungeons optional. As you know, dungeon gear is superior in comparison to quest one. I.e. those, who level via dungeons only - would have full blue gear sets anyway. And those, who level via quests only or do few dungeons - have much worse quest greens. So, heirlooms = dungeon blues without actually doing dungeons.
I don't care about Wow 11.0, if it's not solo-MMO. No half-measures - just perfect xpack.
Welcome to Diablo.
In Diablo 2, players had a set of gear for killing fast, another set of gear that was purely for magic find, and a third set of gear that was purely for gold find. Magic find gear increased the drop rate for rares and unique items. All of this was kinda scrapped in Diablo 3 and they added a gold find section tot he paragon point system, which as it turns out is a very boring solution.
Looking back, I'd say having different sets of gear for different jobs was more interesting and fun.
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.
the heirloom buffs should just be reusable enchants. so that you can still loot items for the appropiate slot and enchant them with the XP buff and some statbuffs.