I don't think game is supposed to hold your hand in every way
I don't think game is supposed to hold your hand in every way
Note that only bad players would need to do this.
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The simulations are made by looking at the information in the game. The only difference is the people working on such things are smarter.
For example, 3% crit damage on boots is very obviously a highly desired item.
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And he should stick to LFR.
Snarky: Adjective - Any language that contains quips or comments containing sarcastic or satirical witticisms intended as blunt irony. Usually delivered in a manner that is somewhat abrupt and out of context and intended to stun and amuse.
On my mains for mythic raiding. I definitely hate it as it is. Rings with gem slots are worth an additional 30 ilvls, other gear between 5-30 depending on slot and spec. Avoidance and leech is super important for tanks, sometimes to the point where I see people using 40 ilvls lower on some fights.
It'd be so simple to just make it dynamic. It rolls a gem slot? It's base ilvl is ,420 with an adjusted of 440, the 440 ilvl gets rolled into the average instead.
On alts, I dont really care as much, unless I get to higher ilvls by luck and I start to see I have 5% haste and I need 20% to function lol
Overall, i think wotlk was the closet to ideal stats. Better gear should have gem and enchant slots for adjustments and preferences. Tons of varying stats for different classes, loved having armor and magic pen. Not so much Hit, felt more like a stat tax then anything.
Then maybe not 1%, honestly if you are doing mythic raiding past the 4th boss, you'll need to optimize, especially if your group isn't cheesing fights by stacking counter classes (ie, using all multi dotters with strong damage reducers on court)
They set the stats for gems too high. They could reduce old gems from +40 to +20 and new gems from +50 to +25 and essentially fix the issue. But that would devalue the work people did grinding sockets, so they'll wait for a tier or expansion to make the change.
The item budget for some damage procs seems a little high as well, but that was likely a reaction to them being too low in BOD.
Snarky: Adjective - Any language that contains quips or comments containing sarcastic or satirical witticisms intended as blunt irony. Usually delivered in a manner that is somewhat abrupt and out of context and intended to stun and amuse.
No, I actually like the current system.
I think what helps separate players is the work and understanding they put into their gearing. I do wish that we could remove some RNG from it, and I do have some issues with Benthic effects being more powerful than gear that is +30ilvl comparably, for the most part the current meta of balancing and simming secondary stats is the best the game has had it gearing wise.
Honestly, they would have to majorly rework builds to not have any stat synergy to be able to get away from secondary stats being more powerful then primary at endgame. You'd have to strip out white damage consideration, on crit effects, etc... They would have to find a way to massively devalue secondary stats and within the current game's framework I don't think it's even possible. There are even examples in classic wow where concentrating on a specific stat became infinitely more valuable then others, even if the others provided what seemed on paper a great benefit.
Last edited by StillMcfuu; 2019-10-04 at 06:39 PM.
I don't really think the issue is understanding gear. I think the issue is itemization in general is completely broken and stats value on certain (or most) classes. Gear itself is fairely straight forward, we understand what most items do, I least I believe so. Now how does that affect your character exactly is the tricky part, and that's not the job of item description to be honest, trying things and experimenting is a big part of RPG games, if anything I strongly believe sims should be deleted from existance and force people to actually play with items.
Sounds like you are playing the wrong game if you don't want to invest a little time in learning the game mechanics.
It goes even deeper than that. You don't hang on to anything you receive for very long, item levels greatly standardized what gear appears to be (and there's no meaningful way to determine what gear is actually good without a lot of third-party digging), gear is visually homogeneous and, as you said, most gear doesn't have unique attributes. I was shocked when I picked up a Trident last patch and realized it didn't even use primary stats, it just hit you with a cool buff. It had been ages since I saw something like that.
My 2 cent on this is that maybe the game's itemization isn't the problem but the community's obsession with min-maxing and cookie cutter BiS'ing is.
Honestly, simcrafting isn't hard to do, but Azerite traits muck up the system for me. Certain builds with azerite rely heavily on secondary stats to work optimally and trying to find the proper itemization to hit those breakpoints is pretty much preventing me from removing extremely out of date gear, just in the case I could theoretically use it and do higher dps with another trait build.
Fod Sparta los wuth, ahrk okaaz gekenlok kruziik himdah, dinok fent kos rozol do daan wah jer do Samos. Ahrk haar do Heracles fent motaad, fah strunmah vonun fent yolein ko yol.
Simming gear isn't hard at all, atleast for me. I just use simcraft and copy/paste the lines into raidbots. I wait for it to process everything and then I use what it recommends. I don't have to think about anything.
Most likely the wisest Enhancement Shaman.
No, please no. Gear is really easy to understand. You don't have to sim unless you want to mix/max. You can just look at your specs "best stats" and stick with that, you'll do fine. If you're worried about not being able to push high content with subpar stats, then you're gonna have to put in the additional effort.
I'm kinda seeing the OPs point here, I mean there's really no way to tell which azerite traits are better by reading them.
50 crit that stacks to 5 or a direct damage proc that fires more at low health (for example, numbers made up).
How would.one ever know? Every azerite ring is basically what used to be a trinket proc, so you have what 12 of them?
people like you ruin WOW. IT WILL NEVER be easy in your mind, you will always want to take the short cut and have it be even easier than before. WoW is in the easiest and most simple state it's ever been in, the gear is even easier than classic to understand lol.
But still you want it easier, no, quit. Go play FF6 on steam, gear is literally just armor and weapon damage, you can't get any more easier and it's right up your IQ level to grasp.
No. Gearing, comparing gear, min-maxing, finding the most optimal gear set... is all part of an RPG. It's one of the things that makes the game interesting because it gives you something to think about every time you get a new gear piece.
That proces is taken away somewhat by simulationcraft, however, simulationcraft is made by players who just programmed their theorycrafting into a machine.
By saying a higher ilvl item should always be an upgrade over a lower ilvl it takes away everything. You might aswell remove gear as a whole if you're going to do that and replace it with something like paragon levels.
Moreover, I would actually love to see it get more complicated by making defensive options more important for non-tank specs. Maybe even bring back elemental type resistances on gear.
Last edited by Fayntic; 2019-10-04 at 08:05 PM.
The problem isn't the gear, it's the way stats are beneficial to you that's the issue. Main stats are secondary to secondary stats across the board this expansion, in part thanks to the squish and in part thanks to blizz rushing the expansion out before proper testing and balancing was done. Admittedly they made their own jobs a lot harder with all the new azerite stuff combined with the newly introduced scaling everywhere. No amount of reforging, sockets or enchants will fix your issue that's focused around ilvl and the main numbers that used to be the bigger ones that you went for when deciding on upgrades. Thus we've got more calculators and spreadsheets than ever before.
Last edited by Tiwack; 2019-10-04 at 08:08 PM.
If you knew the candle was fire then the meal was cooked a long time ago.
I would actually like a gear system that is a bit more in depth and customizable. Reforging and gemming did just that. I thought they were good systems I don't know why they got rid of them. Now I find it to be a little too simplistic and I think it just promotes more grinding in a way as in getting RNG gear with stats that you don't want or primarily use so you give the WoW slot machines another try to see if you get lucky with stats that work better for your spec.
You can't get much easier than it already is.
Its not that hard to deal with it... But I do agree that they should do a better job with stats. I just don't get what is the point of all the stats if you almost always have to stack one. Just make other stats more viable.