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  1. #61
    Quote Originally Posted by Gouca View Post
    Basic RPG elements basically. But no, masses of retarded children would rather want dynamic items, progression and shiny bling bling game in lieu of a title with actual depth.
    Where did the gamers touch you son?
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  2. #62
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    Resist gear can easily become a chore. You have your normal gear and then something else on the side, so you have to spend extra time finding stuff to fit unique occasions.

    I quit Diablo the Hell because I had to dance around specific gear pieces with the super limited inventory. It was frustrating to find a super good piece and not being able to equip it because of a specific enemy. WoW would be more bearable in that regard because the storage is much bigger, but I never felt it added anything substantial to the game in any of these two cases.

  3. #63
    I liked resists a lot actually. Should've never been removed. Don't think full gear sets are needed but maybe just a trinket or a few pieces of something.

  4. #64
    Quote Originally Posted by agentsi View Post
    No variants in how the game is played. The same classes are always the strongest in certain areas because they refuse to go back to RPG elements. They spend too much time trying to homogenize the game/classes/specs instead of allowing certain specs to be better at some things than others. Which is why balance has been total shit forever.

    You bring back RPG elements and things can change dramatically in terms of balance and gameplay. Maybe you need to go a different spec for a different dungeon in M+, maybe you need to be a different spec for a different boss in a raid. Add variety instead of saying hey, this one spec can do EVERYTHING, while some specs in the game can literally do nothing.
    You were talking about elements of magic earlier. Obviously my question was related to that.
    What you're talking about now can easily be solved by class balancing, it has nothing to do with RPG elements.

  5. #65
    I've never been a fan of resistance in WoW because that wasn't something that was designed to be a good defensive option, but a mandatory one.

    If resistance was a good way to open new strategies or paths against some raid bosses / in some dungeon it would be a good stat to add. But in the current WoW, I would hardly see be useful. Maybe it could just be a niche stat like leech one some specific item or on special slot gems / enchantment. But I doubt it will ever be a thing as a real potent stat like it used to be.

    Having specific boss tied to RNG drop has never been fun and Blizzard can make better item mechanic / design than just resistance.

  6. #66
    It was inconvenient for sure but helped shape the game as a real rpg

    Slowly, piece by piece, nearly every element of a proper rpg has been replaced in favor of arpg seasonal mechanics

    - - - Updated - - -

    Quote Originally Posted by ro9ue View Post
    I liked resists a lot actually. Should've never been removed. Don't think full gear sets are needed but maybe just a trinket or a few pieces of something.
    I also liked when gear had +fire or +frost + shadow etc… damage to help differentiate the gear even further.

    Now, all casters share one piece of gear etc.. it’s very boring

  7. #67
    It feels bad going after gear when the only reason you're going after it is purely to survive. Not even having a chance to win fights unless you meet entrance requirements has always sucked. It's why they got rid of attunements, too. They're laborious, gatekeeping, prevent people from playing with each other, and frankly it just isn't as fun as a powerful set of gear that can easily be as much of a requirement for a raid and arguably already is. We already see a ton of gatekeeping with ilv and on top of that achievement reqs for runs you want -- to top it all off with "must also have full resist gear" too? Like, what the hell, that's insane. Nobody even likes cluttering their bags with all that excess gear anyway, it's such a pain on top of everything just to lug around. There are so many reasons not to do this it's insane.

  8. #68
    Quote Originally Posted by Lord Pebbleton View Post
    Resist gear can easily become a chore. You have your normal gear and then something else on the side, so you have to spend extra time finding stuff to fit unique occasions.

    I quit Diablo the Hell because I had to dance around specific gear pieces with the super limited inventory. It was frustrating to find a super good piece and not being able to equip it because of a specific enemy. WoW would be more bearable in that regard because the storage is much bigger, but I never felt it added anything substantial to the game in any of these two cases.
    Yeah, but there are a number of other ways they could have gone, to keep it simple, but still keep it. It could have been tied to some profession as well, I definitely could envision some extra resistance scrolls or new potions, enchants, gems even, engineer gear.
    Maybe an additional talent row focusing on magic resist/damage.
    More resist effects from different classes.
    Add a resist missive slot for the legendaries.
    More content competitive crafted gear with resist set bonuses (so it doesnt make the base stats less desireable to a raid drop)
    Or just simply make some of these fights have mechanics based around these.
    etc.

    I just feel that it wasn't really explored too much, but seems weird that a fire damage can do the same damage as frost damage to a fire elemental, and same that all player armor has same defence against every type of magic damage.

  9. #69
    Quote Originally Posted by agentsi View Post
    No variants in how the game is played. The same classes are always the strongest in certain areas because they refuse to go back to RPG elements. They spend too much time trying to homogenize the game/classes/specs instead of allowing certain specs to be better at some things than others. Which is why balance has been total shit forever.

    You bring back RPG elements and things can change dramatically in terms of balance and gameplay. Maybe you need to go a different spec for a different dungeon in M+, maybe you need to be a different spec for a different boss in a raid. Add variety instead of saying hey, this one spec can do EVERYTHING, while some specs in the game can literally do nothing.
    This would actually make DH even better, as the fluff of chaos damage is it bypasses resistances.

  10. #70
    Quote Originally Posted by justandulas View Post
    I also liked when gear had +fire or +frost + shadow etc… damage to help differentiate the gear even further.
    Enchanters sure enjoyed all of the gear drops that nobody could use.
    "We must make our choice. We may have democracy, or we may have wealth concentrated in the hands of a few, but we can't have both."
    -Louis Brandeis

  11. #71
    It could be annoying to get resist gear, but it felt very RPGish so I liked it. It felt much better than systems systems systems in terms of complexity.
    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.

  12. #72
    Quote Originally Posted by zorkuus View Post
    You had to unequip your good gear just to wear a piece of shitty itemized greens. Such immersion!
    Oh no, you have to actually think about the stats on your gear, and use different gear for different situations, instead of just mindlessly equipping whatever has the highest item level and using it for everything. This is obviously a bad mechanic and needs to be removed

    lmao

    If the resist gear is "shitty itemized", why is it required? It literally keeps you alive, thus allowing you to do more DPS than if you had worn your normal gear.

    I bet you also think blessing of salvation is bad because "wahh 30% less threat? no I want more attack power!"

  13. #73
    Quote Originally Posted by Myradin View Post
    This would actually make DH even better, as the fluff of chaos damage is it bypasses resistances.
    yep. Exactly.

  14. #74
    Quote Originally Posted by sador View Post
    I just feel that it wasn't really explored too much, but seems weird that a fire damage can do the same damage as frost damage to a fire elemental, and same that all player armor has same defence against every type of magic damage.
    I think there are just certain things that make more sense as game mechanics in single-player versus multi-player online games. "Hey this boss is a fire elemental" feels great for the Frost Mages that can shine, but terrible if you like playing Fire, or if are a DPS Shaman."Hey this boss is a rock monster and has really high armor value" feels great for the casters, but really awful for the warriors and other physical classes that are being sat because they can't do much.
    "We must make our choice. We may have democracy, or we may have wealth concentrated in the hands of a few, but we can't have both."
    -Louis Brandeis

  15. #75
    I don't know if I agree it was good. Switched main back in BT and had to farm a new set of resistance gear and while it was okay, I'm kinda happy it's not a thing anymore. Like others have pointed out, the bosses themselves that needed this gear weren't even hard, it became a thing where the preparation was 75% of the job.

  16. #76
    Quote Originally Posted by anon5123 View Post
    Oh no, you have to actually think about the stats on your gear, and use different gear for different situations, instead of just mindlessly equipping whatever has the highest item level and using it for everything.
    Despite the lack of resistance gear in the game, people still use different gear for different situations. Amazing, that.
    "We must make our choice. We may have democracy, or we may have wealth concentrated in the hands of a few, but we can't have both."
    -Louis Brandeis

  17. #77
    Quote Originally Posted by Overlordd View Post
    Started up in Cataclysm and somehow Classic vanilla stole my heart. I do not seem to enjoy TBC as much as I did with Classic. I really liked the idea that you couldn't just equip BiS for everything and go ham at it. Some bosses required you to have a ton of resist gear to counter them for example.

    I really liked that idea, and I didn't mind to go back to Maraudon to farm resist gear. I even took my time to farm out Cenarion Hold rep and since I was a Blacksmith in gear specialisation I could make items with resist gear on top.

    I really love this idea. Things weren't time-gated either. You could sit in AQ20 for a few weeks to farm reputation in a passive way, or you could do this tedious grind. Me myself, I just completed the quests in Silithus and took my time with AQ20.

    Was really a nice pace of change. When I went back to retail it's just gear with stat sticks with not much concept given to them. Just "sim it bro" is often the conclusion. I'm a tank in retail so my gear to equip is "just the highest item level"! Literally that. Nothing much depth to that I'll say.
    I loved resist gear. It was fun to have a specific gearset you needed to tailor wearing towards a specific fight or role within a fight. Not necessarily raid-wide, like Sapphiron, but even on key players (eg caster tanks on illidan in BT)

  18. #78
    Quote Originally Posted by agentsi View Post
    You bring back RPG elements and things can change dramatically in terms of balance and gameplay. Maybe you need to go a different spec for a different dungeon in M+, maybe you need to be a different spec for a different boss in a raid.
    Or maybe your entire class is utterly useless for a different boss and you get sat.

    Quote Originally Posted by agentsi View Post
    Add variety instead of saying hey, this one spec can do EVERYTHING, while some specs in the game can literally do nothing.
    What you are describing would be made far worse with your 'solution'
    "We must make our choice. We may have democracy, or we may have wealth concentrated in the hands of a few, but we can't have both."
    -Louis Brandeis

  19. #79
    Quote Originally Posted by Gestopft View Post
    I think there are just certain things that make more sense as game mechanics in single-player versus multi-player online games. "Hey this boss is a fire elemental" feels great for the Frost Mages that can shine, but terrible if you like playing Fire, or if are a DPS Shaman."Hey this boss is a rock monster and has really high armor value" feels great for the casters, but really awful for the warriors and other physical classes that are being sat because they can't do much.
    This narcissistic desire to have no situations where anyone gets to shine and be special, because it will make the warrior feel bad if the mage is having fun, is one of the core rots at the heart of the game. It's made class design incredibly boring. It's how we ended up with insane, backward shit like Affliction being a burst spec.
    "stop puting you idiotic liberal words into my mouth"
    -ynnady

  20. #80
    I liked resist gear because it was an option. For the most part, you didn't need resist gear, but it could help or open up possibilities within your group. You have awesome healers? Put on little/no resist gear to push your DPS. Your healers weak, your tanks are getting trucked, and/or the DPS doesn't matter? Throw on some resist pieces to make your life a bit easier. Furthermore, you could make this decision on an individual level as well, especially if you felt you wanted a higher survival chance on a fight with a specific type of magic damage that is deadly.

    Why did they get rid of it? Probably to just make their lives easier from a balancing perspective (and don't get me wrong, I don't think this is a good reason if the game loses depth or options). Resist gear wasn't a flat reduction (flat %reduction is basically it's pseudo-replacement if it ever shows up in game), it just increased your chances that the damage you'd take would be resisted or partially resisted. In the older raids, that's not a problem as the fights were not tuned to the much higher levels of potential difficulty of raids today. Current raids are bad enough with just natural damage ranges and random aspects of their mechanics on top of DPS checks and tighter enrage timers... and if you add on resists to balance, that's a lot more work across 4 raid difficulties. While you can change gear in current content based upon the encounter, the choices and balancing decisions are not nearly on the level that was made when determining if you would put on resist items or not.

    I still remember that last fight I used resist gear, and it was actually in MoP. While resist gear didn't drop anymore, the mechanic still remained in the game in the background. I actually used frost resist gear on 25man heroic Lei Shi as a tank because it allowed us to drop one healer for an extra DPS since I was taking roughly 30% less DTPS than I was in standard tank gear. It was old xpac frost gear, so I had less health overall, but the damage intake was so much smoother despite the nature of damage resistance mechanics that it made sense to do make this gear swap. Sadly, swapping gear generally doesn't have this sort of effect anymore to allow such decisions to be made (trinkets are about your only option now). Instead of swapping gear sets, you're generally swapping classes/specs to make adjustments to your raid's performance.

    Basically, the removal of resists removed a tuning knob that the player could control to help them tackle content. Its removal just removed another aspect of player control of their character and groups.
    Last edited by exochaft; 2021-07-16 at 07:24 PM.
    “Society is endangered not by the great profligacy of a few, but by the laxity of morals amongst all.”
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    ― Alexis de Tocqueville

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