To be honest with you - the way this game is going you are probably right, 4 stats should be it's cap.
To be honest with you - the way this game is going you are probably right, 4 stats should be it's cap.
No; it could not easily be sorted, since the base system conflicts with this. You'd need to band-aid this in, and that threatens the integrity of the base system.
The solution is to normalize levels. This removes avoidance from the game. Or are you really suggesting that mobs should run on a different template system than players?What the OP means is why keep hit/expertise on PvE gear. It is presumed that we are all going to be hit capped whenever we are simmed and without hitcapping we are instantly nerfed a crap load.
Only possible if you want to normalize levels, or create a different template system for non-players. The first removes tanks (as we know them), and the second causes an immense schism in gameplay. Either way, the system would need to be reworked from the ground up.Hell I'd be happy is they kept hit and expertise on PvP gear but removed it for PvE gear. Would help to differentiate the gears better as the stats would be wasted, or they could make them tied to PvP power so the only time it factors in is in PvP.
The reason WHY the removal of hit/expertise is bad is not because of the stats themselves. The stats are a symptom of a problem within the base system. Removal of the stats cause those integral problems to surface and do harm to your playing experience. It's better to have a solution to a problem that you might find boring than to be frustrated by the problems to the point of RNG fully determining the outcome of an arena battle or a raid, and defenders either being crap, or being godmode, in both PvE and PvP.
Hit rating and expertise aren't fun nor hard. This is like saying you want to be a unique snowflake, you don't want it because you enjoy it, you want it because it makes you feel better than those who don't.
Making everyone hit and expertise capped will cause avoidance to be removed? Because serious player are that already and avoidance is still here.
And while we're on it I think avoidance should be severely reduced in PvP. A 10% cap on parry(without defensive CDs on) and a fair cap on dodge(not sure here).
I honestly think the caps are annoying, on the other hand if not for hit/expertise everyone would just go all out with reforging to their best secondary stat. If it's haste and they cap it, go for second best stat... It'd make stats pretty bland, and they're already pretty bland since primary stats are often so powerful.
Stop complaining.
Blizz has to NOT remove stuff that makes the game harder.
I wish you still had to skill up your weapons, shame that got thrown out of the window.
KEEP THE GAME HARD BLIZZ!
Jk too late, about 2 expacs.
Hit and expertise do virtually the same thing in theory, so why not just amalgamate them into one stat? Hit/Crit/Haste/Mastery should be enough.
No; making everyone hit and expertise capped (by granting everyone a flat hit/expertise bonus) will cause additional problems in encounter creation because of item level values. But those things should apply to mobs as well, so it will cause avoidance to take a big hit in item value.
I'm talking about the normalization of character levels.
Basically, what hit/expertise do is essentially curb player power while at the same time maintaining the base game system (five-rank increases for an opposed 1% gain). This five-rank system is fundamental to miss/dodge/parry as well, however.
they can already handle it
Problem with hit/expertise is at low gear you may not get capped at all, even gemming and reforging for it
As soon as you hit like 500 ilvl, you will be way over the cap, and there is nothing you can do about it
One of my guildies had 9.5% hit and 12% expertise at 490 ilvl, after reforging it all away
Id take a million secondary stats over 2 hardcapped ones that WILL go over cap and waste a ton of stat points
i think that spell hit should be changed for leveling purposes. change it so the hit rating gap is lower for hitting targets of the same level or 1 level higher and have a higher gap between 2 and 3 levels higher. overall, the hit cap would still be the same at 15%, but less hit rating would be needed to hit targets that are around your level. the lowest level hit rating food is level 65 and hit rating enchants are few while leveling as well. its a bit easier for casters that convert spirit to hit, but not by much. missing is one of my biggest pet peeves.
I'm sure Blizzard can create a solution...
The thing is: Hit rating and Expertise don't make the game hard because EVERYONE have them. The only ones who don't are the new players who won't understand why their damage sucks and get frustrated.
It's like the one talent everyone takes, either you remove it or you make it baseline.
Science has made us gods even before we are worthy of being men: Jean Rostand. Yeah, Atheism is a religion like bald is a hair colour!.
Classic: "The tank is the driver, the healer is the fuel, and the DPS are the kids sitting in the back seat screaming and asking if they're there yet."
Irony >> "do they even realize that having a state religion IS THE REASON WE LEFT BRITTEN? god these people are idiots"
Ye gods no. Hit and expertise are great and add complexity and depth while remaining simple to understand. They're brilliant game design and they should stay; otherwise gearing up would just be about stacking bigger numbers, no balance or finesse to it.
Keep hit and expertise, please.
Seeing how Askmrrobot is a really shit optimizing tool, yes.
Trying to optimize your gear, to see if you will need a drop over someone else at a certain point during progression. Making temporary BiS lists, seeing what Gems/Enchants you need for a piece of loot(so you can do it on the spot and not waste time going back between bosses) and knowing what you will have to replace to make it an upgrade.
Yeah, that's fun to me. That's part of RPGs, the loot. "In nearly all MMORPGs, the development of the player's character is a primary goal."
Please explain to me how gradually reducing the number of stats that add depth and complexity is fun... If anything they should add more, more stats that impact your character and not only by changing their damage output but having a choice for another play style.
Last edited by Ichifails; 2013-07-27 at 02:38 PM.