Boring stats

Haste, verse, critical strike, mastery.

These are our four secondary stats with our primary stats offering a very boring dmg / healing increase.

For an RPG, this is mobile game tier stats.

Here are some stats we should have available to us in Shadowlands. NOTE: Most of these were in WoW at some point.

  • Critical strike: increases chance to critically strike by a %.
  • Lethality: Increases critical strike damage by a %.
  • Initiative: Reduces cool down duration and GCD duration by a %.
  • Haste: increases attack speed and DoT/HoT tick speed.
  • Constitution: Increase energy/rage/mana/malstrom/etc generation.
  • Luck: Increases the probability of on cast effects, reduces their internal cooldown by a %.
  • Determination: Reduces the duration of crowd control effects by a %.
  • Evasive: % change of dodging attacks and % AoE damage reduction.
  • Grit: % damage reduction while under crowd control effects.
  • Parry/Reflection: % change of reducing damage taken and reflecting a portion back at the attacker. (parry for melee, reflection for casters)
  • Precision: Nullifies evasive and parry/reflection rating, increases chance of critical strike above evasive + parry/reflection rating.
  • Piercing: Ignores % damage reduction.
  • Mastery: as is.

Versatility should be replaced with 3 different stats:

  • blood thirsty: damage reduction and life steal by a %.
  • stalwart: damage reduction and healing received by a %.
  • Versatile: damage and healing done increased by a %.
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While I’m a fan of the concept, I think it can be too much. Everything in the game already can be a bit daunting to look at when discussing the broad spectrum of ways to maximize your characters, so adding these kinds of things in would likely just confuse and be neglected by the majority of the playerbase.

On top of that, trying to gear properly woild be next to impossible. As it currently stands, I know which stats to prioritize for 3 different playstyles on my mistweaver. I know what dungeons I need to run for specific gear with specific stats, and some of them are dungeons I’d rather not do. If they were to increase the loot pool of each dungeon, then it would come to the complaint of “muh RNG.” If they were to make it to where each dungeon dropped all gear slots with randomized secondaries, it would once again come down to “muh RNG.” (And even more so with how many secondaries you’re looking to add) On top of that, you would see players only running the easiest dungeons (like AD or FH) and forgetting the less forgiving content (Shrine, KR, etc.)

As it currently stands, it already takes the average person 5 instances to get an upgrade on gear, with a steep drop off once you get closer to 470. If they were to add in all these secondaries, it would be a ridiculous proprtion of time spent trying to gear vs the little power actually gained, even if knowing the right stats for each build of each spec of each class.

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so back to what most RPG games have been since like the 80’s…i kind of agree, but then again if it werent for whats going on right now im to old to care and im to busy to mess with all of that.

if it came back that would be cool, but im not going to fight for it

Im just glad we don’t have to mess with hit rating anymore.

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I like some of the ideas and the Bloodthirsty and Stalwart traits look good. Honestly i was never a fan of tank’s defences not working from the back (although logical) even re key binding to strafe just since crabwalking vertically in order to avoid losing front blocks/parries with the default camera giving the worst view of where you’re going was finnicky. It was just like fall damage in tf2 and overwatch that removed it. It was there for some reason, taken for granted and when devs were watching tracers die from clipping off a edge, genjis dying from wall climbing too high, or reinhardts ledge charging being death sentences, they realized it was hurting the game for too many reasons for the game, for balance, but when asked what it added. Removed it and it became a different, but arguably better change.

I remember expertise and hit rating and resilence. Honestly it became a problem though since people would go "Get XYZ to X point, 5% hit (or 2% with some talents), and then you never used the gear again.

Right now corruption is kinda that with 37 stats, but so many of them are terrible and only like the top 5ish of 30 are even worth equipping, imo, over the damage they deal from you. Even a T1 corruption might be damaging you 5-10k damage for for the 10k dps you get from it. Except that 5-10k isn’t gradual, it comes in 100-400k bursts every 20-30 seconds.

There are 20 traits that are 1/5th to 10x weaker. Would you wear 100 corruption for 1k dps if it damaged you did, and corruption traits are pretty hated and seem like hard to balance. If a trait is bad, no one uses it. But i think more items like Fire mage bracers and maybe ring slots being able to have passives on their own like trinkets or the mechagon rings could be fine. (Just please split them up though, or have the stats be able to be randomized. I literally can’t equip 400 haste on a Dh without a 2k dps loss for a 300 dps effect even with a 400 crit mech ring. )

Considering every MMORPG I play has similar… I don’t see how it’s mobile game at all.

Some of what you’ve suggested sounds more like effects that should be tertiary stats off of a proc, similar to indestructible.

But you’ve basically got the same things: lethality is just crit. initiative is just haste. luck is what shamans once had and what they gave us in warlords, called multistrike. dodge, parry, damage reduction… all things tanks have already.

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I miss Armor Penetration but things like that (armor cap, etc) just seemed to much for a casual game

hell I remember running the same heroic for a month for an armor pen trinket on my DK and had to beat two paladins whom rolled for it also (cringe)

Simplifying makes for a less fun but less painful experience

Crit magnitude is not the same thing as crit. :neutral_face:

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But you said…

Which is what Crit does now. Did you mean for it to do something else?

I’m seeing this a lot. That wasn’t really the case, even in classic. IE: Once you were at the crit cap, hit above the hit cap became extremely valuable.

No, critical strike chance increases your chance to critically strike, crit magnitude changes the critical strike multiplier.

I kinda miss hit rating :confused: and reforging or whatever it was called. It made stats feel more impactful

So you want what Old Republic has. Gotcha.

Were you here in the days of hit and Ask Mr. Robot? I think those days are gone. I have enough issues with, say, vers/mastery gear, I don’t think it would serve the game to dump a million affixes on gear, some will be simply be better than others, and we’ll need to ask a robot what the best move is again.

Even with this “simple” system you can still get crappy stats, adding a higher variety of stats would only magnify that. In my opinion.

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yeah armor penetration is a stat i wouldn’t mind seeing back though for melee. Felt nice. Getting melee damage automatically reduced 50% against all targets is funky. I mean it makes sense that plate melee would be tanky.

But a resto bear or holy paladin getting plate and full heals vs a disc or holy is really funky. Like legitimately i just dont’ get how restos and holy pallies take a army to take down and nearly last infinitely after a 10 minute 1v1 going no where. Mage teleports, hunter has infinite kite on wpvp builds.

And yet Holy priests in pvp full heal from 0-100% in a single 2 second cast and yet they’re like breathing a sigh of fresh air. “Oh thank god, it’s not resto /holy pal.”. Not to mention you basically have to kill holy/zandalari pallies twice, because of bubble heal/regenerating 40%->100% immune.

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I also miss armor pen. I’ll add that to the OP.

We have been trending towards F2P for a long time. I would imagine the mobile launch will happen at the same time.

There’s a reason they removed things like this…

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There’s also a reason why players removed themselves from WoW, partly the MOBAification of classes.

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So remove yourself.

Bye.

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Most of your “stats” are already in the game:

  • Lethality: Strikethrough corruption
  • Initiative:
    • Reduces cooldown duration: Ineffable Truth corruption
    • Reduces GCD duration: haste
  • Luck:
    • Increases the probability of on cast effects: None, but haste gets you more hits, so more procs.
    • Reduces their internal cooldown: Ineffable Truth/haste
  • Determination: Relentless PvP talent
  • Evasive:
    • % chance of dodging attacks: dodge
    • % AoE damage reduction: avoidance
  • Grit: versatility does that and better
  • Parry: parry
  • Reflection: various spells
  • Precision:
    • Nullifies evasive and parry/reflection rating: None (Fortunately)
    • Increases chance of critical strike: crit
  • Blood Thirsty:
    • damage reduction: versatility
    • life steal: leech
  • Stalwart:
    • damage reduction: versatility
    • healing received: None
  • Versatile: versatility

Yes, we used to have more stats. They were removed for very good reasons.

  • My mage just doesn’t need strength and doesn’t care about dodging. Getting bonuses from the major stats you didn’t focus on was just confusing. Do I want a point of agility because it helps with crit and dodge or should I just get a point of crit instead?
  • Everybody hated hit/spell pen stats. You had to stack them to cap before you could focus on anything else.
  • Most of the other stats we “lost” were just turned into tertiary stats. You can still get some, but they’re not very common. (leech, avoidance)
  • Tank stats are usually only important to tanks. (dodge, block, parry)
  • Run speed is now on azerite gear.
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