Can we un-simplify stats a bit?

If you actually believe that main stat+ stack is all there is to it, you really don’t understand the system that well.

This system is not more or less complex. There was no complexity to finding a bis slot gear list and copy/ pasting it. There was no complexity to reading a guide for hit/ expertise and maintaining those values or to reforging everything based off a guide.

There is no yolo builds anymore, and I think that is what you are looking for. Accurate meters and logs have removed a lot of the mystery to gearing.

You’re not gonna sim well by just focusing main stat.

This system isn’t crazy complicated either.

First off, I didn’t say main stat stacking is all that matters. I said your basically stacking your main stat + ~2 secondary stats.

Most classes have a number of secondary stats, that out perform other secondary stats. You want to get those secondary stats as high as you feasibly can for maximum benefits.

And your primary stat is always baked into your gear.

It’s really not that complicated, and is overall very dull.

The only major complications come with the Azerite Traits, and usually trinkets from what I understand.

Azerite traits are dead the moment this expansion ends, and trinkets have usually been wildcards, so now real change there.

is it minorly a bit of hyperbole to say you basically stack 3 stats and only 3 stats. Sure, but more often than not, your going to have high primary stats, and 2 secondary stats that are significantly higher in commitment than others.

Again, this system is not that simple. Azerite traits, talents, trinkets, race, essences, fight duration, style, comp, and burn windows all change the value of stats. Even currently equipped gear can impact what is or is not an upgrade.

I’d rather the complexity be tied to mechanics and style than paper stats like mp5 vs spirit.

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You know secondary stats are better point per point than a primary stat for tons of players, right? If anything I’d say we should simplify stats a tad.

Versatility is PvP Power + Resilience in one stat, applied to all environments. It is not necessarily bad, but it really sucks when you have to depend on a stat like this to fix the others you have at your disposal. If it were not for versatility, some classes in PvP environment would be made of paper.

About some people bashing complexity of stats, I have to disagree with you. This variety allows for greater customization of characters. Otherwise, gear are just stat sticks, and you could just shove it all away, right? Then 100% of the game would be skill based, which honestly would make it much more bland in my opinion, and I think the playerbase agrees with it, after the world scaling fiasco we saw in Legion.

At some stage, there was an argument to be made that int was straight up better than spirit even for mana management, because the increased healing from int would save more mana by merit of not having to cast extra heals than spirit would regen over the course of the fight. Of course that assumes an environment where overhealing isn’t really happening and if true could have been fixed via tuning, but still, I wonder if that played into dropping the stat.

Intelligence could work to do what Spirit did for mana regeneration, however there was a design decision to fix mana regeneration to a set pace. I was happy Hit was removed. I am happy with the statistics as is but do wish there was a bit more in-game information or a better way in game (without addons) to compare gear. Just going for “better” stats doesn’t tell the complete picture.
For those who say WoW is like Diablo with regard to stats, I would disagree. Diablo has far more which may appear on gear but feels like it has a better method in game for comparing gear and viewing the discrete results.

It’s not buzz, it’s been an issue since cata. Cata gave everyone a heal, everyone received a stun, everyone had a new resource, everyone just became the same class.

Stats were dumbed down.

I’m with the green bean here.

Whether the stats are simple or complex isn’t the main issue. The main issue is that as it currently stands, in order to truly understand if a piece of gear is an upgrade, you have to leave the game and use a third party resource. I’m sorry but that’s just piss poor game design. At no point should any player have to pause their time in game to go outside of the game to figure out what’s going on with their character. I can’t really think of another RPG off the top of my head that requires it’s players to leave the game in order to build their character effectively.

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They can’t add complexity to stats when the majority of players either a) don’t care, or b) stack whatever Icy Veins tells them to. They can only make doing those two things either more or less tedious, and given the choice, I’d gladly go with “less tedious”.

And, of course, every added hint of complexity on gear is another reason for people to complain about not getting the BiS drops, as though the reason they can’t clear raids is because they have the haste helm instead of the crit helm (when it’s really because they’re just not that good).

Taken as a whole, I’d be happy if they just made gear all main stats and put character customization into expanded talents. In HotS for instance, if you want a playstyle that’s faster than normal for your hero you don’t go around hoping to eventually collect enough RNG to get your haste set, you just pick the appropriate talent and get to the actual playing-the-game part.

Blizzard thought it was to hard for most of you to understand.

Which is WoW was “simplified” or “dumbed down”.

And lets be honest, that’s really the only reason a lot of you have went anywhere in WoW. Druids in particular were much harder to play.

Then they dumbed them down in Wrath now every druid player thinks they are gifted.

It is a buzzword because every class is not the same despite you and others parroting that exact same statement.

People that have access to heals have a healing spec. I don’t see a demon hunter flash healing me?

The people that come to mind that do not have a stun are disc priests and mages.

Everyone had a new resource? Because every caster having and using mana is clearly what it means to be unique from your other peers. :roll_eyes:

Also, show me priests providing lock gates and cookies. Summoning closet? Do paladins also come with the ring that monks have?

Because I could keep going and list almost every class/spec having something unique to them.

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So you mean rpg elements in an rpg?

Should be implemented better than just getting 1% hit chance off a weapon. Pass.

Sounds like someone has never dealt with def capping or the roller coaster that comes along with it.

Stats, particularly secondary stats, are simplified enough.

Whether it’s 3 stats or 30, at the end of the day, majority of people are gonna wait for the ner- theorycrafters to math out the best combination of stats for each class and spec and go with that.

Seems more like an ego thing.

Paladins have a charge that knocks back and an incapacitate.

Priests do have a stun as holy and a stun/in place fear as shadow.

Locks generate soul shard for spenders. Mages generate ice shards and arcane charges.

Ele shaman only use Mana to heal

Hunters now have a heal.

Rogues have a heal

Anyone can solo now with their kits making grouping unneeded in many instances.

Tedium =/= “rpg elements.”

There are plenty of amazing rpgs that do not make their skills needlessly tedious by forcing you to meet arbitrary numbers in order to perform adequately.

No, good rpgs give the player the tools to create a plethora of interesting builds for their characters and the stat / skill / perk / feat / spec systems enable that rather than artificially limit it.

WoW has never been a good rpg.

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That’s very subjective.