Can we un-simplify stats a bit?

Spirit is the only one I really miss, and i guess pvp stats if you count those.

The idea of elemental resistances has always been interesting to me, but in practice it doesn’t really pan out well IMO. Similar feelings about things like hit chance.

Why not simplify them even more - to destiny 2 level. Where you only have item level and three stats that don’t actually do anything

It’s 6 stats as of Shadowkeep, and they finally tell you what they actually do.

I love simming myself but the amount of simming I have to do just for a handful of azerite gear per slot is a nightmare. I currently have 5 chests 4 shoulders and 4 heads from the azerite gear vendor (max level ones) I want to sim them more my guild starts dabbling in Mythic and it’s going to suck lol

I liked things that added +shadow damage or +fire damage. They usually had higher amounts than other +spell damage gear since it was focused on one element only. Could be fun to put it on some random slots

It’s currently impossible to tell what is an upgrade anymore without running a sim.

You want to make it even worse for what exactly? To see more stats on your character pane?

Some of your suggestions would require completely redesigning class and encounter design.

This is a fair argument and one I largely agree with. There is a sizeable, vocal group who thinks the entire idea of using a gasp third party website to play optimally is evil incarnate. They’re really who I’m referring to.

Nope. That isn’t my motivation.

I’m just bored of the Stack Main stat + 2 favored secondary stats, on all peices of gear.

You basically have 3 stats that effect you. Sometimes you have tertiary stats, usually not though. :woman_shrugging:

Stacking 3 stats, and getting upset if it doesn’t roll the two main stats you want and tossing it away is boring. It’s part of the reason gear has zero meaning to it. Everythings just a simplified down stat stick, there’s no pros or cons for the stats, it’s just figure out what two stats scale the base for you, stack as much as you can, ignore everything else.

Earlier versions of this game, I needed to be careful with multiple stats. Needed my +healing for healing, wanted both spirit and MP5 because both were important, I wanted Int because it actually had a purpose besides just being a flat scaling stat. Had to weigh the options of trading off 1% spell crit and +24 healing , for 2% haste and 12mp5, ect.

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Personally I agree, wish we had hit and resistances back again. Oh well, such are the way of things. It won’t go back.

This may seem rude but I really don’t want to play a game where they’ve made gearing idiot proof… with just how unique some players play in order to make it 100% visual it would have to be 100% based on ilvl and secondary abilities/proc would need to be simplified too…

Some people just need to be left behind so that the majority can have fun, especially the people who don’t do content where the proper stats matter in the first place.

Simming is easy, used to have to do all your gearing/weights by hand after all.

No… A variety of specs get different interactions with their stats. Haste, for instance, will often (but not always) reduce the cooldown on an ability that generates another resource. Certain break points for dot classes might even have rotational effects. Crit, similarly, can cause procs that affect rotation to the point that having certain amounts makes changes.

And then of course the interaction of all of these things. Crit increase crit chance, sure, but haste equals more hits equals more crits, which do you need more? How does that scale relative to talents, traits, trinkets, essences?

It’s funny to me how people act like wow stats and everything are so overly simple, yet a huge portion of players, including the knowledgeable high end players, have to use a program to sim their characters because things are too complicated to do manually anymore.

Wow. some secondary stats have interactions with the class, which is what makes them the 1 or 2 main stats a class relies on. Whodathought.

It still doesn’t change the fact, you basically just stack 3 stats to the stars, because those are the three best stats for you (Main stat + 2 secondaries)

Which is boring.

When you ignore 80% of a post, you admit your inability to address it, the validity of everything the other person says, and your failure in the whole situation. You want to keep whining about stats despite them being a small piece of a more complicated puzzle. But you go ahead and believe that you have better ideas.

Or, maybe you can realize I’m aware of why some stats are heavily weighed for some classes, but I still find the dynamic that you basically stack main stat + 2 best secondary stats for your class, to be underwhelming, uninteresting, and feeling like zero actual thought gets put into it?

The systems today are numerously less complex than they used to be. They basically turned a bunch of sub stats and piled them onto a main stat and called it done. :woman_shrugging:

Yes, there is a reason each class has a few secondary stats that are the majorly heavily weighted stats.

That still doesn’t mean that stacking 3 stats to the skies isn’t less dull and unimaginative.

I mean… it’s complicated for the wrong reasons though… I’d rather have more stat types with simple interactions, than few stat types with complicated interactions.

More stat types with simple interactions allows me to work out for myself what is logically a sound build.

Less stat types with complicated interactions means… The whole thing is a straight up convoluted mess and I’m forced to sim it in the end.

One lets a player have a shot at figuring out a decent build on their own, while the other… just doesn’t. Without sims we’d have absolutely ZERO idea as to how strong each of the azerite traits are, or how they impact our stat weights, or how talents impact stat weights, or how stats themselves affect their respective stat weights…

Edit: Long story short, someone saying to me +hit is the best stat up to 8% gives me a clear guideline on how to proceed. Past that it’s just optimizing my gear to get 8% hit without going too far over (if at all over). As it is now… the ONLY correct answer for gear is: Sim it.

My fire mage is a prime example. You’d think that a spec that is expressly built around critical strikes to proc instant nukes would in some way be interested in crit. You’d think that… and you’d be wrong. Your next thought may be to be interested in mastery, afterall a large chunk of your damage is from ignite! You’d think that… and (for my mage currently) you’d be wrong. No what you actually need… is vers… Oh wait… unless you’re AoEing, then you need mastery again… but not too much or you’ll lose out on too much ST damage…

Yeah, I’m not sure I’d try to argue with this. I’m not saying our system is the best system possible, just that it isn’t simple. Unlike what other dude seems to think, sometimes the stats feel counterintuitive and it’s very much not just stack these 2 stats.

Almost all of my toons that I bother to sim have different weights for single target vs aoe, and that varies again depending on the length of each type of encounter. For many of them, depending on what azerite traits I have also changes the weights. For this reason I have 40 pieces of gear saved and quit often find that one upgrade moves the weights around that demands a different piece in a different spot. Now you could ask if I’m doing content where that much precision matters and… no.

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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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