What if we dug into the DnD formula for some items frameworks. Yes, I have just eclipsed 200 hours of BG3 when I say this, but I was considering the fact that my Druid may have literally 3M HP next season, and I was like… there’s gotta be a better way. Then I was like “oh yeah: DND solved this issue, maybe blizzard can copy that and put that ol’ blizzard polish on it.”
This could lessen the impact of new tiers. Coming up with more and more imaginative combos throughout the years would eventually lead them to a seasonal thing like a TCG for any “rated” content, where only the “modern” items worked, but you could also have game modes where they all worked and you could go super nuts with infinite combos and such.
Old stuff stays relevant basically forever, in some cases. Raid Bosses don’t get eclipsed by player power. I think it actually solves quite a few things.
Edit: adding examples because people wanna skip the thread and keep hitting the same hangups.
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Being similar to another game is not being that game. I’m not asking for WoW to become DND or Guild Wars (I’ve never actually played guild wars, but this… accusation came up a few times).
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This is an attempt to solve 3 problems with one change.
a. Power Level Creep. Power gains in WoW are exponential, not linear. This leads to the necessity of a “reset” periodically.
b. What I view as a “boring” gearing system. Next season, I will farm a set of Haste/Vers leather gear with one on use trinket and one proc trinket. Like I have for the last 9 seasons. It’s just leveling but slower. You end up with the same stats every time.
c. Content invalidation. Anything that came out before this season is pointless. There’s no use for it. This condenses the player base, but also leaves huge content droughts once that limited content is finished. -
Yes, I understand what WoW is, this is a suggestion to enact a change.
The short version, replace all gear with on-use and proc effects. You could build combos, give new utility, open up new spell ranks for specialists, etc. Sky is the limit. Like a staff that lets you cast mass dispel. Or a trinket that gives you blood lust. We could use a lot of generics too for stuff like secondary stats.
Every new content patch, some stuff gets added to the pool. Say you want to build the tankiest bear, you grab weapons and trinkets with armor on them from classic and TBC, add in the extra armor crafted set, etc.
Anyone that’s played MTG will quickly see the first hurdle we’ll hit. In a few expansions, someone will link up some items they work well on their own but are crazy OP together. How does MTG fix this? Well, anything tanked is limited to recent patches. There’s always more stuff to get. Nobody who plays gets mad when they get a Mox, even if they can’t use it in ranked. It goes into the box to be used in Wild or whatever.
Maybe some items get reused and you can dust off your original one for table clout, because it still works. Endless experimentation.
The point is to have some in-universe way to explain why we can’t kill a random world mob right after we just took down a literal God.