This is not something that will ever get changed, at least not in the foreseeable future, but it has really hit me recently just how bad WoW’s itemization is.
To be clear, I am not referring to the acquisition of gear. As far as that’s concerned, I can’t think of a time where the game has been in a better place. Reward structures for the various content types make sense, the crest system is fantastic other than the existence of flightstones, doing more challenging content feels more rewarding. All of that, positive.
It is the items themselves that are horrible. We desperately need some new stats added to the game beyond the base 4 that we currently have, and more specifically, stat goals to work towards.
PoE
As an example, I will use PoE. When building a character in PoE, there are a few checkboxes that have to be ticked for your character to function properly in endgame, difficult content. For example, all characters want to cap their resistances. Many characters need to reach 100% spell suppression. Crit avoidance. Increasing max resistance. Satisfying attribute requirements. And so on…
Having these elements makes for compelling itemization, because your gear becomes a real puzzle that you are trying to solve. You have to find gear that checks these boxes, then you have to find gear that checks those boxes and also gives you other significant benefits, then you have to find truly insane gear that can check multiple boxes at once leaving more room on other items for other useful stats. This system is satisfying and rewarding, and is a major reason why PoE remains the best in its genre.
WoW
Now, I am not suggesting that WoW needs to or even can have itemization nearly as compelling as PoE or other more complex ARPGs. That is unnecessary, and a lot of the complexity is made up for in how much more complex the moment-to-moment gameplay is in WoW compared to those games.
However, WoW has gone too far the other direction, and there is nothing interesting about the itemization at all. There are no breakpoints, there are no minimum stat requirements, it is simply “My spec likes crit and haste. This item has vers and mastery on it. This item bad.”, or worse, “ilvl higher = equip”.
This has been the case in the past with things like hit/expertise caps, haste breakpoints, etc. I am not denying that these examples had their tedious or unfun moments. Having bad loot luck and not being able to make hit cap or being way over the hit cap suck. However, having those feel-bad moments makes those feel-good moments of perfectly hit-capping and being able to invest more heavily into other stats feel even better, and most importantly, was interesting.
Conclusion
There are two core pillars to the gameplay loop of RPG games. Building the character, and moment-to-moment gameplay. WoW’s moment-to-moment gameplay is great, and is the big reason why the game has managed to stay so successful. To this day, there has not been another MMO that feels better to play.
However, the game has gone heavily backwards in terms of building the character. Zero thought goes in to it. Sim the item > number go up > equip. The only “interesting” items we get, like the Diurna’s Chosen ring or the cantrip weapons or anything like that, are only interesting because they do literally anything other than just give x amount of 2 stats.
Please respect your playerbase to be smarter than toddlers, and give us interesting itemization with problems to solve.