Items that are too powerful compared to where they drop

Rogues:

Mask of the Unforgiven - Stratholme
Mark of Fordring - Tirion Questline
Truestrike Shoulders - UBRS
Cape of the Black Baron - Stratholme Dead Side
Cadaverous Chest - Scholo minibosses
Deepfury Bracers - World Drop (Bracers of Eclipse in DM, #1)
Devilsaur Gloves - Crafted
Cloudrunner Girdle - LBRS
Devilsaur Pants - Crafted
Pads of Dread Wolf / Swiftwalker Boots - LBRS / BRD Princess killed
Painweaver Band - UBRS
Blackstone Ring - Maraudon
Hand of Justice - BRD
Blackhand’s Breadth - Quest for LBRS (A) / UBRS (H)

Dal’rend’s Sacred Charge - UBRS
Dal’rend’s Tribal Guardian - UBRS
Blackcrow - LBRS (Satyr’s Bow when it’s updated much later in Vanilla, #2)

Edit: Misread post as “less than 6” not more than 6, apologies. Leaving bis list up though for reference.

Re-read my comment. I’m not amazing at math but pretty sure 2 doesn’t equal 6.

Yeah I misread, my bad. I put it in the edit. Sincere apologies. I probably should get more sleep these days given how often I’m reading stuff wrong.

I thought I explained it well enough already but specifically because they said “Along the way, we’ve taken a close look at items that provide the biggest power gains, many of which were introduced in 1.10” - This implies their focus is on all items that provide the biggest power upgrades not just just 1.10 items.

Happens, especially when you’re not in your 30’s any more…

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I’m 25. If anything I spend too much time partying on my days off and am absolutely exhausted when I’m sitting at my desk looking for things to do. For reference I’m typing this from work because graveyard shifts have next to nothing for me to do, especially with a desk job. I’m basically on the clock to wait for people to start showing up in the morning, do the small amount of paperwork left over, then post on 4chan and here.

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No, they listened to too many private server try-hards who convinced themselves that dire maul will make MC/ony sleepwalking easy despite historical evidence that shows most of the people who did MC didnt even step foot into it until after DM was released.

Death to the daywalkers /salute (I work 5pm to 5:30am so I know the feeling)

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You don’t think at all this might be related to the fact that leveling back then was an absolute chore because the quests were all over the place. Or the fact that in the same patch as Dire Maul’s release they actually put in the attunement which prior to doing, you enter MC from running through BRD?

To be fair, the Dire Maul items are better, are they enough to trivialize MC and Onyxia? Not really, in fact reverting the talents would be significantly more impactful but they aren’t likely to do this. However the Dire Maul gear in some cases has some item that are just huge.

Though the biggest thing about Dire Maul isn’t the loot. It’s the tribute buffs. One of which is 200 attack power which for reference, a pre-bis rogue has like. . . 730. Another is 15% stamina. Then the third is either 3 or 5% critical strike chance with spells.

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I would say “Dire maul AND OTHER GEAR” … is the ultimate goal to ensure a linear power progression tier to tier without outlier items lasting several tiers… or is it about correcting difficulty of content because of 1.12 talents (or both)?

I agree, should these be disabled in raids?

Outlier items shouldn’t exist, I.E ones that came later. This is partially why holding DM back makes sense because most people will be 60 before DM reasonably would be introduced. Again, it’s a very minor thing but I’d rather consistency because allowing irrationality with logic is never a good thing. It’s like mixing poison with food and the poison is going to win every single time.

As for items that are too strong. Leave them as it is. Some items are just itemized really good and shouldn’t be toyed with. Band of Accuria and Onslaught Girdle are big offenders of this, Lionheart Helmet as well. However the single biggest offender of outlier items lasting for tiers is Edgemaster’s Handguards for warriors. This level 44 mail world drop item with no real stats is your pre-raid BiS on a warrior just because of how glancing blows interact with weapon skill. For reference:

When you dual wield, your auto attacks have a chance outright that can not be mitigated to do what is called “Glance” which basically means the auto attack did half the damage. Weapon Skill reduces the damage lost after 300 skill. When you have about 310 weapon skill your glances do as much damage, or close to it of your non glancing attacks and I think glance chance is 40%.

Some people contrary to the testing believe weapon skill reduces the chance of you glancing which isn’t the case. It just makes your glances do as much as auto attacks or close to it.

It has nothing for me personally to do with difficulty of content, you’ll steamroll it without Dire Maul items anyway once you have a few clears provided you get decent items.

Not really. I liked how Light’s Hope handled them where they disabled them on raid tier releases so that way the server first race wasn’t influenced strictly by world buffs then enabled them a month later once everyone downed the place basically.

If I had to pick I’d be most welcoming of that system, however for the sake of consistency I’d say just leave them in because they’re a pain to get to where only dedicated players will get them and once you die they go away. Additionally it creates conflict. I had a priest leveled and parked in Blackrock Mountain solely to purge players from guilds I didn’t like on their raid hours to gimp their logs. Sometimes you get guilds ready to wipe each other for the same on their off days.

That’s actually exactly my point. No one but the most “hardcore/dedicated/no life/whatever” players ever did MC without access to DM and it didnt make a lick of difference back then and it won’t make a difference now.

Satyrs bow is inferior to the AV reward Bloodseeker anyway.
Unless you are desperate for the 1% increase to hit.

IMO Tarnished Elven Ring from DMT is better than Blackstone.
15 AGI>20AP + 6 STA.

Correct me if i’m wrong, but isn’t the 1% hit much better for rogues / warrior dps?

I think world buffs should be enabled in raids but only one of them at a time. So one head buff or songflower or tribute buff, But I won’t lose any sleep if they don’t restrict them.

If your hit cap is 8% then sure, dual wield classes still benefit from hit after 8%.I’ll leave it upto math nerds to work out when extra hit over 8% has diminishing returns.

Depending on whether you’re getting 1Ap per agi or 2. For a rogue they will get more from blackstone at pre-raid BiS levels than TER thanks to raid buffs.

Dire Maul isn’t just a problem for the BiS items it drops, but the knock-on effect of other things from there including DM Tribute buffs.

i seriously doubt they simmed it. Just had a discussion and decided that appeasing the streamers would be better for business and also that a more drawn out content release would get more subscription bucks.

If they were really worried about the raids being too easy they would give the players the old talent trees with threat mechanics, but that would require a lot of work and no fans with a famous youtube channel have been crying for it so it would be under appreciated work.
I would be really surprised if they were concerned about someone getting an item that increased their dps by 0.5% over the alternative being too strong.

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It is. You have a hit cap and a thing called the crit cap which is a formula that basically factors in your hit. There’s a whole table of outcomes that can happen but basically you actually only benefit from so much critical strike chance. This is why with world buffs and class stacking a lot of players pushing their dps opt for more hit gear. Especially as a dagger rogue because they innately gain 5% critical strike from talents. You will have all the class buffs which give you a decent amount of crit. However Songflower if you’re world buffing is another 5% crit. Rallying Cry of the Dragonslayer gives more. Basically if you’re in a guild that does these things, critical strike chance is next to useless because of all the ambient critical strike chance you attain to where most of your crit you’ll never actually notice a benefit from. I have a picture of me having 45.41% crit chance with world buffs in MC in pre-BWL gear just from the amount of crit I had available to me from being dagger rogue + world buffs + class stacking (feral druid for Leader of Pack included) and I wasn’t getting benefit of most of it.

Your crit cap is directly tied to your hit from gear, once you achieve the hit cap, hit becomes virtually useless. Until you also start hitting your crit cap where hit becomes more valuable. As a rogue you want to use Blackcrow, Satyr’s Bow once it gets the bonus agility does come out to being more damage because both give 1% hit, but Satyr’s Bow gives agility in like 1.10 when it gets updated.

However by the time that happens, unless the rogue is a fresh toon you’ll be getting Striker’s Mark at the very least which is hit, and I think 28 attack power which kind of just blows both out of the water. There is also the Gurubashi Dwarf Destroyer from ZG which while not excellent, the raw attack power alone helps it outperform the pre-raid BiS bows unless again, you’re looking to push your crit cap higher.

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I find it awesome that a new group of gamers is taking up the mantle of old gamers like me.

Puts a warm fuzzy feeling in my heart.

yes but it also corresponds to the content patch it’s from that’s 1.10 while lionheart helm is from patch 1.01 basically just after launch. No it does not imply their focus on the items themselves, it shows that their focus is based on watching that power gain and setting release dates of certain patches after other ones, not just gear. Why they put DM in after and they split ZG and BWL up. They literally explained what their process of thinking was. They are looking for content chunks that are authentic in nature. Not to split items off their content patch because they are too overpowered.

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