Losing Haste

I am gradually losing haste even when I level up even when i get gear that specifically INCREASES my haste. What the hell is going on?
Diminishing returns based on character level. Happens every expansion.
Yep the amount of haste needed to reach the same % of haste you had increases with every level you gain.
11/11/2018 06:58 PMPosted by Ohgodmyeyes
Diminishing returns based on character level. Happens every expansion.


I wish they found another way of reducing the power creep instead of an entire reset of secondaries every expansion.

One of my biggest pet peeves with this game after playing it for so long is that it sort of betrays the normal RPG feel of progressively getting stronger with the secondaries being devalued when leveling up.
After 116 you'll start to lose secondary stats and legionary effects.At 118 you really would see it in your spells.Then at 120 before you get your other azerite gear,or most them, you get another drop.Your haste at the ends up around ,if lucky, 6-8 is a pain.
11/11/2018 07:11 PMPosted by Pyromor
After 116 you'll start to lose secondary stats and legionary effects.At 118 you really would see it in your spells.Then at 120 before you get your other azerite gear,or most them, you get another drop.Your haste at the ends up around ,if lucky, 6-8 is a pain.


Leveling from 117-120 is the worst feeling of the leveling experience in my entire 10 years of playing this game. No where did leveling from 90-100 or 100-110 felt so disempowering as this last stretch.
11/11/2018 07:11 PMPosted by Kalorea
One of my biggest pet peeves with this game after playing it for so long is that it sort of betrays the normal RPG feel of progressively getting stronger with the secondaries being devalued when leveling up.

It does sort of put a dent in how my characters feel to play, but it's usually something that doesn't last all that long.

If they didn't do this, though, one of two things would happen:

A) New gear would have identical amounts of secondary stats on it, making upgrading dependent on a significantly increased power curve from primary stats.

B) People would eventually hit 100% in stats, rendering secondary stats worthless and forcing tuning to be based around primary stats.
11/11/2018 07:14 PMPosted by Ohgodmyeyes
11/11/2018 07:11 PMPosted by Kalorea
One of my biggest pet peeves with this game after playing it for so long is that it sort of betrays the normal RPG feel of progressively getting stronger with the secondaries being devalued when leveling up.

It does sort of put a dent in how my characters feel to play, but it's usually something that doesn't last all that long.

If they didn't do this, though, one of two things would happen:

A) New gear would have identical amounts of secondary stats on it, making upgrading dependent on a significantly increased power curve from primary stats.

B) People would eventually hit 100% in stats, rendering secondary stats worthless and forcing tuning to be based around primary stats.


I think what they could do is have your secondaries be effected by the level of the target you are fighting instead of it being dependent on your level.

Say for example I have 30% crit from gear at level 90. If I fight a level 90 mob it stays 30% crit chance. If I try to fight a level 91 mob it goes down to 29% crit chance or lower. But if I try to fight a level 89 mob it goes up to 31%. Maybe if I fight a level 30 mob it goes as high as 99%.

In essense I disagree with the scaling of enemies based on ilvl or your level. Weak enemies should still exist and not every enemy should be your level in the open world. Also dangerous enemies that are much higher level should also exist.
11/11/2018 07:19 PMPosted by Kalorea
I think what they could do is have your secondaries be effected by the level of the target you are fighting instead of it being dependent on your level.

Say for example I have 30% crit from gear at level 90. If I fight a level 90 mob it stays 30% crit chance. If I try to fight a level 91 mob it goes down to 29% crit chance or lower. But if I try to fight a level 89 mob it goes up to 31%. Maybe if I fight a level 30 mob it goes as high as 99%.

I have to disagree here. I would much rather be able to look at my stats screen and know what my secondaries are going to be, even if they're lower than I'd like, than have to reference a by-level chart in order to know what my crit chance will actually be.

I'm certainly not saying that things are perfect as they are, but I'd much rather have enemies scale to me than have my secondary stats scale to unknown values.
11/11/2018 07:19 PMPosted by Kalorea
11/11/2018 07:14 PMPosted by Ohgodmyeyes
...
It does sort of put a dent in how my characters feel to play, but it's usually something that doesn't last all that long.

If they didn't do this, though, one of two things would happen:

A) New gear would have identical amounts of secondary stats on it, making upgrading dependent on a significantly increased power curve from primary stats.

B) People would eventually hit 100% in stats, rendering secondary stats worthless and forcing tuning to be based around primary stats.


I think what they could do is have your secondaries be effected by the level of the target you are fighting instead of it being dependent on your level.

Say for example I have 30% crit from gear at level 90. If I fight a level 90 mob it stays 30% crit chance. If I try to fight a level 91 mob it goes down to 29% crit chance or lower. But if I try to fight a level 89 mob it goes up to 31%. Maybe if I fight a level 30 mob it goes as high as 99%.

In essense I disagree with the scaling of enemies based on ilvl or your level. Weak enemies should still exist and not every enemy should be your level in the open world. Also dangerous enemies that are much higher level should also exist.


Technically that is what happens. You don’t see t as much now that things line defense, hit, and crushing blows are gone. Used to you needed 17% hit for example to hit ??? Raid mobs. When leveling that 17 went out the door and you would need like 30% to hit something 8 levels higher. They kept the idea in game just removed how easy it is to see.
I do have to agree this just so weird to feel so strong at say 113 and in Waycrest Manor and then like a wet noodle at 118 in the same place.
You think you want to feel more powerful as you level, but you don't.

Look forward to 9.0 where hitting level 130 makes you do 100 damage crits!
11/11/2018 06:55 PMPosted by Blanky
I am gradually losing haste even when I level up even when i get gear that specifically INCREASES my haste. What the hell is going on?


You'll be below 10% soon, enjoy that with the GCD's lol
11/11/2018 06:55 PMPosted by Blanky
I am gradually losing haste even when I level up even when i get gear that specifically INCREASES my haste. What the hell is going on?


They hate us.
11/11/2018 07:52 PMPosted by Snowslight
11/11/2018 06:55 PMPosted by Blanky
I am gradually losing haste even when I level up even when i get gear that specifically INCREASES my haste. What the hell is going on?


They hate us.

Yeah because wanting players to not be haste capped in the first raid tier is some how hating the players.