- Base damage was removed for balance purpose so everything is all about scaling.
- Hit and expertise were removed for balance purpose too so scaling is smoother and because they were considered unfun to get.
- Snapshot was removed for balance purpose (I liked that one tho for its playstyle)
So I’m wondering, why is there still base mastery in the game? What purpose does it serve other than making mastery scale terribly at the start of every xpac for some spec due to the multiplicative nature of stats? Wouldn’t it be easier to balance without such base numbers while also making mastery a stat people enjoy getting right from the start? Some spec requieres so much stat rating to only gain 1% while starting around 5-10% mastery baseline.
Every expansion such thing cause balancing issue where people totally ignore that stat for over 6 months until it eventually get its baseline value reduced and scaling increased to make it more appealing denying alot of BIS list. I just don’t get it.
Also mastery not increasing damage from healers is kind of a ripoff since every patch healers damage have to be tuned again and again because some deals too much while stacking their bis stats (crit and haste) while some deals not enough damage and stacks mastery on top of that. Healers damage would be much easier to tune from the start if they had the tank treatment with mastery which is a flat increase to damage.
IDK if any of that is getting changed in the next expansion but hey, let me know if this is the case. If not… well rip.