What is the goal of having baseline mastery rating?

  • 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.

You’d have to be a short-sighted player to not see that baseline mastery is essential for every specialization. Not all gear has +mastery on it, and gear from before Cataclysm doesn’t have +mastery at all. In SL, all specs will have mastery at level 10, and it will be the only mastery they might see for many levels unless they choose Cataclysm or newer content to level through. It gives a base amount so that people can benefit from a little mastery before they can pile it on their gear (or not, depending on spec).

many specs have mastery which gives them unique bonuses that wouldnt be given with the other stats

So what you are saying is that it’s okay to balance the whole end game content that will be around for something like 12-24 months based on a 3 days leveling experience?

What if we had more quest rewards with mastery on it? Would it still be okay to tune the end game content of an expansion on the leveling?

Edit: And before it’s mentioned, I would also be in favor of the removal of baseline crit for a better crit scaling.

I think there should be better scaling of secondary stats without jettisoning our small amount of baseline crit and mastery.