Can’t just read a trinket and know if it’s better or worse anymore
Can’t just get a piece of gear and know if it’s better or worse anymore
Better crunch those numbers first
The game switched from creative abilities and items to +% this and xxx damage so that it was easier to balance
So how come the game feels more unbalanced than ever before?
Side note | The lack of everything with Guardian druids has been acknowledged since October by Devs and has been made known since Beta. I’m reading about this scheduled class tuning and Ion’s comment on there being NO planned class revamps.
He also mentioned there were there ~300 people working on this game. How many are working on the next expansion? I’d imagine if they’re trying to stick to a release schedule there couldn’t be too many people still looking at BFA.
It blows my mind how many radical changes they made to certain classes from Legion to BFA that haven’t worked out, and yet reversing those changes doesn’t seem to be an option. It’s like they don’t have a PTR to test things on or something…
I’ve probably mentioned it a lot in the past but a grading system was needed years ago. First by school then by individual metrics. Such that:
Class A has a root ( C ), an interrupt (B) and a snare ( C ).
Class B has a root (A) and an interrupt (B).
Class C has a fear (A) and an interrupt (A).
Snare is A grade.
Root is B grade.
Fear is C grade.
Interrupt A - school lockout, 30 second cooldown.
Interrupt B - 30 second cooldown.
Interrupt C - 45 second cooldown.
Root A - breaks on damage over X, 30 second cooldown.
Root B - breaks on damage over Y, 45 second cooldown.
Root C - breaks on damage, 1 minute cooldown.
Something to that effect. Obviously it would need to be adjusted where the grades are coming out close to what they need to be. But what I think they are missing is the overall school vs school grading. Like asking the question are snares always better than roots? If you say yes then you already know snares are better than roots.
This site is a trap for players looking to learn more about their class. Don’t fall for it, they will lead you down the wrong path.
In regards to the other part though, WoW has always had people doing math over all the gear and finding what was theoretically BiS. During Vanilla it was what, Elitist Jerks? Their forum was the go to and filled with people crunching numbers on various items. Nothing new, really.
Interesting concepts, I fear it would have to be handled well to avoid homogenisation though.
Also the approach you mentioned doesn’t actually seem to address the issue that many players have regarding class satisfaction, mostly in regards to rotation.
Do you have a system for more rotational aspects as well?
Also Roots are hands down better than snares
Complete immobilisation over partial (depending on ability slowing of character).
That being said snares have their place, especially on classes that can kite well due to their lack of Diminishing Returns.
Nothing for rotations at the moment but it’s not a bad idea. I think to make rotations fluid you need to think of them in the same way as animations. Meaning a downward swing should be followed by an upward swing. That would be natural. So let’s get rid of this resource generator / spender nonsense and go with abilities that key off one another. Parry > Riposte, Shield Bash > Devastate, Bone Shield > Cleave, Riptide > Inner Surge. That sort of thing where you are actively pushing and pulling to generate the resource. It would also make it more interactive.
Unfortunately you can’t avoid homogenization because the original design made it so there were no pure CC roles. So it fell to the DPS role to do this. Now it’s a headless thing where nobody is there to do it and everyone has some way to do it.
Oh I’d never use Noxxic. I learned that the hard way back in Cata. But I mention it because its another example of having third party sites act as Class brokers for World of Wall street gameplay.
To be fair it’s also a really good example of why the afore mentioned system is a bad one.
How is a new player supposed to know which resources are good and which are bad? In a world where we have to use them to make educated decisions the players need to be taught what to trust to make those decisions.
That would definitely help with how Utility is being handled in the game. Looking at this tool from wowhead (another third-party site lol) you can see how exactly they’ve distributed utilities this expansion Raid Composition Tool
You don’t need to use any of those to play the game, those things you listed were made of passion from the very players who take this game more serious than the casuals and made them so it would make life easier for many players of a similar mindset to them. Casuals can easily find a play style without using any of it if you so choose.
I believe it used to be that way. I don’t know if it’s just me but it feels like they’re balancing the game and encounters in the game with these types of habits in mind.
If you happen to be a class that relies a lot on having the right trinkets or azerite traits be prepared to be confused as to why you’re getting kicked from groups or benched.
But yeah I agree. I’ve posted as such before but I honestly feel like it gets overwhelming at times. And even with all those resources I struggle like hell, so…shrug
the best part is when you sim your guy and paste your pawn string into the stupid math whatever thing, or whatever you’re using, it still manages to make suggestions that either make no sense at all or are clear downgrades such as a piece of trash from stratholme being stronger than something current
This xpac I stopped caring about stats, weights, and rotation. Still clearing the keys I need to and having a tad more fun than I did trying to keep up. I might get a heroic clear this raid but eh, rather not. That being said, none of this really feels different than the past. Find the stats that let you do the most dps without taking aggro