Saturday, November 4, 2017

Stats



Stat value
This is something that has bugged me since BC and which I never really understood: the uneven value of single stat points. No, I don't mean that some stats are more valuable than others for certain classes or specs, but simply that the stat point allocation on every item or, more specifically, gems are unnecessarily uneven.
For example, 1 point of strength/agility/intelligence is worth 1.5 points of vitality and 2 points of any other offstat. Why not simply bringing these stats on par - by reducing the amount of vitality on an item by 33% while increasing the life per vitality point by 50%; and by cutting the offstats in half while doubling their effect?

Primary stats
By now, primary stats are practically obsolete, a relic from days gone by. The differentiation between strength, agility and intelligence (and vitality and spirit) might have made sense long ago when there were five stats, and each class could benefit in some way or another from every stat to a degree, and all items had fixed stats on them - but now? Stats have been reduced to three, every character regardless of class or spec can only benefit from one single stat at any given time, and for most items, the stat get adjusted according to spec so there isn't even the problem of different main stats requiring different items anymore. The solution to this? Simply introduce a stat "power" or "aptitude" or "skill" or whatever that denotes how good the character is at what his class does, and that replaces the main stat on every item.

Additional stats or perks for Mythic+
One of the problems of Mythic+ is that the loot system has turned out to have some compatibility problems with Raiding. Make M+ items too strong, and it devalues raiding, make them too weak, and it will turn Mythic+ into a playground for raiders (and, more importantly, will practically force you to raid in order to play Mythic+ just semi-competitively).
The simple solution for this would be something comparable to what had been done back in BC by introducing resilience: adding other stats that have no real impact (or none at all) on other sorts of PvE content, but are a huge boon (possibly even essential) to the content they're designed for - tertiary stats with their own stat budget. Some examples:

  • Time dilation (stat): time dilation slows down the timer of an instance. The more time dilation the entire group has, the slower it gets. Should players replace their armor, the counter continues as normal (to avoid abuse, the time dilation stat can never go up after such an action).
  • DR penetration (stat): a stat that makes a character's CC more resilient to DR. For example instead of going 100%/50%/25%/0%, a player with a decent amount of DR penetration would go 100%/75%/60%/40%/20%/0% instead.
  • Control (perk): a perk that enables a caster to CC two mobs simultaneously with the same spell (f.ex. two polymorphs).
  • Vanish (perk): players wearing this armor get the "vanish" skill, similar to that of the Rogue.
  • And so on.

Of course, an alternative would be treating M+ loot like PvP loot: Being several magnitudes more powerful when used where it's supposed to be used.

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