Item creep has always been a problem in WoW, the thing is it never reached the critical point until Pandaria. When the effects of gear scale faster then the stats of the character you end up with a game where your character is pointless in light of what gear they wear. When you completely ignore this problem and just keep raising the stats on monster and thus gear to combat them, you make the game solely about what your wearing. The long debate about whether its skill or gear that makes a great player was never a debate, its always been gear. If your wearing full Heroic maxed gear, you will be good. No matter how bad your rotation the stats will carry you through all but the most stupid mistakes. The problem with that being when you require a guild to GET the best gear anyone whose casual, not in a top running guild etc is instantly at a huge, unfair disadvantage.Sadly there is no solution. There are 2 neither of which is applicable. The first being to reduce the stats on monsters and weapons and begin the creep up all over again. Naturally this would be a massive undertaking having to restat every item and monster in the game and i doubt Blizz would bother when WoW only has a handful of years remaining. Option 2 is to continue on and keep ignoring the problem while making subtle adjustments to character stats/abilities and making a conscious effort to slow the item creep from this point on.
This patch is the first one since Cata that makes me want to go back to wow.
Back to Vanilla items. nice!
Blizzard said that there would probably be an ilvl crunch and some rebalancing in the next xpac. Plus if gear doesn't matter than you just end up with GW2 where you can grind all day to get the best stuff and all of it doesn't matter because everything auto balances itself out.
Because Titan comes out in 2016? So yea...it only has one expansion left.
While I do think IcyFrozen was being a bit too broad and over dramatic with his diagnosis above, I will say that he is onto something with the idea that gear level is getting ridiculous. Don't believe me? Try twinking out a 60 and then seeing the stats difference between clothed and naked. Do it for 70 and 80 too. Notice something? Like maybe how with each expansion a larger percentage of end game stats come from gear. Now try your 90 and watch as your stats drop 50%+ when you go naked. I think it would be kinda cool if characters weren't so beholden to their gear you would see more people able to try new things without getting ilvl checked. Instead, Blizz has gone the opposite direction and just made it easier for everyone to get bigger gear (Justice/Valor points, faction currencies, LFR, etc).
I don't like the BoP Technique way to learn new Glyphs, those glyphs may sell for a high amount during a period, but will kill the possibility to get all of them on our alts. All other professions now have a "research", an idea borrowed from inscription and we just did a step back.
Is it possible that the heirloom levels are just set to "90-100" as a placeholder, so they don't work at all, for the purposes of testing something?
There is NOOO! reason to do a number squish. Because of the following: 1) reducing numbers, no matter how much logical sense it makes (all damage and health of every character and NPC will keep the same proportions), may not matter to some people who understand the logic behind it, but it WILL matter to some other people, who are watching the numbers go down, and might not get past that. And might have less fun in the game as a result, and statistically some portion of subscribers will leave the game because of that change. 2) the main benefit of squishing the numbers is a nerdy anal-ness of wanting things to be neater and cleaner and simpler. Maybe there's some technical issues with having to raise the number of bytes of the memory units that store the larger numbers (32 bits - binary digits - will store a number up to 2,147,483,648, which is why the gold cap used to be 214,748g 36s 48c). But you can slap a k(ilo), m(illion), b(illion), t(rillion), etc on the end of the numbers and easily solve that. Just display or store 3 digits of any number, and put the corresponding k/m/b/t after it. You don't need to invent "mega" damage -- after all, "mega" is just a name, there's no reason not to make that name "million". "2 mega damage" is equal to, and sounds worse than, "2 million damage", so just use the million.My point is, unless it is absolutely necessary for technical reasons, you will lose *some* subscribers from a number squish, therefore it's not worth it. The game technology is continually advancing anyway. Creative programming could get you out of the mess without causing any difference in the outer appearance of the game. PS- maybe when you get to quadrillion and quintillion, you can use the name "mega damage", since they both start with "qu".
I really see no reason for an item crunch at this point... if they had done it late cata or even very early MoP I'd say maybe... but doing it for the next expansion will seem pointless when as it is we're getting something similar anyway since we'll be measuring most health pools and damage in the millions (I assume) it wouldn't be far fetched to see a mob with 30m health while you're doing 2m dps... heroic bosses would have 700m health while the "good" dps would be doing 5m dps... My math here is just some numbers off the top of my head but I'm sure you get the idea. .. Perhaps we could even start off measuring dps as 5000k instead of 5m just so you could be more precise with your measurements.
This sounds like "Soloing difficult Mists of Pandaria instances" will never become an option. *sigh*
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