#0 - Dec. 28, 2009, 3:53 p.m.
Q u o t e:
As a player, I find defense to be a much more interesting stat, because it doesn't have a hard cap. In fact I'd say that the fact that +hit *HAS* a hard cap is what makes it such a problematic stat. There's nothing interesting about having to wait until I have 4 compatible pieces that I can swap in all at once to get a DPS increase.
GC, you guys have done a very poor job of dealing with stats that cap as gear levels have gone up. Whether it's a hard capped stat like +hit or avoidance stats that don't have a cap from a player stand point, but which make encounter design problematic, you guys have just made each tier +X to all stats, including these capped stats.
I know you've read the numerous threads from players whose jaws dropped at the terrible frost emblem trinket with 150 hit on it. There's nothing interesting about an option to get half of our +hit from a single slot when we're already drowning in it.
Q u o t e:
Except frost emblems will never be the trivial ones that you farm up by just spamming heroics for a couple days. Frost emblems are the end of WotLK progression. They will never be accessible in the way that triumphs are.
Q u o t e:
But that then begs the question 'why are the badge gears only aimed at gearing up people's offspecs when mainspec trinkets are already in a bad position?'
Q u o t e:
Is it the developers intention that tanks carry around a depth of gear slots so that we can swap things in and out? I'm asking because we cannot predict what drops. That's part of the game. Consequently, if we're going to "tweak" our sets so that we can utilize a new upgrade, that would likely require that we horde gear in our inventory and bank.
Q u o t e:
The current cap is 540 defense skill. That's it, not very confusing if you know how to read and know how to add. Most of those skills are developed in grades 1-4.
Q u o t e:
It is logically incongruent to want to remove spellpower, attack power, armor pen, defense, etc., because they are deemed confusing and detracts from the fun of the game .. and yet at the same time defend hit rating with the exact same arguments that could defend all the other stats I just mentioned. There is nothing you can say about hit that cannot be said about the others.
Q u o t e:
GC, I guess your example of "Resto becoming Balance" wasnt good enough, and it was a really great food for many forum trolls. To expand the example, I can say your idea is more like "Healer playing as DPS", exempting Paladins up to some degree, but not completely. I also agree the idea is to give Healers that want to DPS a high-lvl entrance item. But i guess it should be done not so late in the xpac, you are eating item slots in the high-end raiding, which is something the design plan wants to avoid.