I definitely wouldn’t want that. I don’t like having to keep busy with those things.
I don’t mind swapping out a piece of gear if I got an upgrade of course, but I definitely don’t want to change it around all the time.
I also don’t want WoW to be anything like Diablo 4. I’d be playing that game if I wanted stuff like that. But I’m never going anywhere near a game like that again as long as I live.
I think we have a fundamentally different mentality in terms of gearing. I don’t try to reach the finish line to get the best gear, but I like the gearing process itself and deciding what to use, if that makes sense.
While I do think there is scope for more customisation around gameplay involving gear I don’t want to be frequently changing things around.
I would like better interplay before playstyle, Talents, gear / stats and enchantments / gems.
Where you can choose bigger hitting weapons / spells and stack Crit or dual wielding faster weapons with Haste.
Primary Stats are barely relevant anymore. Rogues us Agility because all their abilities are impacted by Agility. Not because they choose to be Agile.
The only time Primary stat impacts me as a Shaman is when some item drops and it happens to have Agility on it because it’s for Enhancement Shaman.
Similarly Mastery does make you do more damage or healing etc. But it rarely (if ever) alters how you play the game.
I barely even look at stats anymore. I wear whatever gear I get.
And I’ve gotten lazy (largely as I don’t do grouped content anymore) but also because there is little agency in how I decide to set up my character. Talents do provide some leeway but even here it’s mostly very situational talents or pvp talents that I ignore and whatever’s left I click. Rarely am I thinking “that Talent fits how I want to play the game better than that other talent”.
I quite liked Hit as a stat that you wanted a certain amount of and then had to tinker a bit to optimize your stat distribution.
I think that was a quaint addition versus the stats we have today where more is always better. That’s a bit overly one dimensional.
I would also like more effects on items. I believe Queen Ansurek drops a ring with an effect on it, which is pretty cool. But why only that one ring across the entire expansion? Make more! Items with effects are cool, so put more of them into the game.
It’s fun to compare items with effects against each other, rather than 1200 Stamina versus 1250 Stamina. Whoa geez, gonna have to think hard about that one!
Blizzard also used to explore item sets a bit beyond the tier sets. There was a trinket set in BfA I believe that was pretty cool, and in the old days there was the sword set from Zul’Gurub that would even transform the wearer.
Why don’t we get more of that?
Where’s the Reforging NPC these days? If I want to front load my gear with Haste, it was pretty cool to be able to convert some of one stat to another. Why can’t we have that again?
Why are all the gems and enchants reduced to passive stat increases and obvious choices? Where’s my cool meta gems?
TBC had some cool tailoring sets with Shadoweave set as an example, that revolved entirely around increasing shadow damage. Why’s that not a thing anymore? Where’s my + spell damage and +frost damage?
Why does every item come with a bucket of stamina? Why can’t I find items anymore that simply have a ton of Intellect that allows me to be a glass cannon if I want to be that?
And where are all the cool legendaries and artifact items that enhance or modify my spells and abilities and otherwise shake up the way I play my character? Why’s everything epic items with two primary stats and two secondary stats?
It’s not even a question of spitting out new ideas. There’s so much we used to have that’s just not there anymore, and there’s nothing else in its place. Gear design is just simplistic now to the point of being downright boring.
I agree with this. And even with the current system, it’s not obvious even what to stack.
Taking my class example:
Do I stack mastery?
Do I stack versatility?
Do I stack haste?
Not saying that it was more obvious in the old system, but even with the “simplified” system, I feel that the game simply doesn’t tell you what matters for your class and spec, and just throws gear with random stats at you.
I’d love to see more build possibilities when it comes to gear, and not be shoehorned into one specific gear setup without knowing why, or having options.
Granted, going back to the TBC/WOTLK gearing would make it a lot harder, but also offer more options.
The game shouldn’t tell you how to build. Current wow gearing is extremely linear and 1-dimensional. If I just look at item stats in classic, tbc, wotlk it’s already way more interesting. Though… If they came up with something new, that’d be great too. Just current gearing is so bland, I don’t even try to get gear, because I don’t care about the boring 1-dimensional The War Within-gear at all.
I literally gave you the example for protection warrior.
Nothing in the game tells me that Haste is the main focus, and that versatility/crit are on the same level with Versatility being the lowest priority.
The game shouldn’t tell you what stats you want. If the stats are badly balanced, that’s a different discussion. Haste, versatility and crit are the exact same for every class in the game.
I don’t care about what is Meta today. I don’t have joy just copying a guide on what stat out of the 4 is meta. It’s really lame gearing. Even Mobas have more interesting gear choices than world of warcraft, which should definitely not be the case. At this point even League of Legends has more RPG-elements in their gearing than wow
Yeah I’ve pretty much noped out of that and just put on the piece with the highest item level.
It’s so arbitrary.
I can get Mastery which allows me to do more damage, or I can get Versatility which…also allows me to do more damage?
“But you see Jito, the way the damage is calculated is different.”
So unless I get a damage meter I have no way of discerning one from the other, because it’s just number calculations running in the background.
It has zero impact on my active gameplay.
And it’s such a far cry from a game like Elden Ring where your choice of weapon really defines your playstyle.
I remember in the old days there was Spirit which would only work after not performing an action for a few seconds, and then there was mana/5 seconds.
Those stats filled the same role but in notably different ways, so you kind of had to evaluate something that was a bit more tangible than the current secondary stats are. Crit or Mastery? To the theorycrafting web guides to find out!
See even THAT is not obvious.
Because the game tells you nothing, and this leads to people looking up guides, meta and what not and being shoehorned into these meta builds.
It’s a problem created by the game itself.
my point exactly.
The game itself either pushes you to using guides/external resources and enforcing the meta instead of telling you: “It doens’t matter, pick what you want”
Old wow gearing for tanks was way better: Wow used to have defense stat, resistances, armor used to matter, stamina was an actual thing to think about, dodge was relevant, etc. Current wow gearing is just auto-pilot. You only go for ilvl for the majority or the journey, and only when you hit your ilvl cap, you just go for a stat that is meta currently. You don’t think about anything, or do trade-offs. In Diablo 4 for example you can either go full glass canon with aspects, but then you have to build elemental resistances, or you go for a defensive aspect and only build offensive stats.
However, instead of just going back to old gearing, why not actually come up with something cool and new, that isn’t so extremely trivial as now? I would recommend for example to add elemental resistances to the game and bring back bosses that require to stack them. That alone would shake things up a lot.
How much % elemental resistance does someone need to survive, but also not have too much to do as much damage as possible? How much Stamina do I exactly need to survive a boss mechanic? Does this fight require me to use an offensive or a defensive combat-potion? Those are fun questions to me. → Bring back RPG into wow gearing
In Vanilla only tank you could play was prot warrior that used 2x 1h weapons to keep aggro. How was it better when you had to basically play dps that was pumped heals from paladins or priests in order to tank. Go to any top guild logs and find me a pala tank or warrior with a shield. There is none.
Can you not separate mentally details about how gearing works from the rest of the game? Obviously overall a 2004-version of the game is worse than now today. Also did I say vanilla was better, or did I say that gearing was more enjoyable?
The game is worth only for 1 month …perhaps 2 months because how seasons works . Diablo seasonal + copy paste= World of Warcraft .
If you look how diablo 3 started and how it is right now with many stats-removed you can understand that the same team = for the warcraft dev team(They have basically same ideas )
Professions and Gear .
Classic-tbc-Wotlk-Cata-Mop . You could create with your professions 3-4 items of the best quality of the current raid with the material-recipe that you could buy .
Previous week i made(engineering ) 636 ilvl weapon for my friend that is in Mythic/m+ content . Vault today = yep 639 ilvl weapon The F word on discord and cursing was on another lvl …
Retail right now ?? You want 636 ilvl ? you must do the content because there is no chance to get gilded crest … No only that but doing the content and creating the item and how this gacha system works , you always can get a better ilvl gear =making proffesions pretty dumb .
The only worth is the specials stats/ embodiment that you wanna choose either for cloack-wrist due the stats…
The gearing has lost any prestige because there is no more character growth .
I remember when they tried to make gear interesting.
We ended up with azerite gear which was not a fun system to work with.
Make content exciting instead so gear doesn’t have to be