Indeed not. The problem is that a lack of unique items has caused a huge swirl of similar functioning and similar sounding items each existing in so many thousands of varieties that nobody knows anything about them and the concept of their existence as something that occurs in the Warcraft lore or universe becomes completely alien - thus hearing about them is uninteresting. It lacks the coolness-factor.
But when you want to talk about what item you get or want to tell rumours about that cool item, then you do use the name, because that’s how language works.
That’s what makes items interesting and exciting in a social environment. It is one of the pivotal differences between World of Warcraft and Diablo 3. In Diablo 3, what they have done here makes perfect sense. Here, it doesn’t.
There will be item level. It just won’t be presented to the user because it only causes confusion. It ranks items by power incorrectly and, given that, nobody will miss it.
Yes. Yes, that’s exactly what I want.
I want higher level item to feel distinct from lower level items. I want the excitement of going into a new tier to get new gear that’s different from what you had, instead of going “Well I had my BiS. Now it’s time to farm it again because Blizz just made my M+ 19 capable character capable of only M+ 9.” The current system does that and that, to my mind, makes it garbage.
You can change the droprate or material requirements or introduce quests to make them more rare. That’s not difficult to comprehend and has been a staple of the genre for over 40 years.
Already does. If I really really need haste and crit but get mastery and versa it’s a letdown.
This is a problem that is not solved because it cannot be solved. There will always be a best item. In both systems it is clear what the best item is. The only difference is that in my system there’s a reasonable expectation that you will actually get that really BiS item before the season ends - something that never happens today.
I know you don’t. I know you’ve completely forgotten about the lore and context of all the items in such a cool and historic location.
That’s what I’m aiming to change. NOTHING cool dropped in The Eternal Palace. It may look like Naga gear but it sure doesn’t feel like it.
My 15 years of experience with this game tells me you’re wrong. There have been many cases of choices between movement speed and other stats, and movement speed was often popular.
Some stats should not appear on some slots, yes. I don’t want to see chest pieces or helmets with speed on them. That’s nonsense. Leggings, boots, maybe a trinket, etc.
That’s your choice. You’re not correct about it unless you seek only burst. If you want the overall highest healing, you got for a mix of both, because it scales polynomially - just like the current stats. But there’s a difference! In this case, the choice between the two changes your type of output, not just your output. Pick +max mana for more sustain or pick +healing for higher burst. Pick both for a balance that’s overall stronger but weaker in each aspect individually.
I meant across the entire gear slot.
Large values can be a problem regardless of what the stat is. That’s the whole point of scaling power… if you scale it too much, the characters become too powerful and break the game. That has nothing to do with my proposal whatsoever.
This is categorically incorrect.
Yes, they finally figured out how powerful to make Stamina. Only screamed about it for 10 years. Figured it wouldn’t take dumbing the entire gearing system down to achieve though (and it doesn’t).
Average sim length won’t help you on the 10 minute marathon boss or the 2½ minute DPS check boss
Incorrect. Things are appended to the loot table. The overall number of items by names will be larger, maybe twice as large by the end of the expansion, but it’s not going to have around 400 items x (475-315)/5 intervals x yes/no socket x 19 corruption effects/none x 3 strengths x 5 different tertiary = 9.216.000
xD
Why should I have to tell you this? Wouldn’t Seabreeze be a bit cooler if I could just say “Yaay! I got Seabreeze” instead of “Yaaay, I got Seabreeze 475 + socket. No corruption though but still kindda yaaaaay!”
Blizzard have openly said they don’t want people to run content they’ve exhausted in the context of world quests, but they do want it with raids, but they design them so they’re immediately irrelevant because mythic difficulty items become available from normal mode difficulty bosses.
I suggest they make up their mind. I’ve offered one way to do it: Don’t ask people to play content they’ve already played to death and, if you do, at least spice things up a bit.