Yup but you could not play without it that was just point but i understood what op meant.
Not random proc gear should ever do more dmg then your class played good with gear on it.
Yup but you could not play without it that was just point but i understood what op meant.
Not random proc gear should ever do more dmg then your class played good with gear on it.
Only doing low lvl dungeons and raids.
Trying them in your underwear makes you really feel POWERFUL!!
Blizzard should improve the looks of my characters underwear, now to think. There could be prettier leaf patterns on my elven bra.
To bring this back on topic for a moment…
Just finished guild heroic clear and I want to bring attention to something that shows just how unfun and out of control these things are.
Heroic Wrathion: 2:11 kill time. A single twisted appendage did 17% of my overall damage and was my highest damaging thing that fight (1.43 mil). In total only 56.52% of my damage actually came from my own spells. The rest is RNG procs from my gear / potion.
Raden heroic: 3:10 kill time. Appendage does 3.8% of my damage. 425k. Total % damage done by my actual class spells? 70.8% (Still honestly low compared to previous expansions).
Even if you’re “fine” with damage procs being this much of someone’s overall damage, even if you are “fine” with the fact these damage procs provide zero gameplay changes at all.
The variance and potential damage of these things is insane, sure they will average out over 1000s of iterations, but that’s not reality, it’s not fun to be doing 30k more dps from pull to pull because of random procs, and it’s not helpful either when you’re trying to gauge how fast something is dying or who needs to pop cds where on progress.
What’s the difference between a trinket that says “chance to increase your secondary stats by X”, which is responsible for 20% of your damage, and “chance to blast your target for Y damage”, which is also responsible for 20% of your damage?
Other than the latter showing up your dps meter.
One is damage dealt regardless of what buttons you’re pressing, the other is damage expressed as some function (In a mathematical sense) of your ability to play your character in a given situation.
Though honestly one single item or effect, be that trinket or corruption, stats or damage, shouldn’t be capable of accounting for 20% of a properly played character’s DPS.
Now this I hate. I am ok if my gear and procs does 100% of my damage, or 10% of my damage (i do not insist needing to have my skill-input be important if stuff dies). But what I’d like is that when I hit dummy, wrathion or Raden, I want that %-ge be same.
The worst part is that quote where Ion says they are happy with how Corruption is working.
Which institute for units and measurements concluded that?
Another thing I don’t like is the homogenisation of it all.
These aren’t things that are a part of my class. I don’t feel like a shadow priest when 50% of my damage is a generic azerite neck and random corruption procs.
We all just feel the same, azerite heroes wielding generic corruption items. Watching 12 people pop CLF at the start of a pull is just… weird, there’s no identity to that, watching swarms of random gear procs has the same feeling. Idk.
Not to mention after all that, this is all borrowed power that comes from expansion systems, not the core class or spec design itself.
If your proc said “your spells deal X% extra damage as fire” you’d still have the same complains.
And my point is that if a trinket had the same power but didn’t show up as a separate entity on the dmg meter, we wouldn’t be having this discussion now.
You’re probably right, we wouldn’t. It wouldn’t be obvious, people wouldn’t be seeing it and they wouldn’t be talking about it. But the problem would still be there.
Also at least in your example of “your spells deal x% more damage” while the proc is up, the person with the proc still has to press their buttons optimally while they have it up to get the most value out of it.
Twisted appendage, however, will do the same amount of damage regardless of if you play your rotation optimally or you just sit there and white hit the boss. Same with breath of the dying minor, same with CLF minor, same with CoF minor, same with dagger in the back, same with rezan’s fury, same with thunderous blast, same with twilight devastation, and same with infinite stars.
Maybe i didn’t word it properly, the idea is that it would be a passive with a proc chance, i’m trying to make an apples to apples comparison.
You’re comparing random instant effects with a duration effect you can track, in which case it doesn’t matter how it appears in the meters.
You seem to have a problem with such effects in particular regardless of how much damage they deal, there was a Q&A where Ion talked about the idea behind this kind of trinkets.
I don’t have a problem inherently with them. Adding a bit of patch / raid flavour to your rotation, and taking the burden off optimal gameplay a little is good for design at all levels, and makes you feel more immersed in the theme of the game in its current state.
I love my lure trinket, I think it’s hilarious to see a massive fish slam into my enemy’s face. It fitted the themes of Nazjatar and EP well, and seeing a big hit on a class otherwise not really capable of doing them was refreshing.
My problem is more when these systems begin to overlap, azerite procs on top of essence procs on top of corruption procs on top of trinket procs. And it starts to drown out how well someone is actually playing, and from a thematic standpoint what class or spec they’re playing.
If that doesn’t show that they’re deluded, I don’t know what would.
I was so disappointed to read it tbh. I dread to see what god awful loot system they’ll come up with for SL now.
I was hoping they’d see, oh no this is not a good system, we have learnt from our mistakes. But no such luck.
Well DH has a lot of identity, more than rest of us - did not end up well either. It is single most perfect class. Whatever we rest get would be copy of whatever DH has now.
And when we had more separate IDs of our classes, we had also most of the class imbalance - i.e. vanilla.
Seems like generic affixes is blizzard’s answer to difficulty / complexity.
First mythic plus, and now corruption. Don’t make rotations unique or interesting, with actual spell interactions that reward good decision making. Just slap affixes on everyone’s character and reward them with random extra damage.
Or am I being glib?
Well, “glib”, if it be up to me 8.2 essences and 8.3 would have never happened… But then again I am not game developer
I just think they’ve missed an opportunity. As others have pointed out, at the end of Legion we could earn the missing legendaries which had such impact and they should have done something for Essences but they didn’t.
Then there is corruption which I have expressed numerous times how and why I dislike the system.