Hit and expertise were bad stats. I mean, casting spells that miss their target during leveling felt bad and are just dull stats ie : you get them to 7.5 and that’s it. If you don’t then you’re screwed. That ain’t fun.
Yeah, the old talent system, gem sockets(colour coding etc.), enchants and as you said, stat system, are amongst the things I appreciate the most with classic.
Classic/TBCC is just proper RPG. Retail feels more like Leauge of Legends with extra steps.
Does it not make building a character more limiting?
Since you have to hit those hit & expertise caps?
Hit and expertise caps were horrible, Especially if you were a class that had bad gear optimisation. Try play an Enhancement Shaman and see how many pieces have expertise on them.
and the stat difference
makes the classic/bc epics more epic than any on retail
my belf pala has 10k mana at 60 why not return all those seals
p.s when my war won need roll for a blade of misfortune in a hellfire ramps run
better damage stat and str/stam stat and is somewhat onpar to this ones 213 pvp mace lol
Did expertise exist in TBC? I don’t recall that from then.
Yes because the racials for races are changed from “weapon skill” to “bonus expertise with weapon type” instead. It was added in 2.3.0 I believe, which is why it may be a fuzzy part of TBC, as it wasn’t there at the start, but in TBCC it is.
yup, stats have been stripped down too far in retail, and as a result items for the most part feel really bland. sometimes trinkets are special, and they’re trying a bit with stuff like the rogue dagger from sylvanas. but under the old system items were special as a default rather than requiring a special effect for it to be so.
how do i gear for my character in retail? i get the highest item level item that has the stats i want. cool. think about this for a second - how many of the items your main character is wearing can you name from memory? are they special to you or are they just “high ilvl bracers with mastery on them”?
i wish items were allowed to be more different from each other rather than all following the same pattern. make some items with more stamina, or more main stat, or a parry bonus, or fun gem slots or whatever.
I know what youre saying about hit and expertise. Bad itemisation for some classes is a design issue. However, it gave gear that extra meaning, a reason to build your character. Once you had hit those caps you moved on to the good stats and you felt your power growing. I feel in retail that gear is so meaningless and forgettable.
In TBC you ground out those dungeons hoping to get an epic with two or three slots because you knew you hit those caps quicker. You actually targeted pieces, crafted some pieces or played some pvp to temp fill in the gaps.
I remember seeing the shield and the axe on the isle of quel danas when it came out and i spent hours grinding that rep an dit felt like such a reward when i finally got them as for me personally who played casually felt like a huge upgrade.
Now you just grind gear and once you know a patch is due out you just stop because whats the point. I can get this gear day one of the new patch. Sure TBC had catch up but it was subtle and limited to certain pieces. In wrath you just used badges to get that final item but you had to work for it.
I kinda miss resistances but thats a step too far having to build a few sets. It did help profs mind you. Having a couple of gear set ups for different talents would be nice mind you.
I guess what im saying is theres no character building. I used to obsess about grinding rep and collecting stuff but its so diluted now i just try new classes out but even thats a chore.

I know what youre saying about hit and expertise. Bad itemisation for some classes is a design issue. However, it gave gear that extra meaning, a reason to build your character. Once you had hit those caps you moved on to the good stats and you felt your power growing. I feel in retail that gear is so meaningless and forgettable.
In TBC you ground out those dungeons hoping to get an epic with two or three slots because you knew you hit those caps quicker. You actually targeted pieces, crafted some pieces or played some pvp to temp fill in the gaps.
I remember seeing the shield and the axe on the isle of quel danas when it came out and i spent hours grinding that rep an dit felt like such a reward when i finally got them as for me personally who played casually felt like a huge upgrade.
Now you just grind gear and once you know a patch is due out you just stop because whats the point. I can get this gear day one of the new patch. Sure TBC had catch up but it was subtle and limited to certain pieces. In wrath you just used badges to get that final item but you had to work for it.
I kinda miss resistances but thats a step too far having to build a few sets. It did help profs mind you. Having a couple of gear set ups for different talents would be nice mind you.
I guess what im saying is theres no character building. I used to obsess about grinding rep and collecting stuff but its so diluted now i just try new classes out but even thats a chore.
The long slow grind in TBC re: professions is one area I will concede TBC got right and has over retail; retail profs are dogcrap awful.
i remember assiduously grinding mats in Nagrand on my belf pally over a long period, running dungeons for mats and when I got my max rank Lionheart Executioner I was so chuffed with myself as I had a weapon which was really good for the point I grinded it in. That felt rewarding, it took me a lot of time and patience to get the mats and the reward was a single item which was of high value.
Why can professions not offer this again? Leggos just don’t capture that as they have a “mandatory” feel to them, due to the “one per char” cap and the nature of the powers they grant, whereas the BS weapons in TBC were just another way to get a really good weapon, yet they felt more special than leggos do because they were soulbound items: only a BS could wield them.
i honestly can’t remember many of the other items in TBC because despite me agreeing with you that certain items “held extra value” because they for example had three sockets which allowed you to use them to hit caps for example. Gear does feel quite generic in SL because the weighting for many items is way too close and lacking in variation.
I mean I look at a couple of leg slots my monk has got, I have my Faewoven ones which are high mastery and a lower amount of versa, and I have some i’ve looted from M+ and saved (for later upgrade) with high haste and a lower amount of mastery.
- What about legs which have a balance of stats (equal weighting)?
- What about legs with a single secondary, but a truckton of it?
- What about legs with three secondaries?
- What about legs with no secondaries at all, but they have higher primaries?
- What about legs with no stamina, because they have bonus secondaries and primary intensity stat?
- What about legs with lower primary intensity stat and higher stamina, and bonus armour?
As far as SL (and BFA) goes there are simply less items overall and generally speaking there is in dungeons, raids (not pvp) each one variation of each stat combo, sometimes duplicated across the contents, sometimes one combo not available in one type. But like there will be:
- at least one legs with major haste minor vers
- legs with major vers minor haste
- legs with major haste minor crit
etc etc.
I get why, because loot tables would have to be MASSIVE if you made even more variations of gear which would mean hunting items would be very unfun if you relied on drops - so it’d need the support of a badge vendor or something? Or loot drops going up a lot!
But I won’t lie, I would enjoy very much having those kind of variations on gear again, such as sacrificing stamina for throughput.
Another area I completely agree with you on is the gutting of professions. I can see why Blizzard felt that they needed to do so with all the ‘I am forced to pick this profession’ style threads we used to have on the forum.
It would be nice to bring professions back to some of their former glory although then you’d have the problem of where the high end mats were going to drop. In the old days to craft the top end gear you needed mats that only dropped in raids and whilst most were BoE they were exorbitantly priced on the AH.
Nowadays with M+ also being end game content do you allow these same mats to drop in M+ dungeons and then how do you square off the fact that M+ can be run constantly whilst a Raid can only be run once per week?
I also recall having fun levelling my profession although at the time killing all those turtles for a particular turtle scale was slightly mind numbing.
Yeah they dumbed down gear by removing stats then started saying stuff like ‘gear is boring here let’s front load it with RNG and random abilities’ and gave us things like corruption
It’s really weird if you think about it
Yep this is what i miss from pre WOD wow the most
Hit cap spell hit cap expertise and even reforging them to useful stat
i still remember 8% meele and 17% spell hit cap 26 exp
i miss the days where you could have chest with 3 sockets in it and you put there gems
or belt with 1 socket and belt buckle for another one
i miss those days
There was armor pene spell pene
i really loved def cap for TANKING wotlk was like 550?? i think
man those were the good days cause you look at your character and think about what you need to do next
there was macro for 102,5% def cap or something like that in cataclysm?
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