Vault should feel good and be an upgrade, allow to target loot

Vault is time gated and effort gated, loot from vault should be an upgrade, not a disappointment, you get only so many vaults and that is the only way to get mythic gear outside of raids even if mythic dungeon content can be harder. Having multiple vaults in a row drop garbage feels bad, there needs to be a way to target loot, either allow to buy any piece of gear for, for example, 2 weeks worth of coins or allow to set slots you need so you dont get rewards for slots you already have BiS in or get 2handed weapons when you need 1handed for classes that use both etc.

Games should be fun, doing 8x M10+ and getting nothing on your only chance for an upgrade is not fun.

4 Likes

Blizzard likes randomness, because it stops players getting their goals too fast, thus it prolongs game duration and player sub time.

ill counter that with - if i got BIS on my main and alts werent an absolute chore to gear then id play alts too.

Now if things ar eout of reach or rng is that horrendous ill just cancle sub and play other stuff. Making it more difficult to gear is never the answer because that just makes people frustrated and theyre more likely to quit.

Make vault the added bonus it was meant to be NOT the main way of gearing it is now.

2 Likes

it is already gated to one item per week, considering its the only source of mythic gear outside of mythic raids. it takes most of the season to gear even if you get bis every week and even if you could block slots/types of items you dont need considering the item pool you wouldnt be bis even with a lot of luck

Lets be real most of the players who play WoW now are the hardcore long termers, I highly doubt there is “many” 100% new players to it (Not saying there is none because that would not be true) so many of us play alts and have many of those.

So there is no reason to continue to try to extend player’s times and subs because the players already do that for them by having 5 or more alts and most of us know that once you reach a certain ilvl that the game is Weekly RNG on the vault and some of us just give up and go gear another alt instead of farming crests/10s on the hope of 1 upgrade.

The only player’s it truly hurts is the 100% new players because they have to put so much time into one character and the weekly disappointment from the vault could be enough to make them quit the game anyway.

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It is essentially the same principle with removing reforging.

Reforging allows players to reforge gear with their preferred stats. It gives players an option to customize/tweak their gear, without any negative effects.

But, ofc, for Blizzard, reforging removes randomness, so it removes the farming time needed for players to achieve their goal/BiS/stats. Thus it may negative impacts play time, sub income, etc.

All these randomness is just its business strategy to max/min profit, until one day the majority of players are fed up and stop.

Nah, just don’t make the vault give a higher track than what you can obtain from regular content. So it can actually work as a bad-luck-protection again, instead of a main source of gear.

This would mean either tuning up M+ track rewards, or scrapping Mythic Raid rewards, though.

This is exactly where I am at tbf. I dont play alts for this very reason. And while i havent canceled my sub (yet) because the new patch is dropping next week and i do want to check it out, i am taking a break and playing other things. However if the patch doesnt hold up, i will end up cancelling.

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This is not correct as presented…

The reason behind removing reforging was that instead of the intended use of making every drop useful by semi-customizing secondary stats, all it actually led to was every drop causing hundreds of gold in reforging and resocketing costs to reach the hitcap as closely as possible and reoptimize secondary stats using AskMrRobot. In the end all it actually added was yet another reson to use external computations to optimize ingame performance, and with it a barrier to more casual gamers.

The mistake they made was removing hit rating and reforging at the same time, as the former directly caused the issues with the latter… That said, looking at todays game, it would in essence still be the same clownshow, “oh this ring is crap because Ì can only reforge 30% of the crit to haste”, “waah, why cant I reforge crit to haste to have even more haste just because it already has haste”…

Reforging was removed prematurely at the time, but in today’s ecosystem it would be almost as pointless as it was back then. :beers:

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Reforging was needed back then because you had stats that their value changed from being first priority to 0 at certain breakpoints. It was introduced to allow players to have some flexibility during gearing up, and they removed it because each upgraded needed you to sim to see if it is an actual upgrade (which they also removed hit/expertise at that time).

At today’s time reforging would be redundant because of the lack of breakpoints with stats, and how gear stats work.

This statement is factually incorrect.

DRs absolutely still exist, the current first breakpoint (10% reduction) is ~19500 for haste ,versa and Crit (mastery scales differently from class to class).

And some specs, for example firemage, absolutely have to be cognizant of where they are, because we stack haste until we hit 20%dr at 40% haste, at which point mastery /versa (depending on hero talents and encounter) becomes the preferred stat for further implrovement. A demo lock on teh other hand only goes to 27% haste just barely kissing teh first DR, and then starts stacking versa to make his doomguards go brrrrrrrr.

I do however agree that for the average /casual player that isn´t even 619 it doesn’t matter, because they don´t have enough stats to actually hit those breakpoints. :beers:

Today’s DRs and stats weights are so close to each other that it makes each stat too close to each other when near your BiS. This is what I mean that it will be redundant, it will just be used each time, to change miniscule amounts of your stats for a <0.5% dps gain.

My points was not that it would not be used, just that the upsides would not be worth it.

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In mayy cases, yes, but by far not in all. To again use FM as an example, until you hit the first 10% dr, mastery is the second strongest stat but only woth 84%as much as haste on a point for point basis, and as a result of that tuning discrepancy we knowingly keep stacking while others stop caring. And in this case we are not talking about a .5% differance, but literally the difference between >1 mio dps and 600k, because mastery does not reduce the GCD, and therefore does not allow us to get more fireblasts and Phoenix flames, and by extensioninstant Pyros, out during our combustion window, while haste does, as well as incereasing the number of TPS on the ignite dot that our mastery buffs.

THat´s why its important to have a reasonably deep understanding of these things once a certain level of play and gear is reached, or barring that to spend almost as much time simming every piece of gear as using it. THat’s why “everybody” says simming your char is so important… its not because it doen´t matter, but because it absolutely does but most people can´t be arsed to properly understand it, which is on some level understandable because it required both a knowledge of how the class itself functions as well as some not so easy math. That´s why some people write guides, and others read them :beers:

Sorry but your numbers might be wrong.
During current sims, in any combination of stats (by going 70-10-10-10 splits), the difference is never over 15% (source: https://bloodmallet.com/chart/mage/fire/secondary_distributions/castingpatchwerk )

That means that if a perfectly geared fire mage would theoretically would to 1m dps, a mage that would have 70% of his allocated stats to mastery, with only 10% of his stat budget to the other three, would still deal 850k dps.

That is what I mean that it will not have much impact.

To be fair, they are saying to sim your character when people are asking “what is the best upgrade for me”, which cannot be answered by anyone other than a sim.

Yeah, I can see that. But on the other hand it would still prevent you from getting all the wrong stats all the time. RNGsus keeps feeding my Balance Druid Crit, and he does not want that so much. I’d rather be able to convert some of that to Haste or Mastery.

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Yes, I did not do exact calculations for the purpose of a forum post explaining a general concept… But I think we can agree that 1 mio vs. 850k is a discrepancy of significantly more than your stated .5%, yes? :wink:

This number is the dps if someone puts 70% of his stats in mastery as a fire mage :stuck_out_tongue: . Now take a look at the optimization between a 60 haste -20 vers -10 crit -10 mastery build and a 70 haste -10 vers -10 crit -10 mastery. That difference is 0.7% and the difference is literally 3-4k haste/vers.

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I have heard it called the Weekly Box of Disappointment before.

They really should try harder to make the Vault feel rewarding. The time and effort to fill the vault can all be for nought so often.

Yes, the further you get away from optimal the less difference it makes just how suboptimal you are… because you should, in a perfect world, be trying for 85-5-5-5 or even 90-5.5-0 until you hit 40% haste, but that’s obviously never going to happen in ans realistic scenario. Nor are you or I a machine (I assume, I mean no offense if you are in fact one of our new robot overlords :beers:), and that´s why sim data is always to be taken with a grain of salt, because it is still only an approximation of reality and not a universal truth. :wink:

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Ever since they invented the trading post, they only need to have enough good stuff in there to keep everyone grinding their trading post currency by staying subbed.
They can relax their grip on gear rewards now.

Ever since they implemented the trading post, I have maintained my monthly sub