Sunday, December 4, 2016

Bandaids

Blizzard is doing some really weird things to stat in WOW.  There are two problems they seem focused on.  One is that secondary stats (crit, haste, mastery, versatility) are in some cases being better than primary stats (strength, intelligence, dexterity).  The other issue is that the value of various secondary stats fluctuates wildly, and some specs basically only care about one stat because it is so good for them.

The solutions Blizzard is looking at are interesting, and to my mind, flawed.  Their plan is to reduce the effectiveness of secondary stats.  For example, crit is going to require 400 points to get 1% crit chance, whereas currently it requires 350.  This will certainly mean that people are less excited about secondary stats because they just don't do as much.  It will also overall nerf classes that have particular benefits from a specific stat.  For me as a Ret paladin this is irrelevant, as all stats are fairly similar, except mastery which is bad.

But wait!  Blizzard doesn't want to nerf people overall, so they are going to increase the amounts of primary stats on items to keep player power constant.  We will hit harder, but won't crit as much or go as fast.

This is, however, just a bandaid solution that will wear out fairly quickly.

See, it used to be that all the stats on an item scaled up at the same rate.  Gaining 15 item levels meant that all the stats on an item went up 15%.  But this had problems because people kept doing things like getting near 100% crit, and that was bad and messy.  Primary stats still scale like this, but secondary stats scale pretty close to linearly.  That means you can start at 25% crit and have your crit talents feel useful, but not end the expansion with 100% crit where nothing makes any sense.

The problem is that this won't work in the long run.

Imagine two tiers of content from now.  We will probably have gear 50 ilvls higher, which means that primary stats will be 60% higher than current.  However, secondary stats on gear will only be up enough to push us from 25% crit to 35% crit.  That means that even if primary stats are the best now, they will improve by 8%, while secondary stats improve by 60%.  This will put us back in exactly the same spot.

Even if Blizzard's changes manage to cement primary stats as 50% better than secondary stats right now, they definitely won't stay that way.

Personally I think that making secondary inferior just isn't worth the upheaval that these changes will create.  I can see that they thought primaries would be better - if you look at gems and enchants and such you can clearly see that the ones gated behind ingredients or high skill level are the primary stats.  The fact that they thought I would pay tons of money for a 200 str gem but I actually use a 150 haste gem because it is better is unintuitive, but not really a gamebreaking problem.  The difference between the two is miniscule, on the order of .1%, so it doesn't really matter much which players go for.  It feels weird that the system works this way, but when you make big sweeping changes you ought to have a pretty good reason for it and I don't think their reasoning justifies the alterations, especially because it won't even last the expansion before the problem reasserts itself.

Now the changes that they are making to even out the value of some stats do make sense to me.  Obviously based on spec and talents stats should shift in value, but they shouldn't be three times as valuable as one another, that is too much.  Making some changes to fix those extreme inequalities is a good idea, to my mind.  Individual specs should not say "Oh, I would never use an item without crit.  Doesn't matter what other stuff it has, only crit matters."  That is too much.  (Fire mages!)  If crit is 50% better than mastery, that is all well and good, and you will hunt down crit gear.  But if you find a much higher level item you will still put it on, which is pretty much what we want.

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