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 Discuss Itemization without insulting devs |
05/20/09 02:19:43 PM
Patch 3.1.2
Bwnsaw |
The last thread on this subject got locked by GC because it was
insulting the developers, even though I thought it had a lot of
good points in it, and obviously others did too. So please
refrain from insulting the devs in this thread, and just talk
about the issues. And maybe then we'll get some change, or at
least a satisfying answer, for the very real itemization
problems currently in the game.
1) In general, itemization is causing a number of
classes/specs to be unhappy with the stat allocations on their
gear, to the point that many don't consider Ulduar gear
upgrades from Naxx gear, and this is borne out in theorycraft
and practice. We've seen a number of attempts to explain this
(gotta give GC credit for not being entirely silent!), but they
boil down to "we want gearing to be a game: we want you to have
to choose between different pieces of gear and decide which one
is better for you, rather than just having every piece be an
obvious and perfectly-itemized upgrade". This concept is fair.
The problem is...
2) The choice doesn't exist. Just off the top of my
head, I can tell you that: there are a number of slots where
there is no spellpower plate option without a heaping helping
of MP5. There is no 2-hander in Ulduar 10 without either hit or
armor pen on it, and I think that's also true for 25-man. My DK
has only 2 plate dps helms to choose from in ULD10, and their
stats are nearly identical amounts of crit and ARMOR PEN. There
is literally NO plate dps belt in Ulduar 10. Not one. There are
many slots with no attractive options for moonkin or elemental
shaman. I'm just touching the tip of the iceberg here.
Where is the "choice" they want us to make? Options
aren't being offered. I put it to the community: do you know
the answer?
3) And the key question: How come so many pieces are
itemized poorly for the specs that would use them? How come
a well-itemized piece (I'm not talking perfectly itemized, just
well) is so rare? I'm sure the devs understand the game,
but the pieces really look like the people who designed them
just put them together willy-nilly without knowing anything
about what the classes in question actually wants. I know
that's not what you did. I assume the devs are smart and know
what they are doing. So what's the rationale for itemizing this
way? What's with all the armor pen, and the mp5 on spell plate,
and the weird shaman itemization, and all that stamina on every
piece of plate, etc? Anybody know?
4) Drop rates: Plate spellpower gear can only be used by
one spec of one class. How come it has the same chance
to drop as anything else? And how come there are so many pieces
of it when there aren't - oh I don't know - any plate dps
belts? Shouldn't there just be more mail offset pieces that
pallies can pick up as well? In my opinion, the best solution
for this would be to take spellpower plate (non set) pieces,
and instead of putting them ont he regular loot table, allow
them to drop as an extra "bonus". For instance, a 10-man boss
would always drop 2 items off its normal loot table, but then
would also have a 20% chance to drop a bonus spellpower plate
item. The technology for this is in the game, it was used, for
instance, for Wargliaves. Problem solved. They could even do
this with other limited-interest items, such as sigils/relics.
That's multiple problems solved in one fell swoop!
5) Plate vs Leather: obviously I don't have the inside
knowledge of the inner workings of the game the devs have. But
it seems like the easiest solution to warriors wanting leather
pieces is to do what you've already done with DKs: make
strength so overwhelmingly appealing that they prefer plate
even if it's a 3-stat piece compared to 4-stat leather. Modify
deep arms and fury talents to scale with strength, or add "this
talent also increases your strength by 1% per point" to a
number of talents. Why wouldn't this solve the problem?
I would really like to know what's up with the itemization. I
think that getting new gear is supposed to be fun. So rarely
seeing any gear that is actually appealing takes a lot of the
fun out of it.
Please respond without insulting the devs or "QQ"ing about
them personally. Do others think this is a problem? Have
you identified any good workarounds? For my part, I'm trying to
get some runed orbs to make a belt, since none drop in Uld 10.
Not really feasible until they become more common, though. Will
have Uld cleared many times over long before I can craft an
upgrade.
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05/20/09 03:24:42 PM
Patch 3.1.2
Ghostcrawler <Lead Systems Designer> |
"I don't like regen stats."
The solution here, from our POV, is not to take the regen stats
off of gear, but to get you to care about them. To us, that's
the same argument as saying "I can get all of the hit I need
through talents, so hit on gear is a waste for me. Please
remove it."
"I'd rather wear leather than dps plate."
I addressed this recently. The root of the problem is that
putting AP + Strength on plate feel dumb (because except for
block, it's the same thing). Putting Agi + Strength on plate
feels useless. A long-term solution would probably be something
like letting rogues (and similar classes) derive AP from
2xAgility and just put Agi on leather and Strength on plate.
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05/21/09 12:59:10 PM
Patch 3.1.2
Ghostcrawler <Lead Systems Designer> |
We could turn this entire forum into a discussion of specific
items. While no-doubt interesting, that is just beyond the
scope of what I am capable to do and still address class
questions. I realize itemization and class mechanics are
inextricably linked, so I’ll try to answer a few
questions.
Q u o t e:
Also why do you keep referring to AP as the only alternative
to a 4th stat on Plate DPS gear? Why can it not be Crit
Rating. Then the rest is free for Hit/Exp/ArP. All Plate DPS
would take crit.
Hit, Exp and now Armor Pen can all be capped, at which point
they become “worthless” stats. At that point
all plate is Strength, Stam, Crit.
Q u o t e:
I have seen you write this before as well. How is having
strength and attack power on an item any different then
having crit rating and agility on the same item, which there
are plenty examples of.
A few players above answered this, but since people keep
quoting it, the answer is that Agility and crit are not the
same stat. Agility also provides crit (and a little dodge and
armor). Strength and AP both provide AP (and a little
block).
Q u o t e:
and pets get no benefit from crit, ArP, or haste.
Pets don’t benefit from a lot of stats, but we view that
more as a problem with how pets scale with your gear and not
with the gear itself.
Q u o t e:
Most shadow priest gear is loaded with haste, now to most
classes this would be a good thing, but to shadow priests who
can only use one spell (mind flay) it's horrible. The biggest
problem is that our teir 8 is loaded with it.
We have allowed the “good stats” and “bad
stats” to get too far apart. The answer, as you point
out, is not to only design gear with very narrow uses because
it is only attractive to one spec (but then exceedingly
attractive to that spec). We can’t be in a situation
where armor pen is junk for Unholy DKs (because they do so much
spell damage) because then we are making Unholy DK tier sets.
From an item design point of view, yuck. We just need to get
the stats closer together on a class-side, not an
item-side.
Q u o t e:
Ele sham currently gain NOTHING from Mp/5 or spirit
itemization. We do not have mana problems nor do we gain
anything offensive from either of these stats. Hopefully this
can be addressed.
Agreed. As you point out, that is why we made sure your tier
sets didn’t have them. We can’t remove the regen
stats from everything else for obvious reasons. We can make the
regen stats useful to you, but then we need to put them back on
your tiered sets as well as nerfing your damage across the
board to make up for the fact that some kind of new regen to
dps conversion scaling will make you better. The conversion
mechanics do the job, but they’re a little muddy and
complicated and I’m not sure we’d call them a
raging success long-term.
Q u o t e:
I don't understand why a high stamina, expertise, hit,
strength weapon is so unreasonable. DPS can put all of these
stats to use, too.
Because then you expect to have several of them every tier and
the hit-capped plate dps classes are sad so we end up having to
drop both. Bosses have bigger loot tables, so nobody is
happy.
Q u o t e:
There is one other reason for the poor itemisation that a lot
of people overlook.
Part of it is deliberate , so when the next instance is
released , they can show off new loot that has better stat
allocation than the previous instance without making the
actual ilevels too much higher.
Yep.
Q u o t e:
This is my personal biggest problem with Ulduar gear, you
boasted that this raid has over 800 items and we were all
very exicited. Well now from seeing the gear for ourselves
either through drops or external sites wowhead, mmochampion,
EJ etc that most of it just going to be sharded.
I suspect you are putting too much emphasis on “best in
slot” rhetoric if that is your conclusion. Make sure you
understand why those estimates and calculations rank things the
way they do. I would not shard a piece just because I read in a
forum somewhere that it isn’t BiS. I particularly would
not over-value set bonuses over stats.
Q u o t e:
Making leather worse doesn't solve the underlying reason that
plate wearers are looking at it.
Of course it does. If plate was AP + Stam and leather was AP +
Stam, you would wear plate. We would just have to make sure
rogues didn’t take a dps loss if we changed the way
leather worked.
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05/21/09 12:59:21 PM
Patch 3.1.2
Ghostcrawler <Lead Systems Designer> |
Q u o t e:
Please don't act as though it's us making a choice to whine
about the gear you've provided for us. We're simply trying to
optimize our specs; to play them correctly.
I understand your point, but I also caution you not to
meta-game the whole experience too much. The goal is not
“Whatever Mimiron drops, I put on,” nor should it
be “Whatever Mimiron drops, I shard unless it is loot
that some spreadsheet says is my best piece.” Gear is a
complex puzzle. If you put on one piece, you might want to
change another piece. That piece with all the Int might get you
hit capped, so you change a gem or enchant. It might not be an
upgrade for another player of your spec but it’s an
upgrade for you. Make sure you are making decisions about gear
wisely, and include in that the way you play, not what a forum
post says your theoretical dps output could potentially
be.
Q u o t e:
MP5, with current allocation percentages, is worthless for
holy paladins.
Yes, that is exactly what I said. You are saying you’ll
just use the shaman gear. Why? Because you don’t care
about the mana regen. Why? Because your mana regen is so good
based on things like Illumination that mana regen stats are not
attractive. That doesn’t mean we stop putting regen stats
on plate. That means we nerf Illumination. An even better
solution would be to get rid of MP5 and make Illumination
return mana based on your spirit. Now not only do you want a
regen stat, but you want the same stat that other healers
want.
Q u o t e:
Honestly, I'm bewildered at why this is a problem? Did
you all just start playing WoW? Did you all just start
raiding?
Anyone who actually worked their way through T4, then T5,
then into T6 in TBC wouldn't be the least bit surprised at
current item progression, because it's no different.
Do you know how many Rogues / Hunters in T5/T6 gear were
still busy running Gruuls Lair to get the Dragonspine that
never dropped / they lost the bid/roll on? Do you know how
many Hunters in SSC/TK were still running Kara in hopes of
Legacy, or the bow off Prince? There were Feral Druid Tanks
still running SSC in hopes of getting the trash staff to drop
for them, even if they were already into T6.
Blizzard already stated they don't want all Tier 8 items to
be Tier 7 items + 2% more for each stat. That's just plain
boring. What they want is for you to decide on whether
trading in Crit for Armor Pen is worth it to you. Is giving
up Spellpower for more Haste and Crit the right way to go for
your spec/roll?
By and large all pieces are upgrades in one way or
another.
Plate DPS pieces have more ST on them then Tier 7
pieces
Caster/Healing pieces have more Spellpower.
Its the secondary stats like Hit, Crit, ArP, Expertise, Haste
and Mp5 that change.
If you walk into T9 with many pieces from T7, that is
'working as intended', because I bet most of those T7 pieces
were 226 iLV items off Kelthuzad, Malygos or Sarth Hard
Modes.
Tier 9 (assuming it will be the final tier for WoTLK) is
where the REAL endgame begins, and where terms like Best in
Slot actually apply. I seriously doubt anyone with
penetration into Tier 9 will be rocking their cloak off
Kelthuzad by choice.
T8, just like T5, is a bridge in gear progression. Outside of
Tier and certain trinkets, T5 was very much a
"sidegrade" for many classes/specs, and Tier 8 is no
different.
Listen to this troll.
Q u o t e:
I DONT NEED STAM TO PEW PEW....
AND WHEN I DIE ON HODIR, IT’S THE HEALERS’
FAULT.
Q u o t e:
For casters, spellpower is usually the most powerful stat,
but the itemization value of spellpower is very different
from AP. You get 19 spellpower for the same itemization value
as 16 haste. For physical dps you get 32 AP for the same
itemization value as 16 haste.
Also remember that the melee and hunters can improve their AP
through AP or through their other stats. Casters do not have a
stat that directly improves spell damage except for spell
power. This is a big deal.
Q u o t e:
No offense but it sounds like you are saying, "okay so the
square peg doesn't fit in the circle hole....so we instead
will bring a hammer and force it to work rather than simply
reaching for the circle peg."
That’s exactly what I’m saying. What some players
are saying is “Just make 30 holes so everyone is
happy.” Do you really want a boss to drop one of 30
possible types of item, 29 of which are of no interest to
you?
In almost all of these cases, I am just explaining our logic so
you know why the gear looks how it does. There are some things
we plan on changing or improving in our itemization philosophy
in general, but those are more long term changes, not something
for Ulduar. In most cases, itemization problems are really
class problems, not item problems at all.
[ Post edited by
Ghostcrawler ]
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05/22/09 09:20:09 AM
Patch 3.1.2
Ghostcrawler <Lead Systems Designer> |
I thank those of you who have made intelligent posts. Those of
you who are just QQing, I skipped over as always. :)
As I said, we can't turn this into the thread where we explore
every Ulduar piece and what it means to your class
specifically. That is just too broad a topic. I'll try to touch
on a few things.
When I say it's a class problem and not an item problem what I
mean is that we are relatively locked into how many pieces we
can drop. If we drop more pieces, the chance you will get
something useful is even less. Therefore we have to make sure
the pieces that do drop appeal to a wide variety of specs and
classes. When you don't care about a stat that someone you are
sharing with very much cares about, that creates a problem that
we do not want to fix by just making two different pieces. (Nor
do we want to turn even more gear into tokens and badges. That
gets lame.)
A great example of this are regen stats. By regen stats I mean
MP5 and Spirit. Yes, you can get regen through other stats, but
bear with me for a minute. Our basic design is that dps casters
generally don't run the risk of running out of mana, assuming
they play reasonably well and aren't in over the head. (i.e.
this doesn't mean you can point out cases where you ran OOM and
claim the system is broken). But we do want healers to face the
risk of running OOM. Healer mana and tanks being gibbed are the
two main tools we have for ending encounters (and often even
PvP). We need for healers to care about MP5 and Spirit as regen
stats, but for casters to largely be able not to. We do this in
part by converting Spirit into dps stats, but as I said, I'm
not sure that's ultimately a successful solution.
(Inhale.) We put MP5 on caster mail because Resto shamans use
it. We don't put it on the Elemental tier set because Resto
shamans won't use that. Many mana-users can get regen out of
Int and crit, but those also improve other aspects of casting.
If it benefits you too much to stack those and ignore MP5 or
Spirit, you are going to end up being too effective a healer
compared to other classes. The design of the Holy paladin is
not that you get all your regen from crit and Int. A typical
raiding Holy paladin probably gets double from Illumination
what she gets from DP or Replenishment. It aint trivial. If a
paladin stacks say nothing but crit, then not only is
Illumination better, but you heal for more too. We run the risk
that as your crit rises, you outstrip the shamans, priests and
druids who are having to use MP5 and Spirit too. That's why you
can't just say "We do use regen stats, but crit is our regen
stat." If none of the healers care about regen stats at all,
then mana regen is probably still too good.
I know this is in the damage forum, but we totally agree about
block. It has not kept up as a mitigation stat.
I also agree Armor Pen is confusing. You can't look at a piece
with Armor Pen vs. say AP and have a feel for whether it's an
upgrade or not. If you see haste or crit, you have some idea of
what that will do for you. Armor Pen may just be damage in a
slightly confusing package.
Long-term we could totally see merging MP5 and Spirit into one
stat (with all of the class changes that would entail) but
we're not ready to pull the trigger on anything like that
yet.
If you see items that just seem really out of whack, feel free
to keep bringing them up (and it doesn't have to be in this
thread). We'll look at things on a case by case basis. We have
already made some changes where we felt they were warranted. In
other cases, we will end up tweaking class mechanics.
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