To be fair, this is a good change because opens them to do some more creative stuff with set bonuses/soulbinds later on without breaking the game the same way corruption did. And for most classes stat priorities already work like this. The more points you have on one stat, the more valuable the others become. Perhaps we can even dream about having reforge back now that stacking one particular stat is not going to be so out of control.
These changes fight against classes that scale purely on one stat, as other stats become even more attractive the more you have one stat, as it takes less rating to earn more % on stats you are not stacking. Right now it is impossible to tell if this will be a positive or negative change in the overall scope of class balancing and gear diversity.Nahh its clear this is a BIG @#$% you to some specs
Blizzard tell us how we have to go.I prefer go my way without restrictions.
Quick thought. Tell about this scaling to mistweaver monks. they have 200-300% from mastery? Maybe the % on them will be reduced will see.
I don't know how this will make any sense taking into account that every spec in the game has a different amount of x stat to fill 1%. It will be likely discriminating certain classes and not others, especially those reliant on stacking stats or certain stats such as Spriest. This just instantly nerfed the value of the talent LoTV.
this is a change brings soft caps in a sense back to the game. idk how its gonna be played out but honestly as cool as it sounda i dont want it in the game because some stats are really really good for your spec but other than that all other states are just bad so its gonna feel bad when you HAVE to stack a stat and know you are gonna lose like 40% penalty which is really high on the other hand u cant not stack it because every other stat simply sucks . and stacking haste has always been so fun. so fun that always choose the specs that its main stat is haste. R.I.P.and there is the lag issue nobody is worried about. just keep it simple. anything that causes lag into the game remove it. its not worth. 5% spell variation + stat Diminishing return calculation + random class/item proc rate calculation + pvp scaling nonsense. it is alot of calculation. you must get rid of most of them. if they make you not be able to do a proper world event ( or epic bgs or 40man raid) just delete them. new mmos coming with the promise of 500 player battles that are fluid. think ahead of time blizzard.
Did not read but that thumbnail picture was perfect. Always thought that frame (from the NZoth animatic, right?) looked close to being silly
Warriors get more tan 100% mastery.Rogues, warlock, DKS same, more than 40% mastery with low gear.What happens with this?
Good change TBH. Dying to 1 tick of Ignite from mastery stacking fire Mage is kinda annoying.
The problem is, classes are boring without massive amounts of stats, particularly haste.
This solves nothing but makes things unnecessary over complicated. I don't like this.
As far as I can tell, this is just another way to obfuscate your character's actual power.This scaling will make it that much more difficult to identify ways to improve your performance without resorting to third-party simulations.
fun detected
So, everyone complaining this is bad:This is being implemented before class balance passes are done (especially comparative ones).This is being put in place to BALANCE THE GAME WITH IT IN MIND.People who seem to think we are getting Shadowlands in like early October are utterly mental, and that there is little time for everything to be "fixed" (see: wish fulfillment for their personal favourite spec to be OP).This is the right decision, as it will let Blizzard find out WHERE specs have problems with secondary stats, and can rebalance things.Retribution Paladins definitely need a good chunk of haste to kind-of mitigate the cooldown deadzone. But at the same time, Mastery is the go-to stat for damage (and it scales REAL well for most skills... MOST... stupid Blade of Wrath being Physical). Crit has a niche use, and Versatility is... well, it's Versatility.Better secondary stat scaling, on classes who are literally "everything but X is worthless" is needed. And this is a step in the right direction to reaching that goal. You might not like how the class plays after, but... guess what? You are the player, not the designer. You can provide CONSTRUCTIVE (ie: no yelling, cursing, complaining, etc) feedback about it when it is reasonably testable on Beta and/or PTR, but it is not going to be easily hit right at 60. As it always goes, the amount of secondary rating increases to convert to % value, based on your level. It is why it sucks balls as a fresh level cap character, and you feel weaker as you level.
Or dont put this many stats on gear in the first place?Imagine if the first raid in the expansion drops trinket with above average ilevel (compared to the ilevel at this point) and for the rest of the expansion the best trinkets will be in raid1 so the raid stays relevant for the entire expansion and same rule for raid 2 / 3 etc just different item slots. Or just bloat ilevel with every raid until everything gets out of control and most of your content you created wont be played cuz its loot is no longer relevant...