Originally Posted by Macblade
@Maeltne I think this would end up doing two things, A it wouldn't be as fun because as Wunlastri mentioned, it would just be a question of math and an optimal distribution. B, it could end up causing a lot of headaches in a game with as many stats as WOW. That is, right now the game designers don't have to worry about how to design an encounter around someone with 100k +healing or a tank with 100k health but low avoidance because those are outside of the range of what is possible. Fights that are difficult now because the damage is spikey would be meaningless if a tank could stack that much health and the healers could sacrifice all there other stats to land a 50k heal every 5 seconds. Or a fight that is burst/DPS fight could be won with 25 destro locks, all with enough mana to fire off one shadow bolt because they've stacked their crit to 100% and their +damage to 20k. Maybe not perfect examples, but I think the idea comes through.
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I note that my idea would be, more or less, impossible to fit within the WoW framework, and so our debating it is somewhat moot.
I disagree that my idea would destroy variety. Compared to what the game currently is, it would *ADD* complexity. There is only so many combinations of pieces of gear that is possible, but if characters had complete control of their stats the number of different combinations is orders of magnitude higher. Who knows maybe the agi/mp5/spirit feral druid some +energy ability (ala Wolfshead Helm) helm might be viable.
There is already more or less one (and not often more) optimal gearing paths with existing gear.
Increased variety and robustness of encounters, to deal with the increased combinations of stats, would be a good thing.
As would the need for increased balance in the scaling of stats.
Also I would have less headaches from banging my head against the wall of how poorly Blizzard understands my class itemization.