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Old 06/01/07, 4:50 AM   #781
Jayde
Great Tiger
 
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Night Elf Warrior
 
Silvermoon (EU)
Originally Posted by Boevis View Post
Frist, show me the gear to hit 80% without LoH or at least Inspiration, Devotion Aura, and going to lengths such as armor enchants or the +550 armor potion that no one uses anymore.

...

Third, how exactly does it trivialize any current content for said druid, considering they will have practically (if not completely) cleared Hyjal and BT by the time they even can think about this. What's trivialized? months old content? The next expansion? They didn't rebalance Strat when druids were soloing it for their idol in Naxx gear, in fact it got nerfed again and again and again...
Percentages are percentages. It doesn't matter if you are fighting Onyxia, Karazhan, or Arthas. 80% base armor reduction is 80% armor base reduction no matter how you slice it. The argument that "Warriors will be able to get 75% someday" doesn't really change anything. (Also, the effective 85% DR? Defense Stance doesn't work like that. It's 77.5% maximum reduction.) It's still 20% less damage taken than is possible right now.

Saying "without Imp. LoH" means nothing. It's in player's spellbooks. If it could actually be used that way, you can rest assured that numerous guilds would use and abuse it as much as possible. (I'm sure all the Paladins would be very happy to be "forced" into specing into it because of how powerful it came too.)

Anyway, I have only been doing my best to explain the (seemingly) obvious rationale behind why the cap exists. It has been evident in enough games in the past to be a rather logical decision from a system design standpoint on Blizzard's part. I would not cross your fingers about it being raised. I really doubt it's going to happen. Blizzard would probably sooner nerf the Armor reduction curve like they did when TBC came out than raise the cap. Rather than fixating on demanding a change that will probably not happen, you should probably be looking at the other avenues of armor upgrades being easily at the cap affords--more HP, more avoidance, etc.

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Old 06/01/07, 9:03 PM   #782
Boevis
Bald Bull
 
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Tauren Druid
 
Lightbringer
Originally Posted by Jayde View Post
Rather than fixating on demanding a change that will probably not happen, you should probably be looking at the other avenues of armor upgrades being easily at the cap affords--more HP, more avoidance, etc.
I'm perfectly happy with demanding a change to t6's armor values, even switching to rings/cloaks with no armor, druids will be at the 75% cap without inspiration, that's just silly if there's not going to be a change to the cap and/or armor calculations. "This set is designed for offtanking and DPS, here's a bunch of useless armor" is just as retarded as "here's 100 spirit on your tanking set" was.

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Old 06/02/07, 3:26 AM   #783
Immortal
Von Kaiser
 
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Tauren Druid
 
Ткач Смерти (EU)
Well, having "a bunch of useless armor" lets us sacrifice armor and maximize avoidance in other slots of gear.

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Old 06/02/07, 4:17 AM   #784
Boevis
Bald Bull
 
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Tauren Druid
 
Lightbringer
So our Tanking set has extra armor so we don't have to wear the set? That's just silly. May as well give warriors 595 defense on their sets so they can "not wear it to pick up more avoidance gear" or 50 sta on mage sets so they can "drop a few items from the set to pick up more +dmg elsewhere"

Also, what other gear? In BT/Hyjal (from what I can see on mmo-champion) I see a Ring and a Trinket. There's a handful of non-set DPS items including a Chest that is equal to t6 chest in every way except a bunch of +hit (slightly useful) much less armor and no set bonus (which you'd be stupid to get rid of), a couple items with haste rating, a belt that I'll admit I'd use to the chagrin of rogues, and some rather interesting pants, which are tempting for their armor pen and dodge compared to the +hit on your t6. Taking any of these would pretty much make every rogue cry

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Old 06/02/07, 12:25 PM   #785
Kazanir
Mr. Sandman
 
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Tauren Druid
 
Mal'Ganis
Been a while since I've been to this thread, getting a little warm lately in here?

I think Boevis' point about there not being good items to sub out is good, although we certainly haven't seen the entirety of the loot tables. Keep in mind though that druids have always done well with "ghetto" gear selection, and that dropping a piece from the tier sets doesn't affect our set bonii. I personally would love to have so much armor in 5-7 pieces that I could wear real things in trinket/ring/cloak slots. For example:

Über Ring of Kazliness
+18 Str
+18 Agi
+45 Sta
+20 Hit rating

That's a ring that's somewhere between Tier 5 and 6 in item level and that I would wear forever...IF I could cap out my armor without the use of the normally abusive ring slot. Same with trinkets. Since the buffs to armor in Tier 4 and the clefthoof and other pieces, I've dropped Smoking Heart and Mark of Tyranny almost completely, using the Moroes trinket and the Netherwing Commander's Badge instead.

Maybe I'm behind the curve but I think it might be a tad soon to jump to conclusions about this. I used to be at the front of the druid gearing curve but my progression has fallen behind with my guild (just killed Hydross on Thursday) so perhaps druids at the front line on Vashj/Kael/Hyjal are experiencing a lessening of viability? I'm just not sure at this point.

'War' is too small a word for what I'm fighting. Like a candle in front of the whole burning Sun. Now, I am not going to die today. I have other projects, and other options.

You can come with me. I can protect you.

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Old 06/02/07, 1:11 PM   #786
Zzbzq
Banned
 
Tauren Druid
 
Mannoroth
In my opinion, fire damage should be capped at 1000. You can say it's too harsh, or cripples fire mages' competition with frost--whatever; none of that matters, because you're missing the simple fact that it's possible, and if it's possible, people will do it. If you disagree with this simple, unrelated fact then I [assume a dismissive and flippant attitude toward you.] If it's possible, players will do it. I was a mage since I got my first alpha email in December 2003, including a dwarf mage, so I don't need a lecture. Little side story, my friend is mage class leader, and he does some DPS in raids. He doesn't always do as much as rogues, but with invisibility there are basically no limits now. Fortunately his AE and sheep abilities warrant bringing him along most of the time. But if he couldn't DPS well or AE or sheep I just wouldn't find it worth bringing him along. But over all I am not concerned about fire mages overtaking frost mages or vice versa. These are completely true stories by the way. The moral of the story is that I don't even know why mages would argue with this, because a 1000 cap on fire damage simply allows them the opportunity-solution to work on their other stats such as stam, spell crit, and agility, so really it's helping mages.

This is basically a summary of what Jayde has posted in his last ~3 replies on this thread. He's a class balance troll who has single-handedly ruined this thread with defensive-class-balance-posturing and pure sophistry (If it's possible, people will do it, you cannot dispute this, therefore the other unrelated thing I said is true-- sophistry 101). How is he not banned? If I had an obnoxious sig, could I troll all I wanted too?

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Old 06/02/07, 4:23 PM   #787
Boevis
Bald Bull
 
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Tauren Druid
 
Lightbringer
Originally Posted by Zzbzq View Post
In my opinion, fire damage should be capped at 1000. You can say it's too harsh, or cripples fire mages' competition with frost--whatever; none of that matters, because you're missing the simple fact that it's possible, and if it's possible, people will do it. If you disagree with this simple, unrelated fact then I [assume a dismissive and flippant attitude toward you.] If it's possible, players will do it. I was a mage since I got my first alpha email in December 2003, including a dwarf mage, so I don't need a lecture. Little side story, my friend is mage class leader, and he does some DPS in raids. He doesn't always do as much as rogues, but with invisibility there are basically no limits now. Fortunately his AE and sheep abilities warrant bringing him along most of the time. But if he couldn't DPS well or AE or sheep I just wouldn't find it worth bringing him along. But over all I am not concerned about fire mages overtaking frost mages or vice versa. These are completely true stories by the way. The moral of the story is that I don't even know why mages would argue with this, because a 1000 cap on fire damage simply allows them the opportunity-solution to work on their other stats such as stam, spell crit, and agility, so really it's helping mages.

This is basically a summary of what Jayde has posted in his last ~3 replies on this thread. He's a class balance troll who has single-handedly ruined this thread with defensive-class-balance-posturing and pure sophistry (If it's possible, people will do it, you cannot dispute this, therefore the other unrelated thing I said is true-- sophistry 101). How is he not banned? If I had an obnoxious sig, could I troll all I wanted too?
I think most of us are aware of Jayde being a troll, that doesn't give you the right to be one too and add to worthless posting in this thread ;p Also, I think your argument would be a lot more valid involving +shadow damage, as Shadow Priests and Warlocks become infinitely sustainable DPS once they reach certain +shadow (positive feedback loops are retarded for game balance, didn't Blizzard learn from Naxx warriors?)

In the future, I urge everyone to report any post that doesn't contribute to the main topic (Bearform and Tanking), QQing about other classes vs ours (constructive is fine, just watch the line), and/or is blatantly trying to troll us with posts about what we should and shouldn't be able to do.

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Old 06/02/07, 5:29 PM   #788
Crowbite
Soda Popinski
 
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Orc Hunter
 
Mal'Ganis
Just got http://www.wowhead.com/?item=30041#z0z last night.

Compared to the Boot of the Den Mother, I think I've just reached the pinacle of bear tank boots and we haven't killed a boss in SSC yet. Is the 14 hit rating going to be worth the loss of stats compared to den mother?

Originally Posted by missiletoad View Post
I get enjoyment out of constructing buildings out of my fries and demolishing them with my chicken nugget army as I make monster noises. But you people. You people are FREAKS.

Canada Online
Old 06/02/07, 7:31 PM   #789
Kaubel
Sledgehammer Emeritus
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Jayde View Post
bleh bleh.
Get out of this thread. You won't be asked again.

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Old 06/02/07, 8:22 PM   #790
Larisroth
Piston Honda
 
Orc Death Knight
 
Thaurissan
I was going to do a post about body armour itemisation, but I've been a bit lazy. Playing around with wowhead searches returns some interesting results.

1) There's only 1 epic with strength without bonus armour, and that's the windslayer wraps. So bonus armour seems to be a good way to find feral specific itemisation these days. The only one that doesn't have agility as well is the T4 gloves. The gear seems to be itemised pretty well for a feral druid doing some tanking and some dps. Although I wouldn't mind less strength and more agility.

2) Because rogue gear lacks bonus armour, strength, and often has crit rating rather than agility, it is markedly inferior compared to the feral gear for a druid for either tanking or dps. The difference is probably about a tiers worth of levels in general.

3) There is very little T5 level and beyond feral armour. A crafted belt, self crafted boots and those BT boots. Nothing at all in the bracer slot, and certainly no alternatives for any of the slots. Admittedly there isn't a lot of tanking plate, available either, but there is still some, as well as dps gear for most specs and off specs.

4) Crafted gear for feral druids sucks. The 3 piece BoP set, is both rogue gear, and seems under itemised compared to other classes. We have one blue set which is okay for tanking the early content. The crafted belt is good, but it seems a lot of work to pick up leatherworking for the crafted boots.

5) Other hybrids can typically use gear designed for other classes, without too much of a problem. A tankadin can use warrior protection gear (and often should). Enhancement shaman can use rogue or hunter gear without it being too suboptimal. Moonkin can run around in cloth unless they're tanking a physical mob.

I'm not sure what the solution is really, the way it is designed currently feral gear is just too different from any other gear in the game that most of it is only really suitable for feral druids, which I guess means our drops will always be patchy. It's pretty sad that the crafted stuff is so inferior, I would've thought it would be a good way of providing us with more gear, without running into yet another feral drop syndrome again.

The feral druid is a different beast altogether.

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Old 06/03/07, 10:19 AM   #791
Arko
Von Kaiser
 
Night Elf Warrior
 
Alleria (EU)
If the armor cap is a problem, what about removing the bear modifier from bonus armor completely? This would require to split the base armor from the bonus armor, like this:

[Green Piece of Shit]
500 Armor
20 Stamina

[Green Piece of Shit]
200 Armor
20 Stamina
Equip: Increases armor by 300.

Now the x4 Modifier only applies to the base armor. Druids would no longer have any reason to favor gear with added armor beyond the intended benefit of that armor. It might be a nerf at first but it would finally stop the "no upgrade" problem with high level epics. Give dire bear form an inherent 10% physical damage reduction to compensate, problem solved.

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Old 06/03/07, 4:17 PM   #792
Boevis
Bald Bull
 
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Tauren Druid
 
Lightbringer
That would also completely remove the majority of our ability to scale with gear. For tanking, we scale with the stats we do for a reason, lacking parry we need more dodge thus the better use of Agi, lacking block shield block and defensive stance we have much higher armor, lacking the higher base health and utility we have the 50% sta bonus to reach slightly higher health.

Just looking at the armor:
500 * 5 * 1.1 = 2750
200 * 5 * 1.1 + 300 = 1400
That's 1350 armor from that item we'd never see, and it would be worse for rings, trinkets, cloaks, weapons.

10% damage reduction wouldn't be nearly enough, we'd need block, parry, talents to prevent crushing, and at that point we may as well be playing a warrior. Further, Resto would never be able to tank anything, not even at the same level as fury, since all those abilities would be in the feral tree.

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Old 06/03/07, 5:09 PM   #793
Arko
Von Kaiser
 
Night Elf Warrior
 
Alleria (EU)
Originally Posted by Boevis View Post
Just looking at the armor:
500 * 5 * 1.1 = 2750
200 * 5 * 1.1 + 300 = 1400
That's 1350 armor from that item we'd never see, and it would be worse for rings, trinkets, cloaks, weapons.
The point is that suddenly

[7331 Epic Leather]
300 Armor
10 Strength
10 Agility
25 Stamina

becomes superior to the

[Green Piece of Shit]
200 Armor
20 Stamina
Equip: Increases armor by 300.

You could finally upgrade your gear more than once every second instance. The lower armor is partly compensated by the stats you recieve. Only the missing part would need to be filled up.

10% physical mitigation is just the easiest solution. It automatically raises the armor cap to about 77.5% and it works for all specs without introducing new talents or skills. If the number turns out too low or to high, it could be adjusted anytime.

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Old 06/03/07, 5:30 PM   #794
Boevis
Bald Bull
 
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Tauren Druid
 
Lightbringer
My point is that making current awesome gear worse in order to make the crap in the future look better is a terrible answer, as is compensating by giving us a crap version of defensive stance. There's no need to completely rework the game mechanics for part of a class (that's already had their mechanics jerked around long enough imo) when it's a simply itemization issue.

Problem: Itemizing feral druid gear in a manner that allows us to perform our intended role (OT/DPS) results in the gear quickly becoming obsolete because of the armor cap. Lets face it, so long as warriors are MT every priest/shaman/paladin will be taking the +%armor talents.
Solution 1. Remove armor cap. Just like level 55 stuff was trivial at level 60, and MC was trivial with Nef gear, so should Gruul/Mag be trivial for Vashj gear.

Solution 2. Reduce armor values on some items to increase useful stats. When Blizzard removed the Spirit, increased iValue, and reduced the cost of +armor, druids gained several hundred armor but only ~10 stats per item. Armor is neat, but when you're bumping that armor cap, they could have paid a little bit more attention to the other stats.

Solution 3. Both. Less armor so t6 with all the fixins is just barely above 75% DR means Inspiration and LoH would still have some effect, but definitely wouldn't magically trivialize the game.

Solution 4. ?? Always some other solution I'd never think of.

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Old 06/03/07, 6:08 PM   #795
Lavode
Bald Bull
 
Night Elf Druid
 
Earthen Ring (EU)
Simplest answer is to just ignore it to be honest. Druids hitting the armor cap and then proceeding to stack increasing amounts of dodge and HP is a quite viable gear progression strategy. Remeber, they are not going to be building an infinte amount of raid tiers at level 70 - the next expansion is planned, and the new level cap will bump the armorcap up a very healthy amount once again.

Basically I figure the higher tier instances just wont have much non-tier leather armor with extra armor on it. there will just be offset leather with Agi/sta/socket(s)/ap/hit instead. if a druid tank can armorcap from the sets, and you can make both druids and rogues happy with that sort of stat spread why waste the droptable space?

This will probably lead to some sillyness with dualwielding bosses and heavy dodge setups.. but for all I know, thats working as intended, and there is some dualwielding boss out there that can only be tanked with 100 % avoidance.

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