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That's just one of the differences between gear and players.
Player abilities are designed to provide a roughly equal benefit from the level you get them to whatever level you end up at; effectively a lot of player abilities are designed to last forever, the ones that aren't are abilities with static healing/damage values, which is why such abilities come with multiple ranks from a trainer.
Gear however, is designed so that you can't keep on using it forever. Hence why gear uses ratings.
A player ability using ratings would be inherently flawed, since it'd be far too powerful at a level below which it was designed for, while getting weaker and weaker when you get over the level it's designed for. You could work around this by making player abilities then get more rating as you get higher level, but if you do that you're basically at the point they are now.
Edit:
What could happen is that percentage based haste buffs get changed to stack additively with the haste provided by haste rating, but that's a different thing entirely than converting haste buffs to ratings. That is, however, speculation, and something I don't see happening.
Last edited by Chicken : 02/12/08 at 12:29 PM.
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