I’m going to take a break from upsetting people today, and concentrate on a less emotive topic that came up recently. I’ve had in game chats with a friend of mine, Hiratha, about this topic many times and it’s one that’s puzzled me for a long time; namely, the ever increasing numbers that we see in World of Warcraft and exactly how they’re dealt with.
As if by magic, Ghostcrawler then pops up with his blog regarding the great item squish (or not) of Pandaria, and tries to address this very topic. I should add that I consider the ever-increasing numbers a problem in more than just DPS or gear, and some of you may recall my recent posting about the ability laundry list that needed culling, or even my attempt to address the “arms race” that the developers wanted to move away from (another Cataclysm failure).
Hell, we’re all about to hit level 90 and that’s a pretty big number looking from the ground up.
But when it comes down to it, trying to deal with the problem of stat inflation on gear is bizarre when it was a stated intention in Cataclysm. The reason things have jumped so alarmingly from Mount Hyjal to the Twilight Highland is because Blizzard chose to do it. I was reading Children of Wrath recently and, though the entry is interesting and correct to a point, the jump in Cataclysm didn’t happen by accident – it was a response to two things:
1) Bosses were having to hit harder than planned in order to threaten tanks with high levels of avoidance.
2) Players in PvP were being blown up far too easily.
This item level surge was specifically implemented to boost health pools to the point where these two problems could more readily be solved. The laughable part is that it was an ugly solution that didn’t work, and didn’t have to happen; there were far simpler and more sophisticated ways of dealing with those problems that didn’t involve a huge jump in gear power, accompanied by a truncated levelling experience that exaggerated the issue.
You want to know the most absurd part? Blizzard tried solving a problem caused by stat inflation by… /Drumroll… Inflating stats.
It’s a bit like implementing Vengeance to stack from stamina, then devaluing stamina itself. Seriously, you couldn’t make it up. This type of muddled thinking has dogged this expansion to the point where solutions are only compounding the problems they were implemented to solve. Take a look at the warrior and paladin block model in the Firelands. Full hits weren’t the only thing pushed off the table here, as death knight tanks also took a leap off the edge because they were the only tanks frequently suffering the full-in-the-face hits that their shield toting counterparts weren’t worrying about. So, for 4.3, we get the latest version of the Icewell Radiance debuff in the form of passive buffs for the tank falling behind.
Of course, let’s not forget the part reforging has had to play in all this. Yet another feature designed to do one thing, yet ended up doing another. Sure, it was a noble goal to create a way of opening up spec-specific gear to more widely acceptable use. What actually happened was that players found out what their strongest stat was and then stacked it into oblivion (with the exception of a few “caps”). What’s surprising isn’t the fact that this happened – what’s surprising is the fact the developers couldn’t predict it was going to happen.
I’m not ashamed to admit that the item level squish doesn’t worry me in principle. What worries me is that the solutions are going to come from, and be implemented by, a development team that has proven itself incapable of solving problems of their own design. They’ve proven they can identify a problem (assuming the community guides them by the hand), but I can’t think of a single example where they’ve successfully solved one.
As it turns out, I happen to think that the item squish is the simplest way to address the ludicrous gear inflation. Assuming the remainder of the content itself is adjusted accordingly, the actual effect on players should be negligible. The problem, as usual, is that the community simply doesn’t understand the intent and only read far enough along to mix it up. This is NOT a nerf in any way shape or form and, as such, anyone treating it as one is missing the point. Hell, Ghostcrawler’s post even pointed out that you should think of it as a graphical change and not much else. The percentage of damage you do to a player or mob isn’t going to change; if you’re killing Ragnaros in the Molten Core in about 90 seconds, you’re still going to kill him in roughly 90 seconds after the squish.
Naturally, we’re about to end up with exactly the same questions we had at the end of WotLK with regard to PvP – how are Blizzard intending to solve the problem of players being blown up quickly once they shrink all of the health pools again? It could be argued that the answer is obvious; after all, worse gear means far less damage. Fair enough. Maybe the idea of “base resilience” is part of the solution to this problem but, if so, why wasn’t this properly investigated prior to the launch of Cataclysm instead of exasperating the gear inflation problem in order to iron it out?
Who knows?
When push comes to shove, I think the item squish is a good idea because it will solve a multitude of problems. My concern is that it’s being done by a team that’s shown little other than ineptitude in the realms of both successfully identifying the cause (as opposed to the effect) of a problem, and then identifying an elegant solution to said problem.
Fingers crossed.
I, too, favour item squish - if in part because I think Mega Damage is stupid. :P If it works, great, if it doesn't... back to the drawing board I suppose!
ReplyDeleteI dislike reforging. Having to plug my dps classes into Ask Mr Robot to get the most precise hit/expertise calculations is tiresome - and only something I do because its preferable to getting out a calculator and doing it myself! Talk about pushing people outside the game to get the most out of their character. Nevermind the old days of just aiming to get closeish to 8% (or whatever your flavour is), nooo, its time to work in the fractions of percent. Grrr...
The health pool increase was partially due to fears of early arena seasons being dominated by burst comps, but it wasn't motivated by increasing tank avoidance. They worked hard, and succesfully, to correct that particular issue by adjusting the conversion rates of avoidance ratings to ensure that they wouldn't reach the laughably high levels they got up to at the end of the previous expansions.
ReplyDeleteWhat the primary PvE motivation behind the health pool increase was to reduce healer throughput without actually having to nerf healers. To accomplish that they increased base health pools by a rediculous amount. A naked level 85 character has almost 7 times the health of a naked level 80 character, which is completely independent of gear itemization. This was also combined with increasing the coefficients governing the stamina to health conversion. It was a full 50% increase. Imagine if they increased the amount of AP gained by warriors from strength from two to three. It would completely destabilize DPS equality.
The inflation that blizzard is most concerned with at the moment is the inflation of primary stats, agi, int, and str. Secondary stats are rating based, and can be adjusted as they like in between expansions, as Blizzard did with avoidance values. The problem they find themselves faced with now is that primary stats are extremely powerful when compared to secondary stats, and rising levels of primary stats threaten to make secondary stats irrelevant. I think one of their goals they listed for MoP was to tone down the power of primary stats compared to secondary stats, but that might lead to some really weird itemization, like at the end of wrath where fury warriors were willing to sell their soul, and almost any amount of any other stat, in order to cap armor pen.
@TRM
ReplyDeleteI wasn't implying that the item levels were specifically raised to deal with tank avoidance; but lo and behold, that's where we are. Once again, mastery has gotten too strong to the point where DK's have had to be buffed.
Had warriors and paladins reforged everything to avoidance, we'd likely be approaching that magic number of around 50% again within the next tier and boss damage would have to be increased to accommodate.
You're quite right about primary stats, though - but every class is also packing a secondary stat that is hammering all the others. Remember the gutting Fury's mastery took in order to stop it being overpowered? Now the stat is shunned entirely because it was made so weak.
Casters, in most cases, care too much about haste - and with the final tier incoming, I absolutely dread to think of some of the numbers the best players in the world are going to be pulling.