Shamus Young said:
The system is actually better now than it was a year ago. In Cataclysm, a great deal of the system was streamlined. But the underlying problem remains and I don't think it would be possible to fix it. (Fixing it would mean starting over, and there's no way players would stand for that. The time required to acquire the highest levels of gear in the game is phenomenal, and it would be horrifying to rob those players of their accomplishments with a reset.)
You know, I almost don't believe this. They pulled the rug out from under us three times with cataclysm, and each time no one seemed to mind all that much once the obligatory ***** phase was over. First, with the talent system, completely changing it (admittedly to cover their own tracks so people aren't swamped with over 100 talents and a ridiculous amount of "choices") and in a way, giving it more choices. Not only that, but these choices are mainly not at all based on dps or healing or, um... I guess tanky stuff. The obvious choices are obvious, and then there's the stuff that's more interesting. For interesting, take the warlock class (which I assume you are becoming intimately familiar with). As a demonologist, your pet is a major part of your DPS AND your survivability, and once your main DPS slots are full, you can decide whether or not you want a pet that you can keep alive longer, a pet that you can revive more easily, or do you skip that just to keep YOURSELF alive?
The second thing was the stats, which you mentioned. Agreed, a step in the right direction, but perhaps not far enough.
And the third thing is the entire world. Completely new, frequently changeable, and just plain better designed.
Maybe I give them too much credit, but if this isn't a step towards a complete overhaul, I don't know what is. And they can do it by scheduling it, as happened this time, right at an expansion. Gear becomes useless, people get to relearn themselves, and you're really buying an all new game, so why not take a step towards total transformation? I think they can do it!
For me, a better system would be one where the decisions are easy to understand but difficult to make. Decisions that are interesting for players are things like:
* Ranged weapons with better distance but less damage.
* Melee weapons that deliver better damage per second but cause fewer (or less severe) critical.
* Armor that reduces incoming damage but slows your own attack speed.
* Items that will boost your magic potency but reduce your mana pool.
These are all good tradeoffs, and players could have a lot of fun agonizing over choosing the item that best suits their taste and playstyle. But as it is, the only decision players are given is to decide if they care enough to look this one up on the wiki and run the numbers.
These are all great ideas, except for the Melee weapon one, which really is just more spreadsheetery. How often critical strikes occur is already measured, and intensity of said is not changeable regularly, but would come down to just another number. My favorite, though, is the last one, because this not only promotes interesting choices, but it challenges the intelligent healer to find the perfect balance between what is JUST ENOUGH mana to survive a fight, while still being powerful enough to survive for their skills.
Of course, what I wish more guilds did was promote synergy among their mates by building together, finding redundant stats that would just overlap (like warlocks' banes and druids' spell that increases damage done) and increasing more utility based things. This way, for instance, a healer can be prepared for a paladin to begin taking the entire raid's damage and focus on the tank instead of anyone else.
Also the armor should look less ridiculous. That's not related to the rest of the article, but it needed to be said.
Noooooo! I want my crazy green glowing skulls on my shoulders! Although, what I really hope is that they start putting color back in the gear and not making it so... black and blue bruise-colored. Lich King had a theme, and they stuck to it, to a sad degree.