Silvanend said:
Maybe Shamus is actually trying to argue that gear is irrelevant because it doesn't reflect how the user chooses to play? But, if he's arguing that, he seems to be incorrect as well, because the combination of gear and spec together reflects how the user chooses to play. This is true even while leveling on easy content.
Well, kind of. It's true that you make a statement about how you want to play when you create your character, and then when you spec for one role or another, but I think what he's trying to get at is that within those specs you should still have a variety of choices to make to which there are no clear "right answers." For example, at least for the DPS, every spec has a clear stat value table, all feeding into their DPS. You hear things like "one AGI is worth 0.2 STR" or things of that nature - if everything can be valued and measured as a good or bad decision then it's not really a choice you're facing, it's just hard numbers: this item is better than that item, because my overall DPS is better with it. What he's proposing, I believe, is having more than one important number for everyone. DPS need to somehow be made to worry about their survivability or their utility in crowd control, etc... in addition to how much raw damage they do.
And yes, many specs already must consider these things, but when they do it's primarily expressed in their talent trees, not in their gear. So, for one, what they could do (as has already been mentioned here) is to fundamentally change endgame content to throw more varied, gear-related situations at the players, situations in which DPS may, for example, actually have to take damage without a clear way to avoid it. That forces them to consider their survivability somewhat - now they need to think about how well their stats protect them, and not equate "surviving" with simply "not standing in the fire," or following whatever other rules that particular fight may have for them in terms of positioning, etc... Likewise, and this is something they really AREN'T doing, they could make some pieces of gear clearly enhance certain utility abilities of DPS specs instead of just making them hit harder, forcing the DPS to choose between those two routes. Of course, they need to make utility abilities actually work in most of the boss fights to make that choice matter, but from what I've heard this is something they've improved on already in Cataclysm.
But anyway, that's the main problem for DPS: they're JUST DPS. They're rarely called on to do anything besides hit stuff, so naturally that's all they focus on getting good at. [EDIT: Understand, when I say that, I mean from a gear perspective.] Fights need to demand more from them if decisions about gear are ever going to matter. Likewise, they do need to offer some gear with more choices. Some of the things mentioned in the article could actually be made to work - consider the "range vs. damage" one. True, with the game as it's been all this time, everyone would just take the damage, but if all the sudden there's a boss that lets out a steady AoE pulse that deals frequent damage to those within a certain distance, now that extra range serves a specific purpose. It's no longer about players just standing in the right spot - this is a choice that is innately tied to the gear that character is wearing. Can he stand outside the range of the AoE or not? But again, there can't be just one "right" answer if we want to maintain the choice - so it still needs to be feasible to survive that AoE, just at the expense of more of the healers' mana pools, so there's still a trade-off taking place. Or perhaps that DPS has a minor self-healing ability that suddenly becomes actually useful for a change, because he's not being one-shotted, just taking enough damage that, without that ability, he might have had to interrupt his attacks to go hug a healer for a bit.
Another thing they really should consider is ditching hard enrage timers. If a fight is on a strict time limit then DPS really has no other choice but to maximize how hard they're hitting. There's no room for them to do anything else because if they try to get creative the boss will get tired of playing with them and just one shot the raid. Seriously, I think the timers play a bigger role than many realize in this - or at least, the attitude that inspired them does. There's a right way and a wrong way to fight this boss - fast is right, slow is wrong, and just like that they eliminate several possible strategies and all the impact they may have had on gear selection.
Anyway, I've gone on long enough