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1-28-2010 @ 11:07AM
IMO, it wont be the gear with the incentives, but the talent trees. If holy pallys had a talent that converted armor into +int, then that would be a HUGE incentive for them.As it is, I don't really like how many current stats are going to be replaced on gear (SP, MP5, ATP, etc) so unless they come up with some revolutionary system (not out of the question), I think the change has to be made to the player, not the gear.
1-28-2010 @ 11:21AM
I find it perplexing that there should be incentives to wear your own armor...Any kind of stat boosts etc would just inflate the already inflated stats further.It would be far more reasonable (and easier) to just add some negative effect to all armor classes below your own (like an automatic downscaling of stats or something).No need to over-complicate things.
1-28-2010 @ 11:35AM
What you describe is massively more complicated than simply adding a talent that converts armor to something desirable. Warriors and DK's already have these talents. Granted, it doesn't work well because the conversion rate isn't high enough, but w/e. It''s still a simpler way to go.
1-28-2010 @ 11:51AM
Gotta agree with K, it should be disincentives on the lower armor. They should scale it like they do downranked spells. So for instance the Shaman who learns Mail at 40 is only penalized for wearing leather starting at like 50 and then only slightly but by 60 he's penalized by a 25% reduction in stats, etc.
1-28-2010 @ 1:23PM
I would always choose plate over other armor types if plate actually had the stats I wanted. Somehow +20 extra stamina and loads of crit aren't very exciting for my holy paladin.
1-28-2010 @ 1:34PM
@ HeiligA talent you need to balance, and that goes for most of the classes that can wear more than cloth (obvious exclusions here)). The talent would also need to be pretty much mandatory for all specs to make it useful.An automated downscale written into the armor-enabling skill would be a LOT easier.
1-28-2010 @ 2:07PM
@ KActually, it's kind of amazing how well people will agree to something if it is worded positively, even if it provides no additional benefits. Take, for example, the Rest Bonus system. In Beta, there were additional levels of "rest" which included one where you would only gain 50% exp from monsters. This was very unpopular, because it felt like a penalty for playing. So, Blizzard got rid of it, and adjusted the rest bonus system to what we have today. However, when doing this, they had to slow down the speed at which a character levels to match the intended speed... so they doubled the amount of exp needed to reach the next level. The overall effect was that characters leveled at the same rate as previously, but the system was popular now that it no longer SEEMED to penalize players. It's a rather common phenomenon, actually. It's simply the way people are wired. If Blizzard were to, say, give you a bonus to stats based on what armor level you were wearing, but simultaneously nerfed the benefit you get from stats in general, the effect would be that the "proper" armor would give no additional benefits than normal (and lower armor would provide a decrease in stats, essentially, a punishment for wearing them) however, the change would still SEEM positive because of an emphasis on the "bonus" and the use of positive language.
1-28-2010 @ 2:55PM
Well making a "disincentive" on lower armor is just another way of saying it's an incentive to wear the higher armor. We have no idea what they're going to do so there's no reason to worry about more stat inflation at this point.
2-07-2010 @ 8:39PM
Draelan - that was positively brilliant and informative. I had no clue about that in beta - and sort of figured it in real life game theory wise - but never heard it laid out so plainly./kudos
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