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11-04-2011 @ 6:54PM
Already a lot of comments here but I think a couple of points have yet to be brought up.I think the start of much of the gear inflation happened at the release of BC. Prior to that stamina was itemized at the same value as any stat such as agi, int, or strength. With the release of BC Blizzard wanted higher HP values to worrk with. BC gear had stam valued so that 1.5 points of stam was basically of equal worth to 1 point of another stat (for evidence look at gems and random greens - the stam is 1.5 times the other stats). This worked to devalue vanilla gear so players could get immediate upgrades regardless of where they vinished their vanilla progression. They also set a prescedence of greens having a higher item level than most raiding gear at the same level. This is where the inflation really starts - and the pattern continues every time an xpack is released.The reason why the numbers themselves don't really matter and blizz keeps restating this is that their mindset is more pointed to tuning encounters towards a Time to Live (TTL) philosophy. The numbers dont matter at all when the end goal is that a certain boss fight should last 6-8 minutes. The boss can hit as hard or as soft as it wants if the encounter timing and difficulty is correct.Where this has some interesting implications is PVP. Players have spells that do X amount of damage and that damage is calculated or tuned roughly the same way given PVP or PVE. If Blizzard starts the stat crunch by tuning stam values back to vanilla rates then the burst damage can quickly overwhelm the shorter stam bars. Basically, PVP stats need to be tuned so the burst is not out of control but at ths same time feels right for the PVE encounter. Easy to do on the PVE side, we can see the proof in the nerfs happen every patch to the prior tier of raiding. PVP is not as easy to tune. In short, the PVP game is tied to the PVE game and vice versa.The first approach that blizz could try is that for every NPC across the board HP would be cut down by 1/3. Outgoing damage for everything also cut by 1/3. And stam bonusses on gear normalized to vanilla levels to 1:1 of other primary stats.That would be the place to start.Next.. (holy shit this guy is still writing?) .. there needs to be some ratcheting back of the item levels. The place to get these iLevels back is that there should be some overlap from top raid gear of a prior xpack to starter greens of the current. Heroic ICC25 gear was leveled at 277 but the worst quest green come cata was 289 iLevel. If one happened to be questing in Storm Peaks and dinged 80 and rushed to Hyjal they not only would barely survive the simplest quest, the reward would be double the gear they had. The Hyjal greens could have started at iLevel 245 or 251 for example leading into T11 raid gear at iLevel 313.But guess what? We laddered up iLevels for 3 xpacks. A 'squish' of all 3 of these xpacks could have T11 starting at say 232 iLevel. If I recall, a ToC10 (normal) geared tank could reasonably have had 30-32k HP. Couple this with a reset in the stamina coefficient and we could have had T11 starting gear looking like the 20-23k HP. All the while none of these changes really effect PVP or PVE mechanics, timing, difficulty, or length. If we finally get 150k HP tanks in patch 6.3 it will be ok.This is honestly the most elegant way Blizzard can deal with escalating stats.
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