Skip to Content
2-16-2012 @ 12:33PM
Let me preface by saying that this was an enjoyable read, but one that left me a bit confused.Your entry seems to have two underlying themes: One that addresses the desire to equip weapons not designed for your class/spec/role, the other being more general commentary on roles in general. Regardless, I'm not sure I understand your distaste for hybrid classes and two-handed weapons. Multiple DPS classes, such as Arms Warriors, Death Knights, and Ret Pallies use two-handed weapons like Axes and 2H Swords and Maces.WEAPON VARIETYIf you're just talking variety in general, I agree. Gear decisions - specifically weapon decisions - have gotten a bit boring. Before WotLK, and particularly before Gear iLevel became popular, there were difficult decisions to make when selecting gear.For example, as a Hunter I'm just waiting for a reskinned polearm (or in rare cases, a staff) with each expansion. Gone are the days of Agility swords and unique two-hander combinations. There were four 2H Agility swords in WotLK, not including Quel'Delar, and there have been zero in Cataclysm. Ditto 2H Axes. 1H weapons are useless to Hunters due to the far, far superior 2H enchant. Rather than looking forward to what new whacky gear Blizzard is going to release in the next expansion, I'm looking for a new interpretation of what I already use with bigger stats.Hunters are not alone, either: Gear has gotten just as boring for most other classes, tanks especially. Once tanks had to decide between Agility and Tank weapons, which made for some interesting gearing decisions and gave tanks more options.This is not without solution: As you suggest, gear should be made more diverse (and easily could). Enchants would just need to be modified to accommodate for this. Two-handed enchants would need to be calibrated to match two one-handed enchants, and one-handed weapons would either get an increased stat budget or one-handed weapon sets should get a proc making the set more attractive relative to two-handers.All players should have a wider range of interesting weapons from which to choose. Allow Death Knights the occasional strength polearm, for example. Further, it allows more Transmogrification options, to boot! CLASS ROLESBefore the Dungeon Finder I could have cared less that I play a pure DPS class. With Patch 3.3.0, though, that all changed. Now, I believe every class should be able to fill two roles in the queue. to reduce queue times and allow players vested in a particular character to branch out.As a pure DPS, having three specs that all do the same thing ends up being kind of boring, but I don't want to give up on my main because we've got history. Each class and spec already has viable flavor to back up a tank spec, be it BM Hunters, Frost Mages, etc. It just requires a dramatic redesign - a shake-up the game could use, honestly - to get there.As Ghostcrawler said, this is probably too dramatic to be likely, and would certainly ruffle more than a few player feathers, but I just don't see the need for three specs that all do the same thing, flavor or not. Give me my Iceman Tank, and a short dungeon queue, and I'll be happier overall.-----------------"But enshrining tank vs. DPS isn't something most people understand when they first come into this subgenre of game."I understand that TERA is aiming to address this very issue, though how that eventually shakes out has yet to be seen. I just wanted to bring this yet-to-be-released competing title to your attention given this comment.-----------------"My argument is more that we should loosen restrictions on those classes based on those roles and diversify those classes."You're saying two things in closing that also have me confused. Are you suggesting we allow pure-DPS the additional ability to tank, or simply the ability to equip additional types of weapons to add some variety to their existing roles?Happy gaming.
2-16-2012 @ 12:54PM
Solution:Now that Druids have officialy 4 specs, let all classes have 4 specs.The pure DPS classes should have their 4th spec be either tanking or healing, therefore making every class in the game a hybrid without losing anything we already have.Example:Mage: Chronomancer spec: A Wizard capable of healing by reversing time to undo damage and wounds.Hunter: Beastial Guardian spec: The Hunter uses their pet to keep the enemy away from themselves and their allies.Warlock: Life-Drainer spec: Uses life draining spells to restore the group's health.Rogue: Sword Dancer spec: Uses high agility and precise strikes to dodge and parry the enemy's attacksProblem solved. All classes can do something else other than dps, and no pre-existing specs or roles were harmed.Where's my medal?
2-16-2012 @ 3:36PM
Making too many weapon choices, with WoW's current loot system and gearing philosophy, means making the loot tables too long, thus making the chance to get each specific weapon too low.It's why I would love if WoW changed it's gearing philosophy to be less dependent on RNG, allowing players more choices for their weapons. For example:- Give the current legendary treatment to some raid weapons. The player gets fragments of a weapon/a basic weapon/something else that starts a quest, perhaps even as individual loot. He then goes on a quest to obtain a finished weapon, of the same iLvl as the dropped weapons from that raid tier, but can choose it's final form, allowing way more options.- Crafting. Have players get something that holds the power for a raid-level weapon (as a BoP drop). An appropriate player crafter makes the shell for the weapon, with many different shell types available. Player inserts power core into shell, gets a customized raid-level weapon.- Tokens. Boss drops something NPC wants, NPC has raid-level weapons and is willing to trade.Lastly, there are games that sidestep this issue and allows plenty of options for weapons at each power level. GW2, for example, will have a weapon and an off-hand of each possible kind in every gear set; this should give each character about 5 gearing options within each gear set. GW2 can do this because it uses tokens to grant weapons, avoiding the RNG problems that usually happen when the number of options increase.
2-16-2012 @ 5:09PM
I find it interesting, the tank, healer, and dps paradigm. One of my friends that got me into mmo's was an avid player FF XI. In that game you had your tank, your healer, and your dps, but there were also other roles that needed to be filled: your debuffer, your puller, your kiter, etc.In tbc (i didn't play in vanilla) I would have said that mages and hunters were part of a cc/kiter role and that of a dps. In five mans I saw the rare ret pally shift to helping the healer through a rough part. As playing a rogue during that time, I was asked to stun lock/interrupt a target at the cost of dps.I think if blizz was able to move back towards a model in which "just" dpsing was the only role that a pure or a dps speced hybrid could do in their current role people would be more content with their class and spec. (plenty of ppl wouldn't for sure but an added challenge never hurt anyone)
First time? A confirmation email will be sent to you after submitting.
Members enter your username and password.
Enter your AOL or AIM screenname and password.
Please keep your comments relevant to this blog entry. Email addresses are never displayed, but they are required to confirm your comments.
When you enter your name and email address, you'll be sent a link to confirm your comment, and a password. To leave another comment, just use that password.
To create a live link, simply type the URL (including http://) or email address and we will make it a live link for you. You can put up to 3 URLs in your comments. Line breaks and paragraphs are automatically converted — no need to use <p> or <br /> tags.