A plea to Mr. Game Director Hazzikostas

WARNING: Entering rant zone. Please drive carefully.

Okay. Today’s rant topic is one I have covered before, but last night it just hit a tipping point for me. To put it as delicately and politely as I can:

BLIZZ, YOU HAVE ROYALLY FUCKED UP GEAR IN LEGION!

What pushed me over the edge last night was getting two pieces of nice 930 level gear that in one case was a 20-level upgrade and in the other was a 35-level upgrade to what I had equipped. Except they were not, in fact “upgrades”, since I am unable to equip them. Doing so would require me to break up my delicately-balanced tier19/tier20 combo, the result of which — according to the supercomputers we now have to use to evaluate gear values — would be a net decrease of approximately 40k dps.

It gets worse. I actually have a beautiful 6-piece set of tier20 gear, which in theory would allow me to run a sought-after 2pc/4pc combo. Nope, can’t do it, since once again that would result in a significant damage loss over keeping my 895-level 2 pieces of tier19.

It gets even worse. I have some very nice, highly-valued BM legendaries all of which I have upgraded to 970. But for the most part I cannot use them because doing so would mean insufficient slots for my required 6 pieces of tier19/tier20 gear. The only one of value that I can use is the BM belt, only because — thank the Old Gods — there are no tier pieces for that slot. This means I am pretty much stuck with using legendary wrists, Kil’jaeden’s Burning Wish, or Sephuz as my second piece. It turns out that Sephuz is the hands-down winner in terms of theoretical damage levels, KBW is a close second, and the wrists are quite a bit lower (plus I have never been lucky enough to snag the trinket that makes them really work, thus they are kind of “meh” for me). I tried Sephuz last night but found that the practical disruption to rotation necessary in order to maximize its procs was causing me to lose more dps than I could theoretically gain, so I switched to KBW and my damage immediately went up noticeably.

It gets still worse. Because of the huge role secondary stats play especially when they are intertwined with various talent builds and artifact relics, any new piece of gear must be evaluated not only for itself but for the pluses or minuses it brings to your current talent/relic setup. This means that you must consider changing your talents and relics in order to take advantage of a potential upgrade in gear.

For example, I run what Bendak calls a “Stomp” build for my BM hunter. This is a build that takes advantage of relatively high levels of crit — not normally a top stat for BM hunters, but it becomes significant if you are running the Stomp build. (I only happened to get a lot of crit because of the random nature of secondary stats, I did not set out to stack it on purpose.) But it is likely this build will be less powerful if I get a couple of pieces of gear with less crit, thus I need to evaluate them not only for the talents I am running, but for a possibly completely different talent build. In which case, other legendaries and/or tier combos might be significantly better.

It has gotten to the point where even the sophisticated simulations are of marginal value. I used to use a simple gear-evaluator (Pawn) addon based on optimal stat weights for your character. That is now useless, since it (by design) only compares gear for a single slot, not in combination with for example tier that gives bonuses. Thus, nearly every piece of gear in my bag is considered an upgrade, because of course a 930 cape is better by far than a 900 one. Except it is not, because the 900 one is part of a tier set.

Not only sim-based addons, but the simulation software itself is insufficient for most people in evaluating gear. This is because most people — even if they understand how to set up SimulationCraft on their own computers or plug in a set of gear and talents to one of the web sites — simply do not have enough time or expertise to methodically compare all the complex factors. Thus, the newest simulation helper is something called SimPermut, an addon that allows you to generate multiple combos of your gear and compare them. It also allows you to run talent and relic comparisons. What it does is generate a script that you can then use to run in Advanced mode on the website Raidbots.com. (If you want to get started, check out this IcyVeins tutorial — it is aimed at hunters but the technique can be used for any class.)

(Remember the days when you could just plant yourself in front of a target dummy and test out a couple variations of talents or gear? HAHAHAHA! We were so innocent then!)

See, here’s the thing:

WHY DO WE NEED A BANK OF HIGH POWERED COMPUTERS AND SOPHISTICATED VARIABLE SCRIPTS TO DECIDE IF A PIECE OF GEAR IS AN UPGRADE FOR US?

Come on, Blizz, pull your collective head out of your collective ass and look around! Really look at what you have done with gear in Legion and admit that this Rube Goldberg setup is just not sustainable. Mr. Game Director Hazzikostas is fond of lecturing us about what is and is not fun™ when it comes to gear, and one of his themes has been that when you get a new piece of gear you should be able to equip it immediately, not have to do that nasty reforging “math” or always have to have a gem or enchant for it. Well, guess what?

Getting a 30-level upgrade that makes your dps lower if you equip it is not fun™. Having to rearrange every piece of gear you are wearing just to accommodate a new piece is not fun™. Having to hang on to last-tier gear because Blizz fucked up the tier bonuses is not fun™. Having to run supercomputer simulations for every conceivable combination of gear/talents/relics is not fun™. 

Mr. Game Director Hazzikostas, I implore you, fix this gear mess!

Gear. Again. Still.

After a decent clear of Tomb of Sargeras (N) last night, I ended up with a new 910 ring and was able to complete my T20 4-piece. We had a lot of fun, and while we did not one-shot every boss, we did not have any real trouble with them either. Everyone is looking forward to Thursday night heroic progression. By all measures, it was a great raid night.

So why do I feel so incredibly frustrated? One word: Gear.

I know I have written about this before, so feel free to skip this post if you do not want to hear it again, but I have a sincere, heartfelt message for Blizz:

GEAR IS TOO FUCKING COMPLICATED!

For example, the 910 ring I got was by rolling on it when the player it dropped for did not need it. I rolled on it only because it was 10 ilevels higher than one of my equipped rings. When I won the roll, I suddenly realized I had no idea if it really was an upgrade for me or not. It had the right stats, but my equipped 900 level had a gem slot. My Pawn addon indicated the new one was an 8% upgrade, but a) I had not run a new sim in a couple of weeks, and b) Pawn indicates that about 80% of the gear I have in my bags would be upgrades, too, then when I change it out, the changed out gear somehow turns out to be upgrades, too. I ended up taking the ring and equipping it, but does it make much difference in my damage ability? I don’t have a clue.

However, rolling on the ring — angst-laden as it was — was the easy part. Once raid was over, I began the process of deciding which mix of legendaries, T19, T20, and other gear would be optimal. The factors to consider:

  • Several respected theory crafters out there advise that, for BM hunters, a mix of T19 2-piece and T20 4-piece should be the goal.
  • Certain BM legendaries still are preferred over others, but only under certain circumstances, such as what trinket do you have equipped, what talent build do you have, how many adds are expected in a given fight, and of course would equipping a legendary destroy the recommended tier set combo.
  • I had three 970 legendaries and enough Withered Essence to upgrade one more. Two of my 970 legendaries were for what are now designated tier slots.
  • No matter what, I was going to have to run multiple new sims with varying equipment mixes and talent builds.

Remember when Blizz said the reason they removed so many gear gem slots was because they wanted you to be able to equip new gear in a raid as soon as you got it?

HAHAHAHAHA! Good times…….

(If you have a few minutes, take a look at this Ten Ton Hammer recap of dev gear comments from Blizzcon 2014 — almost the complete opposite of where we are now.)

I ended up running something like 8 sims before I verified for myself that the main difference was in the gear-talent relationships. For BM hunters, and I suspect for nearly every other class/spec out there, certain legendaries play better than others with your tier set bonuses and with your talent build. Or to put it another way, a legendary that looks like it gives you a cool bonus may not in fact do so if you do not have complementary talents and other gear.

After over an hour of weighing, simming, switching talents, studying options, etc., I came to the sad conclusion that — despite my having the four top rated (whatever the heck that means) BM legendaries, only one was viable and the other equipped one would have to be the generic (and in most lists bottom of the heap for BM hunters) Kil’jaeden’s Burning Wish. Any other legendary combos I could configure would destroy one or both of my tier sets. So I reluctantly equipped it along with my legendary belt, and in fact used my upgrade on it. But it did not make me happy.

The other thing that really hit home for me while I was going through this process is that even all the gear helpers out there — addons and web sites — seem to consider only ilevel and to a limited extent generic secondary stats when recommending gear for you. Gem slots seem not to come into play, nor do tier set bonuses in most cases, much less the whole package of talent build and gear interactions. It’s too complicated for computers to evaluate in any kind of timely fashion. But apparently Blizz expects players to be able to do this on their own.

Realistically, most of the gear combos you try will make only maybe a less than 5% difference in your damage/healing/tanking. But they can make a huge difference in play styles (remember the pre-7.2.5 BM hunter shoulders?) and in a few instances they can make a significant numbers difference. The thing is, you usually won’t know unless you go through the complicated evaluation drill I went through last night — simming various combos of talents and gear.

This ratcheting up of complexity is in fact one of the things I was afraid would happen when Blizz fist announced the idea of artifact weapons and their interconnection with spec talents and abilities. The mathematical permutations rapidly spin out of control. Add in the exponential factors of tier sets and legendary bonuses, along with the normal complications of secondary stats and enhancements like gem slots, and you end up where we are today — it is virtually impossible for the ordinary player to know with any degree of certainty whether a piece of gear is an upgrade for them or not.

Blizz, if anyone out there is reading this, for the love of all you hold holy, I implore you, in the next expansion:

GO BACK TO A SIMPLE GEAR MODEL, ONE WHERE YOU DO NOT HAVE TO HAVE A Ph.D. IN MATH AND A BANK OF SUPERCOMPUTERS TO FIGURE OUT IF IT WILL BENEFIT YOU. 

Break’s over

Yay, last night we all got to dip a toe into Tomb of Sargeras, and it felt good to be back into a weekly raid schedule after the last few weeks of “What are we going to do tonight” and “cancelled” raid nights. Our approach is usually to run a couple nights of normal for a new raid tier, then start in on heroic progression. So last night we charged into normal ToS.

Stipulating that we are probably overgeared for it, and that we have excellent tanks and healers, I still expected it to be more challenging than it was. Most of us had read one or two summaries of each boss, maybe a couple people had watched a PTR video or two, and before each pull our RL gave us about a 1-minute rundown on the basic mechanics. (We had 16? 17? people.) Strategies were minimal, limited to those bosses that absolutely required splitting the team in two or something obvious. We wiped a couple of times but were 8/9 by the time we reached our raid end time. Some decent tier gear and trinkets dropped for quite a few people, although no one got a new legendary. All in all, it was a fun night.

Some initial observations:

  • The raid is, in my opinion, crazy complicated to navigate — doors, spiral staircases leading to dead end rooms, holes to jump down into, etc. We spent a significant amount of time just running around the place looking for the next boss, often circumnavigating the whole tomb in the process.
  • There are some excessively long runbacks after wipes/deaths. We were saved by having a couple warlocks, and we ended up just summoning people who rezzed and got hopelessly lost — A LOT. Blizz really needs to put in a few portals for getting back to bosses.
  • It is an inside raid, which means there is no opportunity to use (possible exception is the last boss) repair mounts. You engineers out there, start producing auto-hammers, because they are going to be in great demand while this tier is current. (Whatever happened to the practice of stationing repair NPCs just inside raids?)
  • There is heavy use of light/dark motifs throughout the raid. Several bosses require you to be aware of what “color” you are (magic, not race) and react accordingly. Example: there is even one passageway with different colored orbs you have to dodge, except you can hit any of the ones of the same color you originally ran into without damage. (I usually just ended up hitting Aspect of the Turtle and plowing through — too annoying to deal with.)
  • We first thought there was not a lot of trash to deal with — a nice break from Blizz’s recent fixation on mega-trash. However, it turns out this is only the case in the first wing. After that, there is tons of trash, and much of it hits really hard.
  • If you read up on each boss’s mechanics, you will shake your head in despair, because it seems almost impossible to deal with all of them. Don’t worry. When it comes down to it, at least in normal mode, they are actually much easier to deal with than you would think just by reading about them. More complicated to describe than to execute.

No clue how much trouble we will have with the final boss on Thursday, and I am relatively certain it will take us at least a couple of weeks to clear heroic once we start. Still, I suspect this raid tier will get to farm status relatively quickly, and very shortly we will be in the kill-time-before-7.3 mode.

WARNING! RED ALERT! RANT FOLLOWS! 

Speaking of killing time, I am going to go on a small rant here and complain, once again, about the whole ridiculous Legion legendary gear adventure. The latest stupid move is to make us work our tails off to upgrade the legendaries we have, just to get them to the same level as the ones currently dropping. And before I get tons of snarky you-just-want-everything-given-to-you mail, let me say, no, that is not the case. I don’t mind long quest lines or difficult challenges that lead to whatever achievement I am seeking — rather like them, in fact. And I do not think gear should be given out freely like candy. If you are someone doing high level content then you should get higher level gear than someone not doing that content. That seems obvious to me. (But I think you should actually get it, not merely be given the chance to roll the dice for it, but that is another topic.)

But people who have multiple legendaries — useful ones at that — by this time in the game will now have to spend weeks upgrading them to the same level as will fall in 7.2.5. I don’t have a feel for how fast the upgrade currency will fall, but I think an active end game player will probably be able to upgrade maybe one or one and a half per week. Some people (not me) have as many as 15 legendaries or more. To have to grind out the currency to upgrade these just seems petty and stupid. (Not even going to guess at how long it might take a non-raiding non-mythics alt to get an upgrade.)

And as for the inevitable argument of “Well, you can only wear 2 at a time, so in 2 weeks you could upgrade all you need”, no that is actually not the case. Blizz has spent a lot of time blizzsplaining to us that they want us to switch out our legendaries to fit different situations — that, they say, is the whole point of having so many different ones, to give us “choices” and “options”.

Why not, instead of grinding currency (a practice, btw, roundly and often condemned by Ion Hazzikostas), have us do a one-time quest line to get some kind of magic upgrade stone for all our legendaries? That would still have the intended gating effect, but it would reduce, in my opinion, the sheer annoyance of once again having to grind out game time for the “gift” of making your legendaries — which many of us have chased for months — current with the current game level. (In WoD, as I recall, the legendary ring automatically upgraded when there were significant gear upgrades.)

Making us “earn” a current level legendary was not onerous the last time it happened in Legion, because back then most people had only one or two legendaries, and they probably had them only on their main. True, a few had more, but they were the exception. But now, I suspect most active end game players have a lot of them. Blizz clearly took the lazy way out on this, re-using the previous mechanic and not considering how the situation has changed. It is, I feel, yet another cheap easy attempt to inveigle us to spend more time playing the game than we would normally spend, and call it “content”.

Okay, maybe that was not such a small rant. Sorry.

END RANT. WE NOW RETURN YOU TO YOUR REGULARLY SCHEDULED BLOG POST.

Anyway, as I was saying before I so rudely interrupted myself, I found ToS interesting, and getting back to raiding was a lot of fun. I don’t think the raid will age particularly well, but it is something interesting to spend a few weeks doing this summer. 

Gear and math

It’s been a nice relaxing couple of weeks in my WoW world. In my guild, we all took a break from what was becoming a very dull Nighthold raid circuit, and I seized the opportunity to work on a couple of alts — my balance druid and my destruction warlock. I find I enjoy playing them both, but the lock possibly a tad bit more than the druid. I still find the boomkin tedious for its long casts, but it gets better with better gear stacked for haste.

Both alts are hovering very close to ilvl 900 or a bit under, and the one thing that amazes me is how much better they are simply by virtue of having better gear. Trust me, in the last two weeks I have not suddenly become vastly more proficient on either one, but the difference in damage for both is pretty astounding. The only change has been upgraded gear. In some ways this is fun, because gear is relatively easy to get, even without subjecting yourself to LFR or mythic dungeons. But in other ways is seems kind of cheesy and not quite right. I guess it is an inevitable result of Blizz stepping away from the “bring the player not the class” philosophy — class/spec mechanics and gear seem to count for more and more these days. Nobody likes to blame gear for poor performance (well, okay, maybe some people like to), but that excuse is actually becoming more and more reasonable as Legion goes on.

I was thinking about this as I started last night to prepare my main hunter for resumption of raiding Tuesday when Tomb of Sargeras opens. Patch 7.2.5 brought some changes to BM hunters, and in spite of giving us a baseline 2-charge Dire Beast/Dire Frenzy, it is looking like overall we are in a worse place damage-wise than we were for Nighthold. Seems like Blizz just could not stand to have BM hunters close to the top, had to take away more than they gave. There will still be some class tweaks coming along in hotfixes, but honestly I am not holding my breath that any of them will include buffs for BM hunters.

At least two sites I read regularly have openly stated that MM is clearly — and by quite a ways — top of the hunter heap. From the IcyVeins BM hunter guide:

Now that 7.2.5 has released, we can say with reasonable confidence and assuming no major changes, that Marksmanship will be the optimal raiding spec going into Tomb of Sargeras, mostly due to the potency of its new set bonuses.

Beast Mastery remains a solid choice, though rather than being very competitive and sometimes even better at single-target than Marksmanship in ideal situations, it is now fair to say that its potential output is less than Marksmanship in nearly all situations.

And even the redoubtable Bendak, in his most recent BM post about Patch 7.2.5, is brutally realistic about BM, stating it will likely fall out not only in the middle of the damage pack, but likely in the lower middle at that.

Whatever. I am a hunter in WoW, that is who I am. And since Blizz has seen fit to destroy the essence of my vision of “hunterness” in MM and SV specs, I really have no choice but to continue playing BM. Numbers have never meant that much to me anyway, so what seems to be a sudden plunge from lower-top to lower-middle position is not a calamity. Some class/spec has to be in that position, it is the nature of rankings. Still, I will be interested to see what the actual numbers spread is when the ToS results start to become available. If the spread between top and bottom is large, then Blizz will have once again failed in its never-ending attempt to “balance” the class/spec mess they themselves caused.

My alt gear-centric push over the last couple of weeks also served to reinforce to me the utter insanity of Legion’s gear complexity. On my alts the calculus was relatively easy, since I never intend to actually raid with them: higher ilevel = good, secondary stats pretty much be damned. But when I started to weigh gear and talent combos on my main in preparation for ToS, I found myself once again despairing over the sheer mathematical enormity of the task.

It has gotten so bad that AskMrRobot is now implementing a SETI-like mass computer sharing approach to solving the gear problem for players. Mind you, modern computers already have pretty massive computing power. Certainly enough that even a middle-level server could perform general arithmetical comparisons, even for thousands of users at a time. But Blizz’s insane interdependencies of gear stats, talents, different types of raid bosses, RNG-dependent proc rates, and specialized legendary and set bonuses have gone exponentially past arithmetic calculations. To properly assess the relative value of gear, only massive computer simulations approach accuracy. One or two simulations at a time are handled (though slowly) on a home desktop computer, but if you are trying to do it for large numbers of players, you need vast computational resources, and the cheapest way to get them is to set up a distributed grid of community computers. (I applaud AMR’s ingenuity here, but honestly I would like to see a bit more detail on their app’s security setup before I open my computer to it.)

The point is, you need the power of modern computers to decide if a piece of WoW gear is actually an upgrade for you, or to decide which legendary works best with which set of talents. 

But Reforging was “too much math” for us.

🙄🙄🙄

See you after the release of ToS.

Legendaries — first aid for class balance?

Admin note: This post contains quite a few references to specific Beastmastery hunter talents. I have thrown in some Wowhead links, but if you want a more comprehensive picture of the talent table, check out the Icy Veins one here.

The latest development in Legion legendaries, reported by MMO-C as part of the most recent PTR build, is that now some of them will actually grant the wearer a talent from their spec’s talent table. For example, the new hunter legendary will grant Beastmasters the Dire Stable talent, a level 15 talent that increases focus generation while you have a Dire Beast active.

Well. Where to start?

I am not a theory crafter, so my take on this goes more to fundamentals than it does to actual numbers. But the first thing that occurs to me is this particular talent level has ever only had two choices for BM hunters — Way of the Cobra for single target fights and Dire Stable for multitarget fights. No one I know has ever selected the third talent in that row, Big Game Hunter, because it stinks and has stunk since it was introduced. It is a non-choice. So the new legendary effectively means BM hunters can have their cake and eat it too in this talent tier. It also means if you have the new legendary you have no other choices in this talent row, you will take Way of the Cobra. I am not saying this is a bad thing, just pointing out how it will play out.

The second effect this will have is to buff BM damage somewhat, at least for single target fights, because we will be generating extra focus. The effect on multitarget fights is less clear, I think, because Cobra Shot is not often used on those, so the extra damage may be moot. Number crunchers will undoubtedly play with various combos, including the desirability of using multiple Cobra Shots over Multishot for medium-size groups of targets.

Additionally, one of the basic complaints about BM hunter mechanics is that the player has zero control over focus generation — is completely dependent on auto-generation of this resource. With the exception of the really terrible talent Chimaera Shot, we have no power-generating shots, we are completely at the mercy of Blizz’s idea of how fast that critical factor should generate. One result of this early on was the clunky, start-and-stop nature of the rotation. It is still a problem, though most of us still playing the spec just grimly accept it after months of enduring it.

Dire Stable, while still not allowing control over focus generation, does increase the rate noticeably. So the fact that lucky winners of the new legendary will not have to choose between increased focus and increased single target damage will be nice, I suppose. I doubt if it will be a game changer, but it will be helpful.

But here’s the thing: Blizz is using legendaries to fix glaring problems with spec mechanics, problems that players identified months ago during alpha testing and have continued to point out ever since Legion went live. 

The most obvious and egregious flaw in this plan is — well, I hesitate to point out the obvious but here goes:

ONLY LUCKY PEOPLE GET TO HAVE THE FLAW FIXED.

What the hell, Blizz? If there is a mechanics problem with a spec glaring enough for even the most clueless dev to notice, shouldn’t the fix be available to all players? Why do you insist on making a lottery of everything? What is wrong in your brains? For the umpteenth time, Mr. Game Director Ion “I Am The Sole Arbiter of Fun” Hazzikostas, RNG is not fun except for the uber-lucky early winners. For all the rest of us who spend hours and days and months rolling the dice for that one piece of playstyle-changing gear, it is the furthest thing in the game from fun. Even when we finally get it — if we ever do — it is not a woohoo moment but rather a “oh thank god that is over” one.

Beyond the lunacy of basing spec mechanics fixes on pure luck, there is another aspect to this. It seems evident from WoD and Legion that Blizz is unable to adequately balance individual spec mechanics and numbers without ending up with obvious winners and losers — specs that are either overpowered or dismally puny performers. And when they have tried to fix glaring inequities the changes have frequently lurched from one extreme to the other. Everyone understands the class/spec balance and playstyle issues are complex. So why make them even more so by introducing additional factors?

Introducing a complicated artifact trait table made balancing specs more difficult by an order of magnitude. Introducing other gear — tier and legendaries — with significant spec-enhancing bonuses made it even more so.

If you are someone who is challenged when you are asked to bring microwave green beans to Thanksgiving dinner, it is almost certainly not a good idea to also volunteer to bring the turkey and stuffing and mashed potatoes. Even though you hope it will help fix your green bean inadequacies, you are just setting yourself up for failure.

So, although I think the new legendary talents may help some specs in the near term,  using RNG gear to address known problems is a terrible way to do it. Not only is it a lazy approach, but in the long run it only serves to make the entire class/spec system more complex, more fragile, and consequently more prone to imbalance as a result of even tiny changes that can reverberate through the system in unexpected ways. Blizz should just stick to perfecting their green beans.

With that, I am out for the weekend.

Hole protocol

When you want to get out of a hole, so the conventional wisdom goes, the first step is to stop digging! Someone needs to tape that to every monitor at Blizz HQ, because they seem incapable of figuring it out for themselves.

There is no more obvious example of this than the Legion legendary debacle. Blizz began digging this hole way back when Legion was just a gleam in a developer’s eye, when someone had the bright idea that, since Legion would already feature a central all-consuming piece of gear in the form of an artifact weapon, there would have to be a significant change to the role of legendary gear. This was the first point at which they could have stopped digging, because they could have opted to have no legendaries in Legion. As far as I know, the legendary police would not have descended on Blizz had they gone this route. I doubt if even we admittedly cranky player base would have blinked an eye — we would have pretty much assumed the artifact was Legion’s legendary interpretation, and gone on to be annoyed about a lot of other things.

But they continued to dig. They decided that the new legendaries would be awarded randomly and rarely. They decided each would have a unique bonus, and that some of these bonuses would be extremely powerful to certain specs and others would be generically nice but not all that powerful. Here, too were opportunities to stop digging. They could have made the gear something to be earned, either through a quest line or by in-game earned currency of some kind. Instead of the vast range of bonuses, they could have made the gear a stat stick.

Instead, when there was player pushback on this, when it was “discovered” that certain legendaries gave the lucky lottery winner something akin to super powers, they continued to apply the shovel, first implementing a series of “bad luck insurance” moves. These were toothless, as the lucky ones continued to be overpowered under certain competitive conditions, since the “insurance” was for being awarded a legendary and not necessarily one of the “good” ones. To get out of this hole, Blizz continued to dig by nerfing many of the spec-specific legendaries. However, they did not really nerf them sufficiently to preclude certain ones being considered best in slot.

In 7.2, Blizz got a bigger shovel by attempting to fix the random nature of legendaries by adding a complex, prohibitively expensive path to crafting what will likely be inferior gear.

As an added complication similar to getting a couple more guys to help you dig, Blizz decided to imbue some legendaries with powers that actually fixed some of their other horrible class balance and game play decisions for Legion. The example that comes to mind are the BM hunter shoulders. By all accounts (I wouldn’t know personally since of course I have not been lucky enough to score them), these added the whoopie factor back into BM game play, making the rotation fun again and less like something you do to distract yourself while clipping your toenails. Of course, the way to have stopped digging here would have been to actually fix the broken specs and not applied the sloppy bandage of ill-conceived legendaries.

And now, in what seems to be Blizz’s move to bring in a scoop loader, we have this contorted set of changes for 7.2.5:

In 7.2.5, we are changing Wild Call from a cooldown reset mechanic to a cooldown reduction mechanic.

The base proc chance will be doubled and the cooldown reduction per proc will be 3.0 sec (affected by haste), roughly half the average expected value of current live Wild Call procs. Baseline, the amount of total Dire Beast casts and Dire Beast uptime should be roughly the same as on live, except the changes should result in smoother Focus regeneration from more well-paced Dire Beast casts.

Additionally, these changes have the desired side effect of bringing the power level of The Mantle of Command more in line with other legendaries.

I cannot honestly comment of whether or not this is a horrible fix or a decent one, since I have no experience with the shoulders. It will be an incremental plus for us shoulderless hunters, I suppose, although still not to the level of the shoulders bonus which absolutely should have been baseline. For a good discussion of the pros and cons (mostly cons) of this move insofar as we know any of the details, check out Bendak’s post today.

But the point is, this is just digging the hole deeper. There should have never been a symbiotic relationship between baseline BM hunter play and a particular luck-based legendary. And the fix for it should be to sever the relationship completely, not tweak it with a half-assed baseline change and a similarly half-assed legendary nerf.

To summarize, Blizz has had multiple points at which they could have stopped digging the legendary hole they started:

  • Leave then out of Legion completely.
  • Design them to be something to be earned, not awarded like a raffle winner.
  • Have only 3 or 4 of them, not the dozens we now have that include spec-specific as well as generic ones. Have the few remaining just be stat and gear level increasers, not bonus awarders.
  • Resist the temptation to use them to fix existing problems in class design.

They have steadfastly refused to stop excavation in the matter of Legion legendaries. And now we are all in the hole with them.

However, luckily, today is National Beer Day in the United States. To my way of thinking, if you are stuck in a hole, a lot of beer can’t hurt. Plus, I can’t think of a better way to start a weekend. Enjoy yours.

A case for boring gear

I read a forum and Blue post today that started me to thinking about gear in WoW. The post is about a healer cloak that I have never heard of — you can read the original if you want more details — but the point being made was that this cloak, which is neither tier gear nor a legendary, is basically a requirement for healers trying to maximize crit. It is so powerful that no other cloak comes close to replacing it, and it effectively blocks out that slot from any other gear, thus limiting the healer’s choice of tier gear as well as legendaries.

Blizz’s response was, I thought, pretty good. It may not have been a particularly satisfying response to the poster, but at least it was honest. Basically they said yeah, it’s a problem, and our half-solution will not be a good one for everyone who has the cloak, but it is all we can do at this point.

Thinking about this, it occurred to me that much of my angst with gear in Legion is less about the RNG factor in and of itself than it is about the dual notion that certain gear makes a significant difference in my damage-dealing abilities and my receipt of such gear is totally dependent on a roll of the dice. Thus my frustration with tier gear, the “good” legendaries, and so forth.

In my last post, I wrote about my frustration with Blizz’s recent habit of bandaging class and spec shortfalls with gear instead of addressing the base problem. This is one way gear makes a big difference in game play. That is, sometimes a spec really cannot function fully without the gear — the player cannot realize the full potential of the spec without the band-aid gear.

A second way gear matters to game play is that it may come with a special bonus — the player gets a big boost in tanking or healing or deepsing just by having certain gear. In Legion, the “good” legendaries fall into this category, along with some specialized trinkets and such, and to one extent or another tier gear. Blizz even tried to institutionalize this practice by some of the random enchants on neck pieces this expansion.

The third way gear matters is the mix of secondary stats on it. Although Blizz has tried recently to lessen the impact of secondary stats on game play, they have been unable to make much of a dent in their importance. At one point, I recall, our lead MM hunter on our raid team was bemoaning the fact that agility had assumed a secondary spot to mastery for him. Secondary stats, which, I assume from their name, should be — well, “secondary” considerations — have become so important that gear with much lower item level are often still superior to items 10-15 item levels higher. As I said, Blizz recognizes this problem, but they have been unable to untangle all the intricate dependencies enough to fix it.

Finally, there is the strut and preen factor. Some players just cannot get enough of humble-bragging about their gear. “Withered J’im always gives me that stupid Arcanocrystal, I’ve gotten it three times now!” “Man, I can’t believe my bad luck — my sixth legendary and only one of them is really good!” “I hate that I can’t equip all 6 pieces of my tier gear because I have that great legendary in the shoulder slot.” Et cetera. Let’s face it, in-your-face bragging is part of the game some people like best.

I know this will never happen, but imagine for a moment a game where most of the gear simply incrementally increased overall power as the levels rose. For a unique boost, there would still be maybe one legendary per expansion (like in Mists and WoD), and tier gear that you could actually earn rather than roll the dice for. Secondary stats, if they still existed, would match your loot spec automatically. If you got a piece of gear that was, say ilevel 900, you would know it was better than your current 890 one — no simulations, Mr. Robot, or complex calculations needed.

Much of Blizz’s current problem with class and spec balancing springs from their inability to foresee problems with huge gear bonuses (like the healer cloak I cited at the beginning of this post), and with their failure to properly integrate secondary stats into the already-complex equation of spells, talents, and artifact traits. A simpler approach like the one I suggest would allow them to actually make every spec fun to play again, as well as probably lessen the large gaps in performance among the specs.

Similarly, chronically unlucky players like myself rant and rail about the inequities of RNG gear, but much of that is due to the fact that most of the “desired” gear actually gives a significant advantage to players who have it. If it gave just an incremental power advantage, obtaining it would seem less urgent and much of the frustration of never getting a certain piece would disappear. Pursuing the special gear like a legendary or tier gear would be challenging and fun, because you would know if you stuck with it you would be rewarded.

Last, such a system of boring gear might restore the element of skill to its rightful place in the game. I freely admit I am not a highly skilled player — I am the equivalent of one of the chorus line in our raid team. But I was astounded to see what a difference it made in my damage when I did finally get my 4th piece of tier gear a few days ago. In some cases it boosted my damage by as much as 150k per second over the course of a long fight. Trust me, I did not suddenly become much more skilled in the last few days — this was solely a function of gear. Don’t get me wrong, I am not saying skill no longer matters in the game, but I am saying I think we have veered too far in the direction of gear making more of a difference than it should.

About the only part of the game such a system would not help is the strut and preen group. They would have to find another way to rub their superior luck in the faces of the Great Unwashed. I have no solution to this, but I feel confident the strutters and preeners would find one.

Gear should matter, and it should reward skill and achievement. It just should not matter as much as it does now, and it should not depend on luck of the draw as much as it does now. I am hoping Blizz learns from some of the gear failures in Legion — such as the legendaries debacle — and returns to a more reasonable gear structure in the next expansion. We can always hope, right?

With that, the weekend commences.

Admin note: A family emergency involving two trips between Virginia and Minnesota this week accounts for my absence. All is well, but it has been a hectic week. Thanks to my readers for their patience.