And out of the blue…
20 September 2010 § 8 Comments
(Harr, harr, harr! See what I did with the title? Because blues are… and out of the blue is… never mind….)
Love it how Ghostcrawler sometimes slips a bomb just as an aside comment. Case in point: while discussing the eternal problem of hit rating and getting capped meaning you want to ignore everything with hit on it, he threw out this little tidbit:
3) Requiring higher combat ratings for additional content tiers. What hit caps you for 4.0 won’t be sufficient in 4.1, so the extra budge on the 4.1 gear will be helpful. (Source)
So if I understand correctly, every single new tier of content will automatically decay your ratings. To bring it to Wrath terms, there you are, decked in Naxx gear and finally getting your haste, crit (and hit, if you’re a dps) to decent levels, and suddenly Ulduar comes out, and going back to Naxx you find out that all your ratings now convert to a lot less percents – with the consequent loss in dps/hps. Thankfully, defence is not a rating anymore, so at least we won’t have tanks suddenly getting crit – the avoidance stats are still ratings though (dodge and parry), so tanks will be suffering more damage through that.
For all intents and purposes, every raiding tier will effectively partially reset gear. We are getting used to these gear resets as they happen at the beginning of any expansion, but frankly, there they have relatively little effect. There is new levelling to do, and very few people go back and seriously raid the old content. That is very much not true for raiding tiers within an expansion cycle. Unless you are in a top raiding guild, you are bound to have some overlap between tiers, or finish mopping up a tier while the other has come out. When ToC came out we were still going to Ulduar to kill Algalon; when ICC came out we still went to ToC (though mostly we did that because Lower Spire was way too easy, and nothing else was available). Now, if you run out of time, the top bosses will be even harder to kill as your gear will “degrade” simply because you reached the time limit.
Hopefully, this change will be implemented as a “Sunwell Radiance” thing: in other words, the new tier of raiding has a debuff in effect when you zone into the instance decaying your ratings. This will leave your effectiveness in earlier tiers unchanged, while allowing Blizzard to avoid the stat inflation. Even in this more benign version, I am just not sure I like the change. It feels like a clunky solution to something that could be solved by itemisation – both in terms of ilvls and of actual stat choice on the items.
There is no doubt that stats went out of control in Wrath: the spread of loot has been from ilvl 200 in Naxx to ilvl 277 in Heroic ICC 25. This compares to a spread of 115 (Attumen) to 164 (Kil’Jaeden) for BC, and 66 (Lucifron) to 92 (Kel’thuzad original) in Vanilla. In Wrath, we’ve had TEN separate tiers of loots (in ilvl: 200, 213, 219, 226, 232, 245, 251, 258, 264, 277), over only four tiers of raiding. Let’s assume Blizzard uses the same loot model in Cataclysm, letting Heroic loot be a full tier above normal (13 ilvl), while the normal loot of the tier above is only 6 ilvl above the Heroic loot of the tier below. We also know that the starting epics are going to be ilvl 359, so we should see the following progression (assuming 4 tiers of raid instances again):
- Tier 11: 359 normal, 372 heroic
- Tier 12: 378 normal, 391 heroic
- Tier 13: 397 normal, 410 heroic
- Tier 14: 416 normal, 429 heroic
Most importantly, Blizzard has always said that the biggest issue was that when they designed Wrath and the ratings conversions, they were not counting on Heroics mode at all (they really started in Ulduar, so post Wrath launch). The addition of an upper tier of gear for every raiding instance clearly inflated the numbers. This particular problem is gone: we know heroics are here to stay, and so we can plan the build up of the various ratings better, to make sure that by 429 we’re not having everyone hit against haste, hit and crit caps.
Of course, hit is a bit of weird stat in all this, because you want to be able to hit the cap in all tiers. Ghostcrawler’s concern is that if ratings don’t decay, then caster dps will wear all the same gear (the crit/haste/int/stamina gear, to be clear), because they can ignore hit. Except I really don’t understand this objection: the current model of itemisation suggests that a higher tier item with hit/crit/int/stamina will have higher values of all four stats than a lower tier item with the same stat. But couldn’t we have higher ilvl items where the increase in stats happen just in crit/int/stamina, leaving hit to be (roughly) the same? This way, caster dps still has an incentive to upgrade (more of the other stats), while still wanting to wear the same number of pieces of hit gear.
I remember when Sunwell came out, and several posts almost seemed to apologise for having to resort to Sunwell radiance (which, btw, was mostly a problem with bear tanks). A similar attitude seemed to pervade the introduction of Chill of the Throne in Icecrown. When framed that way, I had no problem accepting either debuff. But it seems to me that somewhere in the last eight months we went from “this is our last resort because something happened to screw our original plans”, to “this is a good plan”. It’s not – it feels clunky, and it artificially slows the character progression, when a slower build up of the ratings would get the same result much more elegantly. I am hoping that we can learn more about this soon, but this feels like a fairly bad idea so far.