Quote:
Originally Posted by Wurm
1) Fabled should have better stats... Legendary +35 int Fabled +55 int for example
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This means nothing, because in a raiding situation, even with only an "okay" setup everybody has the stats that matter for them in a region where even adding +100 INT won't give a significant benefit, and won't be the deciding factor if you will use the item or not.
Quote:
Originally Posted by Wurm
2) Fabled should have better (or MORE) abilities... +2 crit for Legendary +4 crit + a stun proc + 120 fire damage for Fabled for example.
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Going in the right direction, but still has a major flaw: %-based item stats are shit imo as long as they don't scale to level (whether that would be item level to player level, or item level to mob level, or...).
You would always prefer the T7 4% crit item over the T8 2% crit item.
The expansion is flooded with this stuff, how's that supposed to look in T9 (if that ever comes)? 100% crit rate for all classes? :/
Quote:
Originally Posted by Wurm
3) Fabled stun/stifle/damage abilities and procs should be the only gear in the game that should effect Epic encounters. Nothing worse than getting a kick ass piece of Fabled gear with a great ability only to read said ability "does not effect Epic targets!"
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Indeed, that has always sucked. (+38% stealth run speed as epic set bonus, anyone?)
Quote:
Originally Posted by Wurm
Make Fabled gear mean something in regards to Epic content and you'll be trading out your "good" Treasured and Legendary gear for Fabled every time with no hesitation.
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Yes, this is what it all boils down to!
You cannot do that at the moment, with the current system of numbers in place. You cannot go higher than the maximum. And this is why, if you want to keep the current system, "nerfing" or rather "balancing out" common drops is the only option there is.