Add hit chance to pvp gear

Ideas for new content, features, and balance changes.
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Duraluminium
Posts: 168

Re: Add hit chance to pvp gear

Post#11 » Mon Aug 10, 2026 7:13 am

Dzielkus wrote: Sun Aug 09, 2026 9:10 pm
Duraluminium wrote: Sun Aug 09, 2026 8:59 pm Remove 5% hit chance requirement in PVP on the same level, or just add invisible 5% hit buff vs players.
That would fix PVP gear not having hit, and this gear will not be used much in PVE.
Moreover, remove block/parry/dodge/resist and all other rng.
I'd also add instant kill button.
I was talking only about hit chance, that is mandatory for players anyway. This mechanic is needed in PVE, but I see no point it making in mandatory for PVP. Just remove it for PVP and nothing breaks imo. If you have some calculations showing that a hidden buff to hit chance applied only in PVP will break anything, show us

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Duraluminium
Posts: 168

Re: Add hit chance to pvp gear

Post#12 » Mon Aug 10, 2026 7:17 am

Vex wrote: Mon Aug 10, 2026 2:30 am
Duraluminium wrote: Sun Aug 09, 2026 8:59 pm Remove 5% hit chance requirement in PVP on the same level, or just add invisible 5% hit buff vs players.
That would fix PVP gear not having hit, and this gear will not be used much in PVE.
Interesting idea, I want to like it but I think it would mess with whole hit mechanic in general. Druids for instance have insect swarm which reduces hit chance so then they would be reducing your hit chance from 5% which is baseline + other percent you got on your gear which could be pve gear which is like what? additional 3 to 4% hit chance maybe. Then that insect swarm would be doing barely anything in regards to that. IMO just add some hit chance on pvp sets like it was on old warlord set for instance and its gg.
You talking about the situation when PVE geared player with +hit items goes into PVP to counter -hit% debuffs? Well maybe you are right, but actually PVP items should be stronger for PVP in general, so there must be a drawback for doing PVP in PVE items. Also not many situations when you really need to counter that debuff imo.
Anyway, good point, adding hit to PVP items is an easier fix probably. Not sure if it's better overall, but for sure it's easier.

Crackadia
Posts: 57

Re: Add hit chance to pvp gear

Post#13 » Mon Aug 10, 2026 7:49 am

It will never happen, because it will make it more likely that PVE players *feel* like they *have* to do PVP for the gear.

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Vex
Posts: 46

Re: Add hit chance to pvp gear

Post#14 » Mon Aug 10, 2026 8:41 am

Dzielkus wrote: Mon Aug 10, 2026 5:10 am Guys, most of classes have at least 3% hit chance from talents,
My class doesn't have that unless I spec into survival

Dzielkus
Posts: 132

Re: Add hit chance to pvp gear

Post#15 » Mon Aug 10, 2026 9:29 am

Duraluminium wrote: Mon Aug 10, 2026 7:13 am
Dzielkus wrote: Sun Aug 09, 2026 9:10 pm
Duraluminium wrote: Sun Aug 09, 2026 8:59 pm Remove 5% hit chance requirement in PVP on the same level, or just add invisible 5% hit buff vs players.
That would fix PVP gear not having hit, and this gear will not be used much in PVE.
Moreover, remove block/parry/dodge/resist and all other rng.
I'd also add instant kill button.
I was talking only about hit chance, that is mandatory for players anyway. This mechanic is needed in PVE, but I see no point it making in mandatory for PVP. Just remove it for PVP and nothing breaks imo. If you have some calculations showing that a hidden buff to hit chance applied only in PVP will break anything, show us
This is how this game was designed in the first place, you need to invest into hit instead of crit/more power/agi/str. Or stupidly stack stamina.
Changing mechanics in 20 years old game is pointless. If you dont like it - go for any moba.
We already have all classes bursty as hell, i don't see any point in increasing flat dmg output.

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Vex
Posts: 46

Re: Add hit chance to pvp gear

Post#16 » Mon Aug 10, 2026 9:45 am

Dzielkus wrote: Mon Aug 10, 2026 9:29 am
Duraluminium wrote: Mon Aug 10, 2026 7:13 am
Dzielkus wrote: Sun Aug 09, 2026 9:10 pm

Moreover, remove block/parry/dodge/resist and all other rng.
I'd also add instant kill button.
I was talking only about hit chance, that is mandatory for players anyway. This mechanic is needed in PVE, but I see no point it making in mandatory for PVP. Just remove it for PVP and nothing breaks imo. If you have some calculations showing that a hidden buff to hit chance applied only in PVP will break anything, show us
This is how this game was designed in the first place, you need to invest into hit instead of crit/more power/agi/str. Or stupidly stack stamina.
Changing mechanics in 20 years old game is pointless. If you dont like it - go for any moba.
We already have all classes bursty as hell, i don't see any point in increasing flat dmg output.
If hit chance is already there on the old warlord set, which is like 2% to 3% if I remember, why is that an issue to add it to blue gear as well? Those 2 to 3% would help in pvp a lot since you would be mixing some pve items with hit chance as well. Blizzard designed this game so you grind it and that you have also a reason to go to raids. This solution doesn't touch the raid, pve side of things since it was literally in the game. I mean if changing mechanics in 20 year old game is pointless, why did turtle wow exist in the first place? It changed a lot of mechanics, why is this one an issue?

Dzielkus
Posts: 132

Re: Add hit chance to pvp gear

Post#17 » Mon Aug 10, 2026 2:28 pm

Vex wrote: Mon Aug 10, 2026 9:45 am I mean if changing mechanics in 20 year old game is pointless, why did turtle wow exist in the first place? It changed a lot of mechanics, why is this one an issue?
Which one did Turtle change?
They added resi from TBC in terms of mechanics, to make pvpers bit tougher.
You guys want flat dmg increase.

Blue pvp items cant have any hit cause they're already much easier to get and much better than most of dungeon items. They shouldnt serve as pre-raid bis (or raid up to t2 for tanks).

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Vex
Posts: 46

Re: Add hit chance to pvp gear

Post#18 » Mon Aug 10, 2026 2:48 pm

Dzielkus wrote: Mon Aug 10, 2026 2:28 pm
Vex wrote: Mon Aug 10, 2026 9:45 am I mean if changing mechanics in 20 year old game is pointless, why did turtle wow exist in the first place? It changed a lot of mechanics, why is this one an issue?
Which one did Turtle change?
They added resi from TBC in terms of mechanics, to make pvpers bit tougher.
You guys want flat dmg increase.

Blue pvp items cant have any hit cause they're already much easier to get and much better than most of dungeon items. They shouldnt serve as pre-raid bis (or raid up to t2 for tanks).
??? I want hit chance on pvp gear, 2-3% like I said multiple times so we don't miss as often with zero hit chance in pvp. Turtle changed so many mechanics, guild tabards teleporting, mount progression, all class specs got reworked, professions added new ones, racial abillities, leveling etc. I don't wanna write an essay here. If both PvP and PvE gear should be viable, PvP gear having Hit isn't inherently a problem. The goal should be to make them different paths with different strengths, not to make PvP gear artificially bad for PvE.

Spicyahi
Posts: 61

Re: Add hit chance to pvp gear

Post#19 » Mon Aug 10, 2026 3:17 pm

Dzielkus wrote: Mon Aug 10, 2026 2:28 pm
Vex wrote: Mon Aug 10, 2026 9:45 am I mean if changing mechanics in 20 year old game is pointless, why did turtle wow exist in the first place? It changed a lot of mechanics, why is this one an issue?
Which one did Turtle change?
They added resi from TBC in terms of mechanics, to make pvpers bit tougher.
You guys want flat dmg increase.

Blue pvp items cant have any hit cause they're already much easier to get and much better than most of dungeon items. They shouldnt serve as pre-raid bis (or raid up to t2 for tanks).
Hit cap is 8%/16% for melee/spell, it's 9/17 in classic. Twow changed a lot of spell coefficients, introduced ap scaling for shaman shocks, etc. This isn't classic, it's better.

Dzielkus
Posts: 132

Re: Add hit chance to pvp gear

Post#20 » Tue Aug 11, 2026 6:14 am

Spicyahi wrote: Mon Aug 10, 2026 3:17 pm
Dzielkus wrote: Mon Aug 10, 2026 2:28 pm
Vex wrote: Mon Aug 10, 2026 9:45 am I mean if changing mechanics in 20 year old game is pointless, why did turtle wow exist in the first place? It changed a lot of mechanics, why is this one an issue?
Which one did Turtle change?
They added resi from TBC in terms of mechanics, to make pvpers bit tougher.
You guys want flat dmg increase.

Blue pvp items cant have any hit cause they're already much easier to get and much better than most of dungeon items. They shouldnt serve as pre-raid bis (or raid up to t2 for tanks).
Hit cap is 8%/16% for melee/spell, it's 9/17 in classic. Twow changed a lot of spell coefficients, introduced ap scaling for shaman shocks, etc. This isn't classic, it's better.
Ok, they added some spells, coefs, items!
But what mechanics was added ;)?
You havent named a single one.

You still got "quests" for weapon skills, which is quite a lot in terms of spending some gold for pure hit rating.
Pretty unfair for casters...

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