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Equipment attributes require careful reconstruction

Posted: Mon May 25, 2026 4:44 am
by Kos
首先,为了准确表达我的建议,请允许我用母语中文。AI translation has no language barriers.
吐槽,discord对中国玩家太不友好了,99.99%的中国玩家都不能像我一样幸运注册上OctoWOW。
吐槽完说正事。按照玻璃渣(blizzard的中文音译骂名)设定,NAXX是60版本的最后团本,出产的装备也是版本毕业,即使有计划中最后没有实现的卡拉赞,其装备属性也不会比NAXX提升太多,已经到了60级顶峰,或者说天花板。现实通过20多年大量玩家挖掘。物理暴击50%+(接近圆桌理论上限)法术伤害1000+暴击60%+,治疗效果1400+。这样的数值,给想要扩充艾泽拉斯内容造成了巨大困难,也给后续团本BOSS设计带来巨大掣肘,还让T1本MC,T2本BWL等低等级团本快速便当失去活力。相信乌龟魔兽的设计师们,设计K40时,看着T3套装的属性,也感觉压力山大吧。还好,我们又坐时光机回到了1.17.2,有些艰难困苦,另一个方向看,是幸运重生。装备合理的改造,能够让后续设计更容易,让艾泽拉斯之谜可以容纳更多内容,可以更长更久的走下去。
核心要点:审慎的考虑每1点法伤,每2点治疗效果,每3点攻击强度,每1点的耐 力 敏 智 精。简单说就是吝啬每一点属性。治疗装从T1到T2,每件7 8点甚至10多点治疗量的增幅,一套下来100+,16个可能提升的部位,一套200+,外加附魔,临时药剂,团队增益,再次放大。希望修改到,玩家拿了1件2件提升,没感觉,拿了5件 6件感觉到,拿了8 9件,明显感觉。审慎的考虑每40或50点台阶跨越的提升,甚至精确考虑30点,20点,15点。同时,等比例的降低团本难度,适配装备属性。比如TI本150法伤进本,出本200,T2本180法伤进本,出本240……这样NAXX毕业,300法伤,去MC也只是更快,而不是随意碾压。提到的装备,附魔,BUFF,都要审慎考虑,药剂倒是可以细微削弱,其他弱化了,药剂相对更有价值。
另外,不含某个属性的装备(那个该死的K40布甲治疗手套),减某项属性的装备(灰烬使者类似),减大量某属性加少量某属性(属于某个专业制造物品)这样的装备都可以考虑扩充。
总结,为艾泽拉斯的秘密在长久的时间里,一点点被玩家发现,也让玩家的提升不那么突然,装备系统审慎改变,非常重要。
祝平安

Re: Equipment attributes require careful reconstruction

Posted: Thu May 28, 2026 4:24 am
by Aubreykun
Kos wrote: Mon May 25, 2026 4:44 am First, to accurately express my suggestion, please allow me to use my native Chinese. AI translation has no language barriers.
Complaint: Discord is too unfriendly to Chinese players. 99.99% of Chinese players can't be as lucky enough to register on OctoWOW as I am.
After venting, let's get down to business. According to the 'Glass Shard' (Blizzard's Chinese transliteration of 'Blizzard's nickname'), NAXX is the last raid in the 60 version, and the equipment produced is also a meta endgame. Even if there were plans for Karazhan that wasn't realized, its equipment stats won't improve much compared to NAXX's, and it has already reached the peak of level 60, or rather, the ceiling. Reality has been uncovered by a large number of players over more than 20 years. Physical crit 50%+ (close to the theoretical limit of the round table), spell damage 1000+ crit 60%+, healing effect 1400+. These numbers make it extremely difficult to expand Azeroth's content, and also imposes major constraints on future raid boss designs. It also drains the vitality of low-level raid quick runs like T1 dungeons like MC and T2 dungeon BWL. I believe the designers of Turtle and WoW must have felt a lot of pressure when looking at the T3 set's stats when designing the K40. Fortunately, we took the time machine back to 1.17.2. It was a bit tough, but from another angle, it was a lucky rebirth. Proper equipment modifications make subsequent designs easier, allowing Azeroth's Mystery to accommodate more content and endure longer.
Key points: Carefully consider every 1 point of spell damage, every 2 points of healing effect, every 3 points of attack strength, and every 1 point of endurance, agility, intelligence, and refinement. Simply put, it's about being stingy with every bit of your attributes. Healing gear ranges from T1 to T2, each offering 7, 8, or even over 10 healing boosts. A full set totals 100+, with 16 potential improvement slots, a full set of 200+, plus enchantments, temporary potions, and team buffs, amplifying again. Hope to fix it: players get 1 or 2 items to improve, no noticeable improvement, 5 or 6 pieces feel it, 8 or 9 pieces are obvious. Carefully consider the leap every 40 or 50 points, and even precisely consider 30, 20, or 15 points. At the same time, the difficulty of raids is proportionally reduced, and equipment attributes are better suited. For example, TI dungeons have 150 magic damage to enter and 200 out of dungeons; T2 dungeons have 180 magic damage to enter and 240 out of dungeons...... This way, after finishing NAXX, you get 300 magic damage, and going to MC is just faster, not just a crushing one. The mentioned equipment, enchantments, and buffs all need to be carefully considered. Potions can be slightly nerfed, but other nerfs are relatively more valuable.
Additionally, equipment that doesn't include a certain attribute (like those damn K40 cloth armor healing gloves), equipment that reduces a certain attribute (similar to Ashman), or equipment that reduces a lot of a certain attribute plus a small amount (belongs to a certain profession's crafted item) can all be considered for expansion.
In summary, the secrets of Azeroth have been gradually discovered by players over time, making player upgrades less sudden. Careful changes to the equipment system are very important.
Wishing you peace
(Translated above via Bing translate)

The overall thrust of Kos's post seems to be, if I were to reinterpret it in my own words:
Naxxrammas was basically Blizzard giving the top raiders of Vanilla a period of pseudo-"God Mode" before TBC back in the day. This + some other issues with scaling can be fixed by reexamining the math of raids and applying nerfs to reduce the gaps between raids in terms of stats. "Full BIS" from one raid tier is already not a requirement for the next, so compressing the numerical gaps between "most gear" and "full BIS" within a raid tier, as well as lowering the difficulty of each successive raid to compensate for the lowered top end. Creative use of negative stats, or items that lack certain useful stats on their own, can also be employed, and consumes should be examined as well. This increases the breathing room the devs have to design T4+ without running into problems that occur from some stats capping out.



I agree. Personally, I suspect the turtle devs were adding a wider variety of stats like Armor Pen, Haste, and Fortune to increase the spread of possible stats that would be viable to some classes, and could more incrementally provide benefits to others while eating up item budget. The Rune-Etched blacksmithing set and a few other items of that period appear to somewhat be like an early testbed for this given how it has HP/5 and some other strange bonuses to allow certain parts to be rather good without being OP.
But a "stat squish" both allows for some interesting design AND fixes much of the problems that Naxx introduced when it was released. Namely, the invalidation of earlier content AND some issues that pure-PVPers had with much of the best gear being only available to raiders.

Re: Equipment attributes require careful reconstruction

Posted: Thu Jun 04, 2026 2:51 pm
by Locksey10
I'd agree with the overall assessment, but suspect this would likely be best introduced with the tier 4 content (such as a Ruins of Quel'thalas raid ;) )

Would this also then require a "stat squish" for K40 items?

Re: Equipment attributes require careful reconstruction

Posted: Thu Jun 04, 2026 5:03 pm
by Blindtongue
maybe if they stopped optimizing gear based on stats alone and focused on build enabling bonuses more we would have a better variety of "useful" builds then shoehorning everything into chasing meta stat builds...

powercreep can easily ruin the game