Its certainly similar but it just feels like AGS is taking steps to eventually be where WoW is at as far as endgame gearing goes, but they are like a baby taking its first steps.
Resistance perks on gear in WoW and resilience on PvP gear in WoW are no longer a thing, because at the end of the day its just bloat - Blizzard found this out eventually. AGS has a confused system disguised as “gather this gear to be more effective in this dungeon”
I understand its all in the same vein - WoW and NW - but in one its very clean and direct, the other requires you to keep track of 30 sets of gear.
I just know what direction its heading in and the sooner its address the better off
everyone is.
And again… why am I spending so much time farming ward gear for mutated dungeons for gear im not even going to use - thats not linear or horizontal progression… its scrambled.
In wow the resistance requirements for raids was arbitrary and a secondary layer of gating.
You needed to be keyed. To get keyed you needed to run dungeons and do quests. To do those things you needed gear. Then you finally get geared and you needed special resist items to survive in the new dungeon and then you finally can go inside.
Ward gear helps but its not required.
Its mechanics and the worse you are at mechanics the better wards are.
In wow you literally couldnt avoid the fire damage. It was a straight gear check. Pass fail.
Prior to summer patch it was a heck of a lot easier to get the wards than wow’s resist gear. Where certain classes required certain armor weights and it took months farming bop items to get resist set.
Im assuming you are talking about attunements when you say “Keyed” here. In that case getting an attunement was the same goofy little timesink we had with tuning orbs. In a similiar way it was just a key to get in.
Unless you were talking about Keys for mythic dungeons, which you never needed to swap gear sets for.
Regardless - WoW removed everything you mentioned above because, well plainly it sucked.
AGS has already removed the tuning orbs - I can see ward perks being next.
True, I don’t even use it as a healer - Its just the concept of it, the fact someone might get denied from a group wearing a full mutated dungeon set because it doesnt have ward - that’s goofy.
Those sets mostly have wards so you tell me. Id guess easy entry level ward gear for early pioneers given how random most loot is. Its a reliable functional set not the best but functional.
Tuning orbs just required mats and crafting skill.
Attunement meant completing five man dungeans. Doing events groups at the time struggled to compkete. Event that needed other dungeon gear for most of the party.
I dont remember needing gear for attunements, I just level a paladin to 60 when classic WoW released.
Also, again, they removed attunements and resist gear for a reason - it was dumb.
Im just putting it out there that I simply dont expect to see ward gear to stick around for much longer - soon enough as all these returning players start to come back and question why its even used, it will go by the wayside.
Onyxia required running the jail break event where the naked npc set the pace and ran ahead aggroing stuff while your t1 healer was huffing siiting down or trying to for mana. Was always a crap shhot getting people attuned for that and then running the mc attunement part before people discovered skips.
Then you had the black temple attunement i think it was that required a quest compkete in ssc i want to say i could have that wrong.
Either way we are way off topic. If were gonna debate wards further we should move that to its own thred.
Respectfully, that’s 2 singular situations, that I wont cross reference - for the sake of conversation lets say you needed an entire set of gear for each.
Fine, but that’s one time event.
Not multiple sets you are maintaining, upgrading and carry around -
And again… for the final time. That type of stuff is no longer in the game, because its awful.
I have no further debate relating to ward - its my opinion its got a short shelf life, because its a flawed system and is regressive in the sense that it takes away from players progression into better sets of gear.
They don’t need to remove ward perks. They need to merge them all into one ward perk.
Expedition Ward: Take 4.9% less damage while in expeditions.
That would greatly lower the amount of useless rolls while crafting and make the loot pool better. They are already combining Plentiful Shell and Plentiful Arrows in one single perk, do it for wards next.
And Put Resilience and ward in the same perk bucket so it’s impossible to roll them together. That’s just basic decency.
Yeah, im fine with this too - because then at the very least its going to be on the sets of gear I get from expeditions ( why wouldnt it be right?)
And on gear you get from raids - so again, either they make it a perk, or remove it and just bake it into all pieces of armor over 600 GS ( something to that effect)
Thats the direction that makes the most sense to me.
Two things I have learned about AGS by playing this game over a year:
PVE means nothing to them. All the combat/weapon balance are around PVP. There is no weapon balance for PVE AT ALL! They keep adding new dungeons because it is easy to reuse assets and existing game mechanism (trust me I am working in game industry), rather than creating new game modes.
AGS HATES int weapons. Poorly designed and clunky skills, useless passives, mutation resistance, hidden nerf here and there without telling players, no bis named item drop. No way they did all of them unintentionally. I keep thinking magical weapons are just something AGS bosses think it would be good to have in game but the actual dev team does not give a fk
The resistance change for mutations, is to deal with the damage conversion perks, that lots of people run in their base weapon set. They also for each mutation have a type of the magical that deals more damage.
But not all weapons are good in every case, Gen its good to have someone with a fire staff, Laz not so much… Laz on the last boss its great for the healer to swing the void none stop(just about everywhere else that would get a healer kicked from a group).
Truthfully its a lot of extra work to tank with a dps that runs any type of ranged, and it slows down the run(how many people do you see running a bow in an expedition?).