Mocha
Legendary
These are my thoughts on Enchants becoming nearly ignorable.
The only event in where us all having lower enchants will be problematic is in a scenario where we are mixed with players who are a higher level than we are.
We already know that WPvP doesn't exist nearly to the extent that it used to. Blizzard has wiped low level twinking so much that we simply don't have a chance against characters 30 levels higher than us like we used to. I remember being on my rogue with a few friends going against 57-70s in Hellfire Peninsula capping towers.
With many enchants being basically ignorable, the DPS boost that we gained in the past from leg armors and more will be gone. However, so will be the survivability boosts that we potentially could have capitalized on.
This is why the negative effects on survivability won't be as much of a problem: Nobody really used any of these survivability boosts as they didn't really make much of a difference. With that being said, our health is going to increase (if I'm correct) due to WoD base health being increased, our damage is going to decrease due to the loss of these powerful enchants. The only variable that is going to effect gameplay besides gearing is going to be the base damage that blizzard has assigned spells to based on classes / specs.
This is MUCH better than having abilities that are ALREADY extremely OP at the base level and then increasing their effectiveness by 200% or more thanks to DPS/HPS boosting enchants.
Our damage/heals have increased exponentially but our health has nearly stayed the same:
Somewhat rambling story of how I used to describe low level twinking to endgame players
Just my 2c
The only event in where us all having lower enchants will be problematic is in a scenario where we are mixed with players who are a higher level than we are.
We already know that WPvP doesn't exist nearly to the extent that it used to. Blizzard has wiped low level twinking so much that we simply don't have a chance against characters 30 levels higher than us like we used to. I remember being on my rogue with a few friends going against 57-70s in Hellfire Peninsula capping towers.
With many enchants being basically ignorable, the DPS boost that we gained in the past from leg armors and more will be gone. However, so will be the survivability boosts that we potentially could have capitalized on.
This is why the negative effects on survivability won't be as much of a problem: Nobody really used any of these survivability boosts as they didn't really make much of a difference. With that being said, our health is going to increase (if I'm correct) due to WoD base health being increased, our damage is going to decrease due to the loss of these powerful enchants. The only variable that is going to effect gameplay besides gearing is going to be the base damage that blizzard has assigned spells to based on classes / specs.
This is MUCH better than having abilities that are ALREADY extremely OP at the base level and then increasing their effectiveness by 200% or more thanks to DPS/HPS boosting enchants.
Our damage/heals have increased exponentially but our health has nearly stayed the same:
As soon as the possibility for toggling exp on and off was implemented, twinks became nothing but more and more bursty resulting in the ridiculously bursty bracket that it is today. Our health pools currently are only about 500 HP higher than we used to be, yet our DPS output across the board has increased by 300% and some have increased to over 400%. (in order for our dps to health ratio to be balanced, level 19 twinks should have around 4k-5k hp to accommodate for our current state of burst)
Somewhat rambling story of how I used to describe low level twinking to endgame players
I used to describe 19 twinking to people as this. With fewer abilities than level 70s, fewer gear options, fewer talents etc we all had only a few abilities to use, we all had nearly the exact same gear and the exact same specs. The only variables in a 1v1 match between two players were their latency and their skill. At max level you have so many things that come in to play such as gear, specs, talents, (and in wotlk+) glyphs, professions, reforging, item upgrades, gems, different viable enchants etc.
Think of the next extension to be 2 level 1 human warriors dueling in Northshire as soon as they were created. Imagine them dueling 10, 20 or even 30 times in a row and each time the same player won. The only explanation besides latency would be that the victor was better at playing that level 1 warrior than the other player.
This for the most part is removing one more variable which increases the importance of expertise during given encounters.
Think of the next extension to be 2 level 1 human warriors dueling in Northshire as soon as they were created. Imagine them dueling 10, 20 or even 30 times in a row and each time the same player won. The only explanation besides latency would be that the victor was better at playing that level 1 warrior than the other player.
This for the most part is removing one more variable which increases the importance of expertise during given encounters.
Just my 2c