I wonder if the scaling of +hit - the fact that as we progress in raid tiers, we'll need more +hit to be capped - isn't a solution that's worse than the problem.
According to GC, Blizz saw an itemization and stat scaling problem in WotLK, primarily revolving around +hit. To guarantee spells hit a raid boss, one must have +17% chance to hit. +Hit is the #1 primary stat for any raiding caster - you simply cannot randomly miss spells because doing so can absolutely wreck your rotation and DPS. The unique issue with +hit, as it relates to casters (and less so for melee) is that +hit is so binary - either you have too little and therefore you have to get more to raid effectively, or you have enough and any more is 100% wasted.
This binary nature, by itself, really isn't much of a problem. It makes tier increases challenging, since higher tier gear has more +hit on individual pieces, so you often need fewer pieces of gear with +hit to meet the cap. But if +hit scales with raid tiers, the consequences for raiding casters are un-fun.
Consider the following made up numbers.
Tier 11 - 1000 +hit rating to be capped.
Tier 12 - 1200 +hit rating to be capped.
So a caster must reach 1000 +hit really just to start raiding at Tier 11, and anything extra is completely wasted and probably reforged. As the raider clears the content, lower level gear is replaced by higher level gear, but the caster still has absolutely no reason to go over 1000 +hit. After farming the raid instance for weeks or months, Tier 12 is released.
Now the caster has some choices, none of which are fun because all of them decrease the caster's power just to start raiding in the next tier. The caster can:
-regem some slots to go from 1000 +hit to 1200, thereby losing +crit, haste, mastery, or spellpower
-regear into items that grant 1200 +hit, thereby losing +crit, haste, mastery, spellpower, or even set bonuses.
-drop DPS trinkets in favor of +hit trinkets, thereby losing DPS to get back to required baseline of being hit capped
This results in something of a double whammy - the raid bosses get harder as you increase in tiers and the casters get weaker until they can re-farm +hit gear. We get a sawtooth type progression instead of a smooth increase over time.
I don't see any way to avoid a power-loss as one advances tiers under this system. Doesn't losing power as you go from one tier to the next seem unfun to you? I understand that +hit is a special snowflake, but I think the problem in WotLK with +hit is made worse by the Cata solution. Frankly, I think reforging effectively solves the +hit problem of WotLK - as the amount of hit on gear increases, one can simply reforge the excess into whatever other stat is most needed.
Tthoughts?
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