Azerite Armor.
To be brief, it doesn't appear that the core ideas behind Azerite armor pieces are working out well in practice; and in some places it seems to directly conflict with stated design directions we've heard from the WoW team in the past. There's really three key areas where the system doesn't work well:
- We have a situation now where you can get a piece that's a 20+ ilvl upgrade be an effective downgrade because the traits on it are locked behind inordinately high necklace levels (which seems to line up in the bad way with the reasons we've been given in the past for why systems like reforging were abandoned -- upgrades aren't clear, or gear need to be 'worked' before it can be equipped).
- The traits themselves are underwhelming; the vast majority are passive, incremental, and forgettable (one of the reasons given in the past for why the oldschool talents that gave +1% to damage were scrapped) and very few of them have the same sort of game-changing impact that Legion's key artifact traits gave.
- There's a bleak outlook that we're going to be forced by sheer necessity onto the Azerite grind treadmill for the entire expansion simply to keep re-unlocking the same underwhelming traits we already have today as we upgrade our gear simply because getting gear upgrades forces us to and not because grinding Azerite is actually going to give us anything new.
So in that context, my questions are: Does the dev team agree with the above characterization of the state of Azerite armor? If so, what sorts of things are being thought about and planned to address the issues with the system, and what sort of time frame are we looking at to see those changes landing in game?
Ion: (Sorry, I cheated and spent some time composing a reply in advance as soon as I saw this, since it hits on a lot of great points. My other replies likely won’t be nearly this long.)
We’re certainly not entirely happy with how the system is playing out, and all of these are very valid concerns. We agree that it’s a problem for someone to look at a 30-ilvl upgrade under normal circumstances and feel like it’s not worth equipping. I know this risks sounding like a cop-out, but a few of the problems you've outlined simply boil down to tuning.
Once you get to Heart Level 18 (a process that will become increasingly fast as the weekly catch-up system continues to ramp up, effectively letting you gain AP 30% faster with each passing week), you can activate the outer ring of any item in the game, and that’s where the most powerful traits lie. That was by design, so that you wouldn’t feel as much of a loss when upgrading to a higher level item that isn’t yet fully unlocked. There’s a ton of primary stat on Azerite pieces in part to bolster the importance of item level there, and the power of traits is directly proportional to the ilvl of the item that contains them, so a 370 Heroic Uldir helm will have a ~30% more powerful trait than a 340 Raid Finder Uldir version of the same item.
Where all of this breaks down is when both of the traits on your 370 piece are significantly worse than the ones on your 340 piece. Reducing the number of situations in which that is the case is one of the system team’s top priorities right now. We made hundreds of unique traits for BfA, and 216 spec-specific traits for the outer ring alone. Many of those are undertuned. A handful are overly powerful, to the point that they stomp out the entire decision space for a spec, and the game becomes about getting a piece with one specific trait. We’ll be fixing the outliers on both ends (probably buffing dozens of weaker traits and nerfing a handful of too-strong ones).
While the generic traits are deliberately fairly straightforward, some of the spec-specific ones are indeed too passive, or interact awkwardly with spec rotations. We’ll be retiring some of those in an upcoming patch and adding better replacements to the pool. And of course we’ll be adding all-new Azerite traits on new tiers of gear from upcoming content as the expansion continues. Again, tuning is a big part of the current problem. If you look at a guide and most of the recommended traits for your spec are various flavors of “proc damage on your target” or “proc a buff on yourself” then yeah, that’s really underwhelming – no argument there. But there are dozens of traits out there with deep interactions on par with Legion legendaries, old set bonuses, or gold-border Artifact traits, such as interactions between abilities or resource generation in ways that vary rotations, talent selection, stat priority, and so forth. The problem is that they’re just mostly too weak to feel worth using right now. But we can fix that.
In terms of long-term prospects, we see the current system as a foundation upon which to continue building, not a treadmill to throw out there and let sit passively for the rest of the expansion. We’ll be adding loads of new traits in future content updates, for starters. But tuning work is something that is already ongoing, and which will ramp up in the very near future as we now have most of the data we need to make these adjustments.