Just remove all spec related conduits and have combat perks.Better yet, scrap the soulbind system altogether. What value does this system add to the game? They are now introducing abilities to the game that are LOCKED for your class behind RP-related mechanisms. All these morons saying "mEaNiNgFuL cHoIcEeE~1" are blind to the fact that whilst you have a choice is choosing what abilities you have access to, there is real consequences for choosing poorly. And that is not fun. For anyone of any skill level.On top of this, they have now introduced abilities to each class that you don't have access to. Never before in WoW have abilities for a class been locked outside of talents or spec. We all know that they are going to relax the restrictions in later patches, so why are they being so stubborn? The writing is on the wall, how many million subs to they have to lose before they change?
Don't change it, I don't want to have to change 100 things before doing an activity, there's too much already.
Instead of adding unnecessary complexity to class systems, why didn't you spend the time to create a new class instead? That would make the game more interesting. The whole conduit system feels to me like a desperate attempt to correct the azerite mess, and build unsuccesfully on Legion artifacts.You want a solution to your problem? drop the whole system to the trash.
My recommendation would be for them to stop spending so much time on figuring out how to take away "choice" and embrace it and design the game around it. Choice is fun and makes the character that much more personal to the player. Stop turning characters into robots that can't change or have to pay a gold premium to do so. Its a losing proposition that will make players unhappy. Would it be harder to balance lots of choice or harder to have to completely revamp or make a brand new a system because the original iteration was rejected because its tedious, bothersome and not fun for players? The choice is clear.
*Pick class with multiple specs**Can't change spec because of expansion design*GG WP
why not make it so conduits dont get destroyed after you’ve farmed them X amount of times. so players who have played alot get the quality of life of them not getting destroyed. OR. Add a currency that you can farm that you can spend to make conduits you like permanent unlocked. this way you can have both systems.dangling the carrot isnt bad as long as you eventually get the carrot
Finally, this is a response I like. Not having a solution means that they need to come up with something new, something they haven't tried before. Maybe it will suck but it will be new. At least they moved a little from this arrogant posture they have since WoD.
IMHO none of the conduits should have combat skills, they should be something for professions or questing or whatever. That solves all problems and we have no systems over systems. All systems should be part of the base set of the class.
I'm totally digging the new legendary craft system with the amount of player agency in that... Why not just expand/mimic that system to CRAFT conduits once you have unlocked the recipe for it. Maybe the first drop is good to go to socket? Could have similar interaction with professions to add extra stats or flavor into the conduits too. This can also the throttled by another currency just like torhgast runs for legendaries.This would require more planning, investment, and interaction than relying on an addon to instantly switch between unlocked essences.The high end can go and farm/craft/buy off AH the materials to resocket or experiment to their heart's content between boss fights if they so wish.
It is simple. Blizz should make when you change Conduit A with Conduit B, replaced Conduit goes to your inventory and you can replace Conduits or change Soulbind tech tree path whenever you want regardless of your location.But if you want to swamp between Soulbinds (not configure them) for example from (Venthyr) Nadjia to Theotar, you would need to go back to your sanctum and do it at Forge of Bonds.Getting Conduits:Conduits should drop only one per dungeon (on x difficulty) on last boss with 100% drop rate for each party member.For example: if you want to get Conduit A you would need to go into 'The Other Side' dungeon and if you want to get Conduit B you would need to go into another dungeon.Beside dungeons, Conduits should be obtainable from rares, world quest, Torghast (for example reaching 40th floor and killing boss it drops Conduit for you and party members), etc...
I feel as if the Development team wants to find some way of getting around the entire Best in Slot situation, which I'm pretty sure they somewhat hinted at, but it honestly just feel like a losing battle. You're always going to have a group of players that wants to be able to find a list of what they need and just go with that or be able to Min/Max every aspect of their game play, which is present in almost any MMO you find. But on a side note, you're never going to please every single player unfortunately. Not much you can do in that aspect. Just my opinion anyway, and I'm far from being a game developer or pro player.
Hope they implement a test solution asap, so the release version will be as polished as possible.
My solution would be to have an accumulative buff that increases over 72 hours and caps out. If you change the conduit then the buff resets.