To preface this, this feedback is mostly aimed at Salted. I've asked IMs before why attack speed isn't static, and they have told me that it's because Salted thinks rollable items should be as rollable as possible. I get that, but, as I've hopefully conveyed successfully below, Attack Speed is simply too powerful of a stat to make rollable, as it reduces item maker creativity and build possibilities, and makes the item over-reliant on this one ID.
There's a bunch of reasons I want this to change. But I'll give a bit of an introduction to the problem first:
As you know, Wynncraft's item system involves a lot of RNG with how good your item is. Each item has certain IDs, each with their own range based off of a base value, and when you identify one all these identifications are rolled to be somewhere in that range. I think this is fine, because gamba as it leads to a more healthy economy and allows for an extra layer of progression between for instance average mythic items, and godly mythics.
However, in some cases, rollable IDs can also be quite problematic. Historically, this was the most apparent with skill points: some builds would be completely locked if the skill point rolls on your items weren't high enough. Luckily for us, this was changed many years ago and now we have our static skill point IDs. Barring the people that had godly Blue Masks, this change was very well-liked, and allowed for easier balancing of items and the addition of crazy items that otherwise would have been unthinkable to add (Moontower lol). Overall, it improved the game a lot.
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