As many of you know from panels at last year’s BlizzCon and posts here on the forums since then, Cataclysm will bring about major changes to familiar character stats such as Intellect, Armor Penetration, Defense, and others, ultimately designed to make the effects of stats more easily understandable and make gear choices more interesting. As these changes will have a significant impact on how stats work and relate to one another, today we wanted to offer you a closer look at exactly what’s in store and explain some of the rationale before Cataclysm arrives.
The most obvious question these changes raise is “Why are stats being changed, and why now?” As the game has matured, we’ve run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a “good stat” for a class and a “bad stat” can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat — and these are just a few examples.
Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may be clear, we understand that you may have questions about some of the less obvious alterations, and we’ll do our best to answer any questions you may have here on the forums.
What You’ll See on Gear
Stamina – Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.
Spirit – Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.
Intellect – Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.
Haste – Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you “do stuff” more often.
Block Rating – Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.
Parry – Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.
Mastery – This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It’s directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.
Armor – The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.
Resilience – This will only affect damage done by players and critical damage done by players. It will not impact crit chance, mana drains, or other such effects.
Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating – These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details — such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) — are likely to change.
Being Removed from Items
Attack Power – This stat will no longer be present on most items as a flat value, though it will still show up on some process. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.
Spell Power – Spell Power is another stat that you’ll no longer see present on most items. Instead, as mentioned above, Intellect will grant Spell Power. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.
Armor Penetration – This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.
Shield Block Value – This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.
Going Away Completely
MP5 – This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.
Defense – Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.
Spell Ranks – Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.
Weapon Skill – This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.
What Else You Should Know
Combat ratings – All ratings will be much harder to “cap out” at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.
Reforging – While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don’t want more Hit Rating on your gear or you’d rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you’ll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won’t be permitted, the goal is to let you customize your gear more.
Gems – We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We’ll have more details on this in the future.
Changes to Existing Gear
As with previous expansions, we plan to roll out these changes and modify all existing gear shortly before Cataclysm launches, though it’s still too early to say exactly when. For the most part, the gear you have will still be good for you, though there will be exceptions, such as warriors using leather and mail armor.
If you are a tank (druids excepted), expect to see:
* No more Defense on gear. Existing Defense becomes Dodge, Parry, or Block Rating.
* No more Block Value on gear. Existing Block Value becomes Block Rating.
* You’ll have as much Stamina as you’re used to, though you may notice your tanking plate has a bit less Stamina than a comparable piece of DPS plate, since we tend to take the gem budget out of your most attractive stat.
* Bonus Armor on gear will go down slightly.
If you are a melee DPS class, druid tank, or hunter, expect to see:
* A lot more Stamina. Bear-form Stamina scaling will be lowered as a result.
* Strength if you wear plate. Agility if you wear mail or leather.
* Existing Attack Power becomes Agility and Stamina.Armor Penetration becomes Haste or Crit.
* No Intellect on melee gear. Hunters won’t need Intellect since they will no longer use mana. Shaman and Retribution paladins will get mana and spell damage in other ways.
If you are a DPS caster, expect to see:
* A lot more Stamina.
* All of your Spell Power converted to Intellect and Stamina.
* No Spirit. You won’t miss Spirit, though, because you won’t need it for DPS or mana regen.
If you are a healer, expect to see:
* A lot more Stamina.
* All of your Spell Power converted to Intellect and Stamina.
* Spirit instead of MP5. You’ll probably be happy with Spirit, though, because mana regen is going to matter more than it does currently. Healing paladins and shaman will benefit more from Spirit than they do currently.
If you are a Balance druid or Elemental shaman:
* You will still share gear with Restoration druids and shaman.
* Your gear will have Spirit on it. It won’t have Hit on it.
* You will have a talent that converts Spirit to Hit. We will adjust talents accordingly so that you want about as much Spirit as, say, a warlock wants Hit.
* Hit on rings and other such gear will still benefit you.
* Raid buffs will no longer boost Spirit, so you shouldn’t find yourself unexpectedly over the Hit cap because of buffs.
Many lower-level items with nonsensical combinations of stats, such as Agility and Spirit, will be changed. We’re also updating quest rewards, trade skills, and loot drops to support better itemization for class builds that weren’t widely available or used prior to The Burning Crusade (such as Balance druids).
We’re aware this is a lot of information to take in, but this is still only a piece of the larger picture, and many of these changes rely on integration with other systems we haven’t yet discussed in detail. In the weeks and months ahead, we’ll continue to tell you more about these changes, along with all of the new and exciting features we have planned for Cataclysm.
(Source)
Thx Blizzard, I used to love this game but making it simple to play for retards has ruined WoW, which made me quit, I sold my account for £236 this allowed me to get my life back and will never look back. Real life is way to precious to wipe, every second counts.
Anyone thinking of quitting should do! Go get your real friends and family back, real life is amazing
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Blizzard! you are fools, made this game easier so KIDS can play, congrats you get more kids addicted to a soul sucking life destroying game when they should be studying for a future and at the same time you lose all the imba players who spent time and effort into becoming unique and far superior then other noobs who cant be arsed to learn there class, your taking all the skill out of the game that separates the good from the bad, I loved balancing my stats working out how to improve with little adjustments here and there, I out healed everyone and people couldn’t understand how I managed to be such an imba healer, your taking away the skill and your killing WOW, bet the numbers of players falls quickly with expansion due to more kids playing badly causing more wipes which will just make more adults leave, instead of ruining WOW why didn’t you just release a WOW KIDS version so all us imba players can carry on enjoying WOW. I quit and I was number 1 on server for my class on wow-heroes, Star Wars here I come.
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lol
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As a warlock with decent gear, I have mixed emotions about the changes. I love the boost in stamina for locks only because we have Life tap which converts stamina to mana so we are running on a never ending mana as long as we have health. I agree with several posts here about the increase being for the boss randoms. I cant tell you how many times I have been doing raids and have been nearly wiped by a boss when he charges or shoots a random flame.
What I am disappointed about is that I spend several frost and triumph emblems on gear for its bonuses such as spell power as well as gems. To see them wiped away…Now I have to put more gold in for new gems.
Before I judge too much on Blizzard, I have no choice but to play it out and see exactly how this will work. Might be great, might not.
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Good lord, grab your torch and pitchfork. Frankly, I understand exactly why they’re changing stats– because it’s more like a micromanagement game than it is an MMORPG. If you like managing Hp, Mana, MP5, Int, Crit, Haste, Spellpower, Spirit, and all that bloody mess then why don’t you go be an accountant, eh? Because that’s what some people feel like playing this game and that’s why they’re making the intertwining stats be “Dumbed down” a little. I for one don’t pay 15 bucks a month to play a Troll Accountant.
You all haven’t even seen the talent tree changes and how talents will tie into your stats yet like they’ve said it’s going to, not to mention this Path of the Titans thing, nor have you SEEN how the gems are going to affect stats with the changes. And as Tim mentioned, Reforging is going in as well. Stat changes may very well be a way to make things “Too easy” just as well as the various emblem changes–but it may also be a blessing in disguise for you to not have to fret so goddamn much over what stat you HAVE to stack before you can go out and raid again. I’m not afraid of change if it has a promise of being good and it’s silly for the lot of you to be.
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I think a new talent system would add something fresh to the game.
To everyone who feels like they’re taking away from customization, you should consider that they are adding the reforging system, allowing you to change %50 of one stat to another.
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You make the game simpler and easier and you make the game more boring, lose some of the depth and make it less likely that people will continue to play.
Some players never understand how all the stats work but others investigate them in great depth and become expert. These people are much sought out ingame.
To me these moves seem more about making life easier for Bliz rather than trying to make the game better for players.
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Just done quick calculation, i dont understand why BLIZZ want more money about 11,000,000+ have active accounts on WoW, that is £9 x 11,000,000 a mounth! That is nearly (Give or take a few 2million ^^) 1 billion pounds a mounth! Take a out how much they pay they’re workers their still earning atleast 500 million+! Why they need to get more money, im happy with the game, if kids cant play then to bad, why ruin it or the rest of the 18+ players (Most on the WoW population). I think WoW jr would be a great idea! Trade chat might be used for trading!
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There really isn’t a lot of personalization you can do with the gear and stats right now as it is. If you want to be top of your role, you stack the stats you are forced to stack. Combat rogues, after hitting the hit cap, stack Armor Pen, ignoring socket bonuses. All gems Armor Pen. If you hit the crit cap, you add a little more hit then go back to ArP. Not a lot of fun, but taking any other stat, while feeling better to you, only nerfs you in your role as DPS.
Pally tanks have to do the same with stam gems. I’m sure the same failing applies to a number of other classes too. Unfortunately, with the stats as they are now a ‘completely original build and gem set’ more often than not equals a ‘wholly fail toon’
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Hey, check this out: mastery system details have been revealed. The article is on this forum somewhere, not sure about the URL though.
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As someone who enjoys raiding, teamwork, and long term goals, I think WoW is making things too simple too fast. It is too easy to get gear, copy a spec and then blend in with the people that actually learned how to play the game. Trade chat is already an unmoderated x-rated mess, solo-play has limits, particularly if you enjoy soloing on your 80 you invested so much time on. Heroics and farming do have thier place, but I personally don’t consider those enough of a reason to log on alone. Raiding becomes less and less attractive as every raid every week is another round of babysitting half the raid to try to get past a boss. 25 man raids shouldnt be easier when you kick a few people that are geared, and have achievements, but are just so oblivious to game mechanics you do better without them with just a smaller group.
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As a one year plus newcomer to WoW I’ve invested a fair amount of time into understanding the game parameters. I see though in just this past year a slide towards the ‘lowest common denominator’ with each new nerf. I understand the ‘need’ to make money….but…
Market forces being what they are I doubt enough people will drop WoW as a result, without being replaced by an equal number of 10 year olds, to get Blizz’s investor’s attention. Shame that they can’t maintain a ‘purist’ level where the art and theory remain the key to long-term success. I have small disagreements with some of their implementations in specific scenarios…but I think Cataclysm will dumb down to a cookie cutter level and those of us who relish a well thought-out character and raid dynamics will move on…
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As a warlock there are some things iam very excited about and some things iam very concerned about. Im very excited about the reforging i can finely get rid of the hit i dont need but iam very concerned about not having spirit on my gear since my fel armor converts 30% of spirit to SP iam concerned about how this will affect my build and what the are going to do to balance it out.
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Brutalsmerte …. has an idea… some form of achievement for your account that lets you list your successful vs. failed number of runs/attempts for each instance/raid would be nice, and even nicer if they could divid it by roles. So your good at tanking but horrible at dps? .. ok… stick with tanking..
course … baddies could still get carried… but not as much so as a single achievement now gets them carried….
I don’t believe achievements are required to be successful.. but if we had a statistic counter such as this we could see if some one has repeatedly tried and failed. Maybe cancel out one fail from the record every month to ensure the good ppl dont get counted off from grouping with the fails..
Just a thought…
Also.. I am upset with Blizz about all this crap… Melee DPS gear with higher stam than tank gear cause they know we’re gonna gem stam ? … thats not right… should be higher anyways…
Defense cap just by being in tank form ? … LOTS OF FAIL TANKS INCOMING!!
Same possibly for other classes… I am leveling a druid now .. and i would want to have to learn the hard way how to heal correctly… if your gonna spoon feed healing to me WHY AM I PAYING 15 a month to just click a button or 2 and win ?
I do think that having gear vendors and increasing the armor at certain points is smart… Conquest emblems allowed new 80s to get ahead of a bout 6 months of gear that they were behind on … BUT DONT DO IT EVERY TIME A NEW RAID COMES OUT !! then your just screwing over the ppl who worked on the previous one… new 80s could of worked on TOC then went on to ICC… wouldn’t of hurt them none…
And the game is rated Teen… anyone 13+ should be able to deal with not having their way… if not … they can learn it the hard way… grow up. So don’t dumb it down for the 10 year olds who shouldn’t be playing… imo
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i am so glad Blizzard is finally doing something for the lowbies. i’ve felt that the last 4 or 5 years i’ve been playing WoW i have to rush to max level to be able to do anything. new low level content? awesome! simplifying gear stats? thank you! seriously, armor/spell pen? never even looked at it. i believe that once everyone cools down from furiously calculating their gear stats and just enjoy themselves, WoW and the players will benefit enormously. thank you Blizzard, this was long over-due.
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Sifu is absolutely right in his comment, but I am also in a split on this. Not that having def.rating every was a difficult balance and when changing gear, the only struggle was to get enough gold to replace a gem or two, to get the balance straight.
If I were to vote on one or two things, it would be Wow Jr or something even better. Certificates =)
Like having some sort of trainingcamp, x-amount of runs as healer/tank/dps in different surrounding, testing instances, raids or whatever…and get ratings from it. It might have been a player rating, but since so many youngsters tend to write things like “STFU U n00b” and similar, even if you just kindly greet them in random dungeon finder, I would guess that most would get inaccurate ratings very fast.
There’s really no easy solution, but there are a few that has some good points here. Sifu says that the good thing about getting good gear fast, is that new players and ALT’s can fill a role and get access to late content in a shorter time than forever. That is a good point, but still…gear was a easy way to tell the difference between ppl. It’s not a static fact, it can fail, but you get a rough hunch.
Now ppl are topgeared all over, without knowing anything about what they should do to ease everyone elses job in a raid.
With something close to a rating system, it would be possible to filter out some, so that people that actually make an effort to do good, wont have to wipe around with the failers.
This ruins the gaming experience for the serious players.
Anyways. Many interesting things and looking forward to more updates. Especially looking forward to try out haste vs energy regen on my rogue =)
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I read this to my guild the day it came out. We all were NOT impressed nor uplifted by the news.
The tanks (including myself) are concerned with losing talents that gave us our own style of tanking, in order to be “defensed cap”
The rogue’s are concerned that they will be locked into one talent tree(honestly everyone feels this will result in 3 very strict talent tree’s of leveling pvp and pve/raids)
the druid casters have no idea what to think other than they aren’t going to be as necessary and are already re-rolling several alts to prepare.
In other word’s, nobody liked this stat idea. It’s hard enough to weed out the non-raider’s with emblem gear being handed out like soup to hobo’s. Now the only way to tell is to get in there and watch them kill us all in horror.
This is a mistake and already SW:Kotor is looking like a new home for us.
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I gotta say there is only one thing I am going to be hating. That is Spirit for holy paladins. I play one and I have tried to keep a tank up without healing for 5 seconds… now 2 seconds or something is different but that is horrible.
Why the hell are you guys whining? This is not gonna kill how you play your class or when you can tell if people know how to play. The only thing this is going to change is make it so you don’t get those idiots in heroics that can only pull 500-1000. So stop qqing and figure it out. The energy for hunters is an amazing thing to. The more haste you have the faster it regens and last I checked alot of hunters get a bit of haste so if they had it right now they would kick alot more ass if you ask me.
Next is that I have played since vannilla and I know that they have dumbed the game down considerably but they have also increased the depth of the game. Almost no fights are as tough as icc 10/25 except maybe illidan and kil’jaedan were.
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Besides, ret palas and fury warriors won’t tank due to a new factor: mastery. Stat bonuses for these specs will be incompatible with tanking. Tank specs will keep ruling tanking.
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For all of you that are upset, keep in mind that the game even as it is today has been continuously tweaked over the years based on user feedback. The changes they are making now are most likely not “blizzard” changes per se but changes based on even more feedback. And if those changes don’t work out the way the paying customers want I have no doubt that more adjustments will be made to give the game balance once again. That’s one of the things I like most about this type of game is that it is never the same. It is dynamic, unpredictable, and always-changing. And for all of you that you’re ultra-uber “now” but not when the changes come out just remember everybody else will be in the same boat. This gives you a chance to out-think the next guy and be *way* on top due to your cleverness instead of “sort of” on top due to you reading up on some forum.
That’s what I think anyway…
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Alot of people are saying that taking out defense will make anyone joeblow think they can tank…. Well, just because they arent defense capped, doesnt mean that they are going to be able to hold aggro, are be able to actually “tank” a fight. It may make it easier to be CAPABLE of tanking, but it wont make tanking any easier, they are still going to know how to tank and hold aggro.
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And dodge-parry-block are getting more complex,not dumped down; it was dodge+parry+block=no hit (roughly). Now,each of them is special.
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As for Hp, all blizz said is that a tank won’t have 2x the Hp of a plate dps, just 1.5x (as I get it).
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Mir’s got a point,but I guess current wow is proof enough Blizzard aint a group of idiots.If the didn’t think of something already, I am sure they will on time, especially with this thread here. Grats Mir,you got the first logical complain.
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As a raiding healer, I am really conserned about all this stamina buffing they are talking about. While I am sure that they will modify healing spells appropriatly, but still the idea of healing a dps as much as I heal a tank after one of the massive aoe damage fights, this is going to put even more pressure on healers (a group that is already pressured as it is). The idea of quickly hitting a dps with a fast heal, then go back to heal the tank will be gone, since the huge increase in HP. And that isn’t even thinking about warlocks how crazy warlocks will go lifetapping if they have incrediblly high lives (where as we pop a HoT). Overall, very alarming from a healers perspective.
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