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)
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Ooooh, so many people who act elitist in these comments and in the same paragraph PROVE they don’t know what they are doing. Bads will be bads regardless. Just look how many DKs you see in SP plate. Stam stacking, ArP stacking, Agil, SP all of it is stacked by classes so don’t act like it is “dumbing down” anything. You all go read the forum stickies or elitistjerks and follow the step by step so don’t act like this is really going to affect you like you say it will. In addition, there is a very real possibility that this will make things MORE complex due to reforging and finding an exact balance between two stats such as haste or crit that was not possible with the “pre-defined” gear. The difference will be that the stats are Obvious WHAT they do for people new to the game. The actual numbers and balances are still in question and more movable than ever.
I also get SICK of hearing “welfare epics”. Have I seen bads in disgustingly good gear? You bet! And at least half were guilded and raiding. Don’t act like this is a problem with noobs messing up your PuGs just because they suddenly have access to gear they didn’t before. This makes it easier for good guilds to develop alts to get the balances they want or replace members who leave. This also is the only reason that actual new players don’t HAVE to do five years of progression just to see current (anything less than three or so years old) content. It is stupid to think that people act like there are enough new players to make guilds and be at the same level to progress through all the previous raids to “catch up”. The real problem is that most of you think they should never be able to catch up and that is ELITIST and wrong.
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Again, I’m surprised at the comment from the person that said that Resilience stat is simple — it actually has a number of different effects. It reduces the chance of receiving a crit, it reduces crit damage, it reduces non-crit damage, and it reduces the effect of mana drains.
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Based on the posts complaining about WoW being dumbed down more and more, I can only assume that most servers are fullclearing ICC in pugs, and running TOGC to farm Abyss Crystals, and do “Earth, Wind and Fire” weekly just to keep things interesting.
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Making everything easier, more “accessible” and more kiddie friendly… sigh.
Every tom, dick and harry with a tanking weapon is gonna believe he can tank, no more skill required, no more stats needed… Theyre reducing tanks to dps with shields and healers to range dps with healing spells…
I certainly hope not, but tbh cata already feels like a gigantic fail, theyre taking everything in wow in the wrong direction, instead of making progressively harder and harder content as you gain experience, they are lowering the boom on absolutely everything in the game just to please the children whining about having to actually use their brains in a bossfight.
Blizzard, WoW jr. is a brilliant idea, you are making more money off adults than kiddies anyway.
Meh enuff QQ, but seriously blizz, you are forgetting that your customer base averages 32 years old.
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As for weapon skill, I think unarmed should stay even if the rest have to go.Makes disarm much more interesting.
Hot debate. What do you think?
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No, I don’t pvp a whole lot, but I understand the advantage of resilience-stacking to pvp-ers in the current game system. I’m merely advocating the removal of a complex stat that affects a whole lot of different things all at once, as a way of simplifying things. I don’t think it would affect balance a lot, since everyone would be in the same boat. And I’m not talking about the simple removal of a stat from the existing game system — I’m talking about it being part of a complete restructuring of the stats system (as Blizzard are suggesting Cataclysm will be). Any imbalances could be worked through in testing.
As to your comments about defense being simple, you obviously don’t fully understand the defense stat then. It does lots more than simply make you uncrittable — it affects dodge, parry, block, and the chance to be missed. My point is that if your character has a Dodge stat, a Parry stat and a Block stat, these conceptually represent all the actions a character can take in order to avoid being hit, and to have additional stats is just an overcomplication.
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This is dumb, They are trying to equal out the classes of armor to be more equal, but isnt the point of a tank to be able to take more damage and have higher health? Isn’t a healer valuable because they are really easy to kill and need to be protected more? Also with the removal of defence rating and having no stat to cap in order to be “uncrittable” then any joe blow will be able to be a tank whenever they feel like it, no skill required. Apparently what bliz is trying to do is to take all the thinking out of wow, which i beleive is what is making it interesting. It is not meant to be a pick up and go win-fest. I miss the days when hitting the level cap “Meant something”.
Also removing the weapon skill is dumb, anyone can switch any weapons whenever they want. That is about like saying someone who is great at baseball, but has never played basketball before can pick up a basketball and instantly be pro at that also. Takes a bit of meaning out. Self scaling spells also takes the thinking out of going to train because they are always what they should be.
I dont like the direction this game has taken at all. Patch 3.2 started uber nerfing and removed all aspects of difficulty about the game. Very soon it will come down to 3 buttons and a red line to guild you directly to 80.
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First of all, I was on board with the QQ going on about how easy it was to get gear. Then, I realized I was being stupid. You guys are crying that people are getting gear too easy and they’re inexperienced and they’re raiding but don’t know what they’re doing, blah blah blah. Anybody who’s in an actual raiding guild understands fully that, if they’re good, they’ve carried a ton of people through content. I’ve carried people through Naxx, OS, and ToC. That’s easy gear that people have gotten who aren’t good, just fortunate to be grouped with myself and other good raiders.
Second, as far as the gear thing goes, the “dumbing down” of gear just makes it easier for you to be able to roll on pieces dropped by bosses. On my mage, I pass on alot of stuff because it’s got hit on it, or I’d be losing haste for crit. I could go through an entire 10 or 25 man and not see a single upgrade. This way, most of the gear will be an upgrade. And if it’s not, maybe I can reforge it into something I can use. And, let’s face it, how much gear balancing do most people do? “Um, I don’t need hit, so I pass.” “Um, that has haste, so I want it.” “Um, that has crit but no armor pen, so I pass.” Please. Here’s what mages do, use 2 SP/spirit gems for meta, then stack SP gems. Assas. rogues stack AP. Combat rogues stack Agility. If you think that getting the right gear and balancing it is complicated, you probably are one of those people getting carried.
And, finally, as far as the stamina thing goes, I’m sure it has to do more with dps classes. Why does a pally, DK, or warrior dps need more stamina than a rogue or enh. shammy? All five of them are melee classes, but in the same level gear, a rogue will have 3-4k less health. Why does that make sense? Why does a hunter have 2-4k more health than any other casting class? Why does any of that make sense to anybody? Tanks will still have more life. I doubt that tanks and casters will be sporting 50k health.
P.S. to the guy who thinks they should get rid of resilience, you must not pvp. Oh, and defense isn’t complicated. 540 and bosses don’t crit on you. Under 540 and bosses can crit on you. Pretty simple.
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I agree with Dave. Wait until it comes out. There are too many variables, and I’m sure WOW is planning on scaling stats and other things like they have done in the past. It’s only been improved over time, like wine. Gotta remember, that alot of the WOW employees are gamers too. Who do you think made it. I’ve heard people grumble with info like this out early on, but then the beta testers come out and they’re amazed to the changes. Come on guys, give it a chance and have an open mind. I’m the many changes WOW made over the years have been from many of us gamers.
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I have been playing WOW for over 2 years now (although only really got serious in the last 9 months or so).
One of the main reasons for it’s addictiveness, in my opinion, is that there is something for everyone in it. Be it that your into graphics, game play, gear, tactics, problem solving, leading or following. Even within the differant quests there is something for everyone. I doubt if anyone can honestly say that they are a master of all aspects of WOW.
This is why, certainly for me and im sure for many others this is also true, I’m returning month after month renewing my subscription. For the challenge of being able to change my emphasis, be it role playing, changing gear around to see what suites, raids or simply just socialising with other players.
If you remove or over-simplify an aspect of it, e.g. stats or gems, you lose part of the challenge. So WOW listen up and smell the coffee! You may get lots more passing trade, but your profit (as with any buisiness) is in “Regulars”.
Without the challenge this will be just another video game, hmm, where did I put my X-Box?
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Anyone complaining about tank changes should consider the way that blizzard has already said they’re changing the way tanking bosses works. Right now in the game, stamina stacking is a good, dumb way to keep yourself alive, because more hp results in greater chance to survive huge hits, and healers have plenty of mana to spam you through a lot of incoming damage. In cataclysm, Blizz has already said that bosses are going to hit for a smaller percentage of tank hp totals, and the purpose of the tank is going to shift from surviving huge hits that would massively overkill a non-tank to avoiding a maximum amount of damage over time so that healers can conserve mana (for those of you who aren’t familiar with mana, it’s a stat that blizz has decided to re-implement for healers in cataclysm. joke.). These stat changes are NOT going to mean that tanks are going to dumbly stack stamina (as they currently do); if things work the way that blizz has stated, avoidance is going to start mattering in a less trivial way.
Also, clothies are NOT going to have the same stamina as tanks. You’re misreading the post. And learn to spell, please.
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As others have said, we must wait. There are simply too many unforeseen circumstances to make a call as to whether these changes are “good” or “bad”. My guess is that some of the differences will be positive and add greater enjoyment to the game, others will be Fail(Rank 7). Some who are grumbly now will quit, others will be mollified. Regardless, things will change again… and again. Here we say of the weather, “Don’t like it? Wait 10 minutes it’ll change.” WoW, I think, is much the same.
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In theory… well lets just say it rounds out to screwing up everything known about the game to date, and requires a full revamp of all utilities, DK’s will become an entirely useless tank class as far as avoidances are now concerned, and warriors/pallies will still hold their place. Druids are just druids no changes to them… I wouldn’t be surprised to see one hell of a lot of pissed off “Elitists” who had gotten the “best in slot” gear now to be told “Hey, you tried and did well, but now we’re just giving you a big finger and handing everything to the newbies”
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I also agree that there is an inherent problem with how easy it has become to get high-end gear. 1) It means that people are tending to skip content such as Naxx and Ulduar, which seems a waste of that content; 2) It means that the people I’m raiding with in ICC are comparatively inexperienced, and it’s proving hard work; 3) The Heroic dungeons are being farmed at a breakneck speed by overgeared players over and over again until they’re no longer any fun to do; and 4) The pace of the game has become frenetic. People level up to 80 in 2-3 weeks, gear up to ToC level in 1-2 weeks, and start hitting the high-end raids. The game needs to be slowed down a little. Smell the roses. Explore. Do stuff. Have fun.
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i have been raiding and always will be raiding i know my class i play a mage i have to agree that the stamina being equal too a plate wear dosnt make any sens. i will miss that fact of knowing what iteam you need and trying to get that iteam from a boss becuase u need the hit or something ext.. yes the gear is nice but in the end to me its not about the gear its about raiding and downing boss’s makeing progression staying up late with your guild wipeing on a boss over and over agin and then when you finaly down him getting that feeling in side like holy **** we downed him.
but i do understand peoples points in the stats change and the armour/stamina
dont mind the bad spelling <3
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Also, speaking as a caster dps, I don’t really want a lot more Stamina. I’ve got quite enough thanks, to survive Koralon and Marrowgar… always assuming I don’t do something stupid like stand in red shit, and assuming the raid healers top me up when needed. This really is a nonsense. There *should* be a significant difference between classes that can tank and classes that are only going to cast.
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Relax guys. We’ll see how it turnes out.If we don’t like it,we’ll march outside SW Keep until they hotfix it back,but I doubt we’ll have to.
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Ooops, sorry, as i was about too say. I am very devided when it comes too if i like the ideas of the up-coming expansion. Lets start with the Likes:Haste is getting better. as an 80 enhance shaman i love haste and if it means i can click my rotation quicker then thats great! This would also show skill as you would need too be quicker with re-action times. 2. Thank god wep skills are going! There is nothing more anoying than getting my lovely new 1 handed axe from ICC then having too waste 1 hour of my time leveling it up so i can use it. 3. The mastery stat does look nice, it brings somthing unique, it does not “dumb” the game down, As you need too know what your doing too pick the talents in the first place! Also as a non-plate wearing meele dps i always end up gettiny beaten up by crazy aoe, while those smug plate wearers take much less damage than me
. And i guess it must be worse for rogues. Ok the bad stuff: Yes there is a dumbing down of stats. Its good too know that you have a tank that know defence caps. It does provide a little confidence in the tank. I feel it will be too easy too get gear as a tank and may spur on mindless stam stacking. As a meele dps i love my Attack power and Armor pen
OI like the complexitys it brings too the game and the drive you get from it. I think the simple way too explain this is i feel that it will be too easy too be good at the game.
Lets be honest, Gear is not everything, skill is shown when you raid and arena you will always be able too see the ones that shine and know there stuff. As they are the ones that are not dieng in lava waves and green circles on the floor, theyw ill be the ones with the high dps, as they know there rotation and class. And im sure as the expansion comes out. Things will smooth out and and you wont just be stacking 1 stat! Anyway good old expertise and hit is still there too muddle you guys up
reply asap!
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So far everything they have proposed sounds pretty good to me. converting hunters to energy im not too sure about since i dont play a hunter but i think it might make it easier in the end. For the one sayin that they are dropping gems you are wrong sir they said they are going to be changing the colors of some gems like hit being blue instead of yellow. The change in haste will be very nice making energy or runes recharge faster. and the reforging gear by changing one stat you dont want to 50% of a stat you like or want more is just another way of everyone having there own customized gear for how they want to play instead of the stale “this spec and gear is what you have to have in order to perform as best as possible.”
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The game is enought fun right now. BUT it might be much more fun than wotlk. Lets just wait and we will see what it would become!
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So it sounds like it would be a good idea for hunters to start ignoring the intellect stat when choosing gear so that when the gear “converts” for Cataclysm, they will be better off in the exchange.
Hot debate. What do you think?
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Gosh you people can whine…
They’re not going to suddenly give clothies 50,000 HP, and we’re not going to see mage tanks. But think about it like this. I have a B-Elf Mage, 80, with reasonable gear and 18k HP. There’s bosses that do randomly-targeted one shot damage of 15k or more! And thats in Lich King … so the Cataclysm bosses are gonna be tougher, and meaner, and do much more damage. clothies are not going to stand a chance. So all that they’re doing is saying ‘okay lets lessen the chances of some classes dying significantly more often in a raid / dungeon environment than other classes’
In theory, what i’m saying shouldn’t matter, because (in theory) the tank is supposed to absorb ALL the damage, the DPS is supposed to deal damage, and the healer is supposed to keep the tank alive. The reality of it is that healers and other clothies tend to get killed too quickly if they are randomly targetted, or are victim of even a slight tank mistake or threat pull.
I don’t claim to be a great player, but this has happened to me many times, where I’ve wished that I could last just a couple of seconds when things go wrong.
Having said that, i’m not hugely in favour of the ‘dumbing down’ of stats but I do like the ability to turn excess hit into haste. However, as I was levelling up I always never knew quite what I was doing, why did i need Stat X, is it more important than Stat Y, and what’s the difference between Stat Y and Stat Z? They’re not taking away your precious ability to balance the perfect gear, nor gem properly. They are removing the redundancy in statistics which is now becoming more and more out of control every time they introduce new content.
A tank gets gear with lots of stamina on it. So there’s no defense, but there’s more stamina. Plate items, oddly enough, happen to be the only type of gear with this much stamina. Some cloth/leather/mail items have stamina too, but it’s significantly less. Tanky items (read: plate) will also have additional block rating on it. A healer item (read: also plate) will have … oh wait … less Stamina and more Spirit!
On the other hand, mages and warlocks will wear cloth items that don’t actually HAVE stamina on them, or have just a little bit, but have lots of intellect. But because of the new HP Stamina curves, a clothies ability to get a bit more HP with relatively low stamina stats is made better. But a clothie will never be able to tank a boss. In fact, just like now, a clothie will still not be able to solo even a simple instance 5-10 levels below us like plate wearers can.
Once again, I hope they don’t take it too far. We don’t want to end up in a situation where classes are pretty much all the same. But really people, wait to actually SEE how it’ll work before whining about how crap it’s going to be. You might actually find it more rewarding that way.
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Balancing gear is an exiting part of the game, and personally from this post I don’t get the idea that blizzard is going to completely ruin that. Rather I’m getting the impression (not just from this particular post but the cataclysm info in general) that the point they’re trying to make, is to differentiate the gear of one tank and another.
In other words, right now a paladin tank can really only do so much as gem stamina, enchant stamina/defense, roll on stamina/defense gear and thats it. I’m currently under the impression that maybe there will be more possibilitys and not so much a consensus among all players of what gear/spec/gem or enchant set is best.
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I agree with Dg as many others do.. simplifying gear to where everyone is cookie cutter is lame. but then again there is a BIS for every class at current time.. but making gear simpler is not gonna attract your high end raiders anymore.. lot of them like the number crunching and gear theorycrafting.
good thing ffxiv is just down the road eh.
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It’s to bad that blizzard doesnt think that they are making enough money yet out of the 15 million people that play it as of now, so they have to dumb it down for the illiterate hillbillies, so blizzard can collect their 15 dollars a month. Greed. Oh well, ladies and gentlemen prepare for more hunters in the game, by the name of billybob, jimbob, joebob..etc.. Sadly that blizzard thinks that their intelligence surpasses everyone else that plays. Here’s an idea, if people dont understand their character re-roll, or erase the game from your computer go outside and look at the sun and enjoy life, cause the game isnt made for everyone, that was once the joy of the game. now its slowly been made easier and easier, and now their is nothing but a bunch of people with high gearscores that dont know how to play their class, dont know what a rotation is let alone fallow one, but blizzard couldnt be more happy..As long as they get that 15 dollars a month..Ah well
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As a combat rogue with fairly decent gear I have a fear that these changes in stats, in particular AP and armor pen, will remove any sort of difference in the various rogue trees, it almost seems with the removal of these stats we will be typecast into an assassination build (which I don’t enjoy playing as much). I concede that haste sounds to be more useful, but in reality overall I am feeling that rogues are going to be typecast into the inferior agility melee stuck in substandard armor (as far as defense goes) with skyrocketing agi because no one wants it.
So we are getting more stamina on our gear…so what when too many creatures can one shot me on a crit for 10k or more of my hit points? I’m not a tank, I never intended to be, and with how ICC nerfs dodge (which I might wrongfully conjecture) will continue in the future, extra stam only means that I die just as quickly cause I’m not a plate wearer with any sort of real armor value (hell, I have a level 50 hunter who’s tanking pet has higher armor than I do as a level 80).
These changes announced do not inspire confidence in my individuality in the upcoming expansion, even though this information is in the earliest stages. This announcement, I believe rightfully so, has struck a nerve in the community which I have conversed and raised fear of wide scale nerfing in the near future. Although I believe the WoW staff thought that this announcement would excite people about the future I think they have misunderstood what this information would do to the community, ie: make them wonder why they should keep playing if their work won’t mean nearly as much anymore.
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Just dumb the game down more Blizzard why don’t you. What happened to having to have skill to obtain gear. While obtaining this gear you knew what it was suppose to be for in the first place.
I agree with DG, I liked the challenge of know what gear fit well with my type of game play. They are just making the game to easy and it will become less fun.
Why can’t we just go back to vanilla.
=/
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This is Rediculous, as a tank, losing defence and shareing similar HP with other classes is going to Ruin the game for me. the only way to tell if your tank was good, was HP and the ability to know what Def capped and mitigation was good for them. So basically, we should all roll only on pvp gear and anyone can do anything….. Whats next, mage tanks? if this is how the stat changes are goin to work, im no longer playing.
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As if the game hasn’t been nerfed enough already, they’re taking out the ‘thinking about gear’ component which at the moment differentiates a good player from an bad one. Taking out gems? Why not just send the same set of gear to everyone and be done with it? It’s bad enough that the process of obtaining gear has been simplified so much (keep in mind that it was more simple than TBC to begin with). Having the hero gear and badges and nerfing instances would have been enough, but now we have frost emblems practically in the mail. In my opinion the post Ulduar nerf was the biggest mistake ever made. At present, gear has ceased from being a viable factor in determining people who can actually play the game, but taking out the ability to gem would obstruct its relevance entirely. Next step would be removing enchants! It’s understandable enough that Blizzard is trying to attract even more people but certainly by dumbing the game down it would lose the more mature, experienced players (I’m sure none of the major guilds would be interested in getting a word-first in Tick-Tack-Toe!). Perhaps WoW is indeed starting to look towards the ‘younger’ segment and perhaps it’s time for us to find another MMO that satisfies our needs.
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DG hit the nail on the head… they are essentially taking the unique characteristics of stats out… I also don’t really like the idea of hunters using energy but hey, i guess we have to give and take stuff.
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*** 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. *** That section just doesn’t seem to make sense. Why bother to have plate in the game then? The idea is for plate wearers, tanks or melee dps, to be up close and personal. Traditional RPG has 4 types of armor for 4 different levels or protection for a reason. Different classes have different jobs that require different equipment. Why not have tanks just wear cloth, or better yet, have the cloth casters tank. I don’t agree with that armor change.
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Eww holy palas with spirit again =/
This dumbing down is seriously going quite far and I think will make getting and personalising your gear not as fun anymore..
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I agree with DG. Part of the draw of this game for me is getting my stats just right, and seeing how they are simplifying things makes me sad. I’ll probably quit soon.
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Well, guess being a Melee DPS is still easy enough. Only major difference i notice for my Plate gear is no more ArP, but that’s not common anyways, at least not from what i see. Glad i already know how to stack Strength Gems!
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As an arcane mage with 414 hit rating, having less stats to need to stack and prioritize will be a blessing. Being able to roll on gear that is your right armor type, with few exceptions will be great. Itemization being what it is, I commonly don’t even roll on 251/264 upgrades because they are worse then what is available in the 245 bracket because of drastic differances in itemization.
I do admit being able to mix and match stats is fun, but needing to balance SP, Haste, Crit, Hit, Spirit, Sockets, Int, HP, MP5 is alot to keep track of, especially if you are trying to maintain or achieve tier set bonuses.
Hot debate. What do you think?
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I agree with DG. Piecing the right gear together, the right gems gave the game a sense of personal preferences andallowed the player to play the way he/she was more comfortable. Dumbing the stats down so that everything is decided for you poses no challenge … making casters have higher stamina is absurd. Most thinking classes, ie mages, priest, have lower constitutions, don’t “work out” or exercise like warriors or paladins. Why should they have higher stamina than a tank? That is why they are casters from a DISTANCE, not close range melee. Leveling the playing field, as you put it, gives casters more advantages over plate wearers. This makes no sense.
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Wow, it looks as if all gearing and stat analysis is going to be “dumbed” down… I personally enjoyed the challenge of piecing together the perfect set of gear. It added another element of challenge to the game. It sounds as if the way different toons are processing stats is going to be made equal pretty much across the board? If this is the case what is the point in different classes of tanks, etc? I know the ultimate goal is to make gearing easier for younger players, but at the same time the more mature audience is going to grow bored. Perhaps it is time to release WoW jr?
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i wonder how the defense to parry/dodge/block will scale seeing how DKs have no block chance to begin with.
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