CAtaclysm

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Re: CAtaclysm

Post by tsjoen » 29 Dec 2009 13:22

Items Stats
In World of Warcraft: Cataclysm, there are plans to streamline the statistics found on items. We want to remove all unnecessary stats, make all existing stats understandable, and make all "core" stats more appealing. Here are some examples of such plans.

* MP5: This will be removed from items and replaced with Spirit. All healers will be given a meditation-like ability.
* Spell Power: Spell Power is being removed from items as well. Don't panic, we'll be improving Intellect so that it provides mana and Spell Power.
* Attack Power: We're removing Attack Power from items as well. Instead, we're allowing Agility to provide the necessary Attack Power for leather and mail wearers. Strength will provide the appropriate amount of Attack Power for plate wearers. This means leather and mail items will no longer be desirable for plate wearers.
* Defense: The Defense statistic is also being removed from items so that players no longer have to worry about juggling around "the cap." Tanks will receive the necessary anti-crit from talents, like Survival of the Fittest.
* Armor Penetration: This ability is too confusing and "mathy." It is being replaced with Mastery, a stat that makes you better at what you do. More on that later!
* Haste: Will also increase the rate at which you gain energy, runes, and focus. Retribution paladins and Enhancement shaman will have a talent that allows them to take advantage of this benefit.
* Block: Block Value is being removed. Blocking will now always mitigate a percentage of damage.
* Stamina: Players will notice more Stamina on gear as Defense, Spell Power, Attack Power and Armor Penetration are removed.

http://www.mmo-champion.com/news-2/cata ... lue-posts/
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Re: CAtaclysm

Post by Dust » 29 Dec 2009 14:04

More stamina? What a waste.

And what's with +hit rating?
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Re: CAtaclysm

Post by Thorin » 30 Dec 2009 12:08

yeah,make it even more simple so even retarded 6 years kids can ask for WoW as present!
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Re: CAtaclysm

Post by MindyMcfly » 04 Jan 2010 10:18

Removal of Defence... :shock:
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Re: CAtaclysm

Post by Fangfury » 04 Jan 2010 18:57

Defence comes from the Talent Mastery system. The further into a talent tree you go, the more passive bonuses you get relating to specifics in the tree, ie not taking crits from raid bosses, etc, hope they make hitting bosses easier as tanks have a harder time getting to the hit cap. Well Warriors do anyway.
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Re: CAtaclysm

Post by Gyon » 01 Mar 2010 20:13

As promised in the twitter developer chat, we now have a complete breakdown of how the stats and systems of the World of Warcraft will be changing with the release of Cataclysm. This information is absolutely essential to nearly everyone playing, and should be required reading for anyone raiding.

There are too many points to summarize in a neat list. So instead, over the next few days you'll be hearing from our columnists on how these changes are going to impact individual classes and specs. But, that shouldn't stop you from spending 15 minutes and reading through the entire list; the game's basic stats are becoming very very different.

A few of the more major points:
Stamina -- Non-plate wearers will have a lot more.
Spirit -- Only found on healing gear.
Intellect -- Grants spell power.
MP5 -- Gone completely.
Spell power -- Only on weapons, and just to make them clearly a caster item.
Attack power -- Gone on most items.
Parrry -- No longer provides 100% avoidance and no longer speeds up attack.
Resilience -- Only affects player damage and player crit damage, no impact on crit chance, mana drains, etc...
Block Value -- Gone, 30% passive block value now when wearing a shield.
Weapon Skill -- Gone completely.
Gem Color -- Few stats changing. Hit will likely become a blue gem (it's yellow now).
Defense -- Gone, becomes dodge, parry, or block rating.
Reforging -- 50% of stat X can become stat Y. Restrictions apply (no Stamina->Strength, for instance).
Eyonix also says more information on mastery is coming in the future. The entire summary after the break.

This post is currently being edited.

From Eyonix:

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).
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Re: CAtaclysm

Post by Dust » 02 Mar 2010 00:48

Sounds like a lot of work.
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Re: CAtaclysm

Post by Fangfury » 02 Mar 2010 01:41

I think the biggest work is changing all the existing items. Implenting a completely new stat system will likely be easier than expected, considering it does not sound as 'mathy' as the current one.
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Re: CAtaclysm

Post by tsjoen » 09 Mar 2010 07:16

Last week, we gave you an early look at the changes we’re making to the stat system in World of Warcraft: Cataclysm, and explained how these changes will ultimately provide players with more interesting gear choices and make stats easier to understand. Today we’d like to go into more detail about a brand-new feature that’s an integral part of this overhaul: the Mastery system, a set of new game mechanics designed to allow players to become better at what makes their chosen talent tree cool or unique. With this system, we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the “kitchen sinky” talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role.

Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.

One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “…and increases your damage by X%.” This way, if you choose a talent like Elusiveness (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility.

There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage’s rotation. Piercing Ice, however, is just “6% more damage” and is the kind of talent we’re trying to eliminate by implementing the Mastery system.

As we get closer to Cataclysm’s release, we’ll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change.

Holy Priest

For each talent point spent in the Holy tree, the priest also gets:

* Healing – Improves your healing by X%.

* Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent from the Discipline tree, which many Holy priests consider to be a “must-have.” Regeneration will also probably be determined by whether you are in or out of combat, and not the “five-second rule.

* Radiance – Adds a heal-over-time effect to direct heals, such as Flash Heal. Mastery on gear would boost this bonus, and no other talent tree would grant it.



Discipline Priest

For each talent point spent in the Discipline tree, the priest also gets:

* Healing – Improves your healing by X%.

* Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent.

* Absorption – Improves the amount of damage absorbed by spells such as Power Word: Shield and Divine Aegis. Mastery on gear would boost this bonus, and no other talent tree would grant it.



Frost Death Knight

For each talent point spent in the Frost tree, the death knight also gets:

* Damage – Improves your melee and spell damage by X%.

* Haste – Improves your melee Haste by Y%. This might allow us to remove some of the Haste in the Icy Talons line of talents.

* Runic Power – Improves the rate of runic power generated by abilities. While all death knights want runic power, Frost death knights would generally have more runic power than Blood or Unholy death knights (who would receive a different benefit from their respective trees). An Unholy death knight who sub-specs into Frost would still be able to benefit from this bonus, though because they’re investing fewer talent points, they’d benefit to a smaller degree. Mastery on gear would boost this bonus, and no other talent tree would grant it.



A couple other things to note: Currently, we’re not planning to retrofit the Mastery stat onto current level-80 gear when we roll out the stat-system changes prior to Cataclysm’s release. However, Mastery will begin appearing on select quest and dungeon items. You will also gain a small amount of Mastery by wearing gear of your intended armor type (such as plate for paladins). For players with dual specs, when you change between your two chosen specs, the Mastery bonuses and the benefit you receive from the Mastery stat on gear will adjust automatically based on your new spec.

We’ll have more details to share about these and other changes we’re making in Cataclysm in the future, and we’ll do our best to answer your questions about the Mastery system here on the forums. For information on many of the stat changes being made in Cataclysm, please check out our earlier update at -

http://forums.worldofwarcraft.com/threa ... 6414&sid=1
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Re: CAtaclysm

Post by Dust » 09 Mar 2010 12:42

To me those "innovations" look rather bland.
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Re: CAtaclysm

Post by Idorian » 09 Mar 2010 13:03

casual casual casual.
It's clear that they need to find money from players who doesn't planning on playing hardcore. You can't blame them ofc.
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Re: CAtaclysm

Post by MindyMcfly » 09 Mar 2010 13:49

Dont they know old people dont like change :wink:
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Re: CAtaclysm

Post by Rathil » 17 Mar 2010 09:05

No one is old in here.... everyone is young in SPIRIT!

on cata... welll :) i like it ! i wanna fly in azeroth showing off to lowbies how cool my 5k crap is! i wanna look at shiny water! i wanna kick aly in the balz! and guess who is the new guardian of Tristfal!! thats right u aly lovers! its Thrall! Why is this cool? because garosh is left in charge and he will start open war with the aly! :) Oh joy all the little gnomes slaughtered! i can hear them scream alrdy!
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Re: CAtaclysm

Post by tsjoen » 06 Apr 2010 11:00

Beginning Wednesday, April 7 we will begin releasing class previews containing an overview of some of the changes currently being planned for each of the 10 World of Warcraft classes. The type of information you can expect from these posts are a list of the new spells from 80-85, the new passive mastery bonuses for all talent trees, a brief outline of some of the talent changes we're currently planning, and in some cases new low level spells for select classes.

These changes will by no means be comprehensive, and are subject to change between now and the launch of the expansion. It's also important to understand that some classes are currently further along in the development process than others, and as a result the amount of information will vary from class to class. Please do not let this frustrate you should your class be amongst those which are on the "lighter" side of things, as all classes will receive the same level of design attention before the expansion is released. Additionally we'll be providing more information for all classes, especially as we move into the beta phase.

Below is the schedule for each class:

Shaman - April 7
Priest - April 7
Warlock - April 7

Warrior - April 8
Death Knight - April 8
Rogue - April 8

Hunter - April 9
Druid - April 9
Mage - April 9

Paladin - April 16*

These posts are being coordinated internationally so they'll be posted at different times throughout the day and night on the given dates to give players around the world the ability to see posts made at a convenient time. This thread will be updated with links directly to each class preview as they're posted.

*The paladin is still deep in development. Instead of giving a preview that would be potentially less comprehensive than the other classes we made the decision to post it when it's ready, in order to properly honor the paladin class and those that play them. The wait isn't too long however as we're expecting to be able to post it on April 16.
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