gear-changes

Latest

  • Explaining Versatility

    by 
    Matthew Rossi
    Matthew Rossi
    06.04.2014

    As we've said here plenty of times, it's not real until it goes live, and that goes for the new stats being designed for Warlords of Draenor. Last year we discussed Amplify, Multistrike and Readiness - since then things have changed. As always keeping in mind that this is still subject to change right up until the point of release, we now have an entirely new stat, and both Amplify and Readiness are no longer stats. Instead, Versatility. What is Versatility and how will it work? Versatility is pretty simple: 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%. It's a straightforward, obvious upgrade to your primary role's performance, but also gives significant boosts to secondary role performance and survivability. The healing increase it provides does work on self-heals, such as Recuperate, for example. We won't be tuning it to be anyone's highest throughput secondary stat, but it'll be close, and it'll give you a nice boost to how versatile your character is in the process. It'll be especially attractive to hybrids who want to feel more "hybridy." I reproduced the explanation from the Dev Watercooler because I wanted to highlight how this works, and more important, how it is still a stat which can be tuned. On the face of it, 1% Versatility is incredibly simple - just as 1% Critical Strike Chance increases your chance to critically hit by 1%, 1% Versatility increases your damage, healing and damage absorption by 1%, which also reducing your damage taken by .5%. How does this differ from the proposed effect of Amplify? Why, in other words, is Versatility a worthwhile trade for the previously proposed stat?

  • Should weapons be more universal?

    by 
    Matthew Rossi
    Matthew Rossi
    11.30.2013

    I admit it, I love talking about the new gear paradigm in Warlords of Draenor because it's such a big change, with so many permutations. But as big as it is, some folks think it's not going far enough. This post over on the 7th Tower discusses weapons and how they could be made more universal, and it got me thinking - should we move away from the era of agi, strength and/or int weapons? There are multiple ways to do this. The easiest would be simply to put Attack or Spell Power on weapons, which would still leave them segregated by role to some extent (melee would want the AP weapons, ranged casters would want the SP weapons, and hunters would still be the only ones using bows, crossbows and guns). A more complicated but perhaps more compelling system would be to have them switch between AP and Spell Power, so that a holy paladin could use a weapon for healing, then switch over and use said weapon for tanking. Still more complex but perhaps even more interesting would be to have weapons retain int, agi or strength and switch depending on which class was using them as well as each role. If you visit the original post at 7th Tower, he breaks down how it might look using Siege of Orgrimmar as a template. The current breakdown of agility and strength weapons would, in either scheme, now be available to a broader range of players. It would certainly fit within the paradigm of broader usefulness for gear established by the changes to armor. The question becomes what are the up and downsides to this?

  • Warlords of Draenor: Crithto clarifies gear changes

    by 
    Olivia Grace
    Olivia Grace
    11.27.2013

    Blizzard Community Manager Crithto posted yesterday about the gear changes coming in Warlords of Draenor, in an epic-length forum post that, inevitably, raised an awful lot of questions. And, being the generally cool guy that he is, Crithto has come back with a ton of answers. I'm going to be dealing with them in groups, but if you really just want to read his original post where they're all bundled together, that's fine too. So first up, Crithto commented more on the overall philosophy behind the stat changes in WoD. Crithto Getting gear is fun. We like getting gear and we like the feeling that on any given boss, there should always be something that you would want. What we're doing with items in Warlords is just an evolution of the Thunderforged version to make it a little more interesting. You'll probably see more bonus pieces than you did Thunderforged in the past, but getting an item that has all 3 bonuses will be very, very (very!) rare. Remember, you'll be just fine with the baseline pieces of gear, and most of your character will be made up of this gear. But each and every time you kill a boss, there's that chance of getting something slightly better. source

  • Blizzard: Gearing in Warlords of Draenor

    by 
    Sarah Pine
    Sarah Pine
    11.26.2013

    Along with the BlizzCon announcement of a new WoW expansion came, of course, a discussion of the way the game will be changing with that expansion. One of the most jarring changes will be the gear system -- and trying to wrap our heads around the way everything will work in the future has been a bit of an exercise. Never fear, fellow WoW players, it's Community Manager Crithto to the rescue in the forums today, with a long and detailed post going over exactly how (for the moment, at least) the developers are designing gear for Warlords of Draenor. This is a fascinating insight into the thought process behind the design, which strikes me as rather flowchart-like, in a good way. There are, in a sense, stat tiers within the design of each piece, meant to make our gear both more flexible and more customizable. Gear is divided into two categories: armor (head, shoulders, chest, legs, gloves, belt, boots, and bracers) and non-armor (weapons, rings, cloak, necklace, and trinkets). In general, armor pieces will have primary stats, and non-armor pieces will not, with the exception of weapons. As far as stats go, there are three types: primary, secondary, and tertiary. Primary stats can be one of three things: Strength, Agility, or Intellect. A gear piece's primary stat will change depending on your class and spec. In addition, all armor pieces will possess some value of Stamina and Armor, and that will not change depending on your stat. Secondary stats will not change based on your class or spec--they are fixed on an item. Secondary stats include things like Haste, Crit, Mastery, Spirit, and Bonus Armor. In addition, Blizzard is exploring new possibilities for secondary stats, for example, things like Readiness, Amplify, and Multi-Strike. These are still in development, and nothing is yet certain. Armor pieces (as listed above) will not possess Spirit or Bonus Armor. Non-armor pieces, however, can.

  • The Daily Blues: Special Cataclysm report

    by 
    Adam Holisky
    Adam Holisky
    03.01.2010

    Eyonix and Wryxian has been busy responding to questions about the just announced Cataclysm Stats and System Changes. We're going to do a special edition this afternoon of The Daily Blues and get you all the blue posts and surrounding questions/answers that are coming in. We'll keep the latest blue post about the break. For a record of everything that's been said today, check after the break (there's already several there). Eyonix Eyonix, So what's the point of being a tank anymore? All other classes will have buffed hit points.... except tanks All other classes will have bonus defensive capabilities.... except tanks All dps armor will have more stamina ... except tank armor. So why are tanks getting the big screw job? Tanks will have much more health and armor with gear, enchants, gems, and talents. From gear they'll also be getting mitigation stats such as parry and dodge (when applicable). Don't worry tanks will still be tanks, and dps/healers wont be able to fulfill that role anymore than they are able to now. source Eyonix Very nice changes overall. Only question I have is what is the point of calling plate armor plate armor if it has the same or nearly the same mitigation as cloth? Seems rather silly. Plate will still possess much more armor than cloth, the difference just wont be as significant as it is now. source Wryxian How does weapon skill chances affect for achievements such: Did Somebody Order a Knuckle Sandwich? Master of Arms I take you already know what I mean. They may well become candidates for Feats of Strength, but I have no information on this right now. source