New Cataclysm info

Flamethrøwer

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If you haven't seen it yet, hot off Eyonix's keyboard:

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.
 
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Also from Eyonix:

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.
 
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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.

It's about time!!
 
To be honest... it feels like they are dumbing down the game a lot. I know each expansion gets more "user friendly" but I like to play WoW because I like to think and try to figure out how to min/max my class. It's starting to sound too easy.

I loved healing in BC because it was a trick to figure out which downranked spell to use to conserve mana. That was fun for me! I had 10 heals on my bar so I could downrank or use the max rank heal depending on the situation... taking that away made healing a lot less interesting to me.

I'm not a fan of what I'm reading :/ it's sounding like you have to think less and less.
 
Sounds more like they are making healing harder to me. The current state of the game is that mana doesn't matter much and you can nearly spam your highest throughput heal with very little thought to whether you need that big of a heal or not. Changing the name of MP5 to spirit doesn't make it dumbed down just easier to understand and much simpler to balance. Downranking of heals is gone and while I agree there was quite a bit of skill in choosing exactly what heal to use there also weren't as many heals to chose from back then. Now every healing class has more choices of heals than in BC and you have to choose what situation fits them best (except for pallys, which they say will be fixed). If there was an actual danger of running out of mana you might even have to coordinate with your other healers. That sounds like more skill and maybe even more fun.
 
I hear ya.. mana management was a big part of skill "way back when". But from what I was reading (specifically comments from GC) there is gonna be the "uh oh, I might run out of mana" thing again, but it doesn't seem like there are skill steps a healer can take to not run out of mana. It feels like not running out of mana will be gear dependent.. not skill dependent. An example of skill dependent = downranking spells. The only way I can imagine skill coming into play with not running out of mana for healing is to give healers more tools to work with to heal.. but not have it cost as much. I might just be stuck on how things used to be.. but I can't imagine, with all the simplification, how they are going to accomplish that.

I feel like part of simplifying stats will also make a smaller gap between decent players and great players. At this point in the game I love going into a raid with other shadow priests and seeing that they might have better gear than me, but because I know the class so well and know what gear/stat mixtures to look for that I beat them. That is something I really enjoy. I think part of the interesting thing in this game is the challenge that comes from knowing what gear is best for you.. but with the changes coming it's gonna be painfully obvious what gear is best for each class.. and that's just gonna homogenize everyone all that much more. I know WoW needs to be accessible for a lot of people to be able to enjoy it.. but I really liked those little above and beyond things that separate the good and the great. I like things being somewhat complicated because it keeps my mind engaged and gives me a drive to do theorycrafting to see things like what level of haste I should start stacking crit over haste (which at this point in the game is not till like 1200+ haste haha).. or if there is a point where haste becomes more powerful than spell dmg.. etc.
 
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Bill - those are exactly the things that are keeping people like my wife, my cousin, and some of my friends from even wanting to try it out.

However, it seems like the ability to reforge will actually make more of these options for you. You'll be able to customize your stats on gear, removing some and adding to others (from what I've heard), and this seems right up your alley :)
 
It may seem like it's being "dumbed down," but it's more of a move back to the classical stat system. In Warcraft III, you had 3 stats, Strength, Agility, and Intelligence. Int gave mana to all and dmg to int-based classes. Agility gave armor and attack speed to all and dmg to agil-based classes, and strength gave health and health regen to all and dmg to strength classes.

So, without giong quite so basic, it's a nice bit of retro for folk like me.
 
And don't forget, Bill, that alot of these changes are geared towards making individual characters less god-like. Blizzard is NOT happy with the World of AoE-craft right now. They never intended for tanks to grab 10-15 targets, tank them all with no problem, and dps to spam AE moves for 15k+ dps. Don't you miss hitting Shackle Undead more than once per month?

It seems these changes will make each player more dependent on his team mates, which is something I dig.
 
I have to agree with Bill. Some of these changes I'm not liking at all. I'd have to go sift through all that again but I dont like that defense is being taken away. Are we going to go by block rating numbers or stam numbers now since as soon as you get righteous fury at whatever level you're automatically uncrittable...are they changing how hard the instances are with all these changes? They are highering the stam on dps plate vs. tanking plate... what's to keep the tanks from rolling on the dps gear for more stam? simply the knowledge that...oh that piece has more stam it should go to a dps...or all 'tank' gear will have block rating? Even the whole leveling up a weapon...seriously this isnt a hard game. They designed it so that when you start out it's pretty straight forward on what to do. You learn things as you go. If someone isnt playing simply by what Bill said then someone's not letting them know how easy it is to start :P They are simplifying this too much. -.-

If I were JC's I'd start stocking up on yellow and blue gems :P
 
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In vanilla WoW I remember when Scarlet Monastery (especially the chapel) was about Crowd Control (even Deadmines required coordination)

Recently I have been leveling a rogue - we walked into the doors pulled all the mobs - spammed AOE - boom everything was dead.

The idea of CC was present even in BC - but now seems to be almost irrelevant

Rarely do you have to coordinate fights - (ICC Bosses excluded) and so I think it would be nice to return to a strategic style of gameplay

I am not totally in love with the way things are right now because it seems like people just burn a dungeon as fast as they can to get the emblems as quickly as possible to get the gear that is purple. There is no sense of accomplishment and to have even the best gear (which used to be hard) is less of a challenge. Not whining about it - but it reduces the game to a replace my gear with upgrades nentality - which to me is like driving through the most spectacular scenery you have ever seen as quickly as you can so you can get to your destination, having never really taken time to enjoy the journey.
 
I agree with that as well Pneum. I love working with cc's. In the end I just dont like change lol....I guess we'll see what complications it causes.
 
btw, if I were a healer, I'd be STOKED about these gear changes. Yes, it'll be alot more obvious what is healer gear and what is dps gear....but that means.. NO MORE MAGES, WARLOCKS, ETC WHO DON'T KNOW WHAT THEY'RE DOING ROLLING ON YOUR GEAR!
 
Seems like they are eliminating redundancy, I like that. As a tank, good riddance to the defense stat, I can now focus on more important ones. leveling up weapon skill, yeah for something that tedious and annoying gone. Having str & attack power, yeah one is gone, again redundant having both. silly. the changes in the tanking stats seems fine. only thing im not sure about is taking out spell power, i liked being able to measure that stat.
 
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From a PvP perspective, I have to say I'm a little worried about this stamina boost... what's this going to do to people who *should* be squishy, but aren't right now? They may very well turn out to be invincible unless Blizz ups PvP damage so much that the health boost won't be noticeable.

As for removing weapon skill... it's really not that hard to level, I can grind out 1-400 in about an hour, give or take a little... I enjoyed actually having to work a little to use a new type of weapon. I mean, you go learn how to fight with a sword, and then switch to a staff or a dagger... it doesn't work at all, and that's how it should be unless you have previous experience with the other weapons.

As for dumbing down the stats, I'm not really against it, but I'm not for it either. It's already easy enough as it is, so I guess we'll see just how it effects things.
 
btw, if I were a healer, I'd be STOKED about these gear changes. Yes, it'll be alot more obvious what is healer gear and what is dps gear....

Unless they convert our current gear to contain a lot of spirit, i'm not looking forward to this. My MP5 is right were I want it and my spririt is in the toilet. I will wait and see what conversion they do for Resto Shaman.
 
Sounds more like they are making healing harder to me. The current state of the game is that mana doesn't matter much and you can nearly spam your highest throughput heal with very little thought to whether you need that big of a heal or not. Changing the name of MP5 to spirit doesn't make it dumbed down just easier to understand and much simpler to balance. Downranking of heals is gone and while I agree there was quite a bit of skill in choosing exactly what heal to use there also weren't as many heals to chose from back then. Now every healing class has more choices of heals than in BC and you have to choose what situation fits them best (except for pallys, which they say will be fixed). If there was an actual danger of running out of mana you might even have to coordinate with your other healers. That sounds like more skill and maybe even more fun.

Try being a priest, I still have to manage my mana :(

I couldn't agree more about the CC. I remember in BC days being a sought after hunter because of my chain trapping abilities, and nowadays CC is completely dead. A part of me hates H-HOR because of how difficult it used to be to heal, but now I like it because it almost forces you to CC (I've been with some super solid tanks who didn't need CC, but most require at least one of the ranges to be taken care of).. I enjoy tossing a shackle and monitoring it.. Who here remembers the days in kara of having to manage a banish and a seduce at the same time?

I look forward to the changes, I like the idea of going back to the basics..
 
I agree that CC needs to play a part in the game again. People just don't know how to do it anymore. Even in HHoR people assume I should be able to tank everything without any CC, and it's really hard! Nobody interrupts anymore either, silencing shot, kick, and counterspell are lost arts.
 
Oh, totally! I want things to be hard again. CC was a great element of the game because it encouraged people to work together and actually talk and plan rather than just be DPS meter lovers.. haha. I really hope things do get better and more strategic, cause I love the.... strategerie..... I'm just nervous cause since I started there has been a pretty steady downhill drop in the skill it takes to succeed and be good. I hope you guys are right :)
 
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