MMO-Champion - Gear Changes in Warlords of Draenor
Gear Changes in Warlords of Draenor
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Now that BlizzCon is over and Warlords of Draenor has been unveiled, we’ve been getting some additional questions about the gear changes currently planned for the expansion. To help shed some more light on what you can expect, we thought we’d take a bit of time to clarify a few things.

Keep in mind that as with anything still in development, the information we share now will likely change as we progress, but this should help give you a good understanding of our goals and thinking.


Armor Pieces: Head, Shoulders, Chest, Legs, Gloves, Belt, Boots, and Bracers

Primary Stats

One of our main intents for primary stats is to make sure that higher Item Level (ilvl) pieces from new content are almost always superior to items from older content. Further, the changes we’re making to primary stats will help make pieces more universal, so groups will find gear drops more useful more often. This means you’ll be disenchanting less Intellect plate (only usable by Paladins today) or Agility mail (only usable by Hunters and Enhancement Shamans today). As we discussed at BlizzCon, we’re accomplishing this by making it so primary stats for a given piece of gear will change based on your current spec, though it’s likely that only new gear added in Warlords will work like this, as it might be impossible to implement this for all existing gear. Here are some additional points to know regarding the changes to primary stats:

  • Armor pieces will always have some amount of Stamina and Armor value.
  • Armor pieces always have Strength, Intellect, or Agility as a primary stat. Plate has either Strength or Intellect. Mail and Leather have either Agility or Intellect. Cloth has Intellect.
  • In the cases of Plate, Mail, and Leather, the primary stat will change depending on your current spec. Specifically, casters (including healers) will get Intellect, and melee or tank specs will get Strength or Agility.

Secondary Stats

Our intent for secondary stats is to differentiate pieces that occupy the same slot, allow for player customization, and to further differentiate specs within a class. Here are a few important points regarding the changes that are currently planned for secondary stats:
  • Secondary stats don’t change based on spec on armor pieces (or any piece).
  • Secondary stats on armor pieces can still include Haste, Crit, and/or Mastery.
  • Secondary stats on armor pieces will no longer include Hit, Expertise, Dodge, or Parry. These are being retired in Warlords, and will likely be removed even from existing gear.
  • Secondary stats on armor pieces will also no longer include Spirit, nor will they include Bonus Armor, which are reserved exclusively for non-armor pieces (which are explained below).
  • In addition, secondary stats on armor pieces may include several new stats we are exploring such as Readiness, Amplify, and Multi-strike. Technical Game Designer Chadd “Celestalon” Nervig has been sharing more details about these on his Twitter account.

Additional Properties

Armor pieces may have three other properties at random. First, items may be higher Item Level than normal. For sake of this discussion, we’ll call these items Warforged for now.

Second, items may have gem sockets. Unlike gem sockets today, gem sockets in Warlords of Draenor will be rarer but more powerful. There will be no socket bonuses, but we are strongly considering requiring the right color gem for the socket. All gems will grant secondary stats, including Spirit and Bonus Armor (see below).

Finally, items may have tertiary stats. These include things like a bonus to Movement Speed, Sturdiness, Life Steal, Avoidance (less AoE damage), and Cleave. Because of the rarity of tertiary starts, stacking them to produce (for example) a Movement Speed set will take enormous effort.

The design intent of these additional qualities on items is to make itemization more exciting and to give it more longevity. Rather than waiting weeks to get a breastplate, you might get one pretty quickly—but to get a true “best-in-slot” item will take much more effort and a bit of luck. Here are a few more points to consider for these properties:

  • We haven’t decided on exact numbers yet, but for the current discussion, assume something like a 10% chance for an item to have an additional property. It’s possible for one item to have all three of these properties, but the chance of that is very small.
  • The properties are determined at the time an item is looted (and possibly even includes crafted gear). For example, if an ogre boss drops two copies of the Bracers of Crithto, one might be a normal version, while another might have a tertiary stat.

Being Warforged, having a socket, or having a tertiary stat do not count against the stat budget of the item—they are strictly bonuses. The item will not have reduced primary or secondary stats in order to have these additional properties.

Set Bonuses

Similar to primary stats, set bonuses will also change depending on your current spec. This means a Paladin may only need one tier set rather than one for Holy and one for Retribution. It also means that set bonuses can be more tailored towards a spec. For instance, Marksman Hunter set bonuses can have different bonuses or different numbers than a Survival Hunter set. Like today, not every helmet, chest piece, or other piece of armor that drops will be part of a tier set.

Non-Armor Pieces: Weapons, Rings, Cloak, Necklace, and Trinkets

Primary Stats

In general, most of these pieces will not have Strength, Agility, or Intellect. Instead, they may have Attack Power or Spell Power to make sure they are more universal. However, our current thought it to keep primary stats on weapons so that they continue to feel iconic and special. Many of the items will have Stamina as well.

Secondary Stats

The information about secondary stats on armor above also applies here. In addition, Spirit and Bonus Armor can appear on these items. Spirit is only useful for healers. Bonus Armor is generally only useful for tanks. A Spell Power piece without Spirit may be attractive to healers or may be attractive to DPS casters instead.

The intent of including Spirit and Bonus Armor on these pieces is to make sure some items are still valuable only to healer and tank specs, helping to make sure they don’t have too much competition for gear against the more numerous DPS players in a given group. These are also stats we consider interesting, because how much of each of these stats a tank or healer might want is more subjective. For example, one tank in a group might prefer more Bonus Armor while another might prefer more Haste.

In the case of Spirit, imagine that stacking Spirit on every non-armor slot will give you more mana regeneration than you would reasonably need. That is to say, you likely won’t need Spirit on every single spot in order to function as a healer.

In the case of Bonus Armor, this stat fills the niche that Dodge and Parry fill today. We like tanks avoiding attacks as a mechanic, but it hasn’t proven to be a particularly interesting gearing strategy. However, we still want a dedicated damage-mitigation stat, and Bonus Armor will be it.

Additional Qualities

These items will also have a chance to have one of the additional qualities discussed above (Warforged, gems, and tertiary stats), and the information related to these qualities on armor still applies here.

Examples

A Holy Paladin has a raid tier set from the Blackrock Foundry. If she switches to her Retribution spec, the tier set is still functional, as the primary stats and set bonuses change. However, if she prefers Haste for her Retribution spec and Crit in her Holy spec (and is someone who enjoys the min-max game), then a single set of armor may not be optimal.

For her healing set, let’s assume this player also has one ring with Spirit, a shield with Spirit, and a trinket that procs on heals. The trinket is almost useless in her Retribution set. The shield is also useless, since Retribution is designed to wield a two-handed weapon. The ring will be sub-optimal because Spirit is useless to a Retribution Paladin, but if it has another valuable stat (e.g. Haste), it may still be worth using—again depending on how min-max-focused the player is.

A more casual player would probably be fine just using the trinket anyway and using a lower Item Level two-handed mace when she plays Retribution. A more min-max player would probably want separate rings, cloaks, trinkets, neck pieces, and weapons to use in the different specs. A very min-max player—such as someone competing in world-first Mythic raid progression—might even want different heads, shoulders, chests, and so on depending on the mix of secondary stats. This player might even swap out gems between the two specs.

This may seem like a lot to take in now, but we’ll continue to watch feedback and answer any additional questions where we can. And again, keep in mind that as with anything still in development, this information or some of the details will likely change as we progress.

As always, we welcome your constructive feedback, and we look forward to reading what you think.
This article was originally published in forum thread: Gear Changes in Warlords of Draenor started by chaud View original post
Comments 398 Comments
  1. PoisonRemedy's Avatar
    This all sound good but as for me a pvp player i don't know how will give me an advantage because all thing in this post was pve oriented....
  1. Whidbey's Avatar
    I'd like to know how this affects pvp as well
  1. Riquunun's Avatar
    im more interested in seeing what this does to JCs. If gem sockets are rare, i wonder how that will play into the fact that there are alot of JCs on any given server. gems will either be through the roof or through the floor i think.
  1. forlorned's Avatar
    Quote Originally Posted by Spiralphoenix View Post
    Will be interesting to see what they do with Jewelcrafting. Probably a shift towards making a lot more Necks/Rings/Trinkets, since gems are going to be in such low demand. They'll have to drastically reduce the rate you get them as well or they will have no value whatsoever...
    I think they mentioned something at Blizzcon about this. They will look at Jewelcrafting and look for opportunities for them to craft other things, not just more necks/rings/trinkets, but perhaps other weapons, mounts, toys, etc. to make up for fewer gems. It's something they are aware of and working to fix, so I'm confident (as my main is JC) that there will be good opportunities to make some gold with JC in WoD.
  1. Blackburn's Avatar
    The way I see it, this system does nothing for tanks. Their example shows how DPS and heals specs can share at least some of the stats of the same set of gear. Spirit may be useless to Ret, but it should appear on only a few pieces. Crit and haste on the other hand are at least somewhat useful to both Holy and Ret.

    However, the same cannot be said about tanking gear. A properly geared tank will have bonus armor on all his gear. It's the only secondary stat they're interested in. Which means that a tanking set of armor will be useless to any other specs. Tanks in WoD will not only still need to collect multiple sets of gear, but also have to deal with the added RNG BS with no benefit to show for it.

    IMO, secondary stats should adapt to your spec same as primary stats. I know they intended to give tanks and healers less loot competition with spirit/bonus armor on gear, but I think it does more harm than good. Let the guilds worry about prioritizing loot to tanks and healers over DPS if so desired.
  1. finchna's Avatar
    How about allowing our D3 and WoW characters to move between games?

    And I wonder if they're thinking about the end -- what do we do with our beloved characters when a game shuts down? If they're creating new games will they allow us to migrate our characters to a new game?
  1. Omians's Avatar
    Quote Originally Posted by Blackburn View Post
    The way I see it, this system does nothing for tanks. Their example shows how DPS and heals specs can share at least some of the stats of the same set of gear. Spirit may be useless to Ret, but it should appear on only a few pieces. Crit and haste on the other hand are at least somewhat useful to both Holy and Ret.

    However, the same cannot be said about tanking gear. A properly geared tank will have bonus armor on all his gear. It's the only secondary stat they're interested in. Which means that a tanking set of armor will be useless to any other specs. Tanks in WoD will not only still need to collect multiple sets of gear, but also have to deal with the added RNG BS with no benefit to show for it.

    IMO, secondary stats should adapt to your spec same as primary stats. I know they intended to give tanks and healers less loot competition with spirit/bonus armor on gear, but I think it does more harm than good. Let the guilds worry about prioritizing loot to tanks and healers over DPS if so desired.
    they talked about armor being a secondary stat on rings necklaces and trinkets, so you would maybe have An armor Mastery trinket, and maybe a named item that will always have armor and haste for secondary and the primary as a tank like a warrior the primary Would be stamina and strength
  1. Ysilla's Avatar
    I love this idea. Seeing everyone with identical stuff is one of the most boring thing of WoW, adding some small random bonuses seems like a nice idea.

    And I also love seeing people QQing about their DKP (haven't seen DKP since Naxx 25) and "their" loot months before this even goes live, if this ever does.

    Also looking forward to world first kills junkies complain about how the WF was done with a 3 tertiary stat item while other haven't found any. Will be fun to look at.

    Now add a way to upgrade items with a chance to break it (like, for good, item disappearing), and I'll be really happy.
  1. Blackburn's Avatar
    Quote Originally Posted by Omians View Post
    they talked about armor being a secondary stat on rings necklaces and trinkets, so you would maybe have An armor Mastery trinket, and maybe a named item that will always have armor and haste for secondary and the primary as a tank like a warrior the primary Would be stamina and strength
    Are you saying armor and weapons would only come with DPS oriented stats? Crit/haste/etc are stats that tanks traditionally do not care for.
  1. noskillz's Avatar
    Quote Originally Posted by Blackburn View Post
    Are you saying armor and weapons would only come with DPS oriented stats? Crit/haste/etc are stats that tanks traditionally do not care for.
    Crit and haste are normally useless stats for tanking (except for haste prot paladin during ToT)... everything else tanks do care, tanking masteries for example are often the best masteries around.
    With hit, exp, parry and doge (very avoidance, such evasion, wow) gone, and just armor from items, tanks are going to be boring as hell. Back to meatshields with passive absorb and blocks.
  1. Blackburn's Avatar
    Quote Originally Posted by noskillz View Post
    Crit and haste are normally useless stats for tanking (except for haste prot paladin during ToT)... everything else tanks do care, tanking masteries for example are often the best masteries around.
    With hit, exp, parry and doge (very avoidance, such evasion, wow) gone, and just armor from items, tanks are going to be boring as hell. Back to meatshields with passive absorb and blocks.
    It's been awhile since I played wow, but isn't "everything else" just mastery now? Sounds to me like mastery is the only secondary stat a tank would want on his armor/weapons if bonus armor is only on jewelry and trinkets. So coming back to my original point, using mastery armor for DPS/healing won't be completely useless, but probably far from optimal. It also makes gearing tanks very limited and boring as you pointed out.
  1. noskillz's Avatar
    Quote Originally Posted by Blackburn View Post
    It's been awhile since I played wow, but isn't "everything else" just mastery now? Sounds to me like mastery is the only secondary stat a tank would want on his armor/weapons if bonus armor is only on jewelry and trinkets. So coming back to my original point, using mastery armor for DPS/healing won't be completely useless, but probably far from optimal. It also makes gearing tanks very limited and boring as you pointed out.
    Last time I checked hit and expertise were still a thing, and you still had dodge and parry on tanking pieces. Those 4 are now gone, and basically a tanking item will have extra-armor and mastery on it as you said, but I think they are going to change something with the new secondary stats that are coming into play.
  1. twelvedogs's Avatar
    i thought i knew what they were doing before i read that example
  1. Maleficara's Avatar
    Quote Originally Posted by Baracuda View Post
    I just think multi-strike sounds kinda silly, everything else is cool.
    I think we're already playing with versions of this at the moment. Looking at some trinkets and other items I have seen thus far. Such as the 'cleave' effect, with heals or damage having a chance to randomly damage and heal those around the target. While there is certainly the common, 'multi-strike' effect we're also used to I think they are experimenting with other applications for it, in a broader sense.

    - - - Updated - - -

    Quote Originally Posted by finchna View Post
    How about allowing our D3 and WoW characters to move between games?

    And I wonder if they're thinking about the end -- what do we do with our beloved characters when a game shuts down? If they're creating new games will they allow us to migrate our characters to a new game?
    Um, what?

    I am going to imagine this is one of those topics where it would make more sense if I were actually having a conversation with you about it. Well, at least I hope it would.
  1. arthar77's Avatar
    HAPPY BLOODY THANKSGIVING TO YOU ALL LORE-PVP-PVE-HATER-WISEAZZ-ANY-nerd ... have a blast of a thanksgiving today and enjoy some turkey ... or any animal you guys have this day ... and other HOLIDAY ... have a nice day
  1. markdall's Avatar
    Quote Originally Posted by iperson View Post
    Love the changes. Unfortunately a lot of people aren't very smart and don't understand how it's an improvement, but there's nothing blizz can do about that.
    Or there's specific things they dislike that you don't dislike. Naaaaah couldn't possibly be.
  1. Infuri's Avatar
    Quote Originally Posted by iperson View Post
    Every example you provided depends on the amount of stat provided. Do you know how much of the tertiary stat will be on an item? Or are you just assuming everyone at blizz is bad at math and will load so much of the tertiary stats on items that it will break the game?
    Blizzard has been bad at math and broken the game before, do you not remember the string of new trinkets they released in Dragon Soul example being [Vial of Shadows], it completely broke the pvp system and they had to change the trinket multiple times to make it functional at a "fair" level. Blizzard is completely capable of making errors.
  1. Ziluriuz's Avatar
    Quote Originally Posted by Pickwickman View Post
    Not to sound like a negative nancy, but this is an easy way to keep people stick with the game for longer. Someone that only does LFR and gets a full set can just stop playing completely since they have nothing to do. Add things like this and it becomes attractive to keep grinding the LFR until your eyes bleed.

    (LFR/Flex/Normal/Heroic interchangable here)

    NO one in their right fucking mind would do that... Ever LFR is so bad, almost as bad as this new loot system

    - - - Updated - - -

    I must say blizzard you have now taken stupidity to a new lvl. One of the fun parts in this game is to optimize your gear with reforging and gemming, it opens for different play styles and make it fun to get new loot. You might have to reconsider several gear pieces and reforgs to optimize your new gear. Applying a RNG system like this will NOT make us play more it will make us play less or not enjoy the game.. The gear system that you have now is fine-tuned to a degree, why totally ruin it and make a "new"(D3 COUGH) shit system that won’t work and will make players suffer through fix after fix up and down to make this work? You really want to lose million more players or is this just pure stupidity? it’s time to acknowledge your mistake and throw this shit system out the window. Jheez whats next ?

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