​ Gear Changes in Warlords of Draenor

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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.
    Edited by Meldheron on 26/11/2013 18:01 GMT
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    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.
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    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.
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    90 Human Death Knight
    13415
    Looks very nice, and first!
    Edited by Zauru on 26/11/2013 18:13 GMT
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    90 Pandaren Hunter
    16475
    That sounds pretty cool. Will be great for people that play hybribs and save a lot of time gearing.

    If you want to be optimal, then you will need 2 sets of gear like you need now. But if you want a full set of equal level gear to try out another spec, then you have it.

    Good work Blizzard.
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    90 Orc Death Knight
    20765
    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.


    Skimmed the posts a bit and remember this.

    atm 2 out of 5 tanks currently prefer d/p over dps stats. how will this work in WoD? i mean will i as Death knight start stacking pure dps stats just beacuse there is no other option or will you make some sort of convertion? like critt reduces cd on X and Y and haste increases those things damage, or will it basically be stack str like no tomorrow with higher convertion of str/agi into parry/dodge?

    As im reading this most people think im only worried about loot distribution. but thats not my point. some classes right now goes for haste and critt whilst some doesnt. and since you are removing d/p from gear. how will for ex warriors and death knights get compensated for the lack of avoidance stats?
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    90 Blood Elf Priest
    15140
    Taking one rng aspect of gearing for example warforged items which we have now and then tripling it by introducing tertiary stats on top which are completely random will surely make gearing sort of a pain in the !@# for more progression-focused players.
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    90 Night Elf Druid
    10630
    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).


    So basically you are putting Jewelcrafters out of business? Are you going to compensate for this?

    Also this all sounds nice but a tad complicated in theory. I hope it works out in practice, tho I can imagine it totally collapsing xD
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    90 Troll Hunter
    10765
    26/11/2013 18:13Posted by Announced
    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.


    Skimmed the posts a bit and remember this.

    atm 2 out of 5 tanks currently prefer d/p over dps stats. how will this work in WoD? i mean will i as Death knight start stacking pure dps stats just beacuse there is no other option or will you make some sort of convertion? like critt reduces cd on X and Y and haste increases those things damage, or will it basically be stack str like no tomorrow with higher convertion of str/agi into parry/dodge?

    As im reading this most people think im only worried about loot distribution. but thats not my point. some classes right now goes for haste and critt whilst some doesnt. and since you are removing d/p from gear. how will for ex warriors and death knights get compensated for the lack of avoidance stats?


    They have mentioned it during MoP that they want to make all tanks favor all DPS stats in some way.
    Currently all (plate)tanks can use either Haste or Crit to their advantage:
    DK: Haste increases Rune Regen
    Pala: Haste reduces the CD on their abilities which leads to more Holy Power and thus more mitigation/healing
    Warrior: Crits cause them to be Enraged and getting Enraged causes them to generate Rage

    Question is how they will implement Crit to DK/Pala and Haste to Warrior. Warrior might seem easy to just make it so that you get rage from auto attacks. But idk about DK/Pala, maybe Death Strike heal can crit -> doubled absorb?

    Druid/Monk tanks utilize all "DPS" stats perfectly which is the model they are going for all tanks.

    Overall this change is perfect for unorganized raids(like Alt runs :P) where you might stack classes and not have any of certain armor spec(like our alt runs recently; 2 Resto Druids, 2/3 Hunters).

    I still question myself how are they planning to balance these new stats(Readiness, Amplify, and Multi-strike), Readiness stacked too much can be game breaking for some specs, Multi-strike is only good for non-pet classes, so it's a fairly dead stat for Hunters/Locks(FIX PETS SO THEY BENEFIT FROM IT!). I'm not sure how Amplify would work in the end, I guess you mean what we currently have as trinkets, as in +1.08% Haste/Crit dmg/Mastery.

    Would be interesting to see some numbers of how much per point you get.
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    90 Pandaren Rogue
    16375
    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).

    This does beg an early question of how do you plan to balance the current static stat bonus that JC, BS, Tailoring, Alchy etc all provide to a player

    if you are making gem slots rare, it might cause an issue there?
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    90 Draenei Monk
    11915
    This pretty much sounds like an overcomplicated load of bull to me honestly. I'm not saying the old system is better but, for someone who has played since vanilla, I find the theory behind this nonsensical.

    Random stats that might not be useful when switching spec? It's ok for casual players should just use wrong gear?
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    90 Human Paladin
    15890
    How will the PvP gear work?
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    90 Worgen Rogue
    15725
    Taking one rng aspect of gearing for example warforged items which we have now and then tripling it by introducing tertiary stats on top which are completely random will surely make gearing sort of a pain in the !@# for more progression-focused players.


    Thinking far too much into it.

    They're just bonuses. Nice if you get them, not the end of the world if you don't.

    This actually sounds fun. Gear hasn't been fun in a while, it's just been maths and I ****ing hate maths.
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    90 Draenei Priest
    BiS
    12830
    his pretty much sounds like an overcomplicated load of bull to me honestly. I'm not saying the old system is better but, for someone who has played since vanilla, I find the theory behind this nonsensical.
    This. Replacing one rng with another is silly.

    Hit and Exp removal is strange. Yes, they made lot of hassle if you are over the cap, but making "hit over cap = crit" or something like that is more logical for me.

    Also, spirit. Spirit!!!!111 Dont like changes concerning it at all, as a holy priest i love running with 19k unbuffed to have insane regen and cast expensive heals. If 2/3 of slots will not have spirit, and only low-budget pieces will have it, how passive regen will work for me in WoD?

    Overall, feels clunky to me.
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    90 Undead Rogue
    16465
    Awesome, more wc3 feeling to gear. Right now all gear stats look the same.
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    90 Dwarf Paladin
    7510
    For example (for a paladin tank) there are two more or less common set ups one mastery / haste and one avoidance set up (the last may be less common at the moment). You have two questions here - do I want to avoid dmg mainly by active mitigation or also a big part by passive mitigation. Ok I might agree that active mitigation is interesting. But with both setups you also have to consider the healer behavior since the active mitigation build takes a bit more dmg but heals more the question is - will my healers heal me as soon as my HP drop or can I heal up myself again - if I cant heal up myself I drain mana from them and produce overhealing for myself.

    That's just a very short roudup but I can't agree, that dodge and parry aren't producing some interesting questions when gearing up.

    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.


    Well I don't really get it, you remove dodge + parry for tanks and still add some new secondary stats. I know that blizz sometimes said that dodge and parry on gear give no interesting decisions, I think such quotes especially turned up during cata, but right now (in MoP) I'd say that they make for some interesting decisions, if you look carefully at it and taking all factors into consideration.

    Another point with the new itemization is that if there are just no choices like dodge and parry we might end up with all tanks looking quite exactly the same and that might be true not only for tanks of the same class but also of different classes in example a palatank might look almost exactly the same as a dk or warriortank if there is according to the current information - well - like no choice since tankgear will be something like stamina, strength, armor value and maybe something like crit - armor won't be on armorpieces and I havent seen any new secondary tank-stats.

    Active Mitigation is nice in general but stats like dodge and parry are iconic for tankclasses not only in wow since the public beta in 2004/2005 (considering EU and US). And in my case I'm not sure that I will still like tanking in case there is no choice what to gear - and I don't consider dps-stats like haste and crit a real choice most tank classes). (just for info I have all classes which can tank as a tank)

    So please reconsider (and don't do it then) remove dodge and parry from tankgear.
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    85 Worgen Warrior
    0
    i have to say good job blizard and just rename world of warcraft to world of diablo whit magic find and gold find on gear as fird stats haha this xpac will be worst then MoP.
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    90 Troll Mage
    5980
    I like it! I feared that getting item's stats to change depending on spec would lessen the importance of gear but it seems blizzard have this addressed.
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    90 Orc Death Knight
    18730
    I like to chime in here.

    I have been playing since vanilla, non stop. I am very worried about this change.

    I did not like diablo's take on loot with the RNG.

    I will most likely not enjoy wow anymore if loot RNG is anywhere like diablo.

    I hope you understand that. loot RNG can kill it for me.
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    90 Blood Elf Warlock
    9865
    Dont know what to say really. I just have a fear in my bones that healing is going to get a Cata style screwing all over again.

    It's this kind of heavy handed, change it all approach that drives people from the game. Years of being used to stats and gear working and looking a certain way being dumped in an instant (and as usual for no good reason) has an alienating effect on people.

    There are many things announced for WoD that i wholeheartedly support, such as the flying decision. But the stat changes in their entirety are really making me question whether i want to continue playing the game at all. I was really hoping for some stability going into WoD but i'm just not seeing it happening.

    What are these changes for? They're not needed. There's really no reason for any of this nonsense.

    Why does every tiny little thing in this game have to be perfectly convenient? Two sets of gear is insanely easy to get anyway. All you're doing is making life even easier for the hit and run console gamers who show up for two weeks after a patch. Why are you driving the game down and down like this? It's heartbreaking.

    Prediction: This is going to be an absolute clusterf**k from the very beginning - and Blizzard will have to spend the entire expansions' patches trying to re-balance the classes all over again, which will of course adversely affect the planned content (the only part of the game that truly matters btw). After coming so close to parity with this expac they're going to throw it all away for something that doesn't need to change to begin with. It's classic Blizzard self-destruct button - the dark shadow of Cata is looming again. Too many pointless changes make for worrying times to come.
    Edited by Jackenhoff on 26/11/2013 19:51 GMT
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