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Vargan
Ci sta dentro!
    
 Regione: Lombardia
Prov.: Mantova
2526 Messaggi |
Inserito il - 01/03/2010 : 22:19:26
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Da notare i cambiamenti per i tank O_O
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).
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. http://forums.worldofwarcraft.com/th...Id=23425636414 http://forums.wow-europe.com/thread....Id=12730425011
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SESSO!!!!!!! Ora che ho la vostra attenzione potete leggere il post sopra la mia firma 
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Lylanth
Ci prova
 
Regione: Emilia Romagna
Prov.: Bologna
Città: Casalecchio di Reno
116 Messaggi |
Inserito il - 02/03/2010 : 02:44:32
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Mi verrebbe da dire "stronzate, stronzate" come ne "l'aereo più pazzo del mondo".
E' un po' il "Rendiamo il gioco cosi' semplice che anche un bambino di 3 anni potrà scegliere il suo equip"... maddai, no comment.
E da quanto lo spirito non dà dps ? Sticazzi, i lock che se ne fanno, lo usano per pulirsi il posteriore ?
Nell'originario warcraft potevo dire "cacchio, finalmente riesco a capire cos'è veramente utile per un tank !". Nella Burning crusade potevo dire "Ora che so cos'è veramente utile per un tank posso iniziare a pensare ad una spec ben ragionata, senza punti a caxxx, e posso iniziare a tankare finalmente con l'equip da tank e non in dps" In questa espansione, nonostante tutti i problemi a casa, mi dico con un "ok, qualche cosa più semplice ci sta... burning crusade era abbastanza complessa per le gilde di medio livello e per i casual players". Ora rimango su un "Mah" atroce nei confronti dell prossima espansione.
Non ha senso quello che stanno facendo... hanno variato 18 volte il sistema di equipaggiamento, cambiando di volta in volta l'1% hit in 36 hit rating (non ho idea se sia quello il valore) sino ad arrivare poi all'hit rating alla quale si somma l'armor penetration. Maheggio |
 
 
 
 
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Baxtex
Ci prova
 

Città: Milano
160 Messaggi |
Inserito il - 02/03/2010 : 17:13:12
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nono non sono d'accordo Lylanth, non stanno facendo il gioco piu' semplice che anche un bambino lo potra' customizzare. Stanno rendendo la vita di chi fa min/max piu' difficile.
In realta' stanno cercando di eliminare i min/max. e cio' e' cosa buona e giusta.
Ti piego perche' dal mio punto di vista e' positivo. Rendendo impossibile la vita dei min/max-er si eliminano i template che oggi sono un must per chiunque volgia essere competitivo in gilde di upper tier e si permette di dare un buon contributo anche a chi rifiuta di utilizzare template pre-fatti da altri di spec, gemming, equip. etc.
In realta' stanno rendendo il gioco piu' semplice a bassi livelli e piu' complesso ad alti livelli. Eliminando i template prefabbricati da min/max-er ognuno dovra; tornare a pensare (cosa che non fa piu' nessuno in WoW oggi) quale spec, equip, gems ed enchant e' meglio per LUI e non per la classe. Oggi e' semplicissimo rollare un nuovo PG, fare su google "best spec DK Blood" e voila'. La best spec, gemming enchant, food potions sono belle pronte li per lui in una bella guida da seguire, facile facile. Non c'e' possibilita' di speccare 71/0/0 ed essere competitivi, se lo si fa e poi si applica ad una gilda seria si viene scartati ... un po' come per gli hunter BM :)
In realta' la situazione oggi e' noiosssima. Tutti stessa spec/gem enchant poi se il player e' buono da buoni risultati in raid altrimenti se il player non ha attitudine a giocare quel template - che sara' comunque costretto ad usare dal suo Class leader - non fa nulla, sempre quello deve giocare anche se magari avrebbe fatto di meglio con un altro template.
Purtroppo oggi cio' non e' possibile al 100%, cioe' nonostante si possano ottenere discreti ed anche buoni risultati con una spec/gem/enchant non ottimale giocata bene, non si raggiungea' mai i risultati che si potrebbero raggiungere con il "BEST" template.
Evidente che eliminano il best template un buon player lo si vedra non solo dallo skill a giocare (altrimenti si poteva giocare a Call of duty dove tutti sono equippati uguali) ma anche da come costruisce il suo template.
Secondo me questa e' il miglior cambio che possa capitare a WoW.
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Nantukkio
Ci sta dentro!
    

Regione: Marche
Prov.: Ancona
Città: Fabriano
2539 Messaggi |
Inserito il - 02/03/2010 : 19:00:05
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la mia filosofia è sempre stata questa su codesto gioco: "se uno sà giocare a wow può usare tutte le classi e le spec" |
                  ...ke amarezza!!                  
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Vargan
Ci sta dentro!
    

Regione: Lombardia
Prov.: Mantova
2526 Messaggi |
Inserito il - 02/03/2010 : 19:44:31
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Citazione: Messaggio inserito da Nantukkio
la mia filosofia è sempre stata questa su codesto gioco: "se uno sà giocare a wow può usare tutte le classi e le spec"
UP |


SESSO!!!!!!! Ora che ho la vostra attenzione potete leggere il post sopra la mia firma 
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Baxtex
Ci prova
 

Città: Milano
160 Messaggi |
Inserito il - 02/03/2010 : 19:51:53
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Citazione: Messaggio inserito da Nantukkio
la mia filosofia è sempre stata questa su codesto gioco: "se uno sà giocare a wow può usare tutte le classi e le spec"
Dillo a me che gioco BM quando tutti mi dicono che sukkia come spec x gli hunter .... sono fortunato che voi mi ci fate raidare in BM, ma la maggior parte delle gilde non me lo permetterebbe .... Come la prima volta che ho giocato a WoW tanti anni fa ero un rogue combat mentre tutti dicevano che bisognava essere subt o assas. Anche allora avevo ragione io.
Appunto per questo se un cambiamento cosi' grosso favorira' la possibilita' di usare spec/gem/enchant diversi e non sara come ora che tutti i pg a dalaran sono delle copie carbone a me puo' solo che far piacere. |
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Vargan
Ci sta dentro!
    

Regione: Lombardia
Prov.: Mantova
2526 Messaggi |
Inserito il - 09/03/2010 : 15:46:45
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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/th...5636414&sid=1.
http://forums.worldofwarcraft.com/th...Id=23614404862 http://forums.wow-europe.com/thread....Id=12829734300 |


SESSO!!!!!!! Ora che ho la vostra attenzione potete leggere il post sopra la mia firma 
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