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Eyonix
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  • 0. Mastery System Preview   03/08/2010 06:07:47 PM PST
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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 Master of Deception (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:

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  • 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 benefi
  • [ Post edited by Eyonix ]

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    • 4. Re: Mastery System Preview   03/08/2010 06:16:15 PM PST
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    So, DK question.

    Since no DK tree is "focused" on tanking, per se, does this mean that no Mastery bonus will increase survivability? I understand that these bonuses can increase threat, but I'm assuming based on what you said that the Prot trees for Pallys and Warriors will also increase survivability:


    Q u o t e:
    The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree.


    This would seem to put DK tanks at a disadvantage. I'm sure you guys have thought of this, I'm just curious what your plans are.

    edited for quote.

    [ Post edited by Cürtïs ]


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    • 8. Re: Mastery System Preview   03/08/2010 06:21:09 PM PST
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    This could be really awesome for my class. Or really terrible for it.

    We'll see in a few months.

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    • 9. Re: Mastery System Preview   03/08/2010 06:25:05 PM PST
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    So, for a class that doesn't have THAT much gear devoted to its certain spec, say, Balance druids, will wearing spellpower leather still ALWAYS be better than downranking to caster cloth with better stats, or will the choice still be there?

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    • 10. Re: Mastery System Preview   03/08/2010 06:25:35 PM PST
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    Q u o t e:
    So, DK question.

    Since no DK tree is "focused" on tanking, per se, does this mean that no Mastery bonus will increase survivability? I understand that these bonuses can increase threat, but I'm assuming based on what you said that the Prot trees for Pallys and Warriors will also increase survivability:



    This would seem to put DK tanks at a disadvantage. I'm sure you guys have thought of this, I'm just curious what your plans are.

    edited for quote.


    Pretty much this. Are we going to be seeing DK's allocated a 'tanking' tree because of these changes? Or are you guys going to figure out some way around it? DK's are fundamentally unlike other classes in that each of their trees has a dual-purpose at the moment, and it'd be nice not to lose that flexibility to a system that's supposed to encourage customization.

    Otherwise, cool looking system.
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    • 11. Re: Mastery System Preview   03/08/2010 06:32:17 PM PST
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    Q u o t e:
    So, for a class that doesn't have THAT much gear devoted to its certain spec, say, Balance druids, will wearing spellpower leather still ALWAYS be better than downranking to caster cloth with better stats, or will the choice still be there?


    not sure, but Graylo & Murmurs will work out the math on it. lol.

    also, we get reforging in Cataclysm, which will help with gear stat issues.

    [ Post edited by Lissanna ]


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    • Deathwing
    • 12. Re: Mastery System Preview   03/08/2010 06:33:05 PM PST
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    Q u o t e:
    Pretty much this. Are we going to be seeing DK's allocated a 'tanking' tree because of these changes? Or are you guys going to figure out some way around it? DK's are fundamentally unlike other classes in that each of their trees has a dual-purpose at the moment, and it'd be nice not to lose that flexibility to a system that's supposed to encourage customization.

    Otherwise, cool looking system.
    I would expect the "tankiness" to be rolled into frost presence. So while a prot warrior might get more "tankiness" from mastery bonuses than a DK, this would be offset by the inherent bonuses from defensive stance being inferior to the inherent bonuses from frost presence. This does mean that warriors' tankiness would scale with mastery and DKs' wouldn't, but if the various armor/stam/etc. multipliers involved were just right, the overall scaling with gear could still be similar.

    I expect a similar thing to happen with feral druids. Most likely points spent in the feral tree will increase melee damage, and won't have a direct effect on survivability.
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    • Nagrand
    • 13. Re: Mastery System Preview   03/08/2010 06:36:00 PM PST
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    Q u o t e:


    Pretty much this. Are we going to be seeing DK's allocated a 'tanking' tree because of these changes? Or are you guys going to figure out some way around it? DK's are fundamentally unlike other classes in that each of their trees has a dual-purpose at the moment, and it'd be nice not to lose that flexibility to a system that's supposed to encourage customization.

    Otherwise, cool looking system.


    The feral tree is in the same boat.

    I'm interested in how this will work for hybrids, currently for example both feral and balance druids spec into resto for their remaining points, but what use is a bit of extra healing from mastery for them? For pures the bonus per point system makes sense, but for hybrids it seems a little silly.
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    • 14. Re: Mastery System Preview   03/08/2010 06:37:17 PM PST
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    Q u o t e:

    I'm interested in how this will work for hybrids, currently for example both feral and balance druids spec into resto for their remaining points, but what use is a bit of extra healing from mastery for them? For pures the bonus per point system makes sense, but for hybrids it seems a little silly.


    Maybe you guys will go 76 points into the tree =P

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    • 15. Re: Mastery System Preview   03/08/2010 06:38:41 PM PST
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    In regards to

    Q u o t e:
    The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree.


    Would the 'intended role' of disc be preventing damage? It almost feels as though the third disc bonus should be the first, and the third replaced by something similar to the divine aegis effect, where direct damage creates small shields.
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    • 16. Re: Mastery System Preview   03/08/2010 06:39:59 PM PST
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    neato

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    • 17. Re: Mastery System Preview   03/08/2010 06:40:46 PM PST
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    Q u o t e:


    The feral tree is in the same boat.

    I'm interested in how this will work for hybrids, currently for example both feral and balance druids spec into resto for their remaining points, but what use is a bit of extra healing from mastery for them? For pures the bonus per point system makes sense, but for hybrids it seems a little silly.


    Either they'll separate the trees more for druids, or make the mastery stats all/nothing (based on what you have the most # of points in).

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    • 18. Re: Mastery System Preview   03/08/2010 06:41:01 PM PST
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    Q u o t e:
    Would the 'intended role' of disc be preventing damage? It almost feels as though the third disc bonus should be the first, and the third replaced by something similar to the divine aegis effect, where direct damage creates small shields.


    I think the intended role of Disc is still healing. It's still about healing, even though it goes about it in a different way. Sure you mitigate lots of damage, but at the end of the day you're still a healer.

    The third is something that is unique to the tree...and I think that's a great place for the Disc bonus. Discs are still healers, but their special abilities involve absorbing damage.

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    • Laughing Skull
    • 19. Re: Mastery System Preview   03/08/2010 06:42:16 PM PST
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    Q u o t e:
    So, DK question.

    Since no DK tree is "focused" on tanking, per se, does this mean that no Mastery bonus will increase survivability? I understand that these bonuses can increase threat, but I'm assuming based on what you said that the Prot trees for Pallys and Warriors will also increase survivability:



    This would seem to put DK tanks at a disadvantage. I'm sure you guys have thought of this, I'm just curious what your plans are.

    edited for quote.
    I would assume, since every spec is for tanking, they can make the extra survivability prot specs will get baseline for DKs. For druids I imagine it would get baked into bear form. After all, those mastery bonuses are meant to distinguish your roles, but DK specs all share the same roles.

    I'm betting UH gets damage and crit, and blood gets damage and ArP.

    [ Post edited by Iapetes ]

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