WoD Stats, abilities and crowd control

iron horde foundry

In the latest Dev Watercooler, and the twitter replies that followed we learned more about Warlords of Draenor stats, racials, abilities, and crowd control. I recommend you to read the entire article if you like because we will focus mostly on the highlights.

Stat Squish

We already wrote about Items and Stats squish in a couple of articles. Looks like Blizzard still feels the need to reconfirm the fact that some players are “scared” the most:

  • The power of our characters are going to increase at level 100 but the numbers are smaller and more comprehensible.
  • This change wont affect our ability to solo content, in fact a few changes will make us even more powerful against older content.
  • All base damage on spells and abilities is removed and attack power or spell power scaled as needed, making it so that all specializations will scale at the same rate.
  • We should see skilled people soloing Oondasta at level 100.

Racials

  • Humans lose the Mace/Sword racials. The Human Spirit becomes +X to two secondary stats of your choice.
  • Weapon Specialization racials are removed because Hit/Exp are removed.
  • Draenei‘s Heroic Presence is now +X to your primary stat. Gift of the Naaru heals for the same amount but over 5sec.
  • Night Elves‘ Quickness also increases movement speed by 2% passively. They also got a new passive which is quite unique.
  • (Remember, no more haste breakpoints!) Night Elves‘ Touch of Elune, a new passive which grants 1% Haste at night, 1% Crit during the day.
  • Gnomes‘ Escape Artist dropped to a 1min CD (from 1.5min), and Shortblade Specialization became Nimble Fingers, 1% Haste. Also a tweak to Expansive Mind. Was +5% max Mana. Now +5% Max Mana, Energy, Rage, or Runic Power.
  • Worgen and Goblins, they were about at baseline. Time is Money becomes real 1% Haste, not just attack speed / cast speed. Subtle diff.
  • Orc‘s Blood Fury is unchanged. Human‘s Every Man For Himself, we’re still evaluating. Itemization changes may mean no nerf needed.
  • Dwarves lost Crack Shot and Mae Specialization. Gained Might of the Mountain, a passive which adds 2% Crit Damage. Also a change to Stoneform: Also removes Magic/Curse. HOWEVER, it still cannot be used while CC’d. (It is still NOT a CC-break).
  • Undead are seeing relatively few changes. Tweaks to the scaling rate of Touch of the Grave, and WotF to 3min CD (up from 2).
  • Troll‘s Berserking reduced to 15% Haste (down from 20%).
  • Tauren‘s Endurance becomes +X Stamina. Brawn is a new passive which increases Crit Damage/Healing by 2%.
  • Orcs were one of the outliers we brought down. Lost the Axe Specialization, and Hardiness is 10% Stun reduction (down from 15%).

Spells and abilities

  • Some abilities are going to be restricted to certain specs.
  • Upcoming Secondary Stats: Crit/Haste/Mastery/Readiness/Multistrike. We think 5 is enough for now. Will make sure none are terrible.
  • Blizzard is focusing on removing temporary buffs (cooldowns). All the cooldowns that you used to use in a macro to stack them are now just one single spell.
  • We’re keeping Bloodlust/Heroism as the only raid-wide throughput cooldown. No more Stormlash/SkullBanner.
  • We’re reducing crit damage done to players by 25% (i.e. crits do 150% damage against players). Damage will be more consistent.
  • Death Knights
    • Couple tweaks, but nothing ready to announce yet. Not an overhaul.
  • Hunter
    • Scatter Shot is gone. Traps arm and activate instantly.
    • Counter Shot stays, Silencing Shot goes.
    • Wyvern is still available. Hunters have had other changes to their CC (Silencing Shot gone for example).
  • Mages
    • Water Elemental Freeze is staying. However, there is a minor talent that teaches Squirt a new spell that shares a cooldown with it.
  • Paladins
    • Healadins had a whole bunch of cooldowns. Merged some of them together.
  • Rogues:
    • We’re exploring an idea where Preparation becomes a passive. Details still being worked out.
    • Yes, Tricks of the Trade no longer increases damage. Tricks are free now. We expect it to be used for helping pick up new adds, that sort of thing.
    • Spec-Specific cooldowns: Killing Spree and Adrenaline Rush for Combat, Vendetta for Assassination, Shadow Dance for Subtlety. Plus talents.
    • Shadow Blades is removed.
  • Warlocks
    • Seduction will be nerfed. We don’t like so much CC coming from the pets.
  • Warrior
    • Charge will become a root.
    • Warbringer will be a short stun off DR. Players will be able to get the same behavior with a talent.

Crowd Control and Diminishing Returns

  • Removed Silence effects from interrupts. Silence effects still exist, but are never attached to an interrupt.
  • Removed all Disarms.
  • Reduced the number of Diminishing Returns (DR) categories.
  • All Roots now share the same DR category.
    • Exception: Roots on Charge-type abilities have no DR category, but have a very short duration instead.
  • All Stuns now share the same DR category.
  • All Incapacitate (sometimes called “mesmerize”) effects now share the same DR category and have been merged with the Horror DR category.
  • Removed the ability to make cast-time CC spells instant with a cooldown.
  • Removed many CC spells entirely, and increased the cooldowns and restrictions on others.
    • Pet-cast CC is more limited, and in many cases has been removed.
    • Cyclone can now be dispelled by immunities and Mass Dispel.
    • PvP trinkets now grant immunity to reapplication of an effect from the same spell cast when they break abilities with persistent effects, like Solar Beam.
    • Long fears are now shorter in PvP due to the added benefit of a fear changing the players position.

There are a lot of big changes already announced and I’m pretty sure these are just a few that we’ll see in WoD. I’m pretty sure these will change the gameplay a lot, but by the look of them the game will still be interesting.

 

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