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Warlords of Draenor - New stats
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Post by
yalasen
I think the new stats: Lifesteal/Cleave/Movement ect. Are gonna be pretty darn cool, and I can't wait to see them in action.
Personally, I like the idea of a Lifestealing Deathknight. However, I feel that because they are tertiarry, they will be more a luxury that you just happen to come across, rather than effectively build. Also, doesn't having cleave make you feel like an Older Dragon-Style boss/Marrowgar? :D
What do you guys think?
Post by
Berndorf
I think the new stats: Lifesteal/Cleave/Movement ect. Are gonna be pretty darn cool, and I can't wait to see them in action.
Personally, I like the idea of a Lifestealing Deathknight. However, I feel that because they are tertiarry, they will be more a luxury that you just happen to come across, rather than effectively build. Also, doesn't having cleave make you feel like an Older Dragon-Style boss/Marrowgar? :D
What do you guys think?
Overall I think its a great move to replace hit/exp with more exciting stats and to also give more survivability presumably in the process.
Post by
yalasen
I like the idea of players not having to worry about the endless toil that was expertise/hit caps, and being able to put it somewhere fun and unique, will be intriguing. Imagine if raids took advantage of the new stats and actually required caps to clear o.o
Post by
lankybrit
Tertiary stats should certainly be interesting to see. It'll be really fascinating to see the drop rate of gear with these stats on them.
Post by
Alkony
I'm glad that they're getting rid of gear stats that do literally nothing for you once you reach cap. I have gotten the 100% Hit for secondary stat on gear that would otherwise have been an upgrade, and since I was already so close to the hit cap, the gear was effectively worthless to me.
I do hope they don't make tertiary stats a requirement for raiding. >.< It's hard enough gearing up with random second stats that drop semi-reliably. Now imagine doubling that grind hoping for one with the "right" tertiary stat to drop.
Post by
Eccentrica
I do hope they don't make tertiary stats a requirement for raiding. >.< It's hard enough gearing up with random second stats that drop semi-reliably. Now imagine doubling that grind hoping for one with the "right" tertiary stat to drop.
That's entirely up to your guild. 90% of all raiding 'requirements' are self imposed.
Post by
jwiegley
But the hope is that the tertiary stats will not strongly encourage the adoption of more raid requirements in order to clear content. Which I think they will. "self-imposed" is often a false freedom of "do this... or die; your choice". Guilds/groups are going to be only looking for tanks that have lifesteal/avoidance to make healing easier. They're only going to be interested in melee that has high cleave so that mobs can be tanked together and brought down as packs. Casters are going to need sturdiness/movement for avoiding floor pools to get into the group.
This is a very strong "bring the character, not the player" mechanic. For that reason I don't think it is going to be fun for anybody but the hardcore/elitist players.
Post by
Azrile
I am not sure what the big deal is with the new stats. Yeah, they seem cool, but in practice either the proc rate or the amount they do will be so small that they won´t matter except as a minor damage increase at the end of a fight. They aren´t going to be strong enough to affect your gameplay the same a s adding 3% crit doesn´t.
For instance, lifesteal. You aren´t going to be able to count on it, or adjust your gameplay to it. As a dps or healer, either you get the big heal from a healer, or you die to the next big attack. The only thing lifesteal will do is slightly increase the amount of overhealing your healers do. Tanks will stack it, everyone else will avoid it for raiding. Lifesteal will be cool for helping some classes solo older content.
Multistrike is basically crit. At the end of the day, it is just a passive way to give you an uncontrollable burst in damage. It has some nuance to it, but none that matters at all in regards to how you play your spec. You don´t react to it, and you don´t cause it.
Cleave will be tricky. There will probably be a couple of encounters where cleave will be useful instead of having to use your AOE attacks. The problem is that for DPS.. 95% of your other fights you are either going to be better off using aoe attacks or having the benefits of multistrike. If this was a glyph, talent or even gem that you could switch out before certain fights.. then it would be interesting. My guess is that everyone will math out, and go multistrike and some lucky players may keep some gear with cleave for those couple fights that benefit from it. (ie 2 main targets).
I don´t think any of these stats are going to do significant amounts of anything and will be uncommon enough that they won´t be requires for raiding. I mean, nobody is going to say you need to have 4% multistrike.. because nobody is currently saying ´you need to have 45% crit´. If you have 4% multistrike and 35% crit, and I have 45% crit and 0 MS.. who is better?
Post by
Nulgar
Unless they introduce a (costly) way to add/alter these tertiary stats on items without them or with an undesirable one, it's gonna be just another implementation of Thunderforged/Warforged: "Oh, you got your 'BiS' item? Well, farm that boss some more weeks to get a slightly better item with the perfect tertiary stat. And then enchant/gem that again."
It's increased iLvl without exploding iLvls.
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