- 2013/11/26 05:59:00 PM
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.
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
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.
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.
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.