Dev Watercooler - Question about stats

#1 - March 2, 2012, 2:20 a.m.
Blizzard Post
Hi.

The recent Dev Watercooler post mentions changes to many of the stats we currently use, but a few are left out.

What's being done with Haste? Is it going to be a more attractive stat to various classes?

How about dodge? Will Guardian Druids continue to reforge Dodge and be balanced around that?


Thanks very much!
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Community Manager
#2 - March 2, 2012, 2:31 a.m.
Blizzard Post
I think this sentence of the blog is important to note:

First of all, please note that we actually aren’t making many stat changes compared to the ones we made in Cataclysm.

That doesn't mean nothing is changing with the other stats. But if said changes aren't laid out in Greg's latest blog, chances are the changes aren't as broad in scope.

We'll start digging into the meat of the other stats and how we plan for them to play out in Mists of Pandaria class design soon enough.
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#7 - March 2, 2012, 2:59 a.m.
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Since this thread's already underway, feel free to continue using it for feedback and/or questions about Mists stats. We'll monitor it and relay the info to GC and crew. :)
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#272 - March 6, 2012, 9:01 p.m.
Blizzard Post
I'd like to jump back in here to address a common concern we've been reading, which is that we're trying to oversimplify the stat system in an attempt to appeal to a broader audience.

One of our design philosophies is: simple to learn, difficult to master.

We don’t believe in obfuscating information just to create a barrier between players who understand the rules and those who don’t. We do like to have lots of depth to our systems however, and we’re totally fine with veteran or knowledgeable players knowing a lot of nuance, exceptions, and tricks to the basic rules. To use an older example, armor penetration wasn’t our most shining moment in item design. At the base level, it was pretty easy to understand (physical attacks do more damage). However, the way a point of armor penetration rating translated into damage was mathematically complex. And to make matters worse, it was such a good stat that it made sense to stack it even if you didn't understand the mathematical basis for why it was a good stat. Armor penetration was difficult to learn (what does it do?) but easy to master (it’s overpowered). You can make similar examples with "capping" block for paladin and warrior tanks.

On the other hand, haste and crit aren’t that hard to understand. Haste is "you can do more." Crit is "you do stuff bigger, but not 100% of the time." The depth comes from deciding if your play style is more about doing lots of stuff, or about occasionally getting bigger heals and hits. If you’re intolerant of randomness, then crit might be unappealing. If you run out of mana a lot as a healer, then spending mana faster through haste might be unappealing. Both stats can impact rotations as well, depending on individual spec mechanics. These are the types of stats we feel add a decent amount of depth to the system in terms of how you want to build your character, yet they're quite easy to understand on a fundamental level.