No pure +damage gear in Wrath, claims Kalgan
In an out-of-the-blue quote from an otherwise unremarkable PC Gamer interview, Tom "Kalgan" Chilton, WoW's lead class designer, was asked what might be changing in Wrath of the Lich King. He responded that they would be doing away with +damage-only gear, and adding talents that would convert +healing to +damage and vice versa, which would allow magic DPSers and healers to use "the exact same gear."Hold on, what? If I'm reading this correctly, it means they basically want damage caster gear and healer gear to be identical.
It's a little bit unclear, since there hasn't been much "spell-damage only" gear for a while, in that gear either has plus to some particular school of magic (like fire), +healing, or +damage and healing, which affects all schools. Additionally, since patch 2.3, +healing gear also grants one third of its value as +damage. However, what I think Kalgan's saying here is that they want there to just be one spellpower stat that drives both +damage and +healing, which is another step in that same direction. That would be super-cool.
Here's why: currently, as a priest, I need to collect two full sets of gear: my healing set, and my damage set. Obviously I can't heal mobs to death, so if I want to do dailies, grind rep, or even respec shadow for some serious pwnage, I need to take off my healy stuff and slap on the power items. All the classes that can heal, and some that can't, have similar issues. But if there was, hypothetically, one unified spellpower stat, channeled by talents to boost either +damage or +healing, this would not longer be the case.
Let's take, as an example, a staff with +100 Unified Spell Power (USP), and the Priest class. For the purposes of this demo USP works the same way as +damage and healing works now. Maybe in the Holy tree there's a talent like "An additional 300% of your USP is applied as +healing," which would mean I'd end up with +400 healing from the staff. Now in the Shadow tree, there could be a talent that says "An additional 100% of your USP is applied as +shadow damage," which would give me +200 shadow damage from the staff. The key point here is that USP still works when I don't have talents, which gives me some ability to do damage even if I'm not specced for it.
This could also be useful for classes that can do multiple types of damage, like mages. Currently, +fire damage (for instance) is cheaper in terms of itemization points that just +damage and healing, so an item of the same level can have more +fire damage than it could +damage and healing. So imagine a fire talent that made an additional 100% of your USP apply as +damage, and 30% more apply as +fire damage.
Of course, we don't want gear to become overly homogenized. One can easily imagine a fully unified stat system, where items possessed only an armor class and a +power stat, which boosts various stats for various classes (tanks get more armor, melee DPS gets more AP, and so forth). This would quickly get boring. However, USP doesn't go to far in this direction, in my opinion, and it does have the significant benefits of easing off-spec set construction and reducing the frequency with which unwanted gear drops (I recently took my rogue to a Karazhan raid instead of my priest, only to see the lovely Ritssyn's Lost Pendant sharded for lack of warlocks and priests). There will be more competition per piece of gear, but the accessible pool of gear for any given character should expand to counter this.
They could also do a similar system – and this is more in line with what Kalgan actually said – by keeping stats the way they are and just giving talents to affect them. There was a Shadow Priest talent in the alpha called Growing Pains that worked like this – converting +healing to +damage – though it has been removed in later alpha builds. So maybe you have a talent like "50% of your +healing is also applied as +damage", and one like "150% of your +damage is also applied as +healing." I don't like this approach as much, because it's basically a more cumbersome way of implementing USP, but it could work.
So let's suppose either USP or simply talents to reapply +healing as +damage and vice versa are implemented. Having to respec to properly DPS is still a bit inconvenient, not to mention that it can get expensive. This is where another thing the devs have been mentioning for Wrath comes into play: some sort of smoother respec process (unless I'm just imagining this; I can't seem to find any references or backlinks, but I could swear they mentioned something of the sort). My dream implementation would be as follows: you can have your current talent spec and one saved spec. You can switch between them at any innkeeper, for a reduced cost (maybe half-price). If you want to use a different spec, you still have to go back to your class trainer and pay full price.
Combine that with a USP stat, and it start to become much easier for people who want to play off-specs. After all, damage classes rarely have to respec or, in most cases, even swap gear to grind, do 5-mans, or raid – why should a healer or a tank?
Do bear in mind that this is pieced together from rumors, a sketchy interview quote, and blue-sky speculation. However, the groundwork for a USP stat has been laid; let me recap the evidence:
- Patch 2.3's implementation of a one-third damage-to-healing conversion
- The Growing Pains talent from the alpha (which has been removed)
- Blizzard have said they're trying to unify itemization in some other areas; for instance, Ret paladins are going to share gear with DPS warriors, and Death Knights will also share gear with DPS warriors if they're DPS-specced (with talents to convert AP to spell power).
- Primarily, of course, the thing that makes me think they might be working on USP or at least more robust +damage/+healing conversion is the Kalgan quote mentioned at the beginning of this article.
So I feel confident that they're at least moving in this direction, even if there is no intention to implement anything as radical as USP (though I think USP would be a great solution to item versatility and off-spec difficulty concerns).
Update: DeathKnight.info is also reporting on this, and they have some item screenshots from the alpha compared with from the live game, with very interesting numbers.
Filed under: Interviews, Wrath of the Lich King






Reader Comments (Page 1 of 5)
Gessilea Jun 9th 2008 3:39PM
I'm not sure I'm parsing that comment the same way you are - I read it as just saying that the 2.3 changes would remain the standard, and that they're doing away with pieces with single schools of spell damage on them. But who knows! I'm all for making soloing easier for healers (and tanks!).
Gessilea Jun 9th 2008 3:42PM
Oh hey, maybe I could click the link before I reply! I guess "That way they can use the exact same gear, but their talents just adapt what it does" does lend itself to your argument. Rocking!
Eliah Hecht Jun 9th 2008 3:43PM
Yeah, I should edit something about that "same gear" into the first paragraph for clarity.
Seamus Jun 9th 2008 3:40PM
I'm not sure I like this. Everyone will be running around wearing the same gear: the same staff, the same armor, etc. I want my character to look unique. Terrible idea.
mcclary Jun 9th 2008 3:46PM
I understand what your saying, but thats what tier/season gear is now. Of course there is still specific gear like primal mooncloth and FSW. So while I partly agree with you, I don't think it will be as bad as you think.
h8rain Jun 9th 2008 3:50PM
That is already the case with druid bear tanks. There is basically a straight line of gear with very little variation (it's only up the raid ladder you replace gear). So bear tanks look the same in bear form and out of bear form.....
BillDoor Jun 9th 2008 3:56PM
It's not just bear tanks, pretty much all high-end raiders have identical gear, under ideal conditions.
Best-in-slot is just that.
Ooglie Jun 9th 2008 5:31PM
Actually I think it'll work the other way. It would offer GREATER variety in stuff to wear. There's a bunch of designs out there with similar stats, but they're all geared to a specific classes needs. By homongenizing the way the stats work it'll allow people to use a greater variety of things. I personally think they could take it even farther. Here's an example
Instead of actually getting gear as drops you get gear enhancements (Basically the gear stats) as an enscription/scroll/enchantment/armor patch, whatever. That way you can choose or craft the gear you want for the look and still upgrade the stats via drops, badge loot what have you.
native Jun 9th 2008 3:42PM
if this is what they're doing they sure as hell better make respeccing alot cheaper. other wise how the hell is a holy anything going to solo when they need to respec to get +dmg.
or maybe i'm missing something but i don't like this for a few other reasons as well.
Ayva Jun 9th 2008 3:53PM
The only thing I don't like about this is what Seamus said...everyone will look the same! It will be rather boring. Not to mention that you could potentially have 4 players in a group rolling on one item at a time...
infection Jun 9th 2008 4:33PM
That's my main concern. So if all casters have the same type of damage no matter what spec you are..... good luck getting a piece when it drops if you have clothies in the group. This is what made healers and casters unique. Mage and priest..... pally and warrior. Different spec's roll for different things.
Now we all get to roll for the same?? (except pallies and warriors still are different.. just clothies are getting screwed?)
ADE Jun 10th 2008 3:34PM
I hope this will help things a litlle for druids. Currently, if you want to fully use all the possible specs, you must constitue 4 sets of gear : tank gear / dps gear / healer gear / caster dps gear.
This class was supposed to be "jack of all trade" but I found that the time required to constitue one good set of gear is so extensive that once you have it, you just don't respec, unless you have the courage to grind again a new epic set of gear. Some classes just need one set to use all their possible specs. But druids need 4, and therefore 4x more time played, to achieve the same !
So if as a druid I could either have to grind for only one set of gear usable in all specs or have the possibility to exchange for example the heal set for the feral set when I respec, it would be great.
Arctor Jun 9th 2008 3:46PM
You know they removed the Growing Pains talent...
mcclary Jun 9th 2008 3:47PM
Maybe this would be a good time to implement the idea of having to specs that a player can switch between cost-free.
mcclary Jun 9th 2008 3:58PM
**two specs
wow, i need to L2grammar.
Nick S Jun 9th 2008 5:52PM
if inflation continues as it has, respeccing won't be expensive anymore unless they raise the max respec cost.
darian Jun 9th 2008 3:49PM
The current Alpha build has no items with +healing. From what I gather it's all unified under a stat called spell power.
A lot of people might say this homogenizes gear, but I think it'll do just the opposite. It'll allow Blizzard to have more options for drops.
Ele/Resto Shaman will have twice as many potential options for gear. The more Resto oriented mail won't be as nice for DPS as the Ele oriented mail and vice versa, but it will certainly make filling slots significantly easier.
Prot/Holy Paladins will have more options as well for the similar reasons. Holy Paladins can always pick up Ele and Resto mail, while Prot Paladins can nab some high spell power plate more easily, though they may have to balance it with other plate sporting pure tanking stats.
Meanwhile, all the clothies will have a large pool of varied items to pick and choose from, or settle for second best rather than fanatically hope for that one drop.
All in all, it will make getting a useful drop easier even though it'll make juggling gear options more complicated.
Although now I wonder what potential changes they may have in store for tanking/physical DPS.
ErsatzPotato Jun 9th 2008 4:35PM
The big push for shorter loot lists and homogenized gear & classes continues.
We've all been there, gnashing our teeth and swearing at the screen, thousandth run of something and the drop still doesn't come. It sucks. Getting all the gear you need from everything you run near guaranteed isn't much better. The earlier you max out the more quickly you'll get bored. Sure, a clothie being able to ding 70 and immediately craft t5 quality gear is fun...until months later you're in t5, still not to the first boss to drop an upgrade, and you're so sick of those crafted shoulders it's tempting to raid the toon naked.
WoW is many things, but one of the big parts is loot collecting. It's sometimes more fun to get the rare one, sometimes more fun to get the one with the oddball stats, some the best-in-slot (Ritssyn's Lost Pendant is all three...but see shoulders above).
Leandar Jun 10th 2008 11:32AM
I think it has some beniftis. Atm balance druids have 4 leather drops not inc tier. All the rest of the leather with int is for resto. There is something like this for elemental shamans but not sure how bad it is compared to balance.
Lhivera Jun 9th 2008 3:54PM
The whole talent-based solution strikes me as overly complicated and clunky, and the fact that they already seem to have dropped a couple talents aimed in that direction implies to me that they're not taking that route. It seems to make a great deal more sense to simply add a coefficient bonus to healing spells.
If, for example, two equivalent items could have +100 damage or +150 healing, you instead just add +100 Spell Power, and give healing spells a 1.5 coefficient multiplier.