WoW: Warlords of Draenor

Na početku odmah napominjem da sam svjestan činjenice da postoji već jedan thread ako se uopće može tako nazvati no želim zaseban za raspravu oko exp. s obzirom na novi koncept foruma. (da, nije me toliko dugo bilo
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Anyway, iako sam svjestan činjenice kako su zlatni dani Wow-a na debelo iza nas kao i tarynovo i zenovo čekanje u redu ispred algoritma u ponoć
:tbc-love: nakon pune dvije godine ne igranja našao sam se u sitaciji vjerujem velikim djelom radi wod-a da ponovno zaigram..
Progooglao sam malo po wowheadu i mmo championu nakon pun kufer vremena u potrazi za nešto većim infom i za oko su mi zapeli sljedeći noviteti..
Itemization:
- Many stats are being removed that no longer feel like bonuses: Hit, Expertise, Dodge, Parry. Avoidance should be cool mechanics, but not as a stat on items.
- Reforging is also gone--there is too much modification required when you currently get an item. It sounded good on paper but drags down the excitement of getting a new item.
- Fewer items can be enchanted, and the goal is to have enchants feel like a bonus instead of something mandatory.
- Meta gems and socket bonuses are removed. Many fewer items will have sockets in Warlords of Draenor. There will be no primary stat gems.
Armor:
- Your gear for armor slots (helms, shoulders, etc) changes primary stats and set bonuses based on your spec. There is no "strength plate" or "intellect plate"--simply plate that changes based on your role. Gear for these primary armor slots will always contain Stamina and Armor, as well as either Agility/Intellect/Strength based on your spec.
- Secondary stats for armor will remain unchanged when switching between specs (crit, mastery, haste). Hit, expertise, dodge, and parry are removed completely, and spirit and bonus armor no longer appear on armor pieces.
- New secondary stats, in addition to crit, mastery, haste: Amplify, Multistrike, and Readiness. Readiness increases the cooldown recovery rate of some abilities, Multistrike gives separate chances to hit each target an additional time for 30% damage, and Amplify increases your crit damage multiplier, multistrike damage multiplier, and secondary stats by a percentage.
- Warforged-inspired gear is continuing in WoD, where there are three ways players can get an item that is better than expected: higher ilvl (similar to current Warforged), an additional gem socket, and the presence of a bonus tertiary stat. Right now, there's a 10% chance an item has one of these three augmentations--so getting one with all three is very small.
- Tertiary stats are a new type of stat: Leech (heal on damage dealt), Inspiration (heal on damage received), Cleave (extra damage to additional targets), Sturdiness (reduced durability damage), Speed (movement speed), and Avoidance (reduced area effect damage taken).
- Gear that is not considered armor (Weapons, Rings, Cloak, Necklace, and Trinkets) operates differently for itemization. Instead of Agility/Intellect/Strength on non-armor, there will be Attack Power or Spell Power to have a broader appeal. Weapons may keep primary stats on them though.
- In addition to the secondary stats described above, non-armor can have Spirit and Bonus Armor.
- These items will not switch stats between specs, as they do not have primary stats.
- Non-armor can also have augmentations, as described above.
Raid Changes:
- There will be four tiers of raid difficulty, including the new 20-player Mythic difficulty. The progression will be LFR > Normal > Heroic > Mythic.
- Each difficulty is on a separate lockout, and you cannot switch difficulties during raids.
- Lockouts are now loot-based. If you already have loot but want to help out a friend, you can kill the boss again.
- The more players you have in a flex-style raid, the more loot you will see drop. The raid leader can decide if loot should be Master Looted or awarded personally.
- You can raid Normal and Heroic with Real ID or Battle Tag cross-realm friends.
PvP:
- Skirmishes will return as a form of unranked Arena play that will allow players to queue for 2v2 or 3v3 battles with friends or by yourself
- All gear will be scaled up to a minimum item level in designated PvP areas, including battlegrounds, arenas, skirmishes and Ashran. The level will be lower than that of current season PvP gear, but will reduce the disadvantage suffered by newly levelled characters and those who have not yet acquired higher quality gear. The upscaling will apply to both PvP and PvE gear
- PvP gear in Warlords will not have PvP-specific stats. Instead, PvP gear will automatically scale up to a higher item level as soon as the player enters a designated PvP area (including battlegrounds, arenas, skirmishes and Ashran), or engages in (or is engaged in) PvP combat anywhere else in the world. Each piece of PvP gear will have its alternate PvP item level displayed on its tooltip.
- Crafted PvP gear will be replaced with a system that allows players to upscale their gear to a specific item level, increasing each season
Izvori: www.wowhead.com/wod#wodtalent-rogue , wowpedia.org/World_of_Warcraft:Warlordsof_Draenor
Any thoughts?