BlizzCon 2009: Day One Recap
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First, we have a World of Warcraft Classes, Items, and Professions summary:
In World of Warcraft: Cataclysm, there are plans to streamline the statistics found on items. We want to remove all unnecessary stats, make all existing stats understandable, and make all "core" stats more appealing. Here are some examples of such plans.
'¢ MP5: This will be removed from items and replaced with Spirit. All healers will be given a meditation-like ability.
'¢ Spell Power: Spell Power is being removed from items as well. Don't panic, we'll be improving Intellect so that it provides mana and Spell Power.
'¢ Attack Power: We're removing Attack Power from items as well. Instead, we're allowing Agility to provide the necessary Attack Power for leather and mail wearers. Strength will provide the appropriate amount of Attack Power for plate wearers. This means leather and mail items will no longer be desirable for plate wearers.
'¢ Defense: The Defense statistic is also being removed from items so that players no longer have to worry about juggling around "the cap." Tanks will receive the necessary anti-crit from talents, like Survival of the Fittest.
'¢ Armor Penetration: This ability is too confusing and "mathy." It is being replaced with Mastery, a stat that makes you better at what you do. More on that later!
'¢ Haste: Will also increase the rate at which you gain energy, runes, and focus. Retribution paladins and Enhancement shaman will have a talent that allows them to take advantage of this benefit.
'¢ Stamina: Players will notice more Stamina on gear as Defense, Spell Power, Attack Power and Armor Penetration are removed.
Followed by a summary of the World of Warcraft: Cataclysm expansion pack:
Unlock the powers behind World of Warcraft's newest secondary profession, archaeology. Through this profession, all players will be able to find ancient and valuable artifacts sometimes providing them with unique rewards. Those who master the profession will be able to explore our new Path of the Titans system, which allows for greater character customization.
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Players will gain access to dungeons where new challenges await, including The Firelands, Abyssal Maw, Blackrock Caverns, Grim Batol, and Skywall. What's more, we'll give you the chance to journey through familiar places in a re-imagined way, beginning with Heroic versions of the Deadmines and Shadowfang Keep. You'll find yourself confronting old foes like Archmage Arugal and Edwin VanCleef in very new ways.
And a summary of Diablo III Heroes & Monsters:
The panel began by showcasing the monk as a fast but fragile melee fighter, providing a contrast to the barbarian's slower but harder-hitting melee presence in the game. The monk's influences draw from classic pen and paper RPG archetypes, but his style also incorporates the development team's love of arcade-style fighting games. The monk combo system uses many of these fighting game influences, allowing special combo skills to be mixed and matched together to gain the best results from each skill.
While many of the monk's influences are from traditional light and fast melee, he is indeed a holy warrior. His use of holy magic flows through each of his skills, combining martial arts with divine justice. It's a class that prefers speed over toughness, but that doesn't mean he's incapable of handling the hordes of enemies that he'll be fighting. The skills and use of the combo system makes the monk a character that will be a bit more challenging to play than the other heroes in the game, but when played expertly can unleash truly devastating damage upon the demonic hordes facing him.