Blizzard Posts "Mastery System Preview" in Forums

Blizzard poster Eyonix releases preview of "Mastery System" coming in Cataclysm

Just a few days ago, we published a news-editorial about the upcoming Cataclysm stat system changes; in our recent feature, we offered an extensive roundup of Blizzard's answers to the most commonly-asked questions that followed the original stat change announcement from the official WoW forums. The new "Mastery System" coming in Cataclysm is one of the issues we addressed; players were having a tough time wrapping their minds around the idea last week, and we noticed many of our own readers bringing up similar questions in their comments. As luck would have it, Blizzard's Eyonix posted a "Mastery System Preview" thread in the official forumsmost likely in response to all the confusion and speculation that the original stat system announcement stirred up last week.

"With this system," Eyonix said in the post, "we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the 'kitchen sinky' talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role." Eyonix explained that as players spend points in a particular talent tree (as per usual), they will receive three different "passive bonuses" specific to that tree. He said the first bonus will increase damage, healing or survivability, depending on the role of the talent tree. The second bonus will relate to a specific stat that's "commonly found on gear desirable to you, such as Haste or Crit," he said. Finally, the third bonus will provide players with a unique effect related to that tree; there will be 30 different effect bonuses total.

Eyonix describes that the purpose of the upcoming Mastery system is "to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up 'mandatory' but uninteresting talents, such as passive damage or healing." Check out Eyonix's complete post after the jump, in which he describes the Mastery system in more detail and offers a few class-specific examples of the bonuses it will provide.

Blizzard's Mastery System Preview announcement from the official forums:

Last week, we gave you an early look at the changes we’re making to the stat system in World of Warcraft: Cataclysm, and explained how these changes will ultimately provide players with more interesting gear choices and make stats easier to understand. Today we’d like to go into more detail about a brand-new feature that’s an integral part of this overhaul: the Mastery system, a set of new game mechanics designed to allow players to become better at what makes their chosen talent tree cool or unique. With this system, we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the “kitchen sinky” talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role.

Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.

One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “…and increases your damage by X%.” This way, if you choose a talent like Master of Deception (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility.

There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage’s rotation. Piercing Ice, however, is just “6% more damage” and is the kind of talent we’re trying to eliminate by implementing the Mastery system.

As we get closer to Cataclysm’s release, we’ll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change.

Holy Priest

For each talent point spent in the Holy tree, the priest also gets:

  • Healing – Improves your healing by X%.

  • Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent from the Discipline tree, which many Holy priests consider to be a “must-have.” Regeneration will also probably be determined by whether you are in or out of combat, and not the “five-second rule.

  • Radiance – Adds a heal-over-time effect to direct heals, such as Flash Heal. Mastery on gear would boost this bonus, and no other talent tree would grant it.


Discipline Priest

For each talent point spent in the Discipline tree, the priest also gets:

  • Healing – Improves your healing by X%.

  • Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent.

  • Absorption – Improves the amount of damage absorbed by spells such as Power Word: Shield and Divine Aegis. Mastery on gear would boost this bonus, and no other talent tree would grant it.


Frost Death Knight

For each talent point spent in the Frost tree, the death knight also gets:

  • Damage – Improves your melee and spell damage by X%.

  • Haste – Improves your melee Haste by Y%. This might allow us to remove some of the Haste in the Icy Talons line of talents.

  • Runic Power – Improves the rate of runic power generated by abilities. While all death knights want runic power, Frost death knights would generally have more runic power than Blood or Unholy death knights (who would receive a different benefit from their respective trees). An Unholy death knight who sub-specs into Frost would still be able to benefit
  • Comments

    Post Comment
    skeptical? Blizz doesn't want us to pick up +healing talents
    # Mar 13 2010 at 11:04 PM Rating: Default
    I agree with above statements in that it makes no sense. The person who chooses +healing talents will heal better than those who doesn't. If they don't want us using those talents, why not change the talents?

    They could make the fights more gimmicky utilizing utility talents, but that is highly doubtful. As that would mean you need specific classes and talents to get past a fight, and I doubt they would do that (bring the player not the class). You would need a healer with that talent to get past the fight, which means another class of healer, or even the same class without that talent wouldn't be allowed on that particular raid. It's unlikely they would design boss encounters this way. Which leads us back to the basic build for boss ecounters. Maximizing healing (longevity also plays a role) and maximizing damage.

    I don't see what's so wrong with the talent system as is. Many of those utility talents are for pvp. What's wrong with having separate talents for pvp? Why would you want high end raiders to have pvp talents. Yes I realize not all those talents are pvp orientated. Some of them just suck. In which case blizz needs to redesign the talent.

    Mastery to me just seems like a gimmick. But it's their game, they can do what they want. I don't think it will hurt the game, I just don't think it adds much to it.
    skeptical? Blizz doesn't want us to pick up +healing talents
    # Mar 16 2010 at 12:03 PM Rating: Decent
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    4,684 posts
    Quote:
    I agree with above statements in that it makes no sense. The person who chooses +healing talents will heal better than those who doesn't. If they don't want us using those talents, why not change the talents?

    They are?

    Quote:
    They could make the fights more gimmicky utilizing utility talents, but that is highly doubtful. As that would mean you need specific classes and talents to get past a fight, and I doubt they would do that (bring the player not the class). You would need a healer with that talent to get past the fight, which means another class of healer, or even the same class without that talent wouldn't be allowed on that particular raid. It's unlikely they would design boss encounters this way. Which leads us back to the basic build for boss ecounters. Maximizing healing (longevity also plays a role) and maximizing damage.

    This is nonsense in itself.

    First, A LOT of fights already for a large part depend on utility. The epitome of fights like these are the Blood Elf Council. Healing-wise, it's on TBC level where everyone spends most the fight on 50% hit points. DPS-wise, you need **** ALL DPS to make the enrage timer - utility is a lot more important. If a mages pet alone can keep up some of the beach balls, I'd be a lot happier to see that mage in frost spec than in arcane spec, even if arcane has loads more damage.

    Second, you're thinking of utility in the wrong way, and too strong. They won't add, say, a new type of magic to the game and then only give two specs in the game the ability to dispel that magic. They would make more fights like the Blood Elf Council where movement speed, a pet and even absorbs (which are argueably utility too) are more important than DPS. Especially if DPS becomes a baseline that all classes can deliver on in the first place.

    Third, this is Blizzard's game. This is Blizzard we are talking about. They can change and do things you will not have foreseen. It is therefore downright ignorant to make an early claim that something 'can not be done'.
    skeptical? Blizz doesn't want us to pick up +healing talents
    # Mar 13 2010 at 11:45 PM Rating: Good
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    77 posts
    it is mostly that blizzard just do not like people having 'optimal' specs for pve which is fair enough (its like you design a heap of things and only a few of them get picked by every single person)
    mastery means those talents that are just +healing will be gone
    it will be more utility and fun talents that change the way you play your class even slightly while mastery just passively gives you +healing and those sorts of things
    which means that while there may be an optimal amount of points to spend still there will be a lot more freedom in where you spend those points within that tree

    yet another person that obviously hasnt fully read the article
    Maybe I'm missing something...
    # Mar 11 2010 at 10:32 AM Rating: Default
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    132 posts
    Are they really this out of touch with their own game?

    [/quote]One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “…and increases your damage by X%.” This way, if you choose a talent like Master of Deception (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility. [/quote]

    There will still be "maximum effect" builds that use these "boring" skills. Those "boring" skills still become important in end-game content. So go ahead and put those points in fleet-footed or deception, get your damage bonus... but there will be someone else that has put their points in the correct skills and will still deal more damage than you, and will get invited on the raids over you until you fix your talents.

    Sucks, but that's the way it goes. I wish they'd come up with a way to allow people to make fun builds and still be viable on end-game runs instead of the same cookie-cutter archetypes.
    Maybe I'm missing something...
    # Mar 11 2010 at 5:38 PM Rating: Good
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    1,882 posts
    I have to disagree. These utility talents have their place. For example a fight with more movement will result in higher DPS from the fleet footed rogues compared to the rogues that take a simple + damage talent.

    I think Blizzard is going to bring back some utility. Not to what it was in BC (which I think is good). But the whole max dps is the only way to go thing has gotten a little dry.
    Maybe I'm missing something...
    # Mar 11 2010 at 11:16 AM Rating: Decent
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    4,684 posts
    Quote:
    There will still be "maximum effect" builds that use these "boring" skills. Those "boring" skills still become important in end-game content. So go ahead and put those points in fleet-footed or deception, get your damage bonus... but there will be someone else that has put their points in the correct skills and will still deal more damage than you, and will get invited on the raids over you until you fix your talents.

    You're missing the point. If all goes right the amount of "correct skills" will be nullified and someone with a "non-optimal spec" will deal 200 DPS less than somebody with "an optimal spec". Which will matter **** all when compared to all the utility you gain.
    Maybe I'm missing something...
    # Mar 11 2010 at 3:58 PM Rating: Decent
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    132 posts
    Quote:
    You're missing the point. If all goes right the amount of "correct skills" will be nullified and someone with a "non-optimal spec" will deal 200 DPS less than somebody with "an optimal spec". Which will matter sh*t all when compared to all the utility you gain.


    And when you have 7-19 DPS at a 200dps or so loss per person? The hard-core end-gamers, the ones that actually finish the raids, will still demand an optimal build, citing that if they allow one under-par person in, they have to allow more and that will hurt the overall DPS in the raid. So everyone will still be required to have the "correct" build.

    The only solution would be to have no talents with combat implications, and all combat bonuses come from the overall "use of skill points" bonuses. But even then, an optimal build will come out saying you need x points in tree 1, x in tree 2, and x in tree 3.
    Maybe I'm missing something...
    # Mar 12 2010 at 5:27 PM Rating: Good
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    4,684 posts
    Quote:
    And when you have 7-19 DPS at a 200dps or so loss per person? The hard-core end-gamers, the ones that actually finish the raids, will still demand an optimal build

    Quote:
    So everyone will still be required to have the "correct" build.

    Now I could start going on about the idea of making utility more useful in raids (aka make bosses more about movement, invulnerability-timing, etc than about DPS), but really, I rest my case.
    Maybe I'm missing something...
    # Mar 11 2010 at 1:20 PM Rating: Default
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    1,882 posts
    Well, if you get the +damage no matter what talents you pick, Blizzard hasn't changed anything except rewarding you for staying in your original tree. Maybe there's more to it than I understand, but from this information I don't see anything changing as far as 'required' talents.
    Maybe I'm missing something...
    # Mar 11 2010 at 3:50 PM Rating: Decent
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    2,602 posts
    Quote:
    Well, if you get the +damage no matter what talents you pick, Blizzard hasn't changed anything except rewarding you for staying in your original tree. Maybe there's more to it than I understand, but from this information I don't see anything changing as far as 'required' talents.


    then you're not paying attention. you should read your first sentence again, it literally has no founding reasoning behind it that works out to this situation.

    blizzard hasnt changed anything??

    they've already siad they're removing all the simple passive damage talents and moving around a lot of other talents, and putting in new talents and utlity/fun talents. Thats a bit change right there, in fact your "original tree" doesnt exist anymore. The "required" talents will no longer exist as they do now.

    Sure there will be a cookie cutter talent tree that gets you the max dps/utility. But the lines will be very blurred and if things go right, we'll have, for example, 2 or more cookie cutter specs combat-mut or arcane-fire.



    Maybe I'm missing something...
    # Mar 15 2010 at 6:56 PM Rating: Decent
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    1,882 posts
    I meant as far as having a 'required' spec.

    2+3=5, right? If you take 2 from 3 and add 2 to 2, it's pretty much the same formula except it looks a little different.

    Yes, the new toys should be fun and may actually change how a person plays, but from the information given, I do not see how they are changing anything about having one 'best' spec.
    Credit where credit's due
    # Mar 11 2010 at 7:34 AM Rating: Decent
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    496 posts
    Just a suggestion, but I think you should probably give credit to dramage for posting this almost 2 days before you did.
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