Q: Considering how often changes meant to balance PVE performance for certain classes then creates imbalance in their performance in PVP, and vice verse, have the developers ever considered completely separating the two? – Azunya (North America/ANZ)
A: That’s a common solution proposed by our active forum participants for whom balance may be the single most important concern when they play. You have to put yourself in the mind of a new player just trying to pick up the game though. Already there are a bewildering array of class abilities and talents, many with their own idiosyncrasies or special rules. Now you have to virtually double that if you want all of the player spells to have a PvE and a PvP tooltip. We prefer solutions like resilience and diminishing returns on crowd control that are more global rules rather than virtually every ability having a PvE vs. a PvP coefficient. We want it to feel like one game with a unified set of rules.
If we are to look at the game from a new players perspective, how is the dungeon finder presented to a new player? "DUNGEON FINDER is now available!" this doesn't explain what it does or how to use it.
There are already 2 types of tooltips available for the player to chose from, a third tooltip with pvp information wouldn't confuse or overwhelm a new player. In fact I imagine that a new player would be extremely confused when he tries to CC chain a more advanced player and run away, but his CC stop working for some unknown, unexplained reason. Or his first time in a BG where he's up against the same class, only to hit them for significantly less damage then they are hitting him.
It just makes sense to have spells and abilities act differently in pvp and pve. For example, Smite: Deals <x amount> to <x amount>, Deals <y amount> to <y amount> to player characters. Or, Ring of frost: freezes enemies within <x> yards for <x seconds>, freeze effect last for <y seconds> against players.
It would be easy enough to explain the differences in a quest which has you damage a "Captured horde or alliance player" and then has you damage a normal mob.
It allows the developers to make these spells work as intended in pve and pvp, reduces QQ on the forums, and decreases the number of hotfixes needed.
To conclude, The current pvp mechanics implemented are far more confusing and frustrating for new players than additional tooltip information.