01/28/2012 12:57 PMI believe just making the new honor gear available during the season transition week would have minimal negative side effects and make everyone much happier.
Posted by Eldacar
Absolutely agree with this. For those of us who follow the forums/game updates regularly, we knew that it was best to wait until 4.3 patch to upgrade our honor gear. However, not every player does this, and the gear changes were ultimately confusing for some players--players who may have opted to wait a week to obtain those higher ilvl items.
01/28/2012 12:57 PMI think changing resilience to be flat damage reduction instead of crit/dot reduction was great.
Posted by Eldacar
I liked this as well, and I hope resilience as a stat works similarly in MoP as to how it has been working in Cataclysm.
1. Class balance--I really feel the need to comment here despite remarks from the OP that such talk should be avoided. I fully recognize that things may change significantly balance wise for next expansion; we will see in the beta.
For all of the complaints about frost mages this expansion, melee have been exceptionally strong across all pvp play. In random bgs I generally count the number of melee (and healers) each side has before a game starts; the side w/the most amount of melee classes usually wins, assuming that each side has at least 1-2 healers.
I pvp on a priest, hunter, mage, rogue, dk, paladin, and druid this expansion; I am often surprised at how much damage I put out on my DK who is in last season's honor gear; same goes for my rogue and my feral druid. Mages are a strong caster class for pvp, but only in comparison to other casters.
I honestly believe that most of the threads about class imbalance should be taken with a grain of salt, but I do believe that there is a reason players reroll to a FOTM class every season--those class imbalances really do exist.
2. Availability of honor gear--as an expansion progresses, it becomes harder and harder for new players/new alts to enter level cap bgs and perform adequately as they honor farm. Recently I leveled a paladin alt who reached level cap last week. As a former 70 twink, she had 4k honor and 4k jp upon hitting 85 due to bg/dungeon farming. After purchasing 390 ilvl honor gear (buying cheapest items first) and converting all of my 4k jp to honor, my paladin had only about 1k resilience (two rings, trinket, cloak, bracers). That is simply not enough resil to be able to stay alive for any significant period of time (unless the other team is similarly undergeared).
I could have purchased 377 crafted blues, but the AH prices for crafted plate items is over 1k apiece on the server she is on, and she does not have mining so she can offset the cost of the items (unlike the toons on my "main" server, who have every single profession so I can craft anything imaginable).
I believe this creates a barrier for new players/alts getting into pvp--new gear is potentially expensive, and so they come in w/questing blues and greens equipped, only to get continuously killed by players in full conquest/390 honor gear.
My suggestion to overcome this is to bring back pvp blue-quality honor gear that is relatively cheap--a player can get a full set from honor obtained from 10-15 wins in the 80-84 bracket. Then they can upgrade that gear to epic quality honor gear via bg farming.
To compensate for the income loss for tailors/leatherworkers/blacksmiths who would otherwise be crafting pvp blues, give them more "fun" items to craft and sell (engineers shouldn't be the only ones who make fun toys!)
3. Crowd control--contrary to forum opinion I don't think cc is an issue per se outside of competitive pvp play
(1750+ rbgs, 2k+ arena). Players in random bgs rarely cc or interrupt, or even focus healers. I wish there was a way to encourage those players to use their crowd control abilities more often....
Some classes have a lot of cc (mages, rogues), some have very little (paladins, shamans). I do believe that each class should have roughly equal amounts of cc with roughly similar cooldowns--a paladin's stun w/a 1 min cd doesn't really compare to my freeze/frost nova that I can pump out every 10 seconds or so, although they have a ton of cooldown abilities to compensate.
Looking at the MoP talent trees, it looks like some of the new talents will help to address this issue, so we'll have to see what happens in the beta.
4. Human racial--Every Man for Himself should be available for every race so that each race has two trinket slots. PVE trinkets are often very strong and desirable over PVP trinkets and are often a cause of PVP imbalance (ex: feral druids in 4.1). As Horde currently has two aoe racial abilities (Tauren, Blood Elf) and Alliance has none, I suggest changing the human racial to an aoe ability, such as a raid wall, AOE silence immunity or % HP increase for x seconds, and making EMFH an ability for each faction.