Topic
Resilience Should be King
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I hate grinding up gear if I change course at 85 and want to make a toon a PVP toon - its hell, but the reason you're having all the PVE overlap issue is because damage isn't hindered by resilience, going out OR coming in.
Resilience should greatly effect damage and the way to prevent 45 hour fights would be to have resilience be less effective when sent from a toon with equal resilience. E.g. I have 2k resilience, and you have 2k resilience. resilience modifers are null. I have 2k resilience and you have 200 resilience, I should hit you much harder than you hit me. The grind up would still be terrible (but we can convert JP), but PVE gear would be far less effective because it won't have enough resilience to break through opponents. I hope this is understandable, even if you don't agree with it, I'm in one of those sports where I feel like I could be more clear but it isn't coming to me. friday. deadlines. whatever. |
But... They want fights to be long.... |
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Basically, resilience should negate resilience?
No, that's a stupid idea. Blizz wants longer fights. Longer fights are more fun anyway. |
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Long fights only happen in 2's with dps+healer vs dps+healer (and even that depends on class).
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Well stam + increased health pools would determine long fights. this would just eliminate PVE nonsense.
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Edited by Resonance on 2/3/12 3:23 PM (PST)
The OP's theory doesn't make much sense. Wearing Resilience absolutely lowers damage output and intake. Why else would people !@#$% when they see people in LFG wearing PVP gear? Why else do people accept grinding lots of BG losses for Resilience to have a hope of beginning rated play.
Now, if you want to argue Resilience didn't keep up with damage as the expansion progressed, that's different. But that's more because 1 secondary stat is trying, and failing, to keep pace with simultaneous growth of 1 secondary stat plus the primary stat plus weapon damage. |
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Problem is you're trading resilience which scales linearly at a certain threshold.
Once threshold is met, resilience really doesnt give the same bang for buck it did before threshhold was met. So that is why subbing out pvp items (resil trinket for a +406 int/str/agi) is just that much better. Primary Stats are super strong, scales just as well as if you had 0 int/str/agi, and for the matter even with 4700 resilience of 4200ish, you really dont notice the damage taken within a smoke kidney dance or deep freeze so why stack resilience when primary stat is king? You dont. |
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Resilience is good, I think you just havnt stacked enough of it yet.
When I hit players with 200 resilience they EXPLODE.. its not even a fair contest. I dont care what kind of Top tier PVE gear they have, or what Kind of OP trinkets they have.. I DESTROY them in a fraction of the time It takes to kill a BADLY geared player with even half the reasilience I have. I have 4625 resilience.. thats 44.43% reduction in player damage static.. Players who do not have resilience explode in a Crusader strike, Judgment, Avengers Shield Shield of the righteous combo.. I seriously dont know what it is that your going on about because it IS exactly as you put it.. Players who have resilience live MUCH MUCH MUCH longer than players who dont. Also,, OP.................... YOU have no resilience at all....... and worse 14573 lifetime HK's I dont see a real point to your post other than to state the facts of existing game mechanics. |
Problem is you're trading resilience which scales linearly at a certain threshold. You have some technically incorrect descriptions there. Resilience scales linearly at all levels because in 4.1 it was made to work like armor has always worked. Problem is the same misconceptions about armor now show up. People look at the damage reduction number and see it's not growing linearly, and think Resilience is thus DRing and giving you less benefit per point as you stack it. But "damage reduction" is not a linear benefit. 50% DR doesn't mean you live 50% longer; you live twice as long. And if you could double your damage reduction from 50%, you wouldn't live twice as long either. You'd be immortal because you achieved 100% reduction. It's true that eventually you stop stacking Resilience to favor some powerful PVE items, but like I said before, it's a case of 1 linearly growing stat trying to compete against the combined growth of 3 stats. |
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Resilience shouldn't exist to begin with as a crutch stat to keep "pvp balanced".
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Edited by Baezle on 2/3/12 10:31 PM (PST)
Actually, it's slightly better than linear TTL. The more resilience you have, the better it gets. It's not a huge amount, but it is better than linear. Eldacar posted some links to graphs he created in the PvP forums. I'm too lazy to find it and link it here, but someone could find them easily enough if they wanted to.
Resilience is required because players don't have boss mob health levels. It gives the devs a fudge factor they can use to align health and dps levels between PvP and PvE without creating a separate PvE and PvP effect for every damage ability. |
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Resilience should be king, resilience shouldn't reduce an opponents resilience, only 2v2 arena is threatened with 45 minute games, deal with it.
Resilience just needs a slight buff in effectiveness and it would calm PVP dmg down alot. |
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Ret needs the 2p PvE set to pump out the extra Holy Power. No thanks. |
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All they need to do to change PvP gear is make defensive trinkets worth using. The current ones are really lackluster. If they made ones that gave interesting uses for either defensive or offensive purposes rather than just generic stat increases (either by proc or on use), perhaps people would choose to use them.
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Problem is you're trading resilience which scales linearly at a certain threshold. Resilience scales exponentially at all ratings. |
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Edited by Baezle on 2/4/12 8:44 PM (PST)
http://us.battle.net/wow/en/forum/topic/3229086381 TLDR: Resilience rating has diminishing returns, but the net effect of resilience has increasing returns. See pretty graphs below. |
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Blizzard refuses to make the honor grind easier and disallow raid gear in rated pvp and their game continues to suffer because of it.
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