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In the next expansion they want people to use pve gear in pvp by changing resil to pvp power and pvp defence. If they keep comming out with expansions the pve problem will take care of its self.
Lets say I have 2 weapons with no resil on them at this point that does not really matter I lose a bit of surviablity. Eventually the resil would be so hight on items that missing 1 or 2 pvp items would be a drastic differnece in surviablity. At that point no one would use pve items the amout of resil you would lose would be a drastic change. Resil scaling will make pve items useless in pvp.
I think they should keep resil the same because eventually there will be no more pve in pvp.
I feel like I should take some time to better relay the development team's intentions when it comes to how PvP stats will work in Mists.
There are two important changes to PvP itemization coming:
1. We're splitting Resilience into an offensive and defensive component.
2. All players will have at least 30% damage reduction versus other players.
If you want to do more damage to other players in Mists, you have two options. You can get better PvE gear with more offensive stats, or you can get better PvP gear with slightly smaller offensive stats built in(because PvP gear is lower item level), but which will also give you more damage against players specifically. In today's game, stacking PvE gear is really the only way to do more damage to other players in PvP since Resilience only supplies a defensive bonus. These are completely made up numbers, but imagine PvE gear is 100% effective in PvE and 75% effective in PvP. PvP gear is 50% effective in PvE, but 100% effective in PvP -- despite its lower item level, it wins out over PvE gear when used for its intended purpose.
Here are some examples:
Ders the rogue: wears PvE gear.
Jillian the hunter: wears PvP gear.
In Cataclysm PvE, Ders does much better damage than Jillian in PvE, because her PvP gear “wastes” stat budget on Resilience.
In Cataclysm PvP, Ders does better damage than Jillian for the same reason. However, when Jillian hits Ders, he doesn’t mitigate her damage at all. The result is high burst damage on both sides.
In Mists PvE, Ders still does better damage than Jillian, because his higher ilevel PvE gear has more offensive stats. The difference is smaller however because Jillian’s PvP stats aren't part of the item budget.
The item level difference is the main distinction.
In Mists PvP, they both do about the same amount of raw damage to each other, with a slight edge for Jillian. Her power stat offsets Ders's PvE stats. Jillian takes less damage because of her PvP Defense (let’s say it’s 50% damage reduction), but Ders still has 30% damage reduction innately, so he doesn’t blow up either. Again the difference is smaller. If Ders wants to get serious about PvP, he’s eventually going to want PvP gear, and Jillian will want more PvE gear to do PvE.
Another way to think about it is that we are pushing PvP and PvE gear closer together with two changes: A player in PvE gear always has some base PvP defense (it's like a little PvP gear for free). A player in PvP gear can do more damage and healing than today in PvP because of the new Power stat (it's like a little PvE gear for free).
Daxx that makes it seem like your trying to make pvp gear worse for pve while making pve gear similar to how it is now.
So you're nerfing something that isn't really a problem.
PVE gear needs to out of pvp once and for all. Pve gear shouldn't do as much damage as pvp gear does in pvp. You will keep making items like vial, cunning and deathwing weapons. These items NEED to be weak in pvp so they don'tbreak balance down according to who gets lucky in pve.
As it is now rbgs are about how many ratharaks and cunnings your team has. The pvp community is tired of this.
1 Orc Warrior
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