From screwing around last night, it seems caster damage is much more managable, and disc priest are more unstoppable. Thank god I found a descent disc priest on this new realm. Feral+disc is gonna be pretty powerful cause of the control+burn+dispel+innervate.Disc priests and resto shams are gonna be the healers of choice I think.
this is going to make double DPS teams dead... i rolled lock/mage and im not happy about this...
HEAL CLEAVE INC LOL
On paper, this buff to resilience seems ingenious and might make arenas more fun now that everyone dies much slower. However, with the added debuff to healing while in battlegrounds this buff now makes less sense to me, and additionally turns pointless. From an outside view, one might think that the added debuff to healing while in battlegrounds is merely an attempt to cover up a failure to think about every aspect of gameplay within that area of the game. Now, I'm not speaking for anyone other than myself here, but did absolutely noone on their team see this ahead of time?Here is how it breaks down in my mind:- Further reducing the damage taken increases survivability and makes everyone easier to heal.- Reducing the effectiveness of healing while in arenas returns the difficulty of healing your team back to a relative norm.With this in mind, what is the point of these changes at all? Granted, you do take less damage, but you are also being healed for less. All in all, it is like nothing has changed. Therefore, the changes are meaningless. Regardless of what you may do while in the arena match (kill the healer or try to DPS his buddies down first) these changes make little to no sense when looked at together. When looked at apart, you might enjoy the changes to resilience, but the change to healing while in arenas has no logic on its own.
With this in mind, what is the point of these changes at all?To make PvP gear more important for PvPers. As of now, many choose to PvP on PvE gear.
Teams without a MS-effect will perish, sadly. They will probably not have a good chance against healers. :(
With this in mind, what is the point of these changes at all?To make PvP gear more important for PvPers. As of now, many choose to PvP on PvE gear.Your comment seems relevant to the resilience change alone, but my post was talking about the change to resilience alongside the in-arena healing debuff (if you didn't notice ;P). So your comment seems to lack weight on one hand.On the other hand, instead of adding a 17th effect (exaggeration! w00t!) to the laundry list of things that resilience is already supposed to provide, why not simply trade anywhere from 25% to 50% of the Stamina provided by PvE gear for dps/healing stats? PvP gear seems to have a heavier focus on survival then on dps/healing, as it truly should, so why not have PvE gear do the opposite? Tanking gear being the exception as it is neither useful for tanks to have less health, nor is tanking gear useful for PvP damage/healing.What my opinion on the two changes is this: why add several extra lines of code for two very unneccesary changes when you can simply alter a few things you already have built to fix the same problem? Granted, what I have presented is only one possible alternative, but adding something that is meant to be a positive (resilience buff) that forces you to add something that is a negative (in-arena healing debuff) seems pointless.
I think it's because they dont want your hp to drop from 100% to 1% and then up to 100% again in some seconds (just an example, it would be rly f#%&ed up if it was that bad) now it goes slower down and slower up.forgot to say that i havent had the time to test arena after the patch
I...don't really know what to say...I can understand the need...but I think this will just....Yeah.