Good post. Thank you. Actually, that was a lot less technical than some of your posts.In regard to <Thatâ€™s a lot of information, and it probably sounds more set-in-stone than it really is. Weâ€™ll continue to iterate as players poke holes in our ideas, tell us what is working out and what isnâ€™t, and finally get to experience it first hand in beta.>, I have learned that nothing is ever cast in stone except the likes of Therazane.
One thing I very much like, is the introduction of Power and Defense as PvP stats. We may finally have a system where PvP balance does not affect PvE balance, and vice versa.For example, mage ability X is too powerful in PvP, however is a core part of their PvE dps:- In the past, they would nerf ability X, and then rebalance abilities Y and Z, while changing the way X interacts with A and B. Or possibly just nerf X and leave the spec behind where it was before.- Now? Simply lower the Power coefficient of abilty X. The impact of X is now more balanced in PvP, and remains unchanged in PvE.If they implement these new designs in the right way, this could simplify soo many of the balance problems we have experienced in the past.As for the other stat changes, it's probably too early to really see how it will pan out. Hit and expertise did need re-tuning in my opinion. While some may cry at the over-simplification of stats, having one stat provide two different ratings (hit-> melee hit and spell hit at different rates) and having expertise rating -> expertise skill -> %avoidance reduction is unnecessary complication. That didnt enrich the game experience in my opinion.
Why not just name the PvP gear stats 'Resilience' and 'Effectiveness' ?Also hunter expertise = dumb. But like all the past changes, I'll adapt and overcome. It was nice only having one cap to reach, but oh well.
Chalk me up as a whiner. It's not so much that I disagree with anything posted, i'm just getting tired of the game constantly changing. I don't know if it's Blizzard trying to stay competitive as an MMO or that the lead designers have some kind of crazy OCD where everything must be balanced just-so (which will never happen), but the lack of continuity is frustrating. Most of these changes make sense - I think it's the feeling of a calm-before-the-storm which leaves me somewhat queasy after reading this.I'm still excited for MoP, and the new talent trees... talent rows? Dynamic situational perks? I'm even prepared for the oh-so-necessary stat crunch. I'm just really not looking forward to the massive month(s)-long class balancing that will ensue while we're trying to enjoy MoP's release.Also, while the (PvP)Power/Defense seems like a cool idea (more seperation of PvP/PvE gives me hope for seperate ability tooltips, negating the need for class balancing PvP for PvE reasons, and vise-versa... though at this time Greg's convinced that that would also be too difficult for us to grasp),
One more thing - purely satirical and I have no opinion on the matter other than expressed above... I just found it amusing.
I wouldn't get too upset about the pvp name bits. Experienced players are generally more than capable of figuring out what resilience means and does...but I see way too many new players that are completely confused by it so I can see why they want a name that says in no uncertain terms "this means its for PVP not for PvE!"
"So...does this mean I can dodge bullets?" Â©Looking forward for the changes. If they do it right, it'll rock. I fear otherwise a little, so I'll be cautious.