1- No spell resistance.. WTF!2- Power PVP.. good..
I like almost everything on the changes they are making. I do feel like pve players will still have it a little harder to get into pvp than pvp players can get into pve. They will have the 30% damage reduction from players, but the Power other players have could effectively reduce it to nothing.Things I like:Resistance wasn't that great, especially for pvp. Anyone that used spells (except paladins) just got the spell pen needed to negate it, so the the resistance aura and totem weren't even used in arenas passed 1200. Would be kind of cool for resistance to be a pve only stat, but we don't really need it.Power and Defense are a good way to go, and I hope they can give us the right balance of them on our gear. I don't want to see Power completely negating the 30% innate defense players have, but I trust they won't do that.I'm glad they are moving away from a block cap since having a point in gear you have to get towards is a little depressing. It will probably be a little weird having block on its own roll but nothing big about it.=) <--- See that? That was my happy face when I saw the changes to expertise and spell crits coming from an enhance shaman. It is good to finally have all spell criticals normalized (except a few cases like ele shaman) and it may even put crit a little higher in value, not much but some. I Just hope this doesn't expand spell crits being 3x a normal hit. As for expertise, I love that it is a percentage value and also affects spell hit. Now I don't have to get 17% spell hit and 26 expertise; I just have to get to the melee hit cap and getting enough expertise to get dodge capped will also cap spell hit.That's my views on it.
Im finally happy that a crit is going to finally be doing 2x the damage rather than 1.5x damage. I found it very biased that a healer could get a 2x heal, literally sometimes bringing their HP back to full, but at best, my rogue could hope to only do 1.5x damage and that is with stacking crit to no end and having to face their resilence after the said crit - making killing a healer that was any good an impossible feat solo.I am starting to think that with all the changes to PvP, killing a healer might actually become a little more feasible. PvP power may increase their healing, but if you can control them, you can kill them fairly fast - thanks to more stats now on PvP gear since PvP power and defense essential cost 0 stat wise, and PvP power will negate PvP defense. It seems to be going towards "If you don't let them freecast, they will be fairly easy to down". As a person who plays a rogue for a main, I am really excited to perhaps be able to kill a healer solo - something that most other classes may not be able to do, due to lack of CC or CC that breaks from damage.
Lol at Ghostcrawler trying to copy RIFT PvP stats.. and they think that it will be balanced just because RIFT's PvP is better.
Hmm.........I'm okay with this.
It seems to me that for most people complaining, it's their lack of understanding how things work that leads to their outcry. Look at what we know about MoP. Start with the PvP gearing setup we're talking about - it's not dumbed down on the user-side of things, in any way. Simplified in the sense that we're skipping a conversion from res > damage reduction, but not dumbed down. Right now we know more resilience is more survivability in PvP. Players are either going to use full PvP gear or mix in PvE pieces, depending on their class, role, and spec. The new system is not changing this on the player side of things, it's mostly changing it on the behind-the-scenes number crunching. Instead of having your resilience rating crunched into actual damage mitigation on your character sheet, we're skipping the resilience middleman and just adding damage reduction. In many ways this change is mostly mathematically cosmetic, although what (if any) secondary stats will look like on PvP gear remains to be seen and as a PvP enthusiast if something looks like its not on the level I'll be right there griping about it too. But really all we're arguing about on this is how GC worded it (he thinks we're dumb crowd vs. I'm fine with this change crowd). Pointless if you stop to think about it.The only other reason people are insisting MoP is oversimplified is a reason that belongs in another thread: talent trees. I don't wish to derail this thread into a conversation about that, but suffice to say I think that's also a silly thing to be up in arms about, as the current system only has more 'choices' in the sense that you have more talent points to sink into things that you're bad if you don't. The incoming system actually offers you meaningful choice in how your build your toon - I see more choice and more strategic, brutal PvP as a result of this, and fail to understand how that's not good.Ignorant people are in BGs/dungeons today, they were there years ago even before dungeon finder and they'll still be there 3 xpacs from now. People tend to be dumb sometimes, not even blizz can idiot-proof this game.
Finally got the blog post with analysis of the changes finished for this. I had a busy weekend, so you can smack me for that =(.