What does "stun mechanic" mean here? How is that different from just being stunned?
Funny how all these comments about play time are making it seem like I'm making up a quicker way to get VP's when IT ALREADY EXISTED IN CATA! This is not a plea for a new way, just going back to an old way. Don't make it seem like i'm making this up out of thin air and complaining about it. It's a change from an older way and I think the older way was better. That's all there is to it.
no alchemy trinket... sad face.
My first assumption was that the PvP changes were an early april fool's ruse but now I'm not so sure..."All characters now have a base Resilience of 65%."The whole reason for creating PvP gear was to enable more competitive PvP by managing the damage that players would deal to each other. Giving everyone a blanket PvP damage reduction marginalizes PvP gear and making it this high begs the question of why they even bother increasing the level cap if they want players dealing the same kind of damage they did at 85 when they are 90."Resilience has been removed from most PvP gear."This makes pvp gear absolutely worthless and this means that outside of instanced pvp anyone in pve gear is going to dominate."Season 13 Tyrannical gear had their item levels increased to ilevel 496, up from ilevel 493.""Season 13 Tyrannical Elite gear had their item levels decreased to ilevel 496, down from ilevel 512."They have effectively removed the incentive to gear up your character and this was a large part of playing and RPG type game. You may have a vocal minority that loves to whine about gear discrepancies making them easy kills in arena or BGs but they are not prevented from gearing up. What type of "progression" are they going to offer players who enjoy PvP and do not want to waste time running inane dungeons and raids over and over again?"Battlegrounds, Rated Battlegrounds, and Arenas now have an ilevel cap. All gear will be scaled down to ilevel 496."Sorry but I like the diversity you get by having varying levels of gear in bgs and arena so long as the teams have a reasonably even distribution of players who are both well-geared, moderately geared and poorly geared. People often say "pvp is about skill not gear". Not so. Being able to beat someone in better gear than you shows skill. Being able to beat someone geared equally to you could fall under the category of "luck" and/or an advantage your particular class has over the other...point is that it's not a binary factor that's either one way or the other.Rather than taking this "fair share" approach they could just make more items available more easily, ESPECIALLY weapons, rather than forcing people to wait weeks before being able to get one, and then offering nothing new for several patch cycles. There are already plenty of games where all players have a "level playing field". The disparities that gearing options introduce make a game like WoW more interesting...removing this element is harbinger of its demise.