I'm still trying to figure out how, in low level pvp, anyone is going to kill a healer with 65% damage reduction. Might just be me, but seems doing 35% damage on an already god-tier spec for low level pvp is going to be garbage. And what's that? A prot warrior in the distance? Sure now they won't hit you as hard in low level pvp (as they have been for the last 2.5-3 years; why everyone has just noticed now is beyond me), but how will you kill them? Just some thoughts.
Just reread it more closely and made a note at the top--it's for 85+ players.
After reading this, I'm left wondering. Are we still going to have honor gear that is lower ilvl than conquest, or are they getting scaled up for battlegrounds. There would probably still be a lack of pvp power on the honor gear vs. conquest gear, obviously.
They'll probably push up the average ilevel cap every season, with the conquest gear having a stat bonus over the honour gear, and more vanity and prestige awards to rating players. As for anyone wondering about unkillable healers;battle fatigue goes up (a special debuff normally hidden that decreases healing done against player targets, this is compensated for with pvp power, which healers have to choose between resillience (survival) and straight up pvp healing power.As for lower level pvp, who knows. Maybe everyone being a bit more resillient and providing feedback other than 'OMFGOSH THIS ABILITY IS RETARDED WTF IS THIS' would be useful. Why is the ability overpowered? Explain your points, provide example screenshots, demonstrate why a shield slam shouldn't kill someone with defensives up, etc etc. Lower level pvp (and pvp in general) will remain unbalanced as long as we get a bunch of one class / one spec wonders going onto the forums with nothing but unconstructive whine but providing little insight as to what actual problems are.I'm still a bit puzzled they're not updating the PvP Free Action trinkets - the Insignias - for this patch yet. It's been a few years since they were upgraded to 2 minute cooldowns and cleared all debuffs that affected your control on your character; plus there are already 1 minute wpvp trinkets from Shieldwall. It would be an idea to ask for this so we get less issues with people sitting in control chains for half of a match, which is boring, frustrating and defeats the purpose of skill based pvp.
I still say this is all an April Fools joke
This has to be the most pointless change yet. First, you impliment PvP power to keep PvP-ers out of PvE instances, but now you're going to let the PvE-ers in to the PvP? If they are complaining about getting one-hit, they should grind out PvP gear like the rest of us. Or, let pvp power have some affect in raids. This just seems like an unnecessary change. Like, why is it fair that PvE gear will now stand a chance in PvP if PvP gear doesn't stand a chance in PvE?I like that PvP became skill based with this expac, but after so many changes to separate PvP and PvE, you're going and allowing PvE in again..If this goes live, definitely cancelling and subbing ESO.Also, trying to make PvP "richer" for people who love PvP is not going to work if you introduce bad people who have no idea how to pvp. The que times are nothing to complain about, I really don't know how anyone could complain about a 2min queue."the best gear for competitive PvP will come from PvP."...so we're gonna nerf the item level and make the best gear pointless. GG.
What in the world?
"the best gear for competitive PvP will come from PvP."...so we're gonna nerf the item level and make the best gear pointless. GG.PVP power.PVP gear has it.PVE gear does not.Also, you can edit posts. No need to triple post.That said, I don't see why Blizzard is making this change. If people want to PVP, they can start with the crafted set and work their way up.If people are complaining about PVP because of the legendary quest chain forcing you to PVP, Blizzard should rework that segment so it has the same level of challenge, but doesn't force PVE players into BGs.
I'm still trying to figure out how, in low level pvp, anyone is going to kill a healer with 65% damage reduction. Might just be me, but seems doing 35% damage on an already god-tier spec for low level pvp is going to be garbage. And what's that? A prot warrior in the distance? Sure now they won't hit you as hard in low level pvp (as they have been for the last 2.5-3 years; why everyone has just noticed now is beyond me), but how will you kill them? Just some thoughts.And I quote from above. "all level 85+ players will have 65% base resilience." So don't worry about killing low level healers in BG's
Well i believe that's a great change, dunno about you but pvp should be about skill more than gear.When you get into a BG and you meet a group with elite gear atm you might aswell just afk, or when you join and you got 3 newly dinged 90 players with no resi and just greens (or some stupid head who think season2 gear is good enough to start as it's all he had when he left the game and came back level 90).This will nerf pve gear in pvp, base resilience at 65% will help survive all and be fairer so we can grind honor/conquest more pleasurable than having to sustain your team insults for not having top end pvp gear.Now we just have to wait for them to finish changes to queue for balanced teams (and not meet 6 healers in a 10 man wsg)
First I took theas changes as good thing but then I started to think...Base reci to 65% and remove it from PvP gear? Now lets think... This will make healers even harder to kill. They can take Raid gear + Season Weapon and boom! Now you have unkillable healer! This will be pure hell for DPS. Not so positive anymore... If Blizzard want old fealing they fail big time...Did I read that Elite is just cosmetic gear? Que? What? Vad? Mitä? Now this doesn't make sense...Gear scaling in Arenas and RBG? Not sure if good or bad change... I guess bad. Why? I don't want to have same gear the others. There won't be anything unique in your char expect maybe Mogging. Gear scaling wasn't the biggest problem... The amount of CC is the problem... So next patch looks like... Epic Fail!
Base reci to 65% and remove it from PvP gear? Now lets think... This will make healers even harder to kill. They can take Raid gear + Season Weapon and boom! Now you have unkillable healer! This will be pure hell for DPS. Not so positive anymore... If Blizzard want old fealing they fail big time...They are increasing battle fatigue and increasing the strength of pvp power for healing so pvp gear will still be mandatory. Besides, other than set bonuses, which pvp set bonus is far better, the stats won't be any different since gear is scaled down, anyway.Gear scaling in Arenas and RBG? Not sure if good or bad change... I guess bad. Why? I don't want to have same gear the others. There won't be anything unique in your char expect maybe Mogging. Gear scaling wasn't the biggest problem... The amount of CC is the problem... So next patch looks like... Epic Fail!That is merely to keep the gear in line since it should come down to skill and not just outgearing other players, so no one has a chance. I like having the same ilvl across the board. I do agree that there is too much cc right now from almost every class (rogue, mage, hunter, and now monk seem to be the worst).
So, just to approach the matter from another point of view than pure pvp issues:I'm just wondering..... Did you think about the crafters who make some/most money from resi gear? I'm a JC, i've spent quite some time collecting 600+ designs, some of them being some good money maker (rings & gems mostly, for twinks or low level players). I knew some toons who spent hours farming mats & recipies for resi gear cause it's always been a stable money maker. This will seriously hamper the gold making.I'm all up for additions to the game, modifications, updates, whatever to make the game more enjoyable. But removing resilience from gear? I think it will make more damage than good.
This announcement has made my day!I like to PvP when I'm not raiding and it's fun to run some BGs with your guildies, as the comunication makes it more easy to win the battle. But I also like to swap character, like going stealthy or helping out my allies with my healers. I don't like to focus all my efforts into one character, as you all know the time you need to farm a whole PvP set it's quite a bit, and even with the base 35% resilience, anyone in a Battleground is gonna focus the 'non pvp-geared guy'. It's crazy to queue if you are below 65%.That's why IMO this change it's gonna make PvP what it really is, a prove of your skill. As gear in PvP it's just been a requirement, not a goal. You're complaining about this? Then you might not be the good PvPer you think you are.
I hate it because really, It just feels like a slow push towards the old days of burst=win.
In low level PvP, this elimination of resilience is going to make it really tough to withstand a well-equipped player...I have a 29 mage twink that gets 1k frostbolt crits in PvE when he only has a bit over 2k health; without resilience, if I crit a frostbolt and then Fingers of Frost an ice lance, GG opponent. It just seems like low-lvl PvP will become CoD -> whoever shoots first wins.
I really feel like this is making PvP gear pointless. So many people have complained over and over about having two sets of gear they are finally making it where the PvE people have a chance with resilience. I honestly believe Blizz is trying to make the majority happy here, as in, the majority of players that want to play both PvE and PvP but don't want to work for their gear.
In my honest and more thoughtful opinion than many people here just crying, I believe this change had the best intentions for the lazy PvE players who want to jump in to PvP, not the PvP players.One of the best ways for us to increase the number of players that participate in PvP is to reduce the barrier to entry for those who play World of Warcraft regularly but don’t participate in PvP. Specifically, we’re referring to PvE players that spend a lot of time gearing up in PvE but feel that PvE gear is a severe liability in PvP (because, well, it is ).You should NOT reduce that barrier. There is PvE gear and PvP gear for a reason, and just because you stress the fact that "PvP will be better than PvE in the end" does not mean you are putting a smile on a PvP players face, letting them know PvE will now be given a standing chance. Yes we all know that it should be based on skill, not gear. But if you want that, lets just start everyone in a season off with the same gear and let them compete for who does better with the balanced gear. I bet you the same people who always complained about gear winning over skill will come back crying. I am still wearing the honor blues from last season and I think it is not bad at all. And now, I can get two pieces of the honor epics with maybe one or two hours of winning BGs. I do decently good in BGs, sometimes very good, even with all the people in the BG two gear sets above me. And when I get rolled by someone who has more gear, but I probably have more skill, they worked for that gear like a person should in a game. They earned it. PvE players can easily buy the PvP gear on the AH, or get it crafted, and start where we did. Not get a shortcut with their PvE gear. On a better note, PvP Power and PvP Resil stacking on a player through the tiers did put lower tiers down a bit, but the baseline resil will not hurt PvP. Higher tier gear will hit harder and do better, without making lower tiers damage to them suck. But, trying to let PvE players use their gear as a shortcut into PvP will make the PvP community angry. Blizzard, don't try to mix PvE and PvP, a player from either side can start on the other with no problem, just as I did. Note, I am an equal PvE and PvP player.
Let PvPers raid in their conquest gear.Or don't let Pvers use their newblet gear in pvp.
I really hope this is an April fools joke.