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  1. #1

    Default PvP Resilience Changes

    We are currently in the process of applying a hotfix to buff resilience. While some modifications may be made, we intend to have this buff in effect for the remainder of the Wrath of the Lich King expansion.

    The change will double the value of resilience in reducing damage done by players. So depending on their current amount of resilience, characters might experience a 10 to 20% decrease in damage taken from other players. The critical strike chance and critical strike damage reduction components of resilience will remain unaffected by this change.

    We are also aware of the possibility that this change will make healing in PvP too difficult to counter. While we are not making any immediate changes to address this issue, we have prepared some further changes that will allow us to quickly deploy a PvP-only healing adjustment if we feel it is warranted.

    We will be applying this change very soon while we are between Arena seasons so we can evaluate how it works in multiple PvP scenarios for the upcoming Arena season, and as we continue to prepare for Cataclysm. As we have mentioned previously, one of the goals for Cataclysm is to have a PvP environment where it is harder to regularly achieve so much damage and healing in relatively few global cooldowns compared to what we currently have in the game.

    "The critical strike chance and critical strike damage reduction components of resilience will remain unaffected by this change."


    http://blue.mmo-champion.com/11/2273...e-changes.html
    Last edited by Fat Tire : 01-20-2010 at 02:34 PM

  2. #2

    Default

    Not looking good for dk + melees. We have no dedicated healer and already have trouble killing.

  3. #3

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    Great...

    Maybe it's time to shelf the FotM DK+Pally team and give the 5x resto a shot... the matches would be brutally long, but if nothing can bust you down then they may outlast.
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

  4. #4

    Default

    Similar to TBC, I smell the resurgence of drain teams. Break out the priests and locks.
    Owltoid, Thatblueguy, Thisblueguy, Otherblueguy, Whichblueguy

  5. #5

    Default

    Quote Originally Posted by remanz View Post
    Not looking good for dk + melees. We have no dedicated healer and already have trouble killing.

    Correct, unless you have the best weapons/gear then its normalized.


    I see it as a boon to quad shamans+healer personally. It is, however, a nerf to my doulbe dps 2v2 teams.
    Last edited by Fat Tire : 01-20-2010 at 03:12 PM

  6. #6

    Default

    Quote Originally Posted by Fat Tire View Post
    Correct, unless you have the best weapons/gear then its normalized.


    I see it as a boon to quad shamans+healer personally. It is, however, a nerf to my doulbe dps 2v2 teams.

    Oh for those who are "overkilling" their targets. This is certainly a boost. Added survival is much needed for the shammies.

    DK + 4 pallies, CC/Interrupt is the only way out. With that said, a simple strategy like "liking the healer first" might not be so bad. Because the healers can't heal when I am on him, and now I last longer with dps beating on me.

  7. #7

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    Damn gonna be harder killing people... my pve groups are not amused!

  8. #8
    Member Ughmahedhurtz's Avatar
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    Default

    I can hear the 1v1'ers cranking up their whine-o-meters on any class that can self-heal as "OP OMG NERF."

    And I got a good chuckle out of:
    We are also aware of the possibility that this change will make healing in PvP too difficult to counter. While we are not making any immediate changes to address this issue, we have prepared some further changes that will allow us to quickly deploy a PvP-only healing adjustment if we feel it is warranted.
    As in, "Yes, we know this will fubar healing in PVP but we don't know by how much so we're waiting to see how badly this screws things over."

    Also, I suspect this is only going to exaggerate the disparity between certain classes/specs/comps, making things even harder to balance for healing.

    Prediction: they'll find a way to fuck up healing after this such that they'll have to redo it all again to "fix" PVE side-effects.

    I could be wrong...but I doubt it.
    Now playing: WoW (Garona)

  9. #9

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    I think they need to start with removing all Mortal Strike effects from the game--Then healing can be balanced vs damage vs global cooldowns. As long as MS is available to some classes and not all classes at disparate % effects you're going to see a much more limited set of viable comps. Period.

    4x Warlock plus Disc Priest is going to be a *fun* comp if these changes stick around!
    "Tact is for those that lack the wit for sarcasm."
    _________________________________________

  10. #10
    Super Moderator Stealthy's Avatar
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    Default

    It's kinda funny - early in the season they were saying "we don't think burst is a problem in pvp" and now they are effectively saying just the opposite.

    Personally, I think they will have to address the healing issue sooner rather than later...some healing classes (resto druids, disc priests) are already very strong in pvp, and this change just makes them stronger.

    It will be interesting to see the new arena teams / strats that come from this...

    Cheers,
    S.
    The Zerg (Magtheridon - US)

    Fact of Life: After Monday and Tuesday even the calendar says W T F.

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