The fact that the base dmg mitigation in pvp is going to be 30% coupled with the fact that resilience scaling is totally retarded in 4.3 vs the damage (i.e. they have no fucking clue currently) makes me believe that heroic raid geared players still gonna have an edge. It's a concept I really like, but it's all gonna depend what the sweet spot cap for resilience is going to be in myst. Currently once you have 42% dmg reduction it's really hard to trade off offensive stats for more resilience, as each extra point in resilience doesn't add the same amount of resilience like it does up until 40%.
I see 3 main problems in pvp nowadays (apart from mechanics/control),
- resilience scales really poor with gear vs damage done (from 4.0 to 4.3 you gained what, like 10% extra dmg reduction?)
- health pools scale really poor with gear vs damage done (20k extra health or something since 4.0)
- (heroic) pve gear is superior to pvp gear, once you have a base amount of resilience
They only talk about the difference between pvp & pve gear. But even with the model they suggest, the next vial, pve set bonus or legendary is gonna outdo any base dmg mitigation formulas they use. And I really doubt that the next heroic madness 2H is going to have an equivalent for pvp.
To me the solution is much more simple:
- add a tag to each piece of pve gear, and as soon as you step into arena or a bg, the stats get halved (or -30% whatever number)
- as soon as you step into arena or a bg, you get a flat x% zone wide HP buff (i.e. currently players should have way over 200k health pools in pvp in my book)
I'm totally fine with pvp gear being somewhat viable in pve (e.i. the same stats like what you would get from heroic dungeons now).
TLDR
They only fix less than half of the problem in my opinion.
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