20/01 PvP Resilience Changes
by Slorkuz | 20/01/2010 17:56:21![]() 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. Community Team - English - ♪~ ( ̄。 ̄ ) . . . [ http://bit.ly/5i9s67 ] -- [ 1013 ] |
by Vaneras | 21/01/2010 11:10:13![]() Some people are concerned that this change will encourage people to equip more PvE gear in the Arenas, and although we do think that some teams might experiment with this, we do not think that this will become much of an issue as players equipped in PvE gear will have much less survivability than those in PvP gear. After all, the goal of this change is to make Arena matches last a little longer, and reducing the focus on high burst damage is a good way to do this. This change will bring more focus on longevity and survivability, and it will be much harder to nuke down enemy players as a result. This means it will become a lot more risky to not wear any resilience gear as the price for getting higher damage by using PvE gear is even lower survivability in comparison to the PvP equivalent. If it turns out that one can blow up players in PvP gear too easily using PvE gear, then we might buff resilience even further. If, however, this hotfix results in PvE geared players becoming much less of a threat, well – then we have accomplished what we set out to do. Additionally, if it turns out that healers can’t be defeated after this change, then we will need to make further adjustments like, for example, a nerf to healing in PvP. Community Team - English The Epic Mug of Vaneras - The Alebringer: http://i194.photobucket.com/albums/z57/Vaneras_bucket/EpicMug.jpg |
by Vaneras | 21/01/2010 12:01:32![]()
Big changes rarely happen completely free of trouble with no need for additional adjustments, and this is a big change indeed, so your concerns are understandable indeed. Quite a lot of people will have to learn first hand what this change actually means and how this will affect them in-game, and then from then on they will have to figure out how to adapt accordingly. That being said, if this resilience change ends up doing more harm than good, then we will most surely have to look into that and make further adjustments and fixes. Community Team - English The Epic Mug of Vaneras - The Alebringer: http://i194.photobucket.com/albums/z57/Vaneras_bucket/EpicMug.jpg |
by Vaneras | 21/01/2010 12:51:59![]()
Was just about to post this as well, but I guess Tolk was faster than me... Thanks Tolk :-) Yes, Ghostcrawler did post the above, and I am quoting it again because it clarifies quite clearly why we think that critical hits need to be weaker in PvP than in PvE. Community Team - English The Epic Mug of Vaneras - The Alebringer: http://i194.photobucket.com/albums/z57/Vaneras_bucket/EpicMug.jpg |


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