0. PvP Resilience Changes 01/20/2010 08:50:00 AM PST
Restarts were done over the weekend, this change is now live.
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There was some confusion on our end so here is the clarification on this change going live.
The hotfix is live, but it requires a server restart before it will actually affect your gear. Some of your realms have been restarted for various reasons, but some have not. They will all get restarted at the next maintenance period (typically Tuesday AM in the US). We might go ahead and restart all servers just so that we know everyone is having the same experience.
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As a follow up, this change went live on Wednesday afternoon. The tooltip for resilience will update when patch 3.3.2 comes out to reflect this change. Please continue to provide your feedback and experiences in this thread.
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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.
2. Re: PvP Resilience Changes 01/20/2010 08:56:39 AM PST
Q u o t e: we have prepared some further changes that will allow us to quickly deploy a PvP-only healing adjustment if we feel it is warranted.
For the love of everything that's awesome about this game, make sure that whatever adjustments that may come in remain PvP-only for good.
Healing is at its best right now (with perhaps only Priests a tad behind the other three classes). We've been hit with PvP changes nerfing PvE before. None of us is interested in a deja vu experience on this one. Not at this point of the xpac, not ever.
[ Post edited by Zebrimuri ]
Never argue with an idiot. They'll drag you down to their level and beat you with experience.
3. Re: PvP Resilience Changes 01/20/2010 08:58:02 AM PST
Interesting. I rather hope "pvp-specific" changes to healing don't turn out to be necessary, and that pvp and pve healing in cataclysm in particular can be balanced without that.
10. Re: PvP Resilience Changes 01/20/2010 09:05:57 AM PST
Personally I'm very glad to see Blizz trying this out.
The pace of the game is too fast atm, but healing is enough to keep up unless someone is globaled. This makes me feel like after this change goes through, that healing will be out of whack and "OP". I would be very surprised if the healing hotfix was not needed.
This could change alot of things as well for classes that don't normally wear a lot of resilience. Mage's (for instance) haste could drop from 700-800 down to 400-500 to accrue more resil. This could also hurt their (and other classes that do the same) representation in arena. Just thinking outloud here. Really anxious to see what the change brings.
13. Re: PvP Resilience Changes 01/20/2010 09:11:32 AM PST
Q u o t e: Personally I'm very glad to see Blizz trying this out.
The pace of the game is too fast atm, but healing is enough to keep up unless someone is globaled. This makes me feel like after this change goes through, that healing will be out of whack and "OP". I would be very surprised if the healing hotfix was not needed.
This could change alot of things as well for classes that don't normally wear a lot of resilience. Mage's (for instance) haste could drop from 700-800 down to 400-500 to accrue more resil. This could also hurt their (and other classes that do the same) representation in arena. Just thinking outloud here. Really anxious to see what the change brings.
Or, for classes that don't wear a lot of resilience, they will get to wear even less resilience to keep the same defensive benefit they already have, and then pile on more PvE gear to get more BOOM BOOM.
14. Re: PvP Resilience Changes 01/20/2010 09:12:00 AM PST
If you're considering nerfing healing to go along with the damage nerf, why not just have arenas/BGs give a passive buff that increases your health and accomplish the same thing?
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16. Re: PvP Resilience Changes 01/20/2010 09:14:52 AM PST
This is going to make resto druids invincible.
I feel like a little boy who's lost his first tooth, put it under his pillow, waiting for the tooth-fairy to come. Only two evil burglars have crept in my room, and snatched it before she could get it
18. Re: PvP Resilience Changes 01/20/2010 09:16:15 AM PST
Q u o t e: Personally I'm very glad to see Blizz trying this out.
The pace of the game is too fast atm, but healing is enough to keep up unless someone is globaled. This makes me feel like after this change goes through, that healing will be out of whack and "OP". I would be very surprised if the healing hotfix was not needed.
This could change alot of things as well for classes that don't normally wear a lot of resilience. Mage's (for instance) haste could drop from 700-800 down to 400-500 to accrue more resil. This could also hurt their (and other classes that do the same) representation in arena. Just thinking outloud here. Really anxious to see what the change brings.
Maybe have resilience create, for lack of a better term, an "overload" debuff, where damage isn't being reduced but metered out over a set time frame if it exceeds the player's health pool and is all registered within, say 2 seconds. Obviously this debuff would be something that couldn't be dispelled and wouldn't break CC. It would just be a way resilience mitigated burst.
The problem is burst, healing is OK. However, and I agree the ability to global someone is where the issue lies.
If you could make resilience register the excessive short term burst and then take that damage and meter it out over 6 seconds (just picked that number out of the air) it would not remove or hurt DPS but it would provide teams/comps some ability to counteract lolzerg.