PvP Power
PvP Power is important because it allows us to make PvP gear better than PvE gear for PvP purposes.
PvP Power doesn’t count towards the ilvl budget, so for example, any Tyrannical piece with PvP Power in it should have around the same amount of stats of an equivalent PvE item converted to 496, PvP Power is a bonus stat that will make that Tyrannical piece have the edge over any PvE item.
It’s ok if players choose not to use PvP Power on gems as that means that we’ve managed to reduce the gap between PvE and PvP gear to a good level. If PvP power gems were a lot better than gems with PvE stats then that would make PvE players feel like they should keep switching all the gems on their gear every time they would enter into any instanced PvP combat situation.
I’m hoping to see many more players jump into Arena after 5.3, this is actually a good thing, even for the most Hardcore PvP players, more teams usually means more stability and by mixing the PvE and PvP population, it will probably become a bit easier to reach higher ratings as well.
There are many players that are skilled in both PvP and PvE but only have time to dedicate themselves to fully equip their characters into one of these roles, this patch means that such players will be able to enjoy much more content without feeling any huge competitive unfairness.
What you said is entirely understandable, except for one thing. Could you explain the purpose of PvP power gems? Because they only seem as a sub-par choice if pvp power is weaker then either pve stat on the whole spectrum, especially considering secondary stat gems are doubled in amount on gems as opposed to primary stat or pvp power. I am wondering what is the point for a sub-par stat to actually exist.
The gems were introduced when PvP Power and Resilience were much more valuable, we'll see what will happen to them, the verdict is still out there if they are or aren't useful in any way, and for any spec/class, players are still figuring out 5.3 stat weights for every combination.
If they really end up having no use other than to cause confusion to players, I’m sure devs will do something about it. For now I believe they’re still here mainly because they were here before, I doubt that they would have been added now if they didn’t exist before 5.3, but I could be wrong. (
Blue Tracker /
Official Forums)
Druids Shifting and Roots
Druids used to be able to shift out of roots for a very long time, when we changed it during Cataclysm there was a lot of negative feedback about it since it felt like we were removing a druid’s core ability. Shifting out of roots was already seen as part of a druid’s identity, part of what makes them distinctive.
At that time druids just seemed to have way too much mobility as they were able to kite every single class to a point where no one would go for the druid in higher ratings, they would just be left for CC and/or maybe for a quick switch.
But that was back then, classes had fewer and less powerful abilities, in MoP devs decided to bring back root shifting because after taking into account all of the changes that the expansion brought to every other class, it seemed like the added mobility wouldn’t be overpowered anymore, also this ability used to be part of the druid class for such a long time that it felt really nice to be able to return it to them.
Having said that, stuff is being changed all the time, we’re focused on providing a balanced PvP endgame experience, but in a game of this scope, we have to accept that tuning is probably a never-ending process, and your feedback is key to make this work.
I have to admit that I also have issues peeling ferals in Arena, even on my mage. I’m just not sure if it’s my lack of skill, if they counter my classes, or are actually op.
Anyway I’ll let devs know about your feedback. If this proves to be a real issue, rest assured that there are plenty of ways to address it; for example, we could add a CD or make it break snares but not roots, but note that this will never be done lightly, we don’t want to keep adding and removing such core abilities, as that can quickly become frustrating for those who are playing the respective class, we try our best not to make big unexpected changes in the middle of an expansion but sometimes we have to do it. Balance is very important.(
Blue Tracker /
Official Forums)