I don't mind not having PvP gear and I was fully supporting the template idea, because PvP ilvl scaling in WoD was just annoying when comparing a PvP item to a PvE one. I don't remember if resilience solved that. However I do agree that buying PvP gear, gemming, etc. and "choosing" stats gives a feeling of progress and customization to your beloved character that no PvP talents or Prestige can even come close to.
Templates have made PvP more accessible, I always hated getting one shot when returning to the game after a while or with a fresh char, but came with the downside of losing the RPG feeling of progression and customization. PvP talents aren't as satisfying to unlock.
But the biggest reason why PvP sucks is that it no longer requires you to outplay someone, you either win by far or lose by far.
Pruning, although necessary to clean the action bars and leave room for new spells, started badly with WoD because there were good and bad classes in terms of utility; playing a bad class meant it was badly pruned and as a result didn't have tools other than damage, while the good class retained its utility and was more versatile.
Legion spec overhauls resulted in removing many "not needed" spells, most of them being utility and flavor, to leave room for new spells and more engaging PvE rotation.
Those "not needed" spells were indeed useless in raiding but very much important for PvP. Some were also hard to balance in PvE environments. PvP talents were supposed to solve this issue, giving a plethora of PvP specific utility spells that didn't have to be balanced for PvE, like AMZ, Void Shift, Earth Shield or Spirit Link (which got scrapped in Wrath beta and returned as a PvP talent), etc.
But instead of designing talents with that philosophy in mind, they made 2 mistakes:
- They kept the MoP talent tiers model, which resulted in A) having 2 useless and not fun rows for the sake of quantity; B) having weird spells to fill the gaps, like Counterstrike Totem or Luminescence(When healed, nearby allies are also healed -- cool idea but unnoticeable utility). Not all classes need exactly 18 talents.
- They tried to fix the classes to work for PvP using the Honor Talents instead of the templates, because we no longer have a different set of spells for PvP, resulting in talents like Jurisdiction (increases the range of HoJ by 10 yds), Cover of Darkness(Havoc's Darkness chance to ignore damage increased to 70%), Essence Drain (Drain Life reduces damage received) or Focused Chaos (Chaos Bolt damage is increased by 100%[...]), which buff our spells to make them more PvP competent instead of providing utility to outplay the opponent.
I can't underline hard enough how stupid such talents are, simple defense or damage boost isn't utility, let alone passive effects that we can't use or play around with; they should just be baked into the spec to make it stronger, if anything.
Regarding talents like Cover of Darkness specifically, 70% is apparently way too much for PvE, but 20% is way too less for PvP, so they made a talent since a PvP set of spells isn't a thing, but it is against the whole Honor Talents idea.
So here we are with classes having engaging PvE rotations, lacking utility for the sake of PvE balance and bar space and having PvP talents that don't actually restore the utility for PvP purposes but instead passively boost damage.
Honor Talents are a mess; they have boring damage and defense boosts, spec band-aids like the HoJ range increase and some particular shiny utility spells like
Rain From Above or
Grounding Totem. If they cleaned up this mess and focused only into those utility spells, PvP would be in a much better place.
Honor Talents are an amazing way to keep interesting spells like
Grounding Totem or
Tremor Totem, which also provide a healthy gameplay for PvP and are understandably removed from PvE, but they really need to be redesigned from scratch.