I posted this thread on the EU forums, but there is little player activity there, zero Blizzard activity, and here players are usually more knowledgeable.
Here's the link to the thread:
https://eu.battle.net/forums/en/wow/topic/17614584263#1
Please post this on the US forums if you think Blizzard should see it.
/DISCLAIMER
This isn't meant to magically fix everything about PvP.
It's meant to make PvP FIXABLE by creating a solid core to work with, which the game currently lacks.
It is currently impossible to balance PvP across an entire expansion without constantly changing everything or removing scaling completely.
But as good as removing scaling may sound for some (or all) of you, it has consequences that are difficult to ignore.
/DISCLAIMER
Over the expansions, Blizzard has tried multiple ways to balance PvP.
Some of them ignored and messed with PvE, the rest separated PvP from PvE.
Most changes focused on Mobility, Movement Impairment (MI) and Crowd Control (CC).
Some changes targeted Health and Burst directly.
Mobility and MI were often changed to compensate changes to CC.
CC in turn was often changed to adjust how much Burst it could enable/prevent.
But all of those changes miss the real issue.
Our damage scales from Primary Stat, Critical Strike, Haste and Mastery, in some cases even double-dipping from one or more of those Stats.
However, our defense scales from our Stamina alone.
It is a curved (polynomial) growth vs a linear growth.
It always has the same result. It always gets out of control.
I am not ignoring the fact that Healing also grows like damage, at least for Healers.
However, you can't heal a dead target, so before you balance Healing in PvP, you have to balance how long someone can survive without getting outside healing - such as when the healer is CC'd.
- Increasing Health just delays the point where damage gets out of control.
- Versatility is 1 step forward and 2 steps back, as although it reduces the difference in scaling, it does so by replacing an interactive secondary stat such as Haste, Crit or Mastery with a boring passive bonus with no gameplay value, and is far from enough to achieve balance.
- PvP Resilience, PvP Power, 2 iLevels on Gear and PvP Modifiers are not balance tools - they merely separate PvP from PvE.
- PvP Templates is a balance tool that avoids the issue instead of fixing it - it slows the rate at which damage gets out of control by making Instanced PvP almost not scale at all with iLevel.
But it still scales. There will still be a single point in iLevel where PvP is balanced.
However, PvP Templates (and PvP Modifiers) have a couple terrible flaws:
[1] - They are meant to allow Blizzard to balance PvP and PvE completely separately, almost as if WoW is two games instead of one.
But since PvP Templates are not compatible with World PvP, this leaves World PvP (PvPvE) even less balanced than before PvP Templates were introduced...
Why are PvP Templates incompatible with World PvP?
Player A is soloing a powerful NPC that usually requires multiple people.
Player A can do that because of his iLevel, Talent Setup, Stat distribution, etc.
Player B attacks Player A, causing his PvP Template to kick in, having 2 extremely important effects that can cause that NPC to suddenly start destroying Player A:
- Nerfing his Stats.
- The PvP Modifiers and/or the Stat distribution provided by the PvP Template may be incompatible with his Talent setup.
[2] - It removes a LOT of customizability that many PvPers enjoy.
You no longer customize Stats with Gear.
You no longer customize your Trinkets, Set Bonuses.
The players that appreciate the removal of customizability have always been able to just grab an existing build from various guides in the internet. It makes no sense taking that away from the players that enjoy the creative process behind it.
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[][SUGGESTIONS][]
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|[Solution - Defensive Stats]|
1 - Add Defensive Stats
1.1 - Defensive Stats do NOT replace or compete with Secondary Stats (unlike Versatility).
Instead, they are extra Stats on gear like Tertiary.
1.2 - Defensive Stats are not RNG like the current Tertiary Stats.
Instead, they are guaranteed like Secondary Stats.
1.3 - There would be at least 3 Defensive Stats. Ideas:
- Vitality - Increases the effectiveness of received heals and absorbs (including self-cast).
- Toughness - Reduces damage taken by X%.
- Leech - X% of damage, absorbs and healing done gained as a unique Healing.
- Regeneration - X% of damage taken is healed over the next Y seconds. Effect rolls over.
1.4 - Other Tertiary Stats (Indestructible, Movement Speed, Avoidance) Removed
1.5 - Defensive Cooldowns and Healing adjusted across the board to compensate for higher mitigation.
1.6 - Defensive Stats would have diminishing returns like Armor.
2 - Remove Versatility
It offers no gameplay value with its offensive component, and its defensive components are handled by Vitality and Toughness.
---
|[Polishing the Solution - Implementation]|
1 - Itemization
Here is how I propose Secondary and Defensive Stats to be distributed per Slot:
Currently, our gear has Primary Stat, Stamina, 2 Secondary Stats and a chance to roll a Tertiary Stat and/or Socket.
- Armor Slots - Head, Shoulders, Chest, Bracers, Gloves, Belt, Legs and Boots
- 1 Secondary Stat
- 2 Defensive Stats- Main-Hand, Off-Hand, Neck, 2x Rings and Cloak
- 2 Secondary Stats
- 1 Defensive Stat- Trinkets remain unique.
- Jewelry might no longer have Stamina and instead have high Defensive Stat.
With my suggestion, each Item Slot would have a Set number of Secondary and Defensive Stats.
The number of Secondary and Defensive Stats per Slot would be inspired by the changes to Jewelry - different items having focus on different types of Stats.
In this case, gear categorized as Armor is focused on Defense, and the rest is focused on Offense.
This has various beneficial effects.
Among them, making upgrades feel more impactful and requiring smaller stat jumps for gear to feel exciting.
Because you have 2 roles on items - Offensive and Defensive - and each item slot focusing on 1 role, this means an upgrade will represent a big change to its intended role and small change to the other role, instead of a medium change to everything.
2 - Armor
Apparently irrelevant for PvE because monsters simply take X% less physical damage, it is relevant for PvP and for World PvP (PvPvE), because it causes Magic damage to scale better than Physical against players.
Armor Slots should have baseline Resistance in addition to Armor
Resistance would be simply Armor vs Magic damage. Not the old Resistance.
On a 1 to 4 scale:
Plate has 4 Armor and 1 Resistance.
Mail has 3 Armor and 2 Resistance.
Leather has 2 Armor and 3 Resistance.
Cloth has 1 Armor and 4 Resistance.
]Example of Items[
Offensive
DefensiveThe Black Hand
Two-Hand
1254 - 1882 Damage Speed 3.60
(435.61 damage per second)
+242 Strength
+364 Stamina
+164 Critical Strike
+158 Mastery
+161 Toughness
Durability 120 / 120
Requires Level 100
---Robes of Necrotic Whispers
Binds when picked up
Chest Cloth
105 Armor
337 Resistance (equivalent to Armor on Plate of the same iLevel)
+211 Intellect
+316 Stamina
+135 Haste
+157 Leech
+113 Vitality
Durability 165 / 165
Requires Level 100
|[Further Polishing the Solution - Coherence (Critical Strikes)]|
I think World of Warcraft should feel like one game, not two.
Critical Hits are not cool just because of high numbers, but also because of the interactions with spec mechanics.
If 100% bonus damage from crits is too much variance for PvP, detracting from skill, this also holds true for PvE, and even if it is less likely to have a impact on a group/raid scale, it can make a difference, and is quite noticeable on a personal level.
Critical Strikes should deal 50% bonus damage/healing (down from 100%) in both PvP and PvE.
This change also allows Blizzard to buff crit chance, which should improve crit reliant classes and further reduce the frustrating design critical strikes have right now.