One solution could be to provide a bonus for those who have PvP items in every slot, just like the plate, leather etc bonuses (all items plate gives 5% intellect as a holy paladin for example).
In the PvP case there could be a 5% additional damage reduction if you have PvP gear in every slot. Trinkets could maybe be a exception, but not even that would be necessary.
A 5% damage reduction in addition to the resillience would increase your effective health drastically, which would make players consider equipping full PvP gear instead. That would also ease the burst from some classes and most likely make PvP more balanced.
On the other hand killing a healer 1v1 would be even more difficult, but hey, PvP isnt balanced around 1v1 or 2v2 anyway so I think this would be a good solution.
No, you want to reward PvP gear. What you say would make it an advantage to get PvE healing gear.
Also, in case you are afraid of "big numbers of healing", don't. A new expansion is coming. Those things are subject to easy changes. e.g. they can flat increase or decrease the damage or healing of all classes in the game [on the spells themselves]. They can only do huge changes like that after expansions. Well, they do them in patches as well, but usually in a limited fashion, e.g. one class here and one class there and on not all spells.
How exactly are they planning to make the crossover from pve/pvp to the other easier by lowering resil and buffing agi/int/str, but still making pvp gear desirable no matter what? ^^
Because those guys have an entire team backing them up. Guess why? Because things like healing are out of control in WoW pvp. It should be impossible to heal a guy with so much pve gear, but right now they can unless you have a perfect setup that can shutdown any heal on him while holding the amount of dmg the mage and his team are dishing out at the same time.
In WotLK plate dpsers would most of the time use pieces of pve gear because resilience for them was useless (only cloth users/healers would get the most benefit out of stacking resilience). Also before mages, you had teams protecting a full pve elemental shaman because they could just fry the entire oposing team even with resilience if nobody killed them.
PVP problem right now is less about gear and more about "too much for a few, almost nothing for the rest".
One way they can do that is by giving PvP gear extra benefits, like the gloves currently have. Lower cooldowns on utility, CC, etc.
And are they really buffing primary stats even more? If they still keep all of those as red gems we can expect another expansion where one gem color is expensive and the rest is dirt cheap.
Really? LOL
With the Legendary Daggers, Dragonwrath, and overpowered trinkets like Vial of Shadows in the game, healers are being shut down and globaled like I've not seen since the infamous patch in WotLK that had me literally running away from any Ret Paladin I saw.
If those mages are not concerned about taking damage, it isn't because "healing is out of control." It's because they're 100% sure that they, and their teammates, can keep you off their healers long enough for them to kill you.
It wasn't just plate DPSers. Resilience was strange in WotLK. You could go into a BG with pieces of PvE gear and, due to the overpowered nature of the items (Shadowmourne and the Solace trinkets come to mind), you could afford to drop PvP gear in those slots because the benefit of the PvE item was so great that it outweighed the loss of Resilience.
I'd have to disagree. PvPs problems are many, but one of the most glaring at the moment is the ability for people to wear overpowered PvE items in a PvP setting and actually benefit from losing the extra Resilience.
Last edited by ownager; 2012-01-30 at 01:21 PM.