Poll: What should be done with resilience

Thread: Resilience

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  1. #41
    Legendary! Firebert's Avatar
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    Change it so that it reduces the duration of stuns, fears, disorients etc. by the same amount as the damage reduction. Re-introduce its crit reduction effect. Also make it such that it caps the damage taken in a single hit on you by some arbitrary amount.

    Reduce the effects of healing and absorption effects in PvP by 50%, and damage by 50%.

    Done. Slower PvP.
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  2. #42
    Immortal Evolixe's Avatar
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    Quote Originally Posted by Firebert View Post
    Change it so that it reduces the duration of stuns, fears, disorients etc. by the same amount as the damage reduction.

    Done. Slower PvP.
    That will not make pvp slower, but more burst dependant.. And also more dull. Making a mistake will be less punishing, something i CERTAINLY don't agree with.

  3. #43
    Elemental Lord Korgoth's Avatar
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    I'd be for removing resilience but they'd have to do 3 things:
    1. Give every player a passive ability that reduces PVP damage taken by 50%. (Or hire people who understand math, and set player damage in MoP based around player health and scale both evenly over the expansion, so that ability A will always hit for around X% health with Epic gear, then set X to something appropriate)
    2. Equalize the item level for PVE/PVP and make sure PVP has the better pvp items by giving great utility set bonuses
    3. Removing the retarded point wait for PVP weapons
    Last edited by Korgoth; 2012-02-09 at 07:40 AM.
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  4. #44
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    - pvp gear still needs some sort of bonus to make it appeal, either utility or the good ol' damage reduction.

    - making the cc's and whatnot last shorter however takes the edge of from the control aspect of arenas.

    - make every player naturally take 20-30% less dmg in pvp making the new pve player wanting to try to pvp scene less raped thus more likely to keep on pvping

    - crit reduction is something that low crit classes always vouch for only to gimp classes that rely on it ( rogues!! )

  5. #45
    Stood in the Fire
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    Quote Originally Posted by Holo View Post
    That will not make pvp slower, but more burst dependant.. And also more dull. Making a mistake will be less punishing, something i CERTAINLY don't agree with.
    That and make classes that rely the least on CC to be really, really bad. And the reduced time on CC unpredictable..

    ---------- Post added 2012-02-09 at 09:12 AM ----------

    Quote Originally Posted by Wootylicious View Post
    - pvp gear still needs some sort of bonus to make it appeal, either utility or the good ol' damage reduction.

    - making the cc's and whatnot last shorter however takes the edge of from the control aspect of arenas.

    - make every player naturally take 20-30% less dmg in pvp making the new pve player wanting to try to pvp scene less raped thus more likely to keep on pvping

    - crit reduction is something that low crit classes always vouch for only to gimp classes that rely on it ( rogues!! )
    Yep, ruins it for classes that have bonus crit damage by reducing their damage further than anyone elses too. Gogo no chimera bleed, no ignite, gimped shatter, gimped soul fire dot.

    ---------- Post added 2012-02-09 at 09:13 AM ----------

    Quote Originally Posted by Korgoth View Post
    I'd be for removing resilience but they'd have to do 3 things:
    1. Give every player a passive ability that reduces PVP damage taken by 50%. (Or hire people who understand math, and set player damage in MoP based around player health and scale both evenly over the expansion, so that ability A will always hit for around X% health with Epic gear, then set X to something appropriate)
    2. Equalize the item level for PVE/PVP and make sure PVP has the better pvp items by giving great utility set bonuses
    3. Removing the retarded point wait for PVP weapons
    Yep, you'd need more than a flat out reduction indeed. Healing is more effective on targets with resil since the (for example) 10k damage healed is worth more on a high resil target currently.

  6. #46
    Herald of the Titans zcks's Avatar
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    Personally I think resilience is much better now then what it used to be.

    It now reduces all damage done by a flat amount per resilience point, it used to have much less of an effect in that nature & also reduce your critical chance on the target which in turn was unfair to some specs which had low critical chance while others had almost assured critical strikes with some/many abilities.


    That being said it could always get better, however I think the better option is to go through each specs individually & add more onto the list of things that have separate effects when used in PvP then what they do when used in PvE. (even if that just means having certain abilities have reduced effect as far as time, crit chance, damage or healing done go).
    The way balancing for WOW PVP works is allot like American politics.
    1: Be lazy & ignore problems till the yelling is so loud your cant concentrate.
    2: Refuse to do the things you have Said need to be done, then make up reasons why they cannot be done.
    3: Lay the blame for problems on someone else even when it's your fault because you did all of the above.

  7. #47
    Resilience exists for exactly two reasons:

    1) The PvE game in WoW does not have any gearing method of reducing damage input for non-tanks, and even for tanks it is specifically focused on physical damage reduction.

    2) The damage that players are able to do is too large compared to the health pools players have without some kind of damage reduction stat being introduced.

    Technically if #1 were satisfied with something else, that stat would become the new de facto resilience anyway, and if #2 were rectified, the need for a secondary stat that reduces damage input in PvP would disappear.

  8. #48
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    Remove that shit. Needs to be Skill < equip. Fast game, kill or be killed, use your CDs in time or GTFO, no more immortal healers, no more 30min+ arenas

  9. #49
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    remove resilience and we will have the mages doing 150k arcane blasts... rogues doing 60-80k ambush.. it doesn't look promising to me at least, keep it the way it is

  10. #50
    Legendary! Firebert's Avatar
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    Quote Originally Posted by Holo View Post
    That will not make pvp slower, but more burst dependant.. And also more dull. Making a mistake will be less punishing, something i CERTAINLY don't agree with.
    See the 50% damage and healing reduction in the same post. That is what makes it slower.

    Plus, more fun because you'd need far more CC on a player, such that rogues stunlocking you and giving you no chance to win don't exist any more. They should be balanced at getting you to 50% with their stuns and then a close fight for both to zero. Same for all other classes.
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  11. #51
    Immortal Evolixe's Avatar
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    Quote Originally Posted by Firebert View Post
    rogues stunlocking you and giving you no chance to win don't exist any more
    1v1? 2v2?

    Try 3v3. Doesn't happen there. Unless you play at sub 2000 ofcourse...

    Nah, CC is fine.

  12. #52
    Legendary! Firebert's Avatar
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    Quote Originally Posted by Holo View Post
    Don't care about your opinion because you're not 2k+ in Arena
    Definitely does happen in 3v3. Ever heard of Smoke Bomb? Chain CC on the healer?

    Rogues who got the legendary daggers this patch cycle and blowing up players with Vial of Shadows saying that CC is fine... /ohyou.
    37 + (3*7) + (3*7)
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  13. #53
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    Quote Originally Posted by Adt View Post
    Resillience will fix it.
    http://i.imgur.com/U2znv.jpg
    Oh... nvm
    lol'ed so hard

  14. #54
    Quote Originally Posted by Larynx View Post
    And PvP was the worst it had ever been in vanilla. Sorry, but not all of us are smoking that nostalgia grass.
    What's the chance Dahine didn't even play in Vanilla?

  15. #55
    The Lightbringer Primernova's Avatar
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    Keep it.

    The problem it fixed was, "Raid or die."

    This helped PvP players progress and didn't hurt PvE in any significant way. Even the awesome PvP weapons in TBC actually helped players move from PvP to PvE and yet, they were removed DERP.

  16. #56
    Stood in the Fire Seejay's Avatar
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    I say keep it the same. Pure PvP guilds would pretty much cease to exist if they were forced to PvE to have a competitive set of gear.

  17. #57
    The Lightbringer Primernova's Avatar
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    Quote Originally Posted by Labz View Post
    What's the chance Dahine didn't even play in Vanilla?
    100% IMO, vanilla PvP was great and I was Horde at the time =D

  18. #58
    Originally Posted by Vaeflare (Blue Tracker)

    One of our upcoming goals in Mists of Pandaria is to make the gap between the overall DPS/healing of both PvE and PvP items smaller. In fact, we have design plans for new PvP combat mechanics that will make PvP gear and weapons markedly better in PvP than equivalent level PvE gear and weapons.

    The overall goal is to reduce the barrier for crossing between PvE and PvP (and vice versa), as well as to also ensure that PvP gear is the best in PvP, and PvE gear is the best in PvE.

    More details on these upcoming changes will be posted as they become available.
    Blizzard are in fact planning on making some changes to hopefully deal with that, though as usual lacking in any detail.
    Time will tell.

    Will people stop with the vanilla/non-vanilla bashing which is achieving nothing.
    Due to bosses and trash in pve content having hugely inflated healthpools compared to players, the burst and sustained dps output of players that is required has become way too much for a player healthpool to offer any defence against.
    Therefore resilience has become a necessary mechanism, and the sooner people can agree on the indisputable then the sooner we can discuss real ideas.
    Last edited by ComputerNerd; 2012-02-09 at 01:59 PM.

  19. #59
    Immortal Evolixe's Avatar
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    Quote Originally Posted by Firebert View Post
    Definitely does happen in 3v3. Ever heard of Smoke Bomb? Chain CC on the healer?

    Rogues who got the legendary daggers this patch cycle and blowing up players with Vial of Shadows saying that CC is fine... /ohyou.
    Please don't put words into my mouth that i never said.

    If everything would be as easy as you make it out to be you would see triple rogue teams and nothing but that. Don't be ridiculous. Maybe, just maybe, the problem is you and not the class.

    Was just talking about it on battlenet forums:

    eu.battle.net/wow/en/forum/topic/3313065365#3

  20. #60
    Legendary! Firebert's Avatar
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    Quote Originally Posted by Holo View Post
    Please don't put words into my mouth that i never said.

    If everything would be as easy as you make it out to be you would see triple rogue teams and nothing but that. Don't be ridiculous. Maybe, just maybe, the problem is you and not the class.
    Please don't discard people's opinions because they haven't met an arbitrary requirement in a small part of PvP.
    See Lock/Shaman/X for ridiculous CC. Maybe, the problem is with far too many different CCs or that they last far too long, and not with either me or you.
    37 + (3*7) + (3*7)
    W/L/T/Death count: Wolf: 0/1/0/1 | Mafia: 1/6/0/7 | TPR: 0/4/1/5
    SK: 0/1/0/1 | VT: 2/5/2/7 | Cult: 1/0/0/1

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