Stats in general, specially where it concerns PvP, have a couple fundamental flaws:
1 - Stats and Abilities do not funcion similarly (some don't function at all) in PvP.
This creates a disparity in behavior and effectiveness in classes between PvP and PvE that creates a snowball of balance problems, such as constant fixes, additions or "trimmings" that harm PvP for the sake of PvE and vice-versa.
If it continues, we'll be playing 2 different classes if we want PvP or PvE, and onything that tries to mix PvP and PvE will be a long forgotten memory.
The closer in functionality we can bring PvP and PvE, the easier it will be to balance them.
2 - Your damage/healing grows exponentially, while your defenses grow almost linearly.
You have Primary Stat, Crit, Haste, Mastery, Multistrike and Versatility interacting multiplicatively with each other.
And then you have Stamina and Armor. That it.
This makes it so that at the start of an expansion we have attriction/mana wars, and by the end of an expansion it's all about burst.
3 - Most defensive abilities do not scale with your gear. This makes it so that stat-based healing (Feral Druid, Retribution Pala, Enhancement Shaman and all hybrid casters) starts weaker but ultimately gets out of control.
Solutions:
#1 - Make Stats function the same everywhere.
Currently crits deal 50% more damage in PvP and 100% more damage in PvE, and Multistrikes have 1 change for 30% bonus damage in PvP and 2 in PvE.
Crits should just deal 50% more damage, and multistrikes have 2 changes for 15% bonus damage. Everywhere!
Chance to Critically Strike and to Multi Strike would be buffed across the board to compensate.
This would not only smoothen out RNG in damage but also work well to help classes that are naturally weak at the start of expansions due to depending heavily on mechanics tied to a Stat (Fury Warriors, for example).
#2 - Make as many defensive abilities as possible scale somehow with gear. I mean doing something like:
a) making Shield Wall reduce damage by a % that scales with a certain stat;
b) making multistrikes and/or crits with certain abilities lower the remaining cooldown on Shield Wall by 1 second.
c) making the cooldown of Shield Wall scale with Haste
d) Amplifying the effect of Shield Wall with Mastery.
#3 - Remove Versatility and Tertiary Stats from the game & add (non-tank) Defensive Secondary Stats:
- Vitality (increased incoming heal/absorb)
- Toughness (reduced damage taken)
- Leech (already ingame)
Head, Shoulders, Chest, Gloves, Legs and Boot items would lose 1 Offensive Stat and gain 2 Defensive Stats.
This will make gear MORE important to progress, will make each piece of equipment you obtain feel more awesome because instead of a nearly negligible increase on various aspects of your character, you will see a bigger increase on fewer, but most importantly, it will finally make the growth in damage closer to the growth in survivability.
#4 - Make abilities more similar between PvP and PvE.
Abilities like Taunt can be made to work in PvP, possibly treated as CC with diminishing returns, by lowering the damage dealt by the target to anyone but the caster.
Abilities like Storm Bolt that are given a separate effect based on type of target should instead be given a way to trigger either effect by aligning with a buff/debuff - so you should be able to give up the stun to cause the 4x damage even against players.
All together it will solve:
- The constant need for Blizzard to screw PvE because of PvP and vice-versa
- The constant need to make adjustments as an expansion goes on because Tiers of gear escalate damage and drastically change tactics
- The broken ratio of balance between classes due to some defensive abilities (heal/shield) scaling with stats and others (% based) not.
- Things that make no sense.