Last edited by Radux; 2012-05-06 at 06:35 PM.
I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.
If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.
Toughness doesn't really matter since everyone has the same gear level. So you won't meet someone with 4k resilience when you have none.
I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.
If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.
Yea I completely agree resilience is retarded. The gear advantage in PvP should definately go to all the high end PvE guilds that slay dragons.
Resil isnt needed like it was in WoW, because gear in GW2 is capped.
I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.
If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.
Sigh, so much bashing of resilience. Resilience is a fine, although slightly flawed in regards to healing, stat in WoW. There are basically three reasons that together create the need for resilience in WoW.
- Stat progression
- PvE balanced around tanks only being able to reduce physical damage outside of cooldowns.
- More offensive stats than defensive stats in general.
Combine those and you really need something like resilience in PvP. For those in this thread who don't understand this basic concept and believe that mages one-shotting other players in WoW Vanilla was the epitome of PvP, I can just say, "Don't ever get into game design, because you would suck at it". Anyway, that went a bit off topic. What I was about to say was that in GW2
- There is no stat progression.
- PvE is balanced around players reducing all incoming damage.
- There is a fairly good balance between defensive and offensive stats.
So there is absolutely no reason why GW2 would need anything like resilience.
Actually, what I've argued since they first talked about adding resilience was that they should instead actually tweak numbers to be balanced for PvP instead of relying on a "god stat" to do it for them. I definitely was not a fan of the PvP balance back in vanilla.
It's something that I feel ANet did correctly with GW2. They specifically designed the game from the ground up with the idea of having both PvE and PvP, and thus were able to tweak numbers accordingly.
Blizzard openly said way back in TBC that Resilience was added because they created WoW originally with only PvE in mind, and PvE involved monsters with thousands of HP, several factors higher than what players could achieve, and that player numbers had to be balanced with that in mind.
When they decided to support PvP more seriously, they realized that it wouldn't work.
In regards to the balance of offensive and defensive stats in WoW:
Back when Resilience was added, it's worth arguing that there was also Attack Power/Spell Damage, which Mastery basically replaced for many specs.
- Agi/Str/Int
- Critical hit
- Haste
- Mastery
- Hit/Expertise
Yes, I know, I "cheated" by combining some of the stats. Agi, Str, and Int are essentially all the same damn thing, and no spec uses a combination of the three (except for Enhance Shaman and Hunters back in TBC, which has been fixed). In addition, Hit and Expertise serve the same purpose: make it easier to hit your opponent. I only make this distinction because they're both cap-stats, and one of them isn't used by a majority of the specs in the game.
...oops.
- Armor
- Resistance
- Dodge
- Parry
- Block
- Resilience
IMO, the only flaw with that list is how little defense there is against magical damage. Again, GW2 does not make this mistake, and causes armor to reduce all forms of damage, instead of just physical.
(Let's face it: If you're blasted with a fireball, would you rather be naked, wearing normal clothes, or wearing something to help deflect/absorb some of the blow? There's a reason the stereotypical dragon slayer is depicted as blocking fire-breath with a shield)
Last edited by DrakeWurrum; 2012-05-06 at 07:16 PM.
I hope you haven't forgotten my role in this little story. I'm the leading man. You know what they say about the leading man? He never dies.
If you give in to your impulses in this world, the price is that it changes your personality in the real world. The player and character are one and the same.
Resilience is not needed in GW2 for the simple reason: there are no healers, meaning there's very little need to reduce incoming damage to "healable" levels. Instead survivability is about stacking health pool to survive bursts like that of warriors' one shot combo to avoid "death inside stunlock", which admittedly was a bit broken in BWE for couple of classes (frenzy, I'm looking at you).
During the time when resilience was new, it was an insult because dragon slaying was about afking in molten bore and not standing where onyxia deep breathes.