Please do not read only the thread title.
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Resilience and PvP Power aren't required, as I see it. They just need to do one thing, they need to balanace player health pool vs player damage. Both of these scale with better gear, so that the actual percental damage done to player health pool stays constant, no ones gonna get one-shot in PvP.
Example:
Tier 1 gear: Spell X does 1000 dmg to player Y. Player Y has 10,000 hitpoints. Player Y lost 10% of his health.
Tier 2 gear: Spell X does 1200 dmg to player Y. Player Y has 12,000 hitpoints. Player Y lost 10% of his health.
Damage and hitpoints scale with gear, if they scale correctly, percental damage to healthpool stays constant.
This has no PvE implications, as Mob health and damage can be adjusted freely, it gets balanced against what players currently have to offer, defensively and offensively and is very easy to do. You can prove it mathematically that you can remove resilience and compensate for it in other ways, but now without dividing things into PvP and PvE, that's the advantage!
I can see only one reason why resilience is needed: they want players to see big damage numbers on mobs in relation to their own health pool. This doesn't mean that you kill faster, it doesn't mean anything at all! In best case, it's a psychological effect only. They want you to be the dude with 400k HP that hits mobs for 100k, which have 400k HP themselves rather than being the dude with 400k HP that hits mobs for 40k HP which have 160k HP themselves (you won't understand this sentence if you're not reading it carefully). In both cases you deal 25% damage to total mob HP, so it's exactly the same, only the numbers look different. The damage the mob does to the player hasn't got to do anything with these numbers, it would be the same in both cases.
Now, hypothetically and simplified, if this change would happen instantly to the MoP situation, what would that mean? It's all only about numbers, they can be scaled up or down, it doesn't matter, what matters is their relative "size" compared to each other.
1. Player health pools go from 400k HP to 1.2M HP (compensates the removal of resilience).
2. PvP damage numbers are also 3 times higher (due to no resilience), but the percental health loss per attack is the same!
3. Mob damage must be tripled to compensate for the player HP increase. Mob health isn't changing at all, as PvE damage also didn't change.
4. Healing? I have to think about that, but probably also tripled (triple mob damage and triple PvP damage), though %-based heals stay the same.
That's the situation where there wouldn't be any need for PvP specific stats, not now and not in future tiers, BUT you have the situation described above: the subjective impression is that PvE dmg numbers are low compared to player HP, but this is a cosmetical thing only, without any other meaning.
Why am I against PvP specific stats? They divide the player base, the put barriers between players, create a bunch of specific rules that just feel artificial, and that's what they are. They prevent players from enjoying both aspects of the game for no reason. Assuming that gear acquisition is equally challenging in both PvE and PvP (ideally it should be), why shouldn't we be able to jump back and forth between PvE and PvP as we wish, after all it's a game and it should be about having fun. Item level could and should be the same in PvP and PvE, after all there wouldn't be any difference other than cosmetical between the two. It's also absurd to say that the Orc dude who chose to be a NPC city guard isn't affected by PvP power, but his brother, who chose to be an Arena hero is (to have a look at it from an inside point of view).