I'm not starting a discussion about usability of dodge/parry in pvp now (I'm not a pvper myself to qualify me for this to begin with...), it was just a try IF someone argues "but that would be too op in pvp then", that this COULD be resolved via pvp power. if there isnt a problem, then nothing has to be fixed then.
and the whole point of my post was: Blizzard pretty much will not remove d/p from the game altogether, because they WANT that random factor to be in the game, they stated this several times. So my suggestion would just be, remove d/p from the gear. and to make up for this, give agi dodge and str parry, in a way that let's say a druid and a monk get 1% dodge from 1k agi and pala, dk, warrior get 1% parry from 1k str (numbers are made up, just to illustrate that the ratio should be equal). this numbers must be balanced then so the average avoidance remains equal to what it is now, we just don't have to bother with it on gear itself.
they are constantly aiming for removing gear that is "just for that one spec". there are three types of items left which are:
- str tanking items with dodge+x, parry+x, dodge+parry. suggestion above.
- agi daggers. they could make enh shamans/monks scale with daggers simultaneously as ambush (the spell) does scale xyz% + abc dmg with daggers and zyx% + cba dmg with non-daggers. at the end it only will be a number crunching for spells which are weapon damage based and PPMs (which should be a non-issue if every PPM is converted to RPPM)
- plate int/spirit gear. since the removal of int being related to the manapool, they could do it similar as they did with shadowpriests, moonkins and eleshamans: for healpaladins, str=int and hit/exp = spirit. maybe spirit is a bit more difficult here... but you get the idea. just limit it to plate items, so they remain "casters" for neck, back, weapons, rings and trinkets. or something like this, again, I'm not doing the number crunching here.
but well, wow is not a request concert, and this is certainly not topic to this thread anymore...