Top PvE Gear used in PvP
One of the problems we had last season (and the first season when you think about it) was that you need a minimum threshold of resilience to really be viable. A change like this would only make that curve steeper. Having 1000 resilience would be even more powerful than having 500 resilience.
We do want PvE gear to be a decent substitute until you can collect enough PvP gear. The PvE gear was too dominant in some cases in the previous season, we think because:
-- When everyone's resilience is low, doing damage quickly becomes even more important, so gear that doesn't "waste" stats on resilience become more optimal.
-- PvE gear from Naxx, particularly the KT weapons, were easier to collect than the PvP equivalents. That isn't going to be as true in this season because Ulduar is more challenging and the higher item level weapons from PvE are going to be even less accessible.
PvP Gear rewards in battlegrounds
There needs to be a way to get good gear through BGs. Unfortunately, we don't yet have a way to measure skill in BGs that is very reliable. Therefore, BG progression tends to feel pretty grindy and adding better rewards would probably only exacerbate that.
It is definitely a goal to let players who like PvP but not Arenas still feel like they can advance (which includes improving their gear). It's just a big task that is requiring a lot of work.
Nerfing classes
We have made burst nerfs to Retribution paladins, death knights, Arms warriors, Arcane mages, hunters, Feral druids and now rogues. Almost unanimously, the nerfed classes thought that nerfs were needed but that our specific nerfs went too far. Nerfing classes is never fun. Players hate it, and ultimately it means we screwed up or at the very least failed to predict new tactics. But we still need to do it for the good of the game when we think it is warranted. There will be more.
An Overkill change would have required more redesign of the talents and abilities than we were willing to make for a small patch like this. We’re also unconvinced it would have fixed the problem alone.
Basically, it might have helped stealth burst, but wouldn’t have helped with unstealthed burst, which was still too high in our opinion. Two Mutilates and a Cold Blood Eviscerate within one Kidney Shot duration is a ton of damage, and is possible with unglyphed Vigor and no Overkill. Add a partner or an interrupt or whatever and it can mean death for most players in very few GCDs.
Overkill and glyphed Vigor are something we will probably look at for 3.1, depending on how the current changes shake out.
Author:GALAXY
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