You touch on something that's bugged me for a while. PvP in WoW is just.... it's really taken a back seat to PvE and has suffered for it. Blizzard threw a big fat bandage on it in the form of resilience in it's current function and just kinda of walked away.
Originally Posted by Xperiment68
What you advocate at the end, I actually wholeheartedly support. Having the abilities work differently for PvP would almost be a good solution. It could be done in bg's pretty easily. Same with arena. They're isolated environments where mobs really aren't going to be an issue. The problem arises in world PvP... because it still exists, and you have to account for it. How do you have the "switch" kick on/off in that situation?
Problem is Kag, it's drifting away from being "close" and getting progressively worse. As for the "fool's errand"..... it depends on how you look at things. PART of the problem was, Blizzard really seemed to dedicate its effort to ensuring PvE performance, and then turned around and looked at PvP as an after-thought. The problem with this is, what works great for zapping a 100mil boss and trying to heal a tank against that boss and its attacks, doesn't necessarily translate well over to PvP. To me, there's a big imbalance between 3 things: damage output variances between classes, heal output between classes, and how resilience interacts between these. Simply put..... "dps" for raiding doesn't translate over to PvP exactly. Neither does healing. Resilience is the band-aid thrown in that reduces the severity of the effects.... but at the point it's at now, resilience has become its own problem.
Originally Posted by Kagitaar
I'll kindly disagree. If you build with the idea of PvP balance at the core of things, I think you could actually tune PvE around that. However, building around PvE.... and making it what it has become.... and then trying to figure out how you're going to balance PvP.... is a recipe for failure.
No one tanks in a void.........