It would be nice if there was additional information in ability descriptions that said how effective they are in PVP.
It’s kind of annoying having to attack the PVP dummy then mouse over and reread all the abilities since there’s no indication of how effective they are in PVP otherwise.
It could belike : Rend - wounds target for X physical damage instantly and applies an additional X damage bleed over 15 secs (70% effective in PVP)
Simple parenthesis at the end with any PVP modification built in to the description would be quite helpful.
kinda want them to go back to not doing it and just design the game with the reality in mind that players will kill npcs and eachother with the classes they have.
maybe they still do. like correlation isn’t causation. But I definitely enjoyed pvp & class design more before legion & separation of pvp and pve.
in order for them to do that they would have to completely redesign classes from the ground up and would have to completely shift their raid/dungeon design philosophies while also giving PvP only stats again like resilience and pvp power
i’m not against that happening but i think giving certain abilities pvp specific mods is the best we can hope for given this game will never be designed around PvP again
the original trilogy was the closest we were to PvP being even considered in the design of classes but the outliers were significantly more atrocious than the current game. everyone complaining about ret damage now didn’t play against enh shamans in wrath for example
I wouldn’t say 100%. They only don’t need it on warlords gear because of the system they implemented early in MoP that replaced the void of resilience.
Which, by the way, they took resilience away and didn’t make any changes at first. As in they took away the only stat normalizing PvE damage for PvP and just let it roll out.
And this was MoP, one of the most celebrated PvP expansions.
No verse was there it just wasn’t front and center for everyone.
The PVP set bonus for trinkets from back then was 100% better because it added more resilience on top of the baseline resilience that was still there
Yes it did. Inbetween two patches, one of which was just them removing resilience and letting players do whatever they wanted damage wise. Resulting in rogues Eviscerating for like 400k on 330k healthpools.
I may be remembering this incorrectly though. It might have been that the power was so absurd that they made resilience baseline without removing it first.
What i might be mixing it up with is tyrannical where they just gave PvE gear free reign for a season before reailizing PvE gear needs to be weaker in PvP if stats are going to be that insanely different.
I don’t remember. I just remember oneshotting.
It might have been PvP gear on no resilience pve geared players. I’d have to double check.
I’m not talking about the baseline resil being removed I"m talking about resil being removed from pvp gear.
I think i might be mixing up the timeline in my head though. I think it was Resil is in MoP → People enter bgs without resil → gear imbalance leads to pve players getting oneshot → resil becomes baseline → PvE players now oneshot the pvp players with ToTT gear → PvE gear gets normalized. → etc.
It’s a jumble honestly sorry for stating it outright without double checking. Still not sure lol
Yeah but this was much later. Like SoO when priests were running around with 770k and warlocks were breaking 1m.
I’m talking about Tyrannical Season where rogues had agility trinkets that procc’d for 16k agility and other nonsense. Before PvE gear was
Disabled and reduced in arena.
Well yes and no. You could beat them you just had to fight for your life even against a clicker lol.
playing as cheesy as possible (holding vanish /dance / prep incase of adds) not letting the guy play ever. almost dead to fiend / swp x2 / reflective shield / maybe a mindblast lol.
I think we all remember the nonsense of timeless fondly. lol.