In typical fashion, blizzard has opted to use the last patch of balancing changes for MOP. This will not work like it has for previous expansions, because mop was balanced, and tuned, around the scaling of end of season stats, resilience, and battle fatigue. In 5.4. And individual adjustments to damaging abilities in those SPECIFIC conditions.
Which is why with class tuning alone, with season 1 resilience and battle fatigue, the game will still be very different from the original MOP. So what do we do?
How do we fix it? I think damaging spells and abilities, aswell as healing, should all be scaled to their respective season 1 values. As should base resilience, and battle fatigue. Otherwise the game won’t truly resemble season 1 of Mop. Throughput more than anything with determine how the game feels.
The changes to crowd control and ability mechanics are all fair. I can’t instant clone as a feral Druid, which is fine, this won’t impact the pace of the game. But damage and healing will.
Battle fatigue should be low season 1 as stat scaling on season 1 gear wasn’t too intense. I recall season 1 it was low, around 10-20%.
Currently we have just gone from 77% base resilience, to 0. The result was every ability hitting 1 damage. To now warriors hitting for 154k through my 50% survival instincts. The ability damage for all classes NEEDS to be reverted to their season 1 values and scaling. Otherwise they WILL be overturned on season 1 stats. As many damaging abilities were tuned to end of xpac scaling.
I think that trying to tinker resilience and battle fatigue, around modified ability damage for end of xpac conditions will leave the game wildly unbalanced in season 1.
THE SOLUTION:
What I ultimately propose, is abilities receive modifications from tuning for EACH respective patch, as they did in original MOP. Battle fatigue and base resilience also scaled, to their respective values for each individual season.
This will ensure the game is the same pacing and feel as season 1 of MOP. Without trying to alter other numbers using the last patch to create some Frankenstein version of season 1. I think historical throughput and preference should be preserved, I think most players agree with this. And the only way to do that is to adjust abilities, resilience, and battle fatigue, to their historical values.
- thank you