Resilience

Why did they remove resilience, versatility as a stat seems too hard to for blizzard to balance, they need to go back to a pure defensive stat. Not one that increase damage and takes a portion of that damage and returns it as healing and plus defensive returns. It would allow classes that tend to get kited a lot to invest in more defence. Versatility is very situational if you’re not doing much damage Due to CC and other effects. eg hunters near enough killing you with sniper shot while they have their various CC’s on you. resilience as a stat would allow for better control of damage in PVP arenas that has become ridiculous. I have been in some arenas and been melted by hunters, DH in a matter seconds. PVP should feel like fights not burst damage contests. Why does blizzard not outsource to? Skilled YouTube players to test their classes one on one against each other. eg class on equivalent gear and see how they compare. if the fight is close, they then know those two classes are reasonably balanced against each other and proceed down this path with all classes. This whole buff/nerf cycle is stupid. As for raiders and mythic players if they want PVP gear then they need to invest time into that side of the game and vice a versa for PVP players wanting raid/Mythic gear.

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Mainly I think it was to get away from “pvp only” gear so pvpers could do pve content without feeling overly hindered.

That being said, the game definitely does not need to be slowed down. Games already last too deep into dampening regularly.

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totally agree. if anything, we need to move the other DPS to where DH is at & adjust some of the healers to “feel” like you can keep someone up or at least recover. this is without going into a 15 page essay but yea.

Early MoP when resil was removed the damage difference between geared players with resil & pve players without resil kinda peaked with people in same-season bis one sidedly getting obliterated. PvE players stood less of a chance than ever in casual / rated pvp for whatever scaling reasons MoP saw change. Probably all the new dps cds tbh.

Regardless of whatever the official reason was, I think the reality is they didn’t think about it and just made the easiest choice they could to try and increase the amount of players doing both types of content. (Not needing separate sets for stuff.)

I say they didn’t think about it because at first all they did was bake in the damage mitigation full resilience gave into our characters which was immediately followed by PvP players rocking full PvE damage in every slot they could afford and just the most disgusting damage from trinkets and set bonus’ you’ve ever seen with zero penalty. Which was 100% the obvious outcome for anyone playing at the time. They patched it but like ??? lol.

Resilience worked, at least for some classes, because to get the benefits of pve gear you had to sacrifice defense. I think it was a healthy way to allow PvE gear in PvP.

Personal example, On wrath I don’t raid, so I have full resilience. When I fight other rogue teams they hit me pretty hard since most people are human w/ double pve trinkets & a lot of PvE offsets to max out certain stats. But I also hit them back roughly 15% harder because they’ve sacrificed hundreds of resil stat. I don’t hate it.

I think the rest of your idea with testing balance 1v1 is kinda just not the right way to approach changes though.

In hindsight it didn’t help that basically the entire game was an unbalanced mess when they made the change. You can google old frost mage pre-nerf frost bomb clips before the mastery nerf & the fire blast glyph change for example. Or Beckinsalex 3v1 chaos wave, etc. Stampede bug. Taste for Blood overpower warriors. There’s probably plenty of others 'm not rememering. Early MoP was a freaking nightmare.

I think they just didn’t test how strong classes were and panicked as the players stress tested how far damage could get pushed.

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