Originally Posted by tristantio
While resilience doesn't affect DoTs I believe the intended purpose of resilience is to slow down burst damage so it is healable and PvP fights are able to be drawn out, thus becoming matches of endurance, more than just quick burst fights.
By reducing crits it is serving that purpose.
Also it actually does indirectly lower the typical damage output of DoT classes because when a DoT user is subbing out +spell damage gear for stamina/resilience gear it means that their DoTs are significantly weaker. In full spell damage gear a DoT user could easily achiever 1200+ damage to their shadow spells, however in resilience gear this number seems to be closer to ~600 unbuffed.
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I would argue, however, that the inflated stamina numbers already take care of this to a large extent. As classes stack more stamina to survive the bursts of crit damage, thier spell power goes down. Adding in the levels of resilience that people are routinely getting now makes arenas increasingly punishing to classes the rely healvily on crits, while boosting the power of classes that are capable of dealing high-sustained damage.
As a rogue, I'm not sure exactly what to do against opponents with 200+ resilience and 10k+ hp (any warlock out there). My damage has already been shot by the lack of AP on pvp gear, and my crit is very quickly eaten by resilience.
I completely understand Bliz's reasons for wanting to extend the matches in pvp, but their method--simply removing spikes from the damage curves--leaves classes with moderate constant damage and high spike damage in a bad place.
My solution would be to re-value stamina to a higher cost. As a rogue I really shouldn't be sitting on 10-11k hp in my pvp gear.