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The problem is the way resilience was implemented and itemized.
PvP gear should be primarily resilience and a little stamina, with a limited amount damage modifying stats. The key? Those damage modifying stats do not increase from season to season. Only the amount of resilience/stamina would increase as you progress.
To balance that and prevent PvP gear from becoming T6 tank gear, resilience should only reduce damage taken from other players, and not from PVE sources. Resilience should not cap, or if it does cap, it should be at a very high level.
As an example, Joe Casual wants the Season 1 two-hander to DPS in kara? Fine. It has some damage stats that would make it worthwhile. But if Joe Casual wants to get into SSC and beyond, he has to grab an actual gear upgrade from inside a raid, because the Season 2 weapon will only upgrade in terms of resilience and stamina.
I have no problem with allowing lower-level PvP epics to fill a slot here and there for some players. It opens the door for a lot more people to jump into the raiding pool. But at some point, raiding has to be the goal -- and allowing someone to simply upgrade via PvP isn't going to get you there.
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