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Fear is already a crappy subject in the small-group PvE realm in that a badly aimed Fear can send a mob up into the next room, into another group of mobs, often resulting in a wipe. Yes, I'm looking at you, Priestess Delrissa's room.
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While I agree with the concept of completely separating PvE and PvP mechanics, bringing up Priestess Delrissa's room is a lousy example to make.
It's one thing to have Fear causing your target to run out of LOS, making your job harder when it was supposed to make it easier, it's quite another thing to simply clear as many mobs around Delrissa as you need to make sure a bad Fear never aggroes a 2nd pack.
The former is uncontrollable, the latter is not.
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If we take a look at a resilience and the oft-coined "World of Arenacraft", why not take a cue from the implications and one of Blizzard's other great game?
Diablo 2
In D2, every character was built to be able to deal thousands and thousands of damage per second, because they were asked to solo dozens mobs with hitpoints in the multiple hundred-thousands each.
Given that a player's hitpoints barely crawled past 3,000-4,000 at the high-end, and it becomes apparent that everyone woud just oneshot everyone else if the game played by the same PvP rules.
So it didn't.
Players only did 17%, or one-sixth of their damage towards other players. Minions only did half that, and reflective damage (more powerful in D2 since it was percentage-based) only did a tenth of that.
Resilience is already akin to this effect: a damage reduction that only applies to critical strikes and DOTs, which only really comes from players. They also have special rules for CC effects that apply only within PvP. Why not go for the whole 9 yards and apply a different set of rules whenever a player is shooting another player?