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Originally Posted by Siddown
I'm just glad Blizzard is starting to actually tell us something about the expansion. For a company that is so successful, the way they communicate with their customer base is a huge mystery to me.
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We'll be very upset if things change after communication! I dunno. I think thats the excuse, but if you share information as you're doing it and its obvious to everyone as you're doing it that its likely to change, I don't see how we would get that upset. I think the more likely reason is they want the marketing. Frequent updates as to changes would, in fact, likely have the opposite effect, demonstrating to players that virtually everything is subject to change at almost any time.
It'd be nice to, I dunno, mid-way through a patch cycle, have a "this is the stuff we think is not quite working and we'll probably fix next patch" post by a CM or a Dev. Its a bit to ask and I realize there are literally thousands of things going on every moment, but moving Tactical Mastery or changing the way stacking debuffs work is stuff it'd be nice to see all in one place, every few weeks or so.
Backtotopic... I don't think this is necessarily a nerf for melee or casters at all. It applies equally to all types of damage, spell or melee or ranged, it appears. Its a nerf to one-shotting and "fast" fights. I think I agree that there are alot of changes being made with very little time to test them. My worry is there are too many variables to balance very well in the limited time (one month or almost two) they have.
Lots of HP + a modifier of the likelihood to be crit will serve their goal of making people more group-dependant only if the traditionally lower-hp classes have enough hp to make it through a 2 or 3 person MA train for a few seconds. As suggested, I think it will devalue the traditional "burst" classes, especially if they have also been traditionally balanced around having low hp and high burst and overall damage.
So, it really does matter if resiliance is 1 for 1 the same as crit rating, then it serves to basically eliminate the usefulness of any +crit gear you get (in pvp). Incidentally, if you look at the leaked PvP gear, it appears that, virtually without fail, as you gain say 24 crit rating from pvp gear, you also gain 20 resiliance. As some have pointed out, this makes the haves and have-nots gap get very wide (something I thought they were trying to avoid in this xpac). If they aren't roughly equivalent, then some other balance will appear.
I just don't want to sign up for my first arena season and find that my mage's super-leet burst dps at 60 has become a 5000 hp wet noodle unable to even get a shatter crit to a 10000 hp warlock thanks to the added resilience he's picked up. Not that I'd have any real chance of beating a warlock anyway. /wink wink nudge nudge