Resilience can be a touchy subject. There are those that hate it, and those that welcome it with open arms. It is thee stat that separates random battleground rookies from the pros. It is what defines PVP gear. Yesterday, a change was announced that has many people thinking they may see light at the end of the tunnel… Here it is…
* Colossus Smash now ignores 50% of a hostile player’s armor (PvP), but continues to ignore 100% of a non-player character’s armor (PvE).
You see, players call for this very change often, they want Blizzard to make it so that spells/abilities that affect PVE have different effects in PVP. Certainly, the knee jerk reaction to this is that would be great because they can be balanced separately, something that would be a welcome change since very often there are pvp changes that affect pve and vice versa. So along with that argument, the theory is then they could remove resilience as well. This “solution” to balance was addressed in the most recent Dev Q&A.
More on this after the break.
Q: Considering how often changes meant to balance PVE performance for certain classes then creates imbalance in their performance in PVP, and vice verse, have the developers ever considered completely separating the two? – Azunya (North America/ANZ)
A: That’s a common solution proposed by our active forum participants for whom balance may be the single most important concern when they play. You have to put yourself in the mind of a new player just trying to pick up the game though. Already there are a bewildering array of class abilities and talents, many with their own idiosyncrasies or special rules. Now you have to virtually double that if you want all of the player spells to have a PvE and a PvP tooltip. We prefer solutions like resilience and diminishing returns on crowd control that are more global rules rather than virtually every ability having a PvE vs. a PvP coefficient. We want it to feel like one game with a unified set of rules.
So essentially, Blizzard says no, they won’t take this overall approach. But lying under the reason they gave was a more important one.
If you approach balancing in this way, you remove the need for resilience. If that were to happen, and resilience were to disappear, what seperates PVP gear from PVE gear? Extra Stamina? Larger and larger amounts of stamina itemized on gear just inflates the need for more damage being done to players for desirable pvp encounter times. That brings the pvp damage closer and closer to pve damage. So the level of Stamina in PVP gear cannot get too crazy. The result? There is a fine line between the quality of PVE gear to PVP gear for use in Arena’s/Battlegrounds. Which then turns into… The best gear for PVP is often going to be the best gear for PVE. Which means if you want to be a top level PVP’r then you must PVE, which is not what i want, not what blizzard wants, and certainly not what many pvpers want either. It also levels the playing field tremendously in random battlegrounds where someone that has no clue how to pvp may be uber raid geared, and thus can walk all over “lower geared” but yet fully dedicated PVPers. This would make me a sad panda 😦
So you see, there is a method to Blizzard’s madness, weather you agree with it or not. They didn’t just create the resilience stat to mess with the community, or make you work harder for something. They did it so you as a PVPer don’t have to wast 4 hours in one night wiping on a boss you really could care less about killing. They did it so that uber raid geared pally doesn’t walk into a BG and roll his face on his kb and kill you. They did it because they love you 😛
- 4.0.6 Wednesday, March 16, 2011