Base Resilience Being Increased to 65%! (Patch 5.3)

You forgot to mention that rejuv is an insane heal also, which pretty much negates most of the burst, if not all, especially when it's 2 or more druids casting it on a person.

igaf , take it up with someone who cares i was just clarifying the statement by eliot/sketch that aparently hurrx couldnt understand ( I never agreed, or disagreed with the statement )
 
Let's try a more expansive approach and interpret what this truly means.

Too much damage burst = being 1 shot / dying before you can do anything.
Too much healing burst = more difficult to kill specific targets. Heavily relies on coordination and CC to drop a target.

Less damage burst = people surviving longer.
Too much healing burst = more difficult to kill specific targets. Heavily relies on coordination and CC to drop a target.

This is simply Giving a team more time to coordinate to drop a specified target as opposed to in cata "Just dps it harder" to kill a FC. Heals can be completely countered and interrupted.

Much Love,
Mocha



 
Let's try a more expansive approach and interpret what this truly means.

Too much damage burst = being 1 shot / dying before you can do anything.
Too much healing burst = more difficult to kill specific targets. Heavily relies on coordination and CC to drop a target.

Less damage burst = people surviving longer.
Too much healing burst = more difficult to kill specific targets. Heavily relies on coordination and CC to drop a target.

This is simply Giving a team more time to coordinate to drop a specified target as opposed to in cata "Just dps it harder" to kill a FC. Heals can be completely countered and interrupted.

Much Love,
Mocha




It's still quite retarded how 1 instant heal from almost any class equals a Lay on Hands. That's not a good thing, despite you seeing it as such. It's a good thing they brought in high resi to counter the retarded dmg there was in the bracket. Now they just need to scale the healing appropriate to character levels like it used to be.

My 1.8k hp 24 Ret paladin heals for 2.2k non crit Flash of Light. 4.4k crits (outside of BGs). 1.6k in BGs. 3.4k crits. I don't mind that an instant heal, or a flash heal healing you for 30-50% of your health, cus getting it off is a good thing. But critting you for 200% of your health? Really?

Healing does need to be fixed as well. Immortal healers is stupid.
 
. Heals can be completely countered and interrupted.

How do I counter 1800 holy shocks? And 1 rejuv that can outheal most of my dmg? inb4 "you have to cc them" well... now that healers are gonna be EVEN MORE OP I'm sure there will be a lot of fotm rerolls, and it's kinda impossible to not let all the opponents teams' healers get 0 globals off
 
How do I counter 1800 holy shocks? And 1 rejuv that can outheal most of my dmg? inb4 "you have to cc them" well... now that healers are gonna be EVEN MORE OP I'm sure there will be a lot of fotm rerolls, and it's kinda impossible to not let all the opponents teams' healers get 0 globals off

main problem of pvp according to world of warcraft forums was healing being too high, it got nerfed and other problem was burst being too high now it is being tweeked as well, they are adressing to the problems community is whining about but I guess you know better than thousands of other players
 
I have to agree that instants like hshock and swiftmend are too high at the moment. A cast time spell for 1,2k is really strong, too, but you can keep healers cc'd pretty well with right team so they can't cast. But dear god if you fail to overlap cc for 0,1sec, boom +1k instant :p
 
To go back to the earlier argument, idont see how a LOT of druids would make the change less noticable, if their damage is too highnow Then it Will be lower come patch and thus noticable, just cus the damage is nerfrd and not buffed doesnt mean the changes are lesser
 
Eliot said nothing about less noticable. He said that this change has less negative impact in an environment with a high amount of druids.
 
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In a bracket without druids this would be a terrible change imo, the way the bracket has been rolling lately (2-6 druids on each team) it won't make a huge negative impact.
I guess that is true, but also in a bracket where you could get gems and gear that gave something counter this resilience this would be a very good change.
 
main problem of pvp according to world of warcraft forums was healing being too high, it got nerfed and other problem was burst being too high now it is being tweeked as well, they are adressing to the problems community is whining about but I guess you know better than thousands of other players

Good point but going from 40% resilience to 65% is a lot more than a tweak. It will requires some other compensatory changes or it will completely change the experience. Do you remember the lvl 10s in the 10-19 bracket way back when?



Increasing resilience from 40% to 65% increases survival time by ~71%. This is 'worse' than just increasing health by 71%, because it doesn't take as much healing to get the target back up to full health, so burst becomes even more important.
 
As it is right now, healing has about 0% skill in it. Avoid sitting in a 6 sec paladin stun and you should be alright for survival with any healing cast on a global healing you to full.

As a clever guy pointed out further up, resilience is the absolute best scaling stats in the game - hence why everyone socket it for even a few % at higher lvl over other stats such as pvp power. Think healers are hard to kill now? Lol, j/k 5.3 :)

But, as I've stated multiple times - twinks have a habit of coping one way or another - we've existed for almost a decade and I'd like to believe we always will. Somehow. Just ridin' the wave.
 
I think what blizz needs to end up doing is, instead of having a blanket healing reduction in pvp vs pve, make it so that resil reduces BOTH damage and healing then make PVP power increase healing by the same ammount (1-1 ratio) that way healers will actually take pvp power instead of just gemming spirit/resil.

since we cannot obtain pvp power this would also solve the problem of lower brackets healing too much (65% may end up being too much though).
 

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