Wednesday, May 1, 2013

PvP scaling

PvP is being shaken up again in order to keep the gear from scaling too rapidly. Resilience will be gone completely from gear in 5.3, and PvP Power is being nerfed as well.

These days PvP has a flat "you do less damage to players" contrivance, as well as a flat "you do less healing to players if they have recently taken damage from a player" contrivance, which really makes me wonder why the fuck they abandoned the idea of just increasing health pools like at the beginning of Cataclysm. Doing less damage and healing to all players is effectively the same as just having more health.

I have to assume that these bending-over-backwards balance mechanics are only in place because PvE damage scaling relative to health pools was designed at a certain ratio, and PvP scaling has now been found to work much better at another. It's just a really inelegant design in my opinion.

It's not the developer's fault though. This game was designed a decade ago and has a lot of out-dated design elements [like for instance all those pure DPS classes] and you can tell what they really want to do in a lot of these cases is scrap the design completely and rebuild from the ground up, but you can only get away with so much of this before you end up taking away things that people enjoy.

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