Shield spell effectiveness reduced in PvP

I'm kind of on the fence about this change. On the one hand, man, as a warrior I hate beating on a shield in PvP. Hate hate hate. It does seem odd to me that we moved resilience to reduce all incoming damage and then reduced all healing to match, though. It seems somewhat like a complicated way to do nothing at all. As someone who sometimes goes resto on my shaman for PvP, I don't really look forward to having my heals heal for less, especially since it's a penalty that will hit me immediately while farming up honor for PvP gear to get resilience will take me time, time my healing will have been adversely affected throughout. How about you? Happy or unhappy about the latest changes in PvP?
Bornakk says:
After further observations of the recent changes made to resilience and healing in PvP, we have made an additional change via an in-game fix so that the PvP healing debuff in Arenas, Battlegrounds, and Wintergrasp now also lowers the effectiveness of Power Word: Shield and Sacred Shield by 10%. The majority of other strong shields or damage absorption mechanics are already affected by the healing change, so we feel this new adjustment is an appropriate step in balancing the effects of resilience versus healing. The ultimate goal is to find a better median between PvP encounters feeling too quick from burst damage, or too long from heals, shields, and absorption effects. We will continue to monitor the way these changes play out and let you know if we feel any further changes are needed. As always, feedback based on your PvP experience with these new changes is welcome.
Filed under: Paladin, Priest, Analysis / Opinion, PvP
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Reader Comments (Page 3 of 3)
Matthew Feb 5th 2010 12:58AM
I hate it! But I understand it's there to make people use PVP gear. The ends justify the means?
*however* we now need to nerf the stunners. That's right.
Stun duration in pvp is 10% less. Yay.
Fear duration 10% less. ooooh. Does anyone fear in pve anymore anyway?
That's just my opinion. As a pvp battleground healer. I'm NOT biased :D
Cavis Feb 5th 2010 3:58AM
For those who don't really understand resilience/healing changes:
Blizzard basically slowed how fast health bars change in PvP.
So if you are a healer, you have a chance to react if someone's health is dropping, but your healing will also not top them that fast to 100%, so DPS can bring down people to 0%. That's not a complicated way to do nothing - it's just to slow down fights a bit.
Bossy Feb 5th 2010 4:51AM
Somewhere someone is ALIVE and KICKING these days at Blzz HQ 's !!!!
I don't know WHO, I don't know WHEN, but apparently after 3 long years, Blizzard is making a lot of sense these days in the tuning department. Cross server dungeons: WOW and now this in PvP tuning: WOW.
If someone at Blizz is reading this (0.000001% chance anyway): give that man a raise will you.
Now ... next step : up the leveling PVE open world attuning, so we can see some real challenges again in that department (there is only one PVE challenging quest on level 80). I am tired of assembling 15 mobs at once to kill them all in 6 seconds.
Seriously though: I guess Blizzard hired someone who actually has brains this time around.
Put him in the CATA team please. Perhaps there could be a challenge again in the solo leveling department by then. I am not talking about the Raid heroic insame hard stuff. I am talking about Mr mediocre here who solos.
Frank Feb 5th 2010 7:53AM
All the change to resillence is for is to make people have to get 2 sets of armor. A lot of people spent their time and got geared from running heroics. Now they need to get geared for PVP. It's another time sink to keep people playing. It's working for me.
Ylspeth Feb 6th 2010 4:29PM
Wow. Just wow.
Blizzard really dropped the ball on this one.
I can't think any better strategy to remove disc priests from PvP than to reduce their effective healing and their sole ability to defend themselves. At least all you players who like this change can congratulate yourself on getting yet another free HK.
Welcome all to the brave new world of PVP, damage dealers only need to apply.
Procris Feb 7th 2010 11:15PM
Unhappy. Much like yourself, i'm playing a healer alt right now trying to gear up in PvP. My survivability is rock bottom even with a few pieces of pvp gear and these changes are designed for those seemingly invincible healers decked out with full resilience pieces in every single slot.
I have to admit, if resilience is going to lower damage, then in some way or form, healing has got to be lowered and giving everyone mortal strike isn't the answer but nerfing everyone wasn't the answer either. I doubt in all honestly, 10% will hurt fully decked PvP healers. They might notice it a bit, but not much.
I still believe they could have tied this 10% healing debuff/shield effectiveness into resilience on healers gear. The more resilence you have - the closer you are to the 10%. If you have say 200 resilience, it'll only be something like 2% and gradually go up, just like damage reduction goes up with more resil. Again this seems more like a poor band aid, instead of actually solving the issue at hand. Not all healers are equally geared in PvP, so not all of them should have to suffer the reduction.