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3-07-2012 @ 5:34PM
I don't see how PvE gear would be "good for PvP" in this system. Sure, the basic Resilience closes the gap a bit, but in later tiers, you will do less damage, but receive far more damage than a player in PvP gear - while on the other hand PvP gear sounds like being between current and previous tier PVe gear.
3-07-2012 @ 5:47PM
"received far more damage" is purely speculation at the moment. Without seeing the gear and how it actually functions, we don't know how it will exactly work.Say PVE gear allows you to do X damage to a player.PVP gear might do 110% of X to players and 90% of X in PVE. Or it could be 101% and 99%. Or 120% and 80%.It's impossible to tell at the moment. Based on their stated goal, I believe PVP gear will give you a moderate edge in PVP, and PVE gear will give you a moderate edge in PVE.
3-07-2012 @ 5:48PM
Remember, everyone will have 30% baseline Resilience, and PVE gear of the same 'tier' will have higher ilvl than PVP gear, and thus more stats.
3-07-2012 @ 5:53PM
Since the PVP power/defense stats are not allocated out of the stat budget, then higher level gear may not necessarily increase the PVP power beyond the effective power of the higher level PVE gear. They may also not necessarily increase the PVP defense stat beyond what they want PVP-geared players to have. Rather than starting an expansion with 30% damage reduction in a full set of PVP gear, and ending with 50%, a full set of PVP gear may give only another 10 or 20 percent damage reduction from players in both the first and last tier.
3-07-2012 @ 6:06PM
"...receive far more damage..." So, yes, if you assume they're lying about closing the gap (as you're doing here), it would follow that it won't have the intend effect. OTOH, if they actually do what they said, your premise would be false, and PvE gear would be good for PvP, just not as good as PvP gear.
3-07-2012 @ 6:15PM
It's because PvE gear will have the higher ilvl advantage. To put recognizable numbers to it, Season 11 gear is currently ilvl 398-ish (I think, I don't PvP) where as normal mode raid gear is 397. Under MoP's system, Season 11 gear would be more like ilvl 375, and its primary/secondary stats budgeted accordingly, but would also have a ton of Power and Defense to go along with it. What they're trying to accomplish is this: PvE person goes into random, unrated BG's and has a significant amount more primary and secondary stats as well as the larger health pool to go along with it, but zero Power and only the base amount of Defense. Chances are he'll still be kicked around like a crumpled can, but at least he'll get a few good shots in before he goes down instead of being globaled. If he knows what he's doing he may also take a couple people down with him. He'll still need PvP gear if he wants to do competitive PvP, but at least he won't be the other teams punching bag in his raid gear. Meanwhile, 2600 rated player decked out in current season PvP gear wants to run tier 15 Fortress of the New Evil Guy to get a shot at that rare drop mount. Her PvP gear is a lower ilvl and equivalent to tier 14 PvE gear. She won't be as effective as a someone in current tier 15 raid gear, but she'll be able to still hold her own on the meters. However, my concern is scaling. I feel like this all may work out fine early on in the expansion, but after a season or two, the gap will widen as Power and Defense levels escalate until were back to "bring PvP gear to your random BG's or get globaled".
3-07-2012 @ 6:28PM
"...a full set of PVP gear may give only another 10 or 20 percent damage reduction from players in both the first and last tier. "Hadn't considered that; I like it though.It's also worth pointing out, though, that making it an actual stat means that you can build some interesting trinket effects using PvPower or PvDefense, which should help with the problem of needing to bring PvE trinkets into PvP.
3-08-2012 @ 12:47PM
@ArtificialIt's not about lying, it's about things not working out quite as planned, as often happens. Maybe this works great for the first tier, but doesn't scale so well (when pvp players are rocking 40% extra resilience over a pve player and his base 30%). Who knows. It wouldn't be unprecidented.
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