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Warlords of Draenor: More on PvP damage and potential Resilience removal

Blizzard Community Manager Lore has posted on the official US forums in response to a thread about PvP target dummies. He also, in doing so, ha added some more detail to the changes to Battle Fatigue and Base Resilience that Senior PvP Designer Brian Holinka tweeted about late last week.
Lore
Great suggestion. I'll be sure to bring it up with the team :)

That said, we're doing a lot of retuning of how health works in comparison to incoming damage in Warlords, with the hope that we won't need (or can significantly lessen the effects of) things like Battle Fatigue or Base Resilience. If all goes well, there shouldn't be as nearly as substantial of a difference between PvE and PvP damage output.

Still, it's a great suggestion, and there will likely still be at least a small difference (due to PvP Power if nothing else), so I'll make sure to pass it on.

So it looks like the way Blizzard might be trying to work Resilience and Battle Fatigue out of the game is to rework how health is tuned relative to incoming damage. Maybe, as Celestalon has tweeted in the past, the way that stamina converts to health could be altered, allowing PvPers a larger health pool.

The problem is, of course, that at the moment the damage output in PvE is necessarily higher than that in PvP. Players don't have the health pools of raid bosses, and there's an eternal arms race to generate bigger numbers in PvE that means player abilities hit way harder. I've seen Chaos Bolts crit for huge numbers, often over 1m. My PvP characters have around 550k health on a good day. This is the issue that Resilience and, as a result of having to heal raid damage, Battle Fatigue are there to fix. While I really hope that Blizzard can repair the issues they have right now, I am glad they're not removing resilience completely just yet.

Filed under: PvP, Warlords of Draenor

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