Base Resilience is way too high

Hello there,

I am coming fresh from some beta arena sessions and I gotta say MoP arena has never been as unfun for me as on this realm.
In the original release burst was definitely a bit too high in the beginning with the 15% base resilience that was hotfixed (?) to 30% after a while. It also struggled back then because of some bugged abilities like stampede that were pretty dumb in itself and also buggy on the other side.

But here on the beta? 65% base resilience for a NAKED CHARACTER? What the f?
I have 0 resi sockets and end up at -68% damage on the fully equipped char. That is waaaaaaaaaay too high.
Meanwhile I put all my gems into the so called resilience breaker “pvp power” and get a whopping…33% damage increase only??? So my damage is still down by a sh#tton.
Also why is pvp power also increasing the healing of some specs while the healing in itself by ONE healer alone is out of this world?
We had some 5-10 Minute games in 2s for example where the enemy “healbot” didnt even cast a single spell. Everything in healing is an instant cast and also way too high in numbers.
And then when the out of control CC in this expansion ends for a couple seconds and you want to apply your so called “damage” it feels like you are fighting raidbosses.
Arena is supposed to be a battle and not a torture where the team with more defensive CDs and heals wins after 5-10 minutes.
Put the base resilience down by a decent amount (like down to 30-40%) and also nerf the healing.
If this goes live S12 will be dead after 1 month. This CD trading meta without any surprises like in other, so called faster addons only caters to the nolife 25 years arena exp gamers that are too afraid to drop a game due to a little RNG to some “plebs”.

Thanks for reading.

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