Versatility

Hi… again…

Is this stat just a complete waste of time?

Player A - 20% Versatility - 10% damage reduction.
Player B - 20% Versatility - 10% damage reduction.

20% - 10% = 10% bonus damage to both players rendering the damage reduction useless.

I know it’s not an exact maths but if versatility is going to be the “New PvP Stat” surely it should be designed to be more unique.

Perhaps adding to the defensive Versatility to also reduce the critical hit chance or critical hit damage by xx%

None of us like to be critically hit in 2 shots when fully geared. Let’s fix this shall we and let’s do that pronto?

You might as well bin of the damage reduction and give everyone a flat 10% damage increase in BG’s as it stands as it’s really offering little, to no benefit to anyone unless you have 0 Vers which let’s make the assumption a PvPer will not have 0 Vers.

Why not allow players to select a route to follow with versatilty, for example a defensive or offensive route, reversing the current stats so it’s 20% damage reduction and 10% increase in damage. It needs some work doing to it.

=)

4 Likes

It’s not useless, if you didn’t have it you’d take the entire 20% more damage.

4 Likes

Versatility feels nonexistant because of the huge burst most are capable of.

His point is that the damage reduction given by versatility is nullified by the damage done gained by versatility. In comparison to something like resilience that only provided damage reduction.

Something that gives just pure damage reduction will slow the game down, i think the idea is versatility giving both kind of maintains a predefined level, as everyone wants it the balance between damage done and damage taken ratio should remain somewhat the same no matter how much versatility everyone gets. Sounds good in theory but in reality the damage done will probably out scale the damage reduction as gear levels go up and you start picking up more secondary stats that fuel the damage done.

It’s biggest let down however is that despite it now being the “pvp stat” pve gear still rewards versatility gear which shouldn’t happen if it is to truly be the pvp stat.

5 Likes

I agree that in theory it’s a good sounding idea, in reality it doesn’t work effectively.

As it stands, a fight can be over in as little as 0.5 seconds and the majority of the time, sub 5 seconds which to in my eyes is a broken system in need of an immediate fix.

It feels like everyone is holding one of the orbs from Temple of Kotmogu or w/e it’s called.

The game right now feels like a moba. A league of legends copy Where every1 die in a second.

2 Likes

My friend is a full versa SURVIVAL hunter and he got globalled by a sub rogue in WSG and a WW monk in AB.

This game man…

5 Likes

Not quite, we now need a Moba-Like-Battlegrounds with nodes and tower, with lanes and npcs pushing against eachother and then ding, we officially got a Moba battleground.

The point is valid. Adding damage increase to Versatility makes no sense in pvp. It totally negates the reduction. Make it reduce damage taken fully (not 50%).

Essentially turn it into old resilience. It’ll stop the insane burst.

3 Likes

My friend in good gear had a -40% damage reduction and got oneshot by a ww monk.

Versa should reduce crit dmg and chance for nonhealers><

3 Likes

They could just add a set bonus to the pvp gear like with Old T-sets and not like that lazy trinket set design
Just give them some great bonuses for pvp and it would make them bis in pvp with the right ones it could fix this mess.

2 Likes

I got hit for 20k by a boomkin in arena despite having 18% vers and on D-stance. Balanced burst right there, feels nice to wear a full versa stuff.

2 Likes

Yes, in the long run it doesn’t change anything. Only situation when it makes a difference is when there’s a big gear difference between two players, so when it doesn’t matter because one of them is at extreme advantage anyway. Hoping that burst will be smaller if everyone stacks full versa (aka “it will be better in a month”) is delusional. This game speed is staying, and a ~2% more damage reduction when we get fully geared will not even be noticed, and most likely outscaled by other stat gains.

Unless we suddenly get gear with 200% more stamina, which doesn’t look like it’s happening.

They tried that with ashran. The original version.

Learn to do math. 20% dmg increse and 10% dmg increse dose not rezult in an overall 10% dmg increse anyway.

with 20% versa u have 120% dmg done.
10% of 120 is 12, so its just 8% dmg increse.(if we ignore the fact that , the stupid trinket benefit is only to damage for some reason…thanks blizzard)

If we count the 40% bonus, then its 128% dmg that gets reduced to 15.2% increse

Anyway, as dmg decrese advances it will eventually become a net benefit.(at least from a theoretical point of view.)

Since with higher ilvl everybody also gets higher health pools it will even out.

If you reduce chance to be crit or give no dmg increase to vers then we will get dampening games again where basically you can’t kill someone until 50% dampening. And then rot classes will become incredibly powerful.
If you don’t rely on crits (affli, UHDk, Spriest?) will become very strong

It’s a strong stat but I hate it.

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