Shouldn’t it be the other way round? Like the actual percentage reduces your damage taken and the the damage increase is half of that. Or maybe it should just reduce damage taken and be tuned down.
If someone has full 220+ ilvl PvP gear, their damage is already insane from the base stats. But then giving them 30%+ Versatility as well, so 30% damage increase and 15% decrease vs someone trying to climb who might have 20% increase and 10% decrease. So that person basically goes up against someone where they have 5% damage increase on someone with better gear, but the other person with Versatility alone has a 20% damage increase and better base stats. Probably why everyone’s getting 1 shot so fast.
I think Versatility should have a cap and bring back reforging. E.g. Versatility is capped at 25% for everyone, and after you get 25% you can reforge your gear to haste, crit, mastery. So players can think about other stats other than just Versatility and haste. Obviously the better gear players will still have an advantage with the base stats, which is fine, but having peoples damage scale so differently because of 1 stat seems silly. So yeah I think it needs looking at… maybe.
True, it was just an example using the numbers, so yeah, a better geared player has even higher damage than what I’m saying in comparison to someone climbing.
They get 42% increase and 21% decrease, vs, 28% increase and 14% decrease. So 28% vs 7% increases…
Thats kinda what Im saying. Resilience decreased damage taken, and thats what vers should do. Swap them around so, give the slight increase in damage so PvE players can still benefit, but mainly make it a damage decrease. Also as someone pointed out, the trinkets should decrease damage taken side of vers by 40%, rather than increase the damage done by 40%.
that will depend on if the dr will be so high that you can survive some of the insane burst, those smoothing the damage out a good deal and people not getting down in a few globals, ofc for some classes going for 1-2 pve trinkets would then be smarter but that would make them more glass cannon compared to others, so it would be a trade between damage and survivability
Speaking of stats why’d they have to go delete Multistrike but keep Versatility? I felt like it was a genuinely good stat, it was another nice distinction you could make to your spec, like a middle ground between Haste and Critical Strike
Were the multiple hits treated as such when it came to generating stuff? For example, did a multistrike frostbolt generate 2 icicles and a multistrike fireball crit proc an entire hot streak?
Going back to have a pure PvP stats would definitely solve a lot of problems between PvP and PvE gearing.
Maybe they could redesign the PvP stat as a 3rd stat on all PvP gear, so switching from PvP to PvE and back would still be possible with some downsides.
Instead of simple damage reduction, the PvP stats could reduce the power of CC on PvP targets in comparison to PvE targets.
Yes, I know thats at the moment “baseline” for all abilities, but I think CC-time reduction would be the most meaningful PvP-stat without directly leading to drawn out fights due to everyone taking less dmg.
Didnt they put DR on the secondary stats with SL meaning they already lose some power if you stack one really high it will not make any sense anymore to stack it?
I do already not really have to worry about the burst anymore as a resto druid playing with the tank legendary , i just think people are to impatient and by S2 we will be back to deep dampening games and that really isnt that far off again