Locked: voting over -- thanks all!
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It would help lessen my girlfirend's Moonkin rage and save her spending money on keyboards and headsets, as being a Moonkin in PvP leads to some serious stress.
Possibly a self-heal that doesn't require a Moonkin to lose 15% damage reduction?
EDIT: Youtube user Raishiwi, who is a Balance Arena Master, gave a good guide into Moonkin PvP in three parts. He suggested gemming Stamina and Resilience, and speccing into 6% spell damage reduction, due to their lost survivability. Is this the direction Balance druids need to take to be competetive?
As a result, there have been many, many complaints of newcomers, returning players, players not transferring/re-rolling on other Realms, and other regular levellers.
The idea behind the XP-On/XP_Off split (which I support) was, and I quote Vaneras:
We want everybody to have fun in the battlegrounds, and that includes those people who do not twink their characters... and getting steamrolled again and again by twinks is just not fun. Allowing twinks to play in the same Battlegrounds as regular players would be unfair for those who are levelling their characters for the first time, and normal players in general should not be punished for not having the time or resources to spend on gathering the best in slot equipment and top enchants for their low level characters.
Yet especially in the earliest brackets - the brackets which newcomers and esp. Trail players will encounter - we see toons decked out in Enchanted Heirlooms cause exactly the same issues: forcing people to grind on low-level toons, just in order to be - somewhat - on par.
My question is this:
what is Blizzard going to do about the problems caused by allowing Heirlooms in XP-On PvP?
Paladins are, especially on 2400+ arenaratings, the worst healer with a class representation of 8% (and there are alot of retribution paladins over 2400, http://www.arenastats.com/index.php?r=all&bg=all&br=3&mr=2400&mt=5&mg=20). I know paladins do very well in rbgs, but I (and I'm sure alot of other paladins aswell) still prefer arena since it is more fun and requires more individual skills.
I do not know whether this question has been asked already but are there any specific plans about adding new features for "bored" people who do nothing but log on for raids nowadays?
As such, healers designed around these goals become VERY powerful in PvP, and a single player poses very little threat to them. Furthermore, because resilience weakens DPS it conversely "buffs" healers; less damage being caused means there is less to heal, so HoT's and such become much more effective.
Can the devs please tell us if they are concerned that resilience is tipping the scales in favour of healers, or if they feel healing in general needs to be tweaked for PvP?
In particular, are you satisfied with current diminishing returns mechanisms: the DR category system, or the reset timer? Have you considered alternative systems? Do you think CCs and related effects (especially Silence and Interrupts) are now in a good place to satisfy most players?