GOOD NEWS with PvP in WoD

We know healer scaling was mentioned, but what about damage scaling? It has just gotten absurd how quickly damage scaled in MOP.

Currently, in Mists, level 90 characters have a relatively high amount of base health, and a relatively low amount of base damage or healing on their abilities.As a result, your health from Stamina doesn’t increase as quickly as your damage or healing from Attack or Spell Power.To use some made up numbers for perspective, your gear might account for 80-90% of your damage, but only 40-50% of your health.That’s why, as the quality of your gear increases by hundreds of item levels over the course of an expansion, we see such a high swing in damage output compared to health pools.

For Warlords, we’re simplifying that by making health and spell effectiveness scale a lot more linearly.Base health is being lowered dramatically (and the effectiveness of Stamina increased) to the point that as damage or healing goes up, health pools go up alongside them.That lets us ensure that PvP gameplay at low gear vs high gear feels relatively similar.

On top of that, we’re increasing health pools in general — they’ll be much larger in comparison to the damage players are able to deal to each other than they are today.Resilience and Battle Fatigue were added because without them, an attack or heal would account for massive chunks of a player’s health bar.With higher health, that same spell doesn’t have as big of an impact.

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