wow-cheapgold:World of Warcraft Patch 6.0.2 PTR: Player Health and Resilience

We're planning several interconnected changes designed to provide better-tuned gameplay for healers and improve the healing dynamic in PvP.

 

The high amount of base Resilience and Battle Fatigue in Mists of Pandaria caused characters to feel much weaker in PvP than they did in PvE. To address this disparity, we're approaching Warlords of Draenor with the goal of shrinking that gap as much as possible. To reduce dependence on Resilience, we needed to increase player survivability against other players, and we chose to do this by essentially doubling (post-squish) player health.

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On its own, that increase in health would make players more survivable in the world at large, so we're also increasing creature damage and the effectiveness of healing spells to balance things out. The net result of these changes is that individual attacks will knock a smaller chunk off of a player's health pool in PvP, but your survivability in PvE remains unaffected.

 

Doubling player health gave us room to reduce Resilience and Battle Fatigue, but our goal was to be able to remove them entirely. In order to achieve that, we're also reducing PvP spike damage across the board by lowering Critical Damage and Critical Heals against players in PvP to 150% of their normal effect (down from 200%). Our hope is that these changes allow us to reduce Base Resilience and Battle Fatigue to 0%. It's possible that we'll still find a need for some minor amount of Base Resilience and/or Battle Fatigue, and we'll be testing these changes extensively and adjusting as needed.

 

Changes to PvP

 

Base Resilience has been reduced to 0%.

Battle Fatigue has been removed. PvP combat no longer reduces the amount of healing received by participants.

Critical Damage and Critical Heals in PvP combat now deal 150% of the normal spell/ability effects (down from 200%).

Changes to Health Pools

 

Amount of health gained per Stamina point has been doubled. The curve on this calculation has been smoothed out as well, so exact amount varies slightly by level.

Maximum mana has been doubled at all levels to keep pace with expected increases to maximum health from new Stamina values.

All consumables now restore twice as much health and mana.

All creatures had their melee damage doubled. Most creature spells and abilities have had their damage doubled as well.

All player-cast healing and absorption effects have been increased by approximately 50% in effectiveness. If they heal or absorb a percentage of maximum health, they are instead reduced by 25%. All other noted changes are in terms relative to that.

For example, if another noted change is that "Mega Heal now heals for 40% more," that means that Mega Heal now heals for a total of 210% of what it used to, which is relatively 40% higher compared to other heals.

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