Advertisement

Ghostcrawler briefly discusses PvP power and PvP healing

Ghostcrawler discussed PvP Power and PvP Healing

Just a short while ago, everyone's favorite blue crab, Lead Systems Designer Greg "Ghostcrawler" Street, posted briefly on the U.S. forums in response to a thread regarding the function of PvP power and PvP healing. This certainly makes for interesting reading and may allay some fears of the PvE community regarding the use of PvP gear in dungeons and raids.

Is this testing or speculation? Because PvP Power and PvP Resilience should work anywhere with regard to DPS, but of course only when you are attacking or being attacked by other players.

The only thing that doesn't work is PvP Power-fueled healing. At the moment, you only gain the healing benefit when in BGs and Arenas. The reason is because that we don't want PvP gear to be super effective for PvE content (useful is fine, but super effective is not).

That design goal is easily met for damage dealers, because they won't benefit from PvP Power when damaging creatures. Unfortunately, there isn't a simple check for us to determine if a healer is healing damage done by PvP or PvE. In an Arena or BG you can make that assumption, but in the outdoor world you may be engaging in world PvP, or you may just be questing.

We are considering just letting PvP Power affect healing everywhere but dungeons and raids. That would solve world PvP and only risk unbalancing group questing and world bosses. Even the world bosses probably don't represent a huge game balance risk, given that the option always exists to get tons of players together to zerg them.


So to sum up, PvP power is easily developed to work exclusively in PvP scenarios for DPS and tank specs, as the game can easily tell what you're hitting. Healing is far harder, as you're always healing people wherever you are, so the game has to test for PvP scenarios before employing the PvP power.

To me, as a PvPer, the second option that GC mentions sounds far more appealing. For the PvP healing buff were to only apply in Arenas and Battlegrounds seems quite contrary to Blizzard's desire to reignite world PvP. It would also leave PvP-geared healers rather defenseless outside of the Arena and Battlegrounds, were they to be attacked on PvP servers or similar while out farming, etc. I don't think that unbalancing world bosses is a huge price to pay, particularly considering Blizzard's earlier comments regarding the likelihood of world PvP taking place around world bosses.

However, I'm sure PvEers will take comfort in the knowledge that Blizzard is taking steps to keep PvP gear from becoming too powerful in PvE scenarios.


It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!