#0 - Feb. 4, 2009, 5:04 a.m.
1.) Why homogenize gear so much? Although I could understand the hassle when something like plate aster gear drops and there's no pally, but when you standardize things like stamina and armor, classes that depend on them take a hit. For example, a warlock in PvP in TBC relied on the surplus of stamina and armor on PvP gear to do well because we had limited peeling abilities. Now that I have less armor at 80 than I did at 70, the same health as a mage, yet different scaling with other stats (crit, haste, etc.) it just doesn't "flow." Hell, a HOLY paladin in PvP gear has more health AND mana than me.
2.) What's with the need for "all specs being viable for everything"? I was perfectly fine with builds that were preferred for PvP and others for PvE, it was how a player was defined (like if they were a raider, or a PvPer). Not only that, now you have to balance every spec to each other (as if balancing wasn't hard enough).
3.) PvE gear vs. PvP gear. There's nothing that differentiates them besides 2 stats. Hit and resilience. When I switch over to my PvE gear, I lose a whopping 1k HP. 1k. That's barely anything. Why can't PvP gear and PvE gear be more specialized for those purposes so classes that aren't as reliant on resilience don't get a one-up on others like at the beginning of this season? Also, Naxx 25 raiding is so retard friendly that the best PvE 2 hander in the game is about as easy to get as one piece of savage while the Deadly weapons are almost unreachable.
