Season X: Players have 1000 health, 100 DPS, and 125 HPS. Resilience is at 75% damage reduction.
Season Y: Players have 2000 health, 200 DPS, and 250 HPS. Resilience is at 75% damage reduction.
There is literally zero noticeable difference between the two seasons. Your spells may hit harder, but they're hitting into a larger health pool and being outhealed equally as hard. The problem arises, of course, when one of those scale faster than the others.
Yea I understand but thanks for breaking it down. As I was alluding to, it all comes down to scale factors for the new gear. I'm sure someone could do the math on it, isn't the stats for the new gear already released?
I think once the gear gets added in things will be just about right, at least with the comps I play (cleaves and such). But I feel like caster mirrors or hybrid mirrors are going to easily pass the 15 minute mark, they even did in 5.4 when both teams had good players. I really cant see why people wont just abuse the hell out of the crowd chooses you bullshit, be it double healer comps, maybe triple healer, whatever the case. It really does nothing but encourage turtling and artificially alters the pace of the game.
Yea, in an important match, if say an rmp managed to nearly global someone (say to like 3%) in the opener, the strategy probably changes to turtle for 15 minutes and never try another swap again... And as peel-heavy as comps like rmp, rmd, mld, are.. that team would almost certainly succeed in doing so. I feel like it also benefits rdruid as their heart damage is the strongest healer dps in the game right now, they will probably be used to set up these turtle situations.
Edited by Deliriumz, 14 September 2013 - 11:23 AM.