Season 14 began several days ago. Most players have been able get a glimpse of what PvP feels like this season. I found the game pacing to be much slower due to the resilience change. Time-outs seem more common. One other factor is also the gear being Tyrannical and not Grievous. On PTR with Grievous gear the pacing was still slower than 5.3, but it was much faster than it currently is with Tyrannical gear.
We're still working on a fix for the Conquest cap so the Conquest vendors can be brought back. I'll keep /poking for info but don't have anything new to share. [Source]
Patch 5.4 PvP Balance
Player: Hope 6.0 will be that one patch we've been waiting since s8 to finally fix everything.
Nakatoir: It's impossible to "fix" everything because there will always be a certain aspect of the game that someone will have an issue with, or a part they don't enjoy as much as the other. Perfection is also an endless pursuit because it's an ever elusive goal. We're constantly aiming to make the game the best it possibly can be, but to fix what someone feels is wrong will inevitably break it for someone else, so the things that are "broken" change via your own perception.
Player: blizzard doesn't care about all mage specs in PvP
Nakatoir: Every spec in the game right now is viable for participation in PvP, and we care about all specs. Your complaint is not that "Blizzard doesn't care", it's that you don't feel that certain specs aren't entirely viable for high end arena. This goes for several classes though, not just mages; warrior, paladin, druid and monk tank specs and others are not viable for high end PvP either.
The biggest thing to note is that there are actually more specs now than ever before that are viable for a "Tier 1/2 comp", and at least one spec from each class is capable of reaching high ratings in PvP depending on team composition. We would be extremely pleased if we were able to reach a point in balance where all 34 specs were perfectly balanced, however we're well aware that the possibilities of accomplishing this is an incredibly difficult goal.
We'll continue to do our best to achieve the most enjoyable and balanced gameplay possible for everyone and we really appreciate all of the feedback that you're all giving in this thread about what you do and don't like about patch 5.4. [Source]
Patch 5.4 Resilience Changes
The increase in base Resilience in patch 5.4 is meant to counterbalance the fact that Resilience is no longer on gear (and thus does not increase as players gear up).
Prior to 5.3, players' survivability would naturally increase with gear. We didn't feel that that was creating an environment that would encourage undergeared players to continue playing, so in 5.3, we moved Resilience off of gear and increased base Resilience.
In Patch 5.4, we needed to do something similar. Since player power is still increasing as players collect more gear, we needed to once again increase base resilience to keep things from getting too out of hand. You'll still feel like your character is improving as you gear up, this just makes sure you don't improve to the point where you're able to kill someone before they have an opportunity to respond. [Source]
Player Tweet: There is no way you can buff destro SINGLE target damage without buffing CBolt, but CB is too burtsy in pvp. Solution
Ghostcrawler: We can make CB hit for less in PvP if necessary [Source]