Make the 40% bonus work in PvE and see what the PvE guys say....haha would love to see those tears.
Okay so I've run the numbers and stuff is a teeny bit crazy.On the Beta RN, you can essentially boost your Honor Gear for testing to JUST above LFR-Raid level. Unrated PvP-Gear is probably going to be set to the same as normal (207iLvl) again, and Rank 7 Honor Gear is iLvL 197.Keep in mind that Unrated Glad Gear is going to be more powerful than this:Currently, and I'm not certain if this is going to be intended, Rank 7 PvP Honor Gear gives WAY more Versatility than any gear available in Nathria. It could be comparable to Mythic-Nathria levels of Versatility, though the rest of the Main and Secondary stats are more in-line with Mythic+2 or Normal Nathria Gear.What this means is if you gear SOLELY through PvP, you're going to have a huge bloat of Versatility versus your other stats, however your stat selection via Vendors is going to be less optimal. On a Level 60 Kyrian Arms Warrior (Enduring Blow Rank 1 Waist-Leggo Vers+Haste) right now I have 21% Vers, or 845 Versatility. There are 2 potential scenarios for the Trinket Set-Bonus, and both are rather insane.1) That 40% is additive to your Versatility. So 21% Vers would become 61% Vers for damage and healing. This is the very unlikely option, or rapid-fire classes would destroy anyone.2) That 40% is multiplicative (takes 40% of your current Vers). Even so, with PvP gear below Unrated ranking, with 21% you're still nearly getting an additional 8% Versatility, giving you a huge chunk of Vers.It's likely that early-season, if people are VERY lucky, those Nathria trinkets MAY dominate the scene. However as the season goes on and people round out a full PvP Gear set, that increased versatility will quickly bloat up, meaning that you will get MORE value from your PvP gear by using both Trinkets, enough that without those Nathria-trinkets someone could make your defensive versatility practically worthless, even with full PvP Gear.
I feel like this is a step in the right direction. I mean 40% versatility is pretty bonkers no?
Ok cool pve trinkets off the pvp list with this change
I think it would be cool if the pvp trinket had an equip effect that passively absorbs all damage pve trinkets would have dealt to you, then has an on use effect that deals 200% of the absorbed amount as damage to your target. Running PvE trinkets would be horrifically debilitating, and since they wouldn't be used, the burst portion of the pvp trinket wouldn't be able to be used, either. Would go a long way to reducing trinket burst all across the board in pvp.The occasional pve hero would get absolutely dumped on, and no one would be tempted to try to make pve trinkets work, which even with this change they still will.Equipping pve trinkets in pvp needs to be the equivalent of running 200 corruption with no resistance. Just my opinion.
People left 9 good ideas and 1 bad in the comment below this thread. As usual Blizzard would heard the last one.
Why is it pvp only bonus? Would it hurt pve gameplay just like pve trinkets hurting pvp gameplay?
Is Arena currently accessible? I've not been able to access it under the Rated PvP tabs today. Is there an ulterior way for queueing, or is it poking into the Skirmishes for testing?I do agree that, at least right now, it's not good. A LOT of this set-bonus being successful is going to rely on if Blizzard continue the gearing-curve on Unrated > Rated PvP gear, and seeing how that's affected by the new scaling. I think it's a step in the right direction in more rewarding PvP-players for PvP and gearing from it by tying exponential power into progression. More needs to be done in order to make it competitive as we see it right now, but I'm VERY interested to see what the scaling between different ranked-pieces looks like for it's Vers stat, particularly as these pieces have higher Vers than Mythic Raiding, but have worse iLvl than Unrated Glad gear.
The PvE trinkets have an issue with providing literal oneshots (kills in under 0.5sec from 100->0). For the PvP set bonus to be competitive, it would also have to provide the player with enough damage to global others. The PvE trinkets also provide literal cheat death mechanics, being the only thing that can save you from the offensive PvE trinkets. Now buffing the PvP set bonus in damage, to be competitive with that wouldn't fix the issue, PvP would still be in a terrible state.For the PvP set bonus to be the go-to choice for competitive PvP or even viable without breaking the game even more, I think they would also need to buff the defensive value of versatility. If a player wearing the 2-set dealt around 20-30% more damage/healing and took around 20-30% less damage, then it would be viable and also good design. That would make it so, that the PvE trinkets would be unable to instantly kill players in competitive PvP gear, while competitive PvP setups (with lots of vers gear and the 2set) would just melt and outsustain teams trying to cheese PvE trinkets. The values of this set bonus could also be easily tweaked to change the pacing of high rated arena. Games go into dampening while healers have infinite mana? Nerf the healing buff or increase the damage buff. Games too fast and unpredictable? Buff the damage reduction component a bit.This change would also allow blizz to NOT nerf the PvE trinkets to the ground, keeping them as fun OP mechanics in world PvP and casual BGs. I get the fantasy of raiding mythic and getting some cool item that lets you shoot a oneshotting fireball at an "LFR petbattle scrub" when doing world quests. The stakes aren't really that high in casual PvP, it won't ruin the game for anyone to occasionally run into a very geared enemy that slaps your casual bottom. While it still allows the hardcore players who spent a lot of time and effort, to feel powerful. The rated arena just isn't a place for this, because it makes the higher rated bracket very toxic. Every game you run into some cheesy comp that pops 3 raid trinkets at once, deleting your team, setting you back on the ladder for what feels like an undeserved loss to the trinkets, not the enemy team.