9 thoughts on “Tomorrow: Resolve Buff Won’t Penalize Class Stacking

  1. I was harsh in my wording regarding how the Resolve buffs seemed to be laid out, but sometimes you have to be hard. These changes go a long way towards resolving my misgivings about the system.

    I’d also like to repeat: The best way to deal with “misfit classes” is to examine those classes and examine encounter philosophies. Ask the chanter how useful status effects are, or the warlocks about what it’s like to rise and fall depending on linked encounters or the lack of same. Especially the poor Guardians, once the must-have tanks for any raid crew, now relegated to second or third order alts because they just can’t keep up with encounter design.

    But that’s nothing to do with Resolve–and that’s as it should be.

  2. Why even have the class buffs?

    If there’s 6 players in a heroic group, then they will have at least an extra 60 resolve, so now the encounters have to be buffed to take into consideration for that extra 60 resolve.

    It seems completely redundant.

    If this mechanic is truly necessary, leave it on the gear alone.

    1. One reason to have the class buff is to make the difference between heroic and raid requirements much higher… 60 vs 240 resolve different with class buff between heroic and raid (if there are no 15 resolve classes in the mix). I imagine this can let them set heal and dps checks such that they are easier for raid that aren’t ‘hard core’ to meet without making them trivial for the hard core raiders to 1-group.

  3. I follow, but then why even have it for heroic content? Is it to prevent two decked out raiders from duoing zones?

    I’m sure at some point the gear will make not having the extra 40 resolve seem insignificant. (Speaking for heroic content anyway.)

    1. Not so much prohibit, but inhibit. A well decked out raider likely has the means to deal with increased incoming damage and decreased outgoing damage.

      (A 40 resolve deficit means you only deal 60% your normal damage output, and you take 140% incoming damage)

    2. As an aside, if this were retroactively applied, it would likely prevent players from soloing heroic content except for the best geared players, and even then that’s pushing it. It would completely prevent raid zone soloing.

  4. I’m all for this. I love working towards something and having checks for all players during the course of raiding. Content should be challenging and you as a player should be working to meet those challenges and progressing through the content. But, the resolve stat does need work. Punishing raid forces for bringing multiple of certain classes isn’t the way to go, especially when most raid forces have fill-ins and this really pushes single out classes either to bring or not to bring to raids. Glad to see this is changing.

    All in all a welcome addition.

    1. Challenging does not equal stacking a single stat that will cause you to do or take more or less damage.

      Challenging should be defined by well thought out encounter design.

      I’m all for challenging content, but “resolve” does nothing for this.

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