When reading about Neverwinter before Open Beta, I was told that there is no PvP resilience type of a stat, but that there is PvP gear in game and that this gears aims at different, more PvP oriented stats. I was more than happy with that statement, however this is clearly either not the case, or for one reason or the other the game design expected PvP to play differently from the way it does.
Let me start by saying that PvP in this game is *very* enjoyable, up to the level 49. Level 50 gives birth to "I hit you for 2/3 of your hp" dailies, but that's not even bad yet.
As a non-tank (and even then GF gear for dps) going from a level 60 in greens and blues, to Tier 1, to Tier 2, to Tier 2 with enchants, your offensive power scales exponentially (more weapon damage, more power, more crit, more arp, more recovery, all feeding of each other), while the only defensive boost you get for most, if not all the classes, is higher defense - thus your lasting power scales linear. Arp alone nullifies defense, not to mention plague fire enchant. The foresight is clear - the better gear there will be in this game, the shorter time to kill in PvP will become, considering it's already on the verge of madness that is not good.
Two things I think must happen:
1) Every single PvP item, if not every single epic piece (nerfing Astral Shield would pretty much "fix" higher health pools of players in PvE) in the game must have hit points on it. Even in vanilla WoW you had stamina on everything, and the vanilla PvP sets (pre resilience) had a
HAMSTER ton of stamina compared to the pve gear.
2) As I understand it, the 4:1 ratio of hitpoints to other stats translates to hitpoints providing ~3% more HP for same investment where another stat would provide a ~1% dps bonus. Boost that to at least 6:1 (~4.5% vs ~1%), if not more, and we may get somewhere. It's either that or an arbitrary -X% damage global debuff applied in all PvP games (still combined with my first point).
Agree, disagree, troll away, cheers
.