5.3: That Was Fast
Patch 5.3 is up on the PTR. You can look at the notes here. Nothing too crazy… just the removal of Resilience from PvP gear, gear scaling in BGs and Arenas (!!!), and LFR off-spec rolls (plus increasing chance of bonus loot based on bad luck). You know, the usual.
- Players can now choose to receive loot for a specialization that’s different from their current class role. This feature could be accessed by right-clicking on the character portrait and selecting the option from the drop-down list. Loot specialization is available for bonus rolls, Raid Finder, and Pandarian quest rewards.
- Protection for bad luck streaks have been added to bonus rolls. Each bonus roll that does not provide loot has a progressively better chance to award loot to the player.
- Additional information and explanation for the reasoning behind PvP changes will be available very soon.
- All characters now have a base Resilience of 65%.
- Resilience has been removed from most PvP gear.
- Season 13 Tyrannical gear had their item levels increased to ilevel 496, up from ilevel 493.
- Season 13 Tyrannical Elite gear had their item levels decreased to ilevel 496, down from ilevel 512.
- Battlegrounds, Rated Battlegrounds, and Arenas now have an ilevel cap. All gear will be scaled down to ilevel 496.
Feels like the 5.2 PTR was just three weeks ago, doesn’t it? I suppose Blizzard wasn’t kidding around (finally) about accelerated release schedules.
Posted on March 25, 2013, in WoW and tagged Arena, BG, Bonus Roll, LFR, Patch 5.3, Patch Notes, PTR, PvP. Bookmark the permalink. 3 Comments.
About time they fixed that loot specialization thing. That should help the queues as dps go healer for the quick queues.
Now they just need to go all-in and get rid of PVP stats and special PVP gear. They’re almost there.
They’ll never remove PvP stats, because that will either force PvP players to run raids, or allow (or “force”) raiders to do PvP. The only way out of that design corner is a scorched earth-like GW2 solution, wherein you kill gear progression for PvP entirely. Which “solves” that problem and makes dozens more.
That’s true as things currently stand, because they rely on (and swear by) the random drop system for PVE while using a currency system for PVP. BC showed that people, given the option, much prefer the currency system. So, if they just converted all gear to purchaseable with currency, and made both PVE and PVP award valor, then it wouldn’t be an issue…play the way you want and get the same gear.
You’re right, they’ll never do it.