Wrap up of Season 7
I am overall satisfied with how Season 7 went for my RMP. We hit 80 roughly a week before the season started and geared our characters from all blues/greens to almost full relentless. I am happy to say that none of us bought rating to get weapons or any other gear, all of our progress was due to hard work and learning our comp. Although I had originally expected to end the season with a higher rating, I am fine with where we did end due to some bad losses to counter-comps where we would lose ridiculous amounts of points while hard wins would net us only a few.
Changes to Resilience
The change will double the value of resilience in reducing damage done by players. So depending on their current amount of resilience, characters might experience a 10 to 20% decrease in damage taken from other players. The critical strike chance and critical strike damage reduction components of resilience will remain unaffected by this change.
This announced change will hopefully bring arenas to where I think they should have been all of LK. The rise of cleave teams has done little good for arenas and WoW PvP. The meta-game as a whole has been who gets blow’d up first loses. There is zero strategy in most of these cleave comps other than pick a target (usually healer) and rush them down. We fought many beastcleave comps this season and each one was an uphill battle. Those games were rarely fun because it always ended in 1 of 2 ways:
- Can’t LoS hunter and there is no avoiding the burst. I die through PS with full buffs/battlemaster.
- I survive the initial burst and then we destroy them because they now have no strategy.
As my friend Nworby says, “If it is beastcleave, take what rating you think they are and then add 200.” This rang true many times as we would beat a beastcleave and think “we’ll probably only get 5 points for this win” and then find out that they were rated much higher than how they played.
Hopefully this change to resilience will bring damage down to where it needs to be and should have been all expansion. I think the reason this wasn’t the case was because of the opposite problem in TBC. It caused the devs to be too cautious with resilience’s effect so that each game didn’t turn out to be a drain game.
The change initially helps me out a lot. I will gain another 12.39% damage reduction and have a total of 24.78% reduction across the board on damage. This should help me be able to last longer while being trained.
Best memories of Season 7
Beating teams with much better gear – This is true for any season, but was a lot of fun this season. When you have those games that you are outgeared and sometimes outcomp’ed but you play so flawlessly that you get the win. This season, we were around 1600 rating and we played a team with 3/5 relentless and weapons. At the time, we were in almost full deadly and didn’t really stand a chance against their 1900 rating. We didn’t make a single mistake and predicted their every move that game. The 25 or so points that we gained was very rewarding.
Reaching 1800 – Our journey to 1800 was difficult to say the least. Not having furious gear from the previous season and also not having decent weapons really hindered our progression. We decided that the easiest way to hit 1800 would be for my 2v2 (rogue/priest) team to get it first and then we could push for it on our 3v3. We ended up within 15 points of 1800 roughly 15 separate times over 3 weeks. Every time that we got close, we would play a geared team and lose 20+ points. In the end, we hit 1800 on our 3v3 first beating a 2k team to get the final points that we needed.
Learning RMP – RMP is a very fun comp to play. While some of the cleave teams were rough matches, most of the others were a lot of fun. RMP requires a lot of coordination and is a lot harder to play than some other comps that I’ve played in the past. It is a comp that really relies on skill and teamwork to get the job done.
Tags: Arenas, PvP, World of Warcraft
