It is apparent to us that Turtle WoW's implementation of Resilience was in a bit of a transitory state in 1.18. As such we have begun to rethink how resilience should function in OctoWoW, and how we feel PvP gearing should be handled long term.
From our perspective there are two options that we have, we can either homogenize resilience back into a flat pvp damage reduction stat, or we can fracture it into more targeted defensive stats.
The benefits of the more homogenized approach are that it simplifies the gearing process for PvP, and makes an easy and clear distinction between PvP and PvE gear.
The more fractured approach of splitting the existing resilience stat into separate crit and DoT reduction (and adding new stats such as CC resistances, PvP only spell resistance, or an attack speed slowing affect when taking melee damage) results in gear decisions being more unique for PvP players who pay attention to compositions, and strategize about what challenges they expect to face. The goal of this would be to not only raise the skill ceiling, but also provide counterplan to "the meta" whatever the meta is at any time.
This ties in with our initial decision to have rated arena's be in the best of 3 format. The ability to re-strategize after seeing how the opposing team plays and even modify gearing choices between matches *should* allow for *some* matchups to feel less decided by class composition.
Of course this is all theory, and we will see how the current implementation plays out in reality over the next few weeks.
While this theory is being tested, we would like to ask the community to respond here. How do you feel about resilience gear in the current state of the game (or the previous turtle 1.18 state), and which would you rather see, a more homogenized, or more fractured approach?