The 'diminishing returns' concept is an underlying sorta thing behind a lot of these PvP changes. Somehow that made me shiver when I heard it, but I couldn't figure out why until just now. It just clicked. Shades of ED! =D
But in all seriousness - no, the heal resistance thing is just for PvP. Again, it's very clear that the only PvP changes filtering to the PvE game are some of the buffs - increased melee range and the taunt thing. Certainly no complain there.
With regards to the heal resistance...well, more specifically, Castle said that there may be problems with the healback from stuff like Spectral Wounds being enough to trigger the resistance, and if so, this alone may force a rethink of the mechanic.
But you can, I'm sure, see all the qualifiers there. IF that particular thing is broken, it MAY force a rethink of the entire concept...
As a poster on the main forums pointed out...excessive healing is pretty dang strong in PvP right now. Let's face it. It is. So I can see why the'd wanna try and address that.
On the other hand, as our Emp players well know, this change also sounds like a kick in the fuggin' teeth for some of us. I know my own Regen scrapper just about runs into this...
If you're not trackin' the dev digest, I'd also like to hilight an interesting acknowledgement made by the devs - that EVERYONE seems to dislike the new travel power suppression mechanics. They know we hate it.
But the indication is that, yes, running away will be harder now - be it kiting or escaping. That is indeed the intent. So, enh, that's just, y'know, how it's gonna be. Which is great if you're playing a melee character tryin' to attack someone. Not so good if, like many of us here, on a great deal of our characters, we're not running away to be annoying, we're running away to stay alive. =P But them's the breaks.
-- Acyl
But in all seriousness - no, the heal resistance thing is just for PvP. Again, it's very clear that the only PvP changes filtering to the PvE game are some of the buffs - increased melee range and the taunt thing. Certainly no complain there.
With regards to the heal resistance...well, more specifically, Castle said that there may be problems with the healback from stuff like Spectral Wounds being enough to trigger the resistance, and if so, this alone may force a rethink of the mechanic.
But you can, I'm sure, see all the qualifiers there. IF that particular thing is broken, it MAY force a rethink of the entire concept...
As a poster on the main forums pointed out...excessive healing is pretty dang strong in PvP right now. Let's face it. It is. So I can see why the'd wanna try and address that.
On the other hand, as our Emp players well know, this change also sounds like a kick in the fuggin' teeth for some of us. I know my own Regen scrapper just about runs into this...
If you're not trackin' the dev digest, I'd also like to hilight an interesting acknowledgement made by the devs - that EVERYONE seems to dislike the new travel power suppression mechanics. They know we hate it.
But the indication is that, yes, running away will be harder now - be it kiting or escaping. That is indeed the intent. So, enh, that's just, y'know, how it's gonna be. Which is great if you're playing a melee character tryin' to attack someone. Not so good if, like many of us here, on a great deal of our characters, we're not running away to be annoying, we're running away to stay alive. =P But them's the breaks.
-- Acyl