Another news from the official forums. Indeed, during the holiday, there were less people still on the forums, but Ghostcrawler on. We need to thanks to him. What did he say?
Player Numbers versus Blizzard Numbers: The Nerf Game (Source)
It is challenging to compare our numbers to those that come up from the community. Since I have been doing this gig, there have been plenty of times when players will say "Yeah, we figured X was overpowered," but that is almost immediately followed by "but the nerfs were too much." I have honestly yet to see more than one or two players ever agree that the magnitude of a nerf (any nerf) was justified. I'm just sayin.
We have to rely on our testing more than the community. That's just the way it has to work. Your numbers, however, are a useful reality check. In situations where the community consistently finds different numbers, we might go check our numbers again. We will do so in this case.
Something else worth pointing out is the whole concept of "your mileage may vary." Not every player has the same timing, gear, situational awareness or even rotation. In many cases our calculations are based on the higher ends of the spectrum -- the damage potential generated by the best players in ideal situations. For a class like the hunter that does require a fairly high amount of skill to master that may mean that your damage didn't drop as much (because you weren't using a technique that the experts were using to coax every bit of dps out of their attacks) or your damage may drop a lot more (because the experts are able to switch to other sources of damage more readily than a less skilled player).
All I'm saying is that WoW isn't such a simple game that a 10% buff or nerf done on our end will automatically result in a 10% buff or nef for every player out there in every situation.
Damage in Arenas: Higher than TBC? (Source)
I can't tell if you're being sarcastic or not, but no, this was not the intent.
It is hard to nail the sweet spot on Arena balance, and what that sweet spot is depends a lot on what role you play. At times players have felt that they couldn't prevent someone from healing, which turns the entire fight into mana draining, silence and crowd control, since nobody ever dies. Damage-dealers were frustrated because they felt like just beating on someone (which their entire spec may have been designed around) was ineffective. Currently, the opposite is true, where players can be beaten down very quickly and healers tend to wonder why they should even bother trying to heal.
Resilience will make a difference - remember that not only is PvP gear itemized for resilience, but it uses up points that would normally be spent on +dps. The defenses are not only higher, but the offenses are lower. Furthermore, once players can survive for a few seconds, it tends to force everyone to worry about defenses once again. Will resilience make enough of a difference? That is something we are discussing right now.
We hear and understand all of the concerns. I don't have any announcements to make of changes at this time, and honestly changes of the magnitude we're talking would not be the kind of thing I would just casually drop as an answer to a forum thread like this. But we do hear you.
Thanks to Ghostcrawler again and wish all a happy holiday









