3. Ragarding replenish life, 50 is arbitrary number. 25 we used before was only for restricted usage of Hoto + Dungo or Hoto + crafted replenish boots etc. There are cases where your items have random +3 rep life where old rule would limit you from using that item. 50 is good enough number for it to make sense building on to your character (1171 life over 4 min of duels) and it wouldn't be limiting your build by restricting your options of what items to use.
5. Okay, this is experimental. Firstly, I'm not sure why is poison damage banned in first place, but I'd like some elaboration on that. I'm not aware of why would we ban dual dweb weilding BvC with inventory filled with 100psn/20 life Scs as build, or why is poison so broken to need ban in first palce. I'd like opinions on this, and more importantly, why was poison banned in first place?
6. First thing, only real changes are ban on Clay Golem, and ban on ctc. My regen pally would get banned as well, but I can live with it. We talked about it a lot, and from what I think, it's not problem on how skills enter duel, but what change do they bring. No matter if decrep or life tap are casted by ctc, they destory opposing party, and there's no chance to fight back. So those skills should not exists in pvp. I'm pretty sure ctc was allowed only because old guys wanted to keep their precious HF rushed Exile shields, but those skills are destorying both enjoyment and balance of pvp. Ban is my call.
Clay golem is another thing that I'd say we should ban. It counters so many builds, and is used only on bone necro, that is already defining top tier. One kick, ww, or getting hit by golem is doom for many classes that simply can't stand long length of slow in such high intensity. As for what sacrifice nec should make? Only 3 points to make duels not as impossible for many classes. Just 3 points to get fire golem that can serve same purpose as clay, and doesn't break game in any way shape or form.
7. Something that in my opinion must be done. Bliz sorc is class that instakills all your chars. No matter how hard you tried to build your char, you will die in one random invisible blizzard. Blizzard sorc with one point CM is still putting enemies at -100 ress, but that way it at least can be stacked partially to prevent instakills. I'm not saying it would happen, but it can help if someone has *option* to prevent it. It still needs 300+ CR, but that is at least possible to do, unlike 450 required for max CM. Conviction is skill capped on 150 negative ress, and cold sorc with lots of skills usually hits -150 CR so I think it wouldn't be bad balance.
8. This is simply for diversity of builds. There are nice creative ways to use charges, and it's far from breaking game. Only thing that is too strong is LR charges on firesorc or trapper, but that's limited just to team battles so we don't get broken builds in moor with this one item. Banned skills are still banned.
9. This is something I'd like to see removed personally, but I'm aware that there should still be limitations to it. Cyclone armor is needed for druid to stand chance in some duels (trapper, firesorc) but it's far too strong vs others (FO sorc, FoH pally). I'm not sure how to balance this and going case by case seems good way to solve it. Unfortunately it would make things quite complicated. Your thoughts?
10. - 14. 85 max ress regardless of how you achieve it with banning of some other items. Reason to use 85 instead of 90 is because it would make recieved damage a bit too low, we would need to wait for ages for last two to finish duel before moving on to next FFA, and if encouragess defensive play. 85 ress is enough to counter every build, but not high enough to destroy many, where 90 is still high enough to counter everything, but also ruin many builds that are weaker on damage.
15. Just common practice many build want/need. BO can die in middle of duel and it's your own problem. People can wait you up so consider using this only when you need your switch (bowas, rabies druids etc)
16. - 17. 90% vs 95% is enough difference to make those year 2011. immortal character possible to kill. Some damage would still get in and wouldn't make it impossible to kill them without OW/Poison or chaining quick damaging attacks. With 90% you can wear them down. As for 95% allowed on Light, reason is practical. They would have it by deafault just by using lightning skillers. Also, only lightning sorcs in SPFpvp are infinity ones that need to get close in to deal damage making them much much easier targets than their fire or cold spam_away sisters.
That's about it. My faith in pvp is still lost
