They said they can have mechanics like reduced durations and stuff for pvp, not completely different damage numbers
I assume you're referring to Jay Wilson's quote on their "snowy system" which is the system that's already implemented to separate PvP and PvE ability effects when necessary.
What he ACTUALLY said was that it would get "tricky" when tweaking damage numbers. I would think the vast majority of design development would be classified as "tricky." Tricky doesn't mean it can't be done. It just means it might take a little effort. Explain to me what else the "PvP team" is responsible for if not this?
idk what's so hard about tweaking dmg
-20% dmg on pvp for all skills so hard
-30% on really high hitting skills so hard
Because we have no idea how scaling works.. for example WoW.. most spells benefit from stats/spell power differently.. so you just can't lower base damage.. because .. it could change scaling in big way, or it wouldn't makes much difference when most spell power are from items anyway... This is probably the tricky part.
WoW pvp needs to have perfect balance, D3 pvp is going to be unbalanced, period, they just need to tweak it so its not completely broken. Its not hard, at all.
Get real, folks, the diablo you all knew is dead, a few years ago i said right here in this forum that D3 had a pretty good chance of being blizzard first bust (i was flamed to death ofc), and what you know, its not even beta and its already looking that way.