First off, thank you for the effort you're putting in for this. It can only improve the game. Hopefully I'll get there one of these days. Some questions follow.
I saw you had warrior vs. ranger match-up. Did the warrior try frenzy/adrenaline rush/midnight combo? Seems that should be effective against a ranger. Or does AR cancel the frenzy? Would a PvP build have made a difference?
Are the builds always optimized for PvP unless otherwise noted? You often mention gear, but rarely talents and attributes. For example, a warrior may actually want some points in health for PvP.
Has a mage attempted a silence lock? With 70%+ haste, they could 'miasma' in (which also stuns) and then keep despair up constantly. (With 'breakdown' and 70% haste, cooldown is shorter then silence.)
How will this translate into battleground group PvP? With the small player base spread out over several timezones not sure how this could be effectively tested. Maybe I'll get lucky, and actually be able to show up for the next HCS arranged game.
From another thread.
Envenom cut is needed.
At least a shielded prophet can take it
OK, going with the idea this needs cutting to balance PvP, and the cut won't make the ranger ineffective. I think it's a safe bet we can't have separate rules for Envenom when playing PvP vs. PvE. So I'm looking for a doable way to compensate for PvE. Perhaps buff up spectral Barrage for group play, along with some mana/health regen (as you suggested in another thread) for solo play. Two changes that should have little if any impact on PvP.
My concern is that ranger play may be a bit less interesting and more mage like. But at least it keeps the ranger effective for PvE. Other suggestions very welcome.