I apologize for getting to this thread a bit late, I’ve been quite busy lately.
Now first of all, I’m getting the impression from these posts that we don’t care about balance or battle arena because it doesn’t make us money. This is far from the truth (and a tad bit insulting). You have to realize that we spent over a year of development time on Battle Arena, and spent a large amount of time trying to get both PvE and PvP balance coexisting together. Of course we’re not perfect, but we do care. We had a large amount of feedback during the testing process and tried our best to address each of the major concerns.
One of those major concerns was definitely Bleed and Fire. We wanted to address this but didn’t want to kill the damage of this combination for PvE. Our solution after a large amount of heated debate was Perseverance. For the investment of 2 affix slots, you can be 100% immune to both Fire DoT and Bleed assuming you get decent rolls. Now, if that needs to be 1 affix for total immunity or just higher numbers per affix that’s something we can discuss further, but 2 felt fair at the time.
The overall idea for most balance fixes is that we don’t want to make any more special rules for PvP than we already have, so we try to provide tools to deal with what’s determined to be problems (Immunities, Trophy Affixes, Moving Power to Hero Skills, Special Affixes, etc).
I’m not sure how the perception of us has changed to devs that only care about addressing areas of the game that are “the most profitable”, but please look at our patch note history over the years and let me know if that’s the case! Personally I think it’s an absurd idea to develop games this way. Keep in mind that we’re not some megacorp pushing out energy timer apps trying to maximize profits. We’re a few friends who’ve been making games together for awhile, that prefer making games that we’d actually want to play ourselves.