That might be an evil headline. The real news here is that resilience will no longer affect *any* self-healing that we players get as a result of the damage we deal to another player. It’s not just about Leeching Poison.
But don’t take my word for it! Here’s what Ghostcrawler posted today in the continuation thread on class/set bonus mechanics in the Patch 5.2 PTR:
We’re making a change to the way damage-to-healing conversions work so that the healing is not affected by resilience. The healing will be based on how much damage would have been done as if the target had no resilience. If you hit an opponent for 10K and have a mechanic that converts damage into 50% healing, your hit may land for 6K because of resilience, but the heal will still be 5K (50% of the unmitigated damage). This only applies to resilience, not to armor, Shield Wall or other forms of damage reduction.
This change currently includes Atonement, Glyph of Battle Healer, Ancestral Guidance, Vampiric Embrace, Nature’s Vigil, Glyph of Siphon Life, Eminence, Glyph of Flame Shock, Leeching Poison, Death Siphon and Soul Leech.
If I’m understanding this right — which I am almost certainly not, because I don’t know PvP from a hole in the ground — this is good news for us in terms of how it’ll increase the value of Leeching Poison in PvP (and our survivability in the process). But it’s less-good news in that it’ll ensure that many enemy players are that much harder to viciously murder.