The Art of War(craft): How Patch 3.0.8 will change PvP

The most obvious PvP changes will be to Wintergrasp, where a number of things were changed to improve gameplay. The first major change is the way Wintergrasp Marks of Honor, currently useless, will become usable to purchase Wintergrasp Commendations as well as new epic items. This is a great thing which further encourages participation in the battle for Lake Wintergrasp itself. There are also impactful changes to the game mechanics that should see control of the zone shift more often and greatly favors offense. Let's take a look at those changes after the jump.
- Wintergrasp PvP vehicles have had their health increased.
- Wintergrasp Tower cannons have had their health increased.
- The Wintergrasp Fortress Exterior walls have had their health increased.
- The Fortress Keep door now has had its health decreased.
- The Orb is now instantly clickable.
- Elementals should now always despawn when the battle begins.
- Wintergrasp now extends further south so that more revenants can be reached.
- There are now three ranks in Wintergrasp: Recruit, Corporal, and First Lieutenant.
- Players will be eligible for participation rewards after two honorable kills.
- Players will receive increased honor with increased rank.
- Players will receive additional Marks of Honor at Corporal or higher rank.
- Players will receive corporal rank at 5 honorable kills instead of two.
- Tenacity effect has been lowered. Now improving your health, healing, and health regen by 18% (Old - 25%) and increasing your damage dealt by 14%. (Old - 18%)
The Wintergrasp game timer was hotfixed a few weeks back to last only thirty minutes, down from the original forty. This put pressure on the offense, making it somewhat easier for defenders to retain control Wintergrasp. Obviously, the zone is intended to change sides frequently, which Patch 3.0.8 seems to guarantee. The danger I see is that if it gets to the point that Wintergrasp Fortress becomes indefensible, players will stop playing and only zone in during offense, where they're guaranteed a win. Fewer people will bother to defend because nobody wants to fight a losing battle.
Speaking of losing battles, why was Tenacity nerfed? I don't understand that at all. Tenacity is fine. The players complaining about Tenacity are the ones who try to solo players with like ten stacks of Tenacity. The idea is to gang up on a player with Tenacity because you have the numbers. Use your crowd control. A player with 60,000 hp won't be able to do anything if he's stunned or feared. At any rate, that change doesn't help the cause of defense, whom I suspect will have lower numbers thanks to the ease by which offense can win the game now.
The revision of ranks means that players must actually participate in the battle in order to get the full benefits. As soon as you get into a game, start killing. It's that simple. The earlier you get into a game, the more Honor you'll accrue as the bonus Honor is considerable at higher ranks. The removal of elementals at the start of a match is a sensible one, since they simply get in the way, specially that bugged water elemental on top of the Broken Ring Graveyard.
Small things such as the change to the Essence of Wintergrasp icon, making it easier to differentiate from Replenishment, for example, are simple changes that let us know that Blizzard truly pays attention to detail. The buff will also correctly apply (or disappear) when control of the zone changes while players are inside an instance.
Overall these are interesting changes to Wintergrasp, mostly geared towards faster gameplay and frequent change of control. The tower buffs I mentioned in my guide to the battle of Wintergrasp should kick in, so we should see more fighting in the Southern part of the map and Wintergrasp Ranger should actually be achievable now. Now if only players would actually stay mounted...
Filed under: Analysis / Opinion, PvP, Wrath of the Lich King, The Art of War(craft) (PvP), Battlegrounds, Arena
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Reader Comments (Page 2 of 2)
xb Jan 20th 2009 4:35PM
WG should be worth more honor for winning.
Sorcefire Jan 20th 2009 5:04PM
Was there any mention of performance enhancements to reduce the lag WG causes when it's being fought? For the past week we've had immense lag spikes during peak play time due to the sheer number of people in WG fighting. Dalaran is bad enough, but doesn't affect the world in general, but for some reason WG practically shuts things down.
Jagoex Jan 20th 2009 6:01PM
Tenacity was nerfed because it was not performing as the intended fix it was supposed to be. Blizzard wanted to see an even playing field based upon numbers of bodies in WG -- what we saw was that Tenacity was actually slanting the field slightly towards the faction that, well, showed up less.
Indeed, you have players that try and solo those that are Tenacity-stacked, but when they also require a little too much coordination (especially if they are a Pally, Rogue, or DK) and pull too many other players away from other areas of WG, there is a problem. That is why it was nerfed -- but kept strong (18% is nothing to scoff at) in hopes to keep the numbers balance in check.
Zach Jan 20th 2009 6:03PM
I don't know how many Wintergrasp games you've played, but in my experience, that's simply not true. It's incredibly difficult to win with Tenacity simply because you're undermanned. A siege tank can easily be overpowered by numbers.
If you have less on your side, you WILL feel the effects. You won't have enough gunners, enough pilots, enough foot soldiers to take down vehicles... Against the Odds an Achievement for a reason. Tenacity only made players tougher, but it didn't win games.
Dzarkhan Jan 20th 2009 5:54PM
Well, them allowing twinks that have 450 gathering prof skills to keep their maxed out abilities that go w/ them, but denying all others from ever getting them, will kill the twink community.
And 3.08 has done nothing to fix the deathfest that is 80 pvp right now.
So Wrath and what they've done since it released have killed my interest in pvp, and that's most my interest in the game. For the first time, I'm considering canceling my account. 2 80s, 3 70s, a 63, 3 39 twinks. Meh.
Am sad.
Avatar Jan 20th 2009 5:52PM
The changes that Blizz is making to Wintergrasp are obviously designed to keep more of the fighting outside the walls, rather than the last ten minutes of every battle occurring in the courtyard.
Walls tougher plus cannons tougher = easier to defend, harder to punch through. Previously, a couple of casters could clean all cannon defenses away from the wall, and then three or four siege engines or demolishers could batter their way through a wall segment unless the entire enemy team happened to concentrate right there, right then. (This is why you couldn't blow through the keep door the same way...)
This should serve to keep battle spread across the walls, where it will create less lag in general. Ten fights of ten people each spread out create a lot less lag than a single fight with all one hundred in range; look at EVE for an example of scaling lag problems in huge multiplayer fights.
STereo Jan 20th 2009 6:43PM
It will weaken hunters even more. Blizzard Seriously needs to get a developer who plays a hunter.
Patrick B Jan 20th 2009 6:44PM
How the patch changed PvP: Everything is bugged, nothing works, and Wintergrasp is burning the servers. Turn off Wintergrasp. Fix the damn thing and then patch it in a few days. If they don't do that, expect major downtime.
RuzGofDI Jan 20th 2009 7:22PM
Indeed. Their fix for Wintergrasp seems to be to make it more like Strand of the Ancients.
1) Battle starts.
2) Battle continues with the same amount of lag it always had.
3) Attacking side wins the match.
4) World Server crashes.
5) World Server comes back up.
6) There are 30 minutes left in the battle for Wintergrasp, with factions switching between offense and defense.
7) Repeat steps 1-7
Bravo Jan 20th 2009 7:55PM
WINTERGRASP IS NOT FUN! Its just dumb siege combat. Its pvp for PVE fanbois like the writers on wowinsider. The attackers always win and its just dumb. There is very little player skill and its all about how many people you can pack in siege vehicles. Is it worth doing? Sure for all the honor but I think its a step back in pvp for wow.
Peridan Jan 20th 2009 8:49PM
I've never understood why Blizzard doesn't make it easier for us to know when the next battle will start? Many times I'd be interested in doing WG but am out and about and have no idea when it's going to start.
Have they ever explained why they don't put it on the calendar or have it regularly scheduled like STV arena rather than the semi-regular schedule it has now.
Jagoex Jan 20th 2009 8:45PM
Aye Zach, let me clarify: it gave the team with the buff more of an "advantage" than it should have.
Narai Jan 21st 2009 11:36AM
Playing on a server where your faction is outnumbered 6:1 or more basically makes Wintergrasp a pain in the arse even with Tenacity.
Nerfing it was unnecessary as far as my server is concerned. Even with 20 stacks of it people can stunlock/fearlock/cc the heck out of you and still kill you.
Blizz used a nuclear bomb when they could have used a scalpel on this problem.
warcraft Jan 21st 2009 8:39PM
fantastic blog post, really enjoyed it. What level are you on warcraft
Aerows Feb 1st 2009 4:14PM
Wintergrasp's current structure is better than it was when first opened.
Wintergrasp in 3.0.2 was Arena at all patchlevels; the favored and their stooges that can be carried win the day easily, and then crow about how only scrubs complain.
Now the Druids complain about the Paladins, while the rogues dominate business as usual. At some point, it *IS* the player, not the game.
Arena is all of the rewards, offered on a platter if you time-sink enough to level the favored class. If you are not ready to time-sink, buy a RAF account. If you aren't ready to buy a RAF...stick around, it will change next month. The game is one step ahead of the players. That is why we all play. Once you realize that, you start to win.