Blood Sport: Moving out of the fire -- in PvP?
Listening Music: All is Full of Love, by Bjork. Icelandic Fantastic! I don't even know a third of what this video is about, though.
Last Week: We talked some Ring of Valor problems and solutions.
This Week: This is kind of like Ring of Valor part II, kind of not. I wanted to talk about PvE elements in PvP a bit more. I dunno, it's a weird article. You've been warned. Onto the show...
"Don't stand in the fire, noob!"
That's really what skill is, right? In the many years I've been playing WoW, I think every guild application I've filled out, I've scribbled "I can move out of fire" somewhere on it. Now if I actually could move out of the fire is an entirely different question, but hey, whatever helps me get accepted, right?
Some guilds even have a humorous section devoted to asking the applicant questions like...
- "Can you move out of fire?"
- "Can you do a good Chewbacca impression?"
- "Can you put out more dps than the tank?"
- "Am I pretty in pink?"
Well, arena has become more like PvE than you might have originally thought. Don't write me off just yet!
PvP = PvE?
The fire trenches in Ring of Valor is probably the best example of this. A strip of fire shoots up from inside the earth to consume arena combatants if they position themselves too closely. Ancient Romans would have killed to see something like that -- and that's not just a figure of speech.
In Wrath of the Lich King, in addition to dying to opponents, combatants received an arena that killed them. What fun. While the fire trenches are probably the best example of PvP being 'watered down' into PvE, it is far from the only one.
Nothing New
Incorporating PvE elements into PvP is nothing new. Alterac Valley is a mix of PvP and PvE, and it's been around since vanilla. It also happens to be the most popular battleground, but I don't know if that's because most people enjoy it. Alterac Valley is the best battleground to AFK in, as you are just one of forty individuals. AV awards the highest honor/exp per hour by far when half your time is spent alt-tabbed.
Raiding weapons like Sulfuras, Hand of Ragnaros and Dark Edge of Insanity were used in world PvP and battlegrounds at level 60 as well. Compare them to the rank 14 PvP axe, High Warlord's Battle Axe. PvE weapons (and lots of other pieces of gear) have always been superior for PvP than gear specifically made for PvP.
Some of you might be exclaiming, "That's PvE gear! So what if they use it in PvP? They earned it, and they should be able to wear it. You can use PvP gear for raids too!"
Go parade around in half PvE gear, half PvP gear and see what top raiding guilds do with your guild application. They might even chuckle behind closed doors about it. However, for some classes/specs, half PvP gear half PvE gear is exactly what some of the top arena teams prefer for themselves and teammates. I don't think we'll be seeing raiding guilds asking their members to hit 2200 arena rating for best-in-slot gear anytime soon.
The Burning Crusade
Who remembers Nagrand tornadoes? Those things got scrapped early because they were confusing and unnecessary. There some YouTube videos of tornado PvP matches, if you don't know exactly what I'm talking about.
Now, before you go shouting, "Wow! Those things look so cool!," yes, they do. I'll admit it, they look awesome. Now remember, they got scrapped early for good reason. They were buggy, random, and completely unnecessary.
Many arena players (I would go so far as to say most) consider Nagrand to be the most balanced arena -- although their opinion would be very different if tornadoes were causing game losses. The absence of random environmental factors was a large part of why arenas and PvP in general was successful in The Burning Crusade.
Scrapping the idea of random environmental variables is what should have happened with Ring of Valor and Dalaran Sewers. Unfortunately, both made it to live servers and made season five incredibly un-fun for the majority of players. I'm not saying majority tongue-in-cheek, arena total representation went down 65% from season four to season five -- even though the total number of WoW subscribers went up. That statistic is almost unbelievable. Sure, other factors were involved here but most of them are directly involved with PvE elements (gear, environmental factors, class balance, etc).
Void Zones and You
Is moving out of "bad stuff" (or avoiding it altogether) skill? Sure it is.
It requires me to be aware of my surroundings, and perhaps a certain timer that the "bad stuff" is on. Deadly boss mods is pretty awesome at showing you interval timers so you know exactly when to avoid "bad stuff", but you still have to hold down your W key for like three seconds.
A good friend of mine (who happens to be in a US-top 20 raiding guild) told me a few months ago that World of Warcraft has boiled down to one thing: Don't stand in the fire. His quote is what prompted me to write this article.
His reasoning is that if Ulduar can be cleared by a raid in full blues with no epic gear, gems, or enchants, statistics aren't usually a problem -- providing the individual is not completely oblivious of his or her surroundings and impending doom. People who stand in fire are worthless to a raid -- they absorb healing that could be better spent elsewhere. Also, if the applicant is not competent enough to notice a ball of flaming embers around them, the individual is probably not going to be among the best of players.
So What's the Problem with Fire Trenches in Arena?
Let's go back to our original fire trench example. They definitely add a new skill level to arenas -- not only do you have to kill the opposing team, but you have to deal with environmental factors which can kill you. In fact, they add a whole new 'skill level dimension' to them. Consider the following points when you compare arena fire with PvE fire:
- No Deadly Boss Mods coming up to tell you when the next fire trench will be active.
- Death knights can Death Grip you back on top of the fire and spam Chains of Ice.
- In an arena fight, you have far less healers which can get you up if you decide to chill out in the fire.
- In an arena fight, your healer is often the primary target for crowd control, so you have even less heals coming in.
Hypothetically...
Could we add a dragon to Ring of Valor? Sure. It sounds awesome on face value -- fight an opposing arena team, while avoiding the massive claws, bites, tail swipes, and fire breaths of Skillogosa. Some people might be excited to avoid a dragon while killing opponents. They might see it as a new and exciting challenge they have not yet braved.
Could we add Teenage Mutant Ninja Turtles to Dalaran Sewers? Of course. Instead of fighting one team of opponents, you're fighting two. The "skilled" players will let the Turtles beat on the opposing team while jumping behind pillars and striking at the right time. Or, in an Alterac Valley-themed twist, we could have the team that defeats the Turtles first be declared the arena victor. And, might I add, turtles live in a sewer, so it's kind of on-point.
Am I straw manning here? Maybe. My point is that while a random variable included to an arena might give an advantage to the more "skilled" player (at predicting it's arrival and departure) -- that random variable does not make the arena more balanced.
The focus of PvP should be threefold:
- Fun
- Balanced
- Fighting human opponents and nothing else
Want to ascend the arena ladders faster than a fireman playing Donkey Kong? Check out WoW.com's articles on arena, successful arena PvPers, PvP, and our arena column, Blood Sport.Filed under: PvP, Blood Sport (Arena PvP)






Reader Comments (Page 1 of 3)
BigBadGooz Mar 29th 2010 6:08PM
daddy why does the robot have boobies
Cowy Mar 29th 2010 6:10PM
Yes I have to comment on "all is full of love". Yes I know its not Wow related, but chris cunningham is one o my fave directors (and I didn't even know I had favs!). Love this vid and some of the other Music vids he's done.
Brock Mar 29th 2010 6:12PM
The Björk video . . . . . did I just see robot nookie on wow.com?? And did I kinda like it??
wutsconflag Mar 29th 2010 6:15PM
@C. Christian Moore -
Comments like "Alterac Valley is the best battleground to AFK in, as you are just one of forty individuals. AV awards the highest honor/exp per hour by far when half your time is spent alt-tabbed." seem to indicate that doing so is okay, which I'm sure you aren't advocating, right? Right??
O.o
(cutaia) Mar 29th 2010 6:42PM
Well, when you leave out the preceding sentences, yeah, it kinda does sound like that. When you quote the whole thing in context, though, it's easily understood that he's simply ruminating on the question of whether AV is popular due to it's PvE mechanics or because it's easier to leech honor there.
ChaosBolt Mar 29th 2010 6:55PM
He's making a true statement. He doesn't have to preface every fact with "this is a fact, but I am not advocating it."
Also, @ the author, I think maybe you should at least consider the possibility of a fourth focus for pvp - reward. Lots of players, especially the 2400+ junkies, say that pvp is its own reward. But this is blatantly not true for a large portion of the player base. I think that Blizzard would have a lot more participation in arenas, and maybe even BGs although that's a different issue and not nearly such a big one, if rewards in the form of loot (At the end of every standard Lich King heroic there was an epic drop on the boss. ROUGHLY 1/5 chance at an epic with 10-30 minutes spent versus a required 1800 arena rating for a weapon and a huge grind for honour for each new piece. Thankfully they're lowering the grind a little with the new enhancements...a year and a half later...), titles (The Patient, anyone? How about Hopeful Gladiator?), mounts (yes, it's awesome that the Gladiator teams get a fancy mount. I wish I had one like that. But can I at least get one from Arenas that is at a mid-way point on the cool-scale? Bronze Drake anyone? Blue Proto Drake? These are so much cooler than the re-textured battleground mounts that you can trade honour for.).
What's the point of participating in arena anymore? Hell, you're article talks about how necessary it's becoming to do dungeons and raids to be competitive in arenas.
(Yes, I do enjoy pvp. Yes, I do BG a lot. Yes I do arena - go go 1800 rating. But finding a partner from among my RL friends who play WoW is impossible. I am the only one out of 5 who has done an arena for anything except points in Wrath).
Hassashu Mar 29th 2010 6:26PM
Today i just have to comment on the video, because it's a breakthrough.
For the first time in history, a WoW-site has accepted the sexuality known as robotic lesbian. Discrimination, cruelty, and judging of this sexuality is now strictly forbidden in this site.
Hawk Mar 29th 2010 6:45PM
Nice,
Hawk Mar 29th 2010 6:48PM
Darn thing cut off my comment.
Anyway, love Bjork... and robot erotica
NecDW4 Mar 29th 2010 6:54PM
Hmmm... so it's ok if PvP screws with our PvE mechanics, but even a slight PvE styled trap and the PvPers BAWWWWWWW.
Either quit balancing the entire game around the smaller aspect, or start giving PvE centric players a reason to bother setting foot in an arena.
physicsgeek42 Mar 30th 2010 12:49AM
I challenge you to find a PvE focused player who *does* think it's fair to have their game balanced around arena. The whining goes both ways, you're lying to yourself if you think this article is even slightly out of line with any other criticism of the game on this site.
In tbc, raiders hated having to arena for merciless weps to start raiding with. They felt like they were being forced into an aspect of the game they didn't care for. We're at the other end of the spectrum now, where some dps classes *need* particular pve gear to even be considered viable. And you know what? They don't like it anymore than the raiding guys did in tbc!
Anyway, there's a fundamental difference between pve and pvp: LOSING. When you win in either, high-fives all around and you keep going. But if you lose in raiding, you run back to your body and pick up at the beginning of the fight. Nothing is lost except some repair gold. Lose in arena? You just lost rating. In pve, you can be successful even if 80% of your encounters end in failure because in pve, you only care about the ones you win. In pvp, it doesn't work like that because when you lose, somebody else wins. What this means is that a fluky, random thing that makes you lose in pve (say, blowing a taunt at 9 stacks of gastric bloat, or getting 3 twins pacts in a row before everybody outgeared twins) isn't a big deal. If you lose in pvp because some goddamn tornado plowed you over during the perfectly set up, impeccably positioned kill, that isn't acceptable because you lost progress without it being your fault.
This is why you hear so much more complaining about rng from arena players. Random fear pathing, cloak of shadows being 90% instead of 100%, missing the dispel on BoP 3 times in a row because of that 30% dispel resist talent, not landing game-breaking CC because of the belf miss racial... there's a lot of things that can go wrong at just the wrong moments. Arena players are *very* competitive people, and you can bet they're not going to like it when they outplayed somebody only to lose because of some 2% chance for your big combo to fail completely.
TLDR: In pve, only winning matters. In pvp, losing matters too, and that's why arena players don't like random environmental crap messing with their game.
Bernie Roscoe Mar 29th 2010 6:59PM
"The focus of PvP should be threefold:
Fun
Balanced
Fighting human opponents and nothing else"
I disagree. I tended to enjoy random factors. It was very reminisce of gladiator combat of the Romans.
Oh well. Not my collumn. Love you work C Moore =)
Dah Mar 30th 2010 1:07AM
The focus of PvP should be threefold:
1. Fun
Yes
2. Balanced
Yes
3. Fighting human opponents and nothing else
Ye..wait, what?
No, give us some diversity. This is part of what makes world PvP so much fun. It's also what makes stuff like Jackie Chan fights so awesome.
As for the argument about PvP representation dropping, ya, it did, but that was because of two things: Paladins and Death Knights.
Those two classes made PvP pretty lame unless you played one of said classes.
Sure, vehicles were a flop, but that's because they made PvP a 1-2 button mash fest as opposed to diverse environments which add to the experience.
Keep fun arenas and environments. Ditch vehicles.
Lemons Mar 30th 2010 1:42AM
You're basically proving the article writer's point. Those things sound fun, but in practice they aren't. Would it be sort of awesome if a dragon randomly popped up and crit someone for a 10k fireball? Yes. How would you like to lose 20 points because of that same dragon? Not so awesome.
Arenas are difficult enough as it is without having random shit thrown in there specifically to screw with you. PvE you mash ur buttons in a pre-determined pattern for about 5 minutes and shit gets dead...if there wasn't environmental factors to spice things up you'd probably doze off, pvp does not have this problem, and we don't need environmental factors fucking things up.
Transit Mar 29th 2010 7:01PM
I think there is some interesting points made by C.C...
*distracted by robots*
Adjatha Mar 29th 2010 7:24PM
Just as an aside, when BC rolled over into Wrath, people were confronted with new (most people had never seen the inside of Naxx before Wrath) raids. The biggest change in PvP was the inclusion of Death Knights (who, by the way, rolled over everyone else, so that's fun). It is completely unsurprising that a large segment of the WoW population would try out the new content versus bashing their heads against the same old arena system, especially since you knew a couple of death knights would just crush you anyway. Accessibility of raiding and newer content did more to doom early Wrath PvP than a few tornados or water spouts.
Okay, so the crux of your argument against environmental factors in arenas is that they are semi-random, do not value classical PvP skill sets, and some classes have advantages when it comes to manipulating them.
I will conceed the first point entirely: a random element devalues raw skill.
The second point is somewhat weak, in my mind. PvP isn't just about dropping two dudes in a white room and letting them wail on each other. Arena completely changed the face of traditional pvp, forcing teams to aquire totally new skill sets that were previously useless in larger battlegrounds like AV or Tarren Mill. Saying you don't want to hone a "Don't Stand in Fire" skill for arena just because you've never been asked to do so before is not a valid arguement.
The third point is equally meaningless- classes have advantages over others. That's the nature of the game and also why you've got 1-4 other people helping you out. For ever DG/Chains dk, there's a mage blinking right out. Heck, what about the bridge that a handful of classes can blast you off of? Surely that's a class imbalance, why not just remove altitude as well? Heck, remove pillars too, since they absolutely favor certain classes. The only real issue here would be if the fire (or whatever) did so much damage that it was not survivable. Given the high level of damage reduction from resilience (which would be easy to open up to arena terrain effects), I highly doubt a flame pit is going to do as much as a Kel'Thuzad Void Zone.
Anyway, what would you think if the random elements were timed and the timers appeared in-game, or could be presented in a PvP version of DBM? What if the effects could be triggered through specific actions (similar to how one can get a stealth detection buff if they're around the spawn point when it pops)? If placement, area control, and timing were all elements of environmental effects, surely you'd agree that it wouldn't be so terrible to ask pvp'ers to play around with their terrain a bit more than humping pillars?
CDave Mar 29th 2010 8:53PM
Can you imagine it? An arena match in Heigan's room during the dance phase? Win fucking win.
NecDW4 Mar 31st 2010 7:57PM
Ohhh Heigan arena....THAT would ABSOLUTELY get me to start PvPing.
As for being DG/CoId in a flame wall, as i understand most people bring at least 1 partner with a FRIGIN DISPEL! Treat it like any other DoT and yell at your priest or what have you for not breaking that effect for you.
CDave Mar 29th 2010 7:46PM
Reading about your TMNT thing gave me an idea. Wouldn't it be interesting to have 3-team arenas? As in 2v2v2, 3v3v3, or 5v5v5? Might bring out a whole new level of gameplay. Then again, it might throw a wrench into an already breaking machine. It just reminds me of what I used to do in Starcraft when I got bored of ladder matches and started playing 2v2v2s.
Bernie Roscoe Mar 29th 2010 8:44PM
"Arenas were the single biggest mistake in WoW's history." Rob Pardo, Blizzard xecutive Vice President of Game Design
Just thought I'd be a tool and throw this in here. Sorrrrry!