Blood Sport: Random thoughts about Cataclysm beta and PvP
Want to crush your enemies, see them driven before you and hear the lamentation of their women? Blood Sport investigates the entirety of all things arena for gladiators and challengers alike. C. Christian Moore, multiple rank 1 gladiator, examines the latest arena strategy, trends, compositions and more in our arena column.
Listening Music: Tool's Schism. I remember when this first came out -- so many unique meter changes.
Overpowered classes are overpowered. First of all, it's beta. Things are subject to change. Some classes appear to be incredibly strong at the moment. Here's a video of a warlock dueling seven different classes. (NSFW, some written profanity.)
Hopefully, Blizzard developers will remember the ridiculousness that was season five. Ret paladins and death knights were far more overpowered in Wrath beta than anything I've seen in Cataclysm beta so far, but there is still tons of opportunity for improvement. Let's also hope they continue on with the philosophy of making swift changes so things don't get too out of hand early on in the new expansion.
Spoiler alert: I was originally going to write an article on bad momentum and how to shift from losing to winning mid-arena match. I suppose that article will have to wait, because I'm excited to write about Cataclysm. With 4.0.1 hitting the PTR, I imagine now is good a time as ever. So if you're not into spoilers, stop reading!
Resilience and you
Zarhym
I had very mixed feelings about this change when I first read it. It's taken me quite a while to figure out where I stand on it. However, I've come down soundly on one side of the fence.
I like it.
It allows specs that value crit highly to be effective in arena. Hunters, rogues, fire mages ... all will be getting a needed facelift in Cataclysm, which is great for PvP diversity. Crit gemming might also be a viable option, which will be sweet.
The change is also welcome because it will still allow burst damage to be a part of the game -- maybe a lucky string of crits will lead to a game win here and there. I'm not against the random number generator (RNG); I'm against its determining the outcome of matches a large percentage of the time -- the occasional match is fine.
It might lead to damage's being easier to balance, perhaps even to the point where damage is toned down more than it was in The Burning Crusade. After all, Blizzard knows very well by now how many PvPers hated the burst-friendly environment of Wrath. It will be interesting to see how they approach this angle, especially with casters getting 200 percent baseline crits.
Pets
Click-to-move is awesome. I had no idea how much fun it would be to tell my little buddy to hide behind a pillar for a little while. Players have been petitioning for this functionality since vanilla; it's amazing to finally see it in game.
Scaling issues also look like they're being addressed. Pets have comparatively more survivability and are easier to summon once they die. Both of these qualities are incredibly important, as a pet class without a pet is gimped from the get-go.
Demons
Also, this isn't really an arena thing, but pets feel more like individuals now. Imps feel more impy with a huge escape jump. They're also far more useful now that they have a defensive dispel.
Moving away from felhunter dominance is needed -- warlocks should have pets that are very good at doing one thing and choose what that thing is. The felhunter was pretty good at a lot of stuff, but because it was universally great, it couldn't be improved much at all without balance issues.
Now, pets can be tweaked to give their masters exactly what they need. Instead of an 8-second defensive dispel, imps can be given a shorter cooldown dispel or have the dispel hit more than one magical ability. Likewise, the felhunter can dispel more things offensively and not run into GCD problems with Spell Lock. The succubus is still a little weak. Seduction is dispellable, and her knockback is very fun but feels a little out of place. The voidwalker could also be given more utility to compensate for it just being a buff 90 percent of the time.
Kitties
Hunter pets will benefit from additional scaling and increased survivability as well. The extra pet slots and other perks incoming are exceedingly welcome, but there's still a lot left to be desired.
Outside of quaffing phoenix downs, hunters need an easier consistent way to get their pets back and change pets once within arena. Warlocks can choose the right pet for the job, hunters should have the same access come Cataclysm.
Most of the pets have received awesome revamps of iconic abilities. Awesome.
Ghouls
Ghouls have gone from ridiculously overpowered (season five) to laughable (season seven) to an average pet that isn't really feared or thought about that often. Today, many arena players don't bother killing ghouls, because their damage isn't threatening. Cataclysm is bringing a host of changes to ghouls.
Blizzard Entertainment
Dark Transformation can only be used after a death knight uses Death Coil five times. It lasts 30 seconds and is just plain sweet. I don't expect season five dominance ghouls from this, but it will definitely help unholy death knights feel more like a pet class. Cooldowns and energy cost will probably be adjusted, don't worry.
Guild perks
Yay for guild perks!
I hope all perks that can create an advantage within PvP are disabled when participating in arena and battlegrounds. I know the mount speed increase achievement specifically says it doesn't apply in arenas or battlegrounds, which is awesome. Hopefully that trend continues for any other guild perks that might sway the battle in a contestant's favor.
Battleground titles
Among all the old school titles we've come to know and love (anyone rank 14 reading?), Blizzard has added a gladiator-style title to the battleground rewards.
Blizzard Entertainment
OK, so maybe it's not the most eloquent title. We'll probably be seeing variants on the "hero" keyword in later battleground seasons. Victor of the Horde? Warchief of the Horde? Whatever it is, it's nice to see new unique battleground titles that are similar to arena.
In the same vein, notice that there is no mention of a No. 1 title for battleground players. Perhaps this is the end of the No. 1 title in arena, as battlegrounds are set to be the focus of PvP in Cataclysm.
As someone who's experienced multiple No. 1 titles within arena, I have very mixed feelings. The titles take time and skill, plus they're awesome to show off, but many people have said it cheapens the experience of getting "regular" gladiator from season to season. I personally think gladiator is an awesome achievement, and no one should feel sour over achieving it; only 0.5 percent of the player base gets there! PvPers who go for No. 1 often lock themselves down into particular team compositions and have a hard time getting out to play for fun, too.
I wouldn't mind if they added No. 1 titles to the game for the battleground ladders, but I doubt it will happen. Too much drama is associated with the title, not unlike drama associated with legendaries in a raiding guild.
Whatever happens, Cataclysm is looking very exciting. Hopefully we'll be able to see much more soon -- new arenas, specifically!
Want to ascend the arena ladders faster than a fireman playing Donkey Kong? Read Blood Sport for pointers on arena play. Don't miss our interviews with successful arena PvPers, and see The Art of War(craft) for the inside line on battlegrounds and world PvP.
Listening Music: Tool's Schism. I remember when this first came out -- so many unique meter changes.
Overpowered classes are overpowered. First of all, it's beta. Things are subject to change. Some classes appear to be incredibly strong at the moment. Here's a video of a warlock dueling seven different classes. (NSFW, some written profanity.)
Hopefully, Blizzard developers will remember the ridiculousness that was season five. Ret paladins and death knights were far more overpowered in Wrath beta than anything I've seen in Cataclysm beta so far, but there is still tons of opportunity for improvement. Let's also hope they continue on with the philosophy of making swift changes so things don't get too out of hand early on in the new expansion.
Spoiler alert: I was originally going to write an article on bad momentum and how to shift from losing to winning mid-arena match. I suppose that article will have to wait, because I'm excited to write about Cataclysm. With 4.0.1 hitting the PTR, I imagine now is good a time as ever. So if you're not into spoilers, stop reading!
Resilience and you
Resilience no longer reduces the chance a player will be critically hit by an opponent.
I had very mixed feelings about this change when I first read it. It's taken me quite a while to figure out where I stand on it. However, I've come down soundly on one side of the fence.
I like it.
It allows specs that value crit highly to be effective in arena. Hunters, rogues, fire mages ... all will be getting a needed facelift in Cataclysm, which is great for PvP diversity. Crit gemming might also be a viable option, which will be sweet.
The change is also welcome because it will still allow burst damage to be a part of the game -- maybe a lucky string of crits will lead to a game win here and there. I'm not against the random number generator (RNG); I'm against its determining the outcome of matches a large percentage of the time -- the occasional match is fine.
It might lead to damage's being easier to balance, perhaps even to the point where damage is toned down more than it was in The Burning Crusade. After all, Blizzard knows very well by now how many PvPers hated the burst-friendly environment of Wrath. It will be interesting to see how they approach this angle, especially with casters getting 200 percent baseline crits.
Pets
Click-to-move is awesome. I had no idea how much fun it would be to tell my little buddy to hide behind a pillar for a little while. Players have been petitioning for this functionality since vanilla; it's amazing to finally see it in game.
Scaling issues also look like they're being addressed. Pets have comparatively more survivability and are easier to summon once they die. Both of these qualities are incredibly important, as a pet class without a pet is gimped from the get-go.
Demons
Also, this isn't really an arena thing, but pets feel more like individuals now. Imps feel more impy with a huge escape jump. They're also far more useful now that they have a defensive dispel.
Moving away from felhunter dominance is needed -- warlocks should have pets that are very good at doing one thing and choose what that thing is. The felhunter was pretty good at a lot of stuff, but because it was universally great, it couldn't be improved much at all without balance issues.
Now, pets can be tweaked to give their masters exactly what they need. Instead of an 8-second defensive dispel, imps can be given a shorter cooldown dispel or have the dispel hit more than one magical ability. Likewise, the felhunter can dispel more things offensively and not run into GCD problems with Spell Lock. The succubus is still a little weak. Seduction is dispellable, and her knockback is very fun but feels a little out of place. The voidwalker could also be given more utility to compensate for it just being a buff 90 percent of the time.
Kitties
Hunter pets will benefit from additional scaling and increased survivability as well. The extra pet slots and other perks incoming are exceedingly welcome, but there's still a lot left to be desired.
Outside of quaffing phoenix downs, hunters need an easier consistent way to get their pets back and change pets once within arena. Warlocks can choose the right pet for the job, hunters should have the same access come Cataclysm.
Most of the pets have received awesome revamps of iconic abilities. Awesome.
Ghouls
Ghouls have gone from ridiculously overpowered (season five) to laughable (season seven) to an average pet that isn't really feared or thought about that often. Today, many arena players don't bother killing ghouls, because their damage isn't threatening. Cataclysm is bringing a host of changes to ghouls.
Dark Transformation can only be used after a death knight uses Death Coil five times. It lasts 30 seconds and is just plain sweet. I don't expect season five dominance ghouls from this, but it will definitely help unholy death knights feel more like a pet class. Cooldowns and energy cost will probably be adjusted, don't worry.
Guild perks
Yay for guild perks!
I hope all perks that can create an advantage within PvP are disabled when participating in arena and battlegrounds. I know the mount speed increase achievement specifically says it doesn't apply in arenas or battlegrounds, which is awesome. Hopefully that trend continues for any other guild perks that might sway the battle in a contestant's favor.
Battleground titles
Among all the old school titles we've come to know and love (anyone rank 14 reading?), Blizzard has added a gladiator-style title to the battleground rewards.
Hero of the Horde: Vicious - End PvP season 9 in the top .5% of of the rated battleground ladder. Title Reward: Hero of the Horde.
OK, so maybe it's not the most eloquent title. We'll probably be seeing variants on the "hero" keyword in later battleground seasons. Victor of the Horde? Warchief of the Horde? Whatever it is, it's nice to see new unique battleground titles that are similar to arena.
In the same vein, notice that there is no mention of a No. 1 title for battleground players. Perhaps this is the end of the No. 1 title in arena, as battlegrounds are set to be the focus of PvP in Cataclysm.
As someone who's experienced multiple No. 1 titles within arena, I have very mixed feelings. The titles take time and skill, plus they're awesome to show off, but many people have said it cheapens the experience of getting "regular" gladiator from season to season. I personally think gladiator is an awesome achievement, and no one should feel sour over achieving it; only 0.5 percent of the player base gets there! PvPers who go for No. 1 often lock themselves down into particular team compositions and have a hard time getting out to play for fun, too.
I wouldn't mind if they added No. 1 titles to the game for the battleground ladders, but I doubt it will happen. Too much drama is associated with the title, not unlike drama associated with legendaries in a raiding guild.
Whatever happens, Cataclysm is looking very exciting. Hopefully we'll be able to see much more soon -- new arenas, specifically!
Want to ascend the arena ladders faster than a fireman playing Donkey Kong? Read Blood Sport for pointers on arena play. Don't miss our interviews with successful arena PvPers, and see The Art of War(craft) for the inside line on battlegrounds and world PvP.Filed under: PvP, Blood Sport (Arena PvP)






Reader Comments (Page 1 of 2)
Felix_rew Sep 13th 2010 6:09PM
I know it was just a example, but I REALLY doubt they would use warchief of the horde as a title.
Maybe something like champion or something.
Iirdan Sep 13th 2010 6:21PM
I wish they'd use Warchief. I'd namechange to Abasikkampfire so fast...
Powatodapeople Sep 14th 2010 6:54AM
I'm pretty sure I remember reading that they don't want to add new arenas I'm afraid...
Ricohardt Sep 14th 2010 6:49AM
Too many characters.
Abasikampfir fits.
Kemikalkadet Sep 13th 2010 6:15PM
I'll be interested to see what happens with rated battlegrounds in the long term, specifically at the high end. There's a general Horde bias with top PvPers, my battlegroup blackout-eu is horde heavy, and BG9 has all the top US PvPers on hordeside. I wonder how it will work out since obviously horde can only fight alliance and vice-versa while arenas are not faction specific. Will the top 0.5% be for both horde and alliance? or will it count the top 0.5% of each faction and award titles seperately?
This will also affect faction transfers, the top players will transfer to the same server to play together (maybe moreso than arena since you need 10/15/40 on a team rather than 2/3/5), will this create a lack of competition as the other faction transfers away to avoid getting stomped? or even a lack of games happening as the weaker faction just stops queueing into the best teams.
Kithus Sep 14th 2010 8:35AM
You need to remember that we're supposed to be getting cross region BGs as well. So BG9 may be horde dominant (As an alliance player in BG9 all I can say is /cry btw), it won't matter. BG9 players will be mixed and match with players from every other US Battlegroup. Now if they don't implement the cross regnion BGs, I'll certainly going to miss my guild when I faction transfer in order to compete in PvP.
vincekunk Sep 13th 2010 6:24PM
Thank you. Just what I needed . . . . TOOL ftw. You, sir, are my hero.
Scism Sep 14th 2010 4:28AM
woot! The song i was (Badly) named after.... finally! :D
Ricohardt Sep 14th 2010 6:50AM
Definitely my favorite album of theirs, best combo of production and weirdness :D
sup Sep 13th 2010 6:26PM
God bless the shit out of you for popping up a Tool video.
Noyou Sep 13th 2010 6:28PM
They keep changing resilience almost to the point it's becoming annoying. Very excited about the new BG's and also just checked out the unholy spec for DK's on wowhead. Very very cool. My DK might sneak up further on my list of alts. :)
clundgren Sep 13th 2010 6:38PM
Speaking of ret paladins, Wrath was a roller coaster for us. We went from OPed in the Wrath beta (and for a few weeks thereafter) to solid arena performers in the first half of Wrath (due to pre-nerf burst). But we were such poor competitors by the last few arena seasons that, I believe, we were the only spec to have its poor arena performance singled out by Ghostcrawler in the Cata class notes.
How are we looking for Cata? We already lacked mobility, and lost both our cleanse and one of our stun breakers. On the other hand, I believe the developers are trying out a quasi-intercept and a stun for ret paladins. So will we still be patsies for any class than can kite, will we be unstoppable dealers of death, or are we looking just right?
clundgren Sep 13th 2010 6:40PM
Make that "a quasi-intercept and an interrupt"
Hurien Sep 13th 2010 6:44PM
God bless Tool... playing Schism (bass) at the moment of this reading and it surprised me seeing it here :D
Also, the change to resilience and pets are perfect. Playing hunter since classic, I can't wait :D
H Sep 13th 2010 7:12PM
I always liked the music you put up.
But now...
well.. It IS basically my favourite song..
And now after listening and commenting I shall read the article
/bow
thirdeye Sep 13th 2010 7:28PM
pvp and tool !!!
does not get any better...
thanks alot!
/ 14 0 0 17 0 0 14 0 0 19 0 0 ....
Ashstryke Sep 13th 2010 7:41PM
OMFG TOOL!!!!
One of may all time if not all time favorite band!!!
Excellent seldtion :D
Ashstryke Sep 13th 2010 7:41PM
selection*
Matthew Sep 13th 2010 7:52PM
I heard that BG's were going CROSS BATTLEGROUPS - such that people from, any server might meet any server, not just on their battlegroup.
Is that true? "Planned?" (/thinks of Dance Studio)
My healer fears the new DK pet. :\
Derrek Sep 14th 2010 1:42PM
It was at the very least mentioned, which means they're thinking about it. That's somewhat encouraging.
I really hope they go through with it. It would in theory completely eliminate faction-based winning/losing streaks ( Alliance winning every single EotS games in the 79 bracket on weekends, for example, or the Horde dominating AV because Alliance people in that battlegroup are all idiots ).
While I like a winning streak as much as the next guy, nobody likes losing streaks and I say just get rid of both and I'll be happy. Ideally your win/loss ratio should be about 50/50.
Until you get into Rated battlegrounds, in which case the good teams will win more often and the poor teams will lose more often. But that's to be expected and battlegroup homogenization can't change that.