Blood Sport: Season 9 arena gameplay predictions
Listening Music: Bush with Glycerine. I had a hard time picking a Bush song, so I went with a tried and true.
I just got done searching for a past article I apparently never wrote. I could have sworn I predicted something about how Season 8 would pan out, but apparently, I just talked about it with my teammates instead of putting my thoughts into internet words. Oh well. I guess I get to make some fun predictions about Season 9 and then recap them later when Season 10 rolls around. That's the plan, anyway.
Damage will be lower and more predictable
There are about 8 billion blue posts on this issue. Even if this isn't initially true and we have some crazy burst damage, it's going to be adjusted rapidly in the beginning of the season. Blizzard is not going to allow another Season 5 (Burst
After all, arena representation dropped 65 percent from Season 4 to Season 5. That's a ridiculous drop in numbers, especially considering that more people were playing after the release of Wrath. In fact, I wouldn't be surprised if Blizzard goes a bit overboard and makes damage even more comparatively lower than in Season 1 of The Burning Crusade! Rated battlegrounds are going to cause lots of 2v1 and 3v1 situations; people are going to get blown up quickly and complain about burst damage, even if arena balance is completely fine.
I wouldn't mind a giant damage philosophy shift, either. The longer games go on, the more time exceptional players have to turn the battle in their favor. Even the best players can't succeed if a bunch of crits make their life total go from 100 percent to 0 percent in a global cooldown.
Healing will be lower
The Burning Crusade arena (Season 1 through Season 4) had a pretty awesome damage balance. Unfortunately, healing was overpowered as all get-out. Restoration druids, particularly, were able to run circles around opponents while pushing two or three HoTs to keep their team fully topped off. Classes that were able to deal with restoration druids were consistently successful in The Burning Crusade. It helped even more if these classes had infinite energy resource mechanics (because hey, running low on mana determined lots of match outcomes back then).
Blizzard isn't going to let overpowered healing reign again. Healing is going to take much more effort (and mana) to keep your team at a high health. I'm anticipating lots of battles being won by the healer who is most efficient with his mana instead of the one who can throw in crowd control and burst damage whenever possible. This is a good thing and something healers should look forward to.
Drain strategies will be effective
Drain Mana-type abilities sucked for the vast majority of Wrath of the Lich King. Mana Burn was the only one that was halfway decent, and only in certain matchups. Who wants to kill someone's mana when you can just kill them?
Because healing will be consuming more mana and damage will be much lower, drain strategies will see a giant power rise when Cataclysm arena appears. This is also welcome in my book; Wrath PvP has become increasingly linear, and it will help overall arena enjoyability to diversify winning strategies.
I wouldn't expect to see a lot of drain comp 5v5s, but it might happen. Double healer (with a priest for Mana Burn) 3v3s will be much more common.
Crowd control will be weaker and slightly less relevant
Crowd control chains were incredibly important in The Burning Crusade. It was almost a necessity to hit the opposing healer up with 3x Cyclone, 3x Fear, 3x Polymorph rotations just to kill a single person. Wow. Of course, this was because healing was overpowered.
In Wrath, crowd control isn't necessary to achieve a kill, it just makes it way easier. Just hitting one crowd control on an enemy healer is enough to kill an enemy because that 10-second window (or less) is all you need to drop someone from 100 percent to dead.
With healing being far less powerful in Cataclysm than in Wrath and damage being toned down a good bit, we'll hopefully see crowd control in a sweet spot in between incredibly powerful and necessary.
On a similar note, effective crowd control like Fear is being increased from a 1.5-second cast time to a 2.0-second cast time (at least, last I checked; I don't believe this change has been reverted). While this is largely to counter haste stacking, it makes enemy crowd control much more predictable and just generally better for the game. No one wants to get feared without having a way to react before the cast time goes off.
Gameplay disclaimer: OK, so while some of these gameplay predictions might seem obvious, they're really not. I'll warn you in advance that if you read a lot of blue posts about PvP, you might see some of my predictions lining up with what's being said from the developers. However, this isn't always the case -- hence the incoming tangent:
In late Season 5, Ghostcrawler went on a bit of a tirade trying to assure everyone that burst damage was not spiraling out of control and that once the majority of players geared up, resilience would fix it.
I predicted it wouldn't happen. It didn't happen. Yay, I was right.
While I'm a bit more in agreement this time around with developers, I truly feel they understand PvP better now that they have eight seasons of arena (and some giant mistakes that came with it, particularly in the last four) under their belts.
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: Analysis / Opinion, PvP, Blood Sport (Arena PvP)






Reader Comments (Page 1 of 2)
xxxsnowflamexxx Nov 30th 2010 9:03PM
I don't normally read this article...but when I saw the song I just HAD to. I LOVE that song.
On the article; I play a mage mostly, and I was excited about the polymorph talent. Perhaps with new interesting talents like these CC will take on a larger role in pvp/pve?
Rakah Dec 1st 2010 1:12AM
CC might be weaker but they still gotta get round to nerfing interrupts and dispells (priests have long casts or 0 mana efficiency in beta (not to mention super easily dispelled buffs and shields)
mehehe Dec 1st 2010 2:22AM
Glycerine, Adrenaline.. What's next? Testosterone?
oowxam Nov 30th 2010 9:08PM
cool
I guess I don't need to be in as many cases where I need to fear to stay alive VS burst. I suppose that'll be more of a pro than a con fer mah affliction.
Twill Nov 30th 2010 9:18PM
Awesome article. Mind having your next one be a guide for healers on how to be efficient? I think it would help a lot.
C.Christian.Moore Nov 30th 2010 9:56PM
Twill,
I will definitely be writing an article on healers and mana efficiency once Cataclysm arena gets up to speed. As of right now, I'm not entirely sure how mana in arena is going to pan out -- hopefully it will be everything Blizzard has stated.
I'm guessing it will be because they've talked it up so much. Whenever they talk something up a lot, they're going to make sure it comes to pass. Sure there are exceptions to this, but not usually when it comes to turning knobs on abilities.
C. Christian Moore
Contributing Editor
WoW.com
Daniel Fritz Nov 30th 2010 9:19PM
GYYCEERRRIIIINNEEE!!!!
...man I miss the 90s
SaintStryfe Dec 1st 2010 3:05AM
I know! I don't care about arena play but I was here to just say how much Moore rocks for making me smile this much.
Nicks87 Nov 30th 2010 9:33PM
"arena representation dropped 65 percent from Season 4 to Season 5"
===========
Hmm I wonder why?
If anything needs to be removed from WoW it's arena.
The balance issues will never be fixed and it is very VERY unapprochable for new players.
Also many arena players have some pretty disgusting personality traits as well.
C.Christian.Moore Nov 30th 2010 9:49PM
Nicks87,
I presume your statement "Hmm I wonder why?" is rhetorical. I'm also presuming that the reasons you list after that statement are your theories as to why arena representation dropped.
It might be of interest for you to know why it actually dropped.
Arena representation dropped 65 percent from Season 4 to Season 5 because it was horribly unbalanced and left many classes feeling like they couldn't compete with the Holy Paladin-Death Knight combos running around.
2v2 was by far the most popular bracket at the time and (unfortunately) the one most imbalanced. The reason it was imbalanced was because Holy Paladins and Death Knights were the classes best suited to deal with the immense burst damage that came with the expansion change.
Season 4 by most player standards' was a pretty balanced season. Season 5, on the other hand, was the most imbalanced. It makes perfect sense that because of balance issues, arena representation would drop.
It's not because balance issues can't be fixed, lots of arena players have disgusting personality traits, or that the game is unapproachable.
Hope this helps even though it's somewhat off-putting,
C. Christian Moore
Contributing Editor
WoW.com
ChaosBolt Nov 30th 2010 9:54PM
I posted after your comment, so I'll reply here with my thoughts - arena really is hard to get into as a new player. It's why I think skirmishes should give the same rewards as Non-Rated BGs. It gets people participating and it gets people used to the environment. Currently you have to grind a ton of BGs first, which isn't really helpful.
As to your removal comments, I think you should consider the wider community, which often doesn't have your interests. Your own attitude is little different.
C.Christian.Moore Nov 30th 2010 10:00PM
ChaosBolt,
Providing more incentive to do skirmishes is a great idea. Providing the same benefits as non-rated BGs is a fantastic starting point. I actually haven't thought or heard of that before, and I think it's pretty brilliant.
I agree that it can be a bit daunting to start off in arena, I actually have an eight part guide on beginners in arena that was published not-too-long-ago. I think it's a few pages back if you click on my name, perhaps I should link them in a future article.
My previous point was that arena representation was booming before Season 5 and dropped off significantly largely because of burst damage, not because it was unapproachable -- sorry if that was confusing at all.
C. Christian Moore
Contributing Editor
WoW.com
Hangk Nov 30th 2010 10:18PM
Oh God, just stop. Seriously. We understand that you and others do not Arena and/or PvP. Nevertheless, it is not being taken out of the game, because *we do* like them and are going to discuss them and your horror of PvP is not relevant to that discussion.
Regarding PvPer personalities: Yes, they're horrible little people; that's why it's fun to kill them. Preferably with a gnome. With pigtails. Who /giggles.
Dragoniel Dec 1st 2010 3:22AM
There are people who play the game for something else than mindless grinding of mobs. For example I play the game for only one reason - PvP.
I don't even understand what people see attracting in raiding or dungeons. I've tried raiding, pretty successfully (got called by my raid leader the best arcane mage he ever saw, which I'm quite proud of), but never got a hang of it. It's PvP that drives me forward and I know a good number of people who mainly play for PvP as well.
So, what I'm saying is that PvP is an essential part of World of Warcraft. And arenas until now was the of highest level of PvP - probably the highest level of PvP in online gaming as a whole. You can't just "remove" something like that, like it or not.
whalt Dec 1st 2010 2:19PM
I'm going to suggest something else as a major contributing factor to the drop off from S4 in BC to S5 in Wrath. As PVP progressed in BC it was easy to obtain a full set of S2 gear which was fairly powerful even in a raiding evironment (despite a complete lack of hit rating in the case of dpsers) and resilience constituted a much smaller portion of each piece's "item budget." S4's "welfare epics" allowed people to play thier 10 games a week and bg for a complete set of S2 gear, including pvp weapons which were hugely popular even in the first two tiers of BC raiding, as well as a smattering of S3 gear purchased with arena points with complete disregard to rating requirements. I can't tell you how many 5v5 teams I re-puchased on my druid so i could start with a new 1500 rating each week for more points back then.
At the heart of any MMO is a need or desire to increase your character's power and in WOW it's all about the gear. PVP in S4 gave people access to good gear, not decent or ok for starter heroic gear, but actual good, nearly raid quality gear. People saw very quickly that S5 gave you access to savage glad "blue" junk, and deadly glad gear that nearly worthless when compared to the gear from badge vendors and the very accessible Nax 10/25, and Sarth 10/25 (no drake versions of course) raids.
In the end almost all our decisions come down to gear, for super high end arena players and hardcore raiders it's the achievement or accomplishment of a goal of some sort, but for the average person playing at endgame level (80 at the time of S5) it comes down to gear, and the gear from PVPing just wasn't worth the time in S5 (or for most of Wrath for that matter).
ChaosBolt Nov 30th 2010 9:42PM
Heh :)
I love your column by the way. How come you didn't make any guesses on class/comp dominance? I see lots of complaints about disc priests/resto druids being weak on AJ - hard to tell whining from truth these days. And I really like the thought you put into your opinions, it's so refreshing not to read biased pvp articles!
That said, do you think arena participation will decrease further with the introduction of alternative gear-paths from rated BGs?
C.Christian.Moore Nov 30th 2010 9:51PM
ChaosBolt,
I'm actually going to make predictions on class/comp next week. You're quite bright to be thinking that far ahead. Stay tuned! :D
I think arena representation will actually go up as a result of rated battlegrounds. I've touched on this in a few past articles, but I'll be making that prediction more in-depth either this week or next week as well.
You made my day with your very educated guesses. :)
C. Christian Moore
Contributing Editor
WoW.com
ChaosBolt Nov 30th 2010 10:01PM
Looking forward to it then!
:)
Hangk Nov 30th 2010 10:04PM
Since no one ever does anything but whine on Arena Junkies about their class being underpowered it's sometimes "true" the same way a stopped clock is right twice a day.
In other words: just because someone said it on an Internet message board, it still might not be wrong ;)
Comito Dec 1st 2010 5:15AM
I think with the coming release of Rated BGs, arena won't have a fall in numbers either. Since in PvE Raiding will for top end hardest to do, with Rated BGs in PvP to match this organised gameplay diffuculty.
Then Arena for PvE, and HC Dungeons for PvP will be the next step down for most people to enter easily hopefully!
Finally you have the solo-ist and casuals doing Quests/Norm Dungeons for PvE, and Norm BGs for PvP to play by everyone!
Kind of levels of a ladder for different levels of time/commitment of different sorts of players out there! Thats my opinion I think :)