What I want to see from Mists of Pandaria PvP

WoW Insider covers the world of player vs. player action in Blood Sport for fans of Battleground, world PvP and Arena play. Steering you to victory is Olivia Grace, who spends most of her time in Azeroth as a restoration shaman turning people into frogs.
Unless you've been living in the little cave on Darkmoon Island for the past few months (and frankly, if you have, well done -- that must be one awesome time machine!), you'll have heard about the impending expansion. I previously posted a short plea for WoW Insider readers to head over to Blizzard MVP Eldacar's thread asking for PvP feedback over on the official forums, and it got me thinking about what I would love to see from PvP in Mists of Pandaria.
Now, I'm excited about the upcoming changes that Blizzard is talking about; you've no doubt seen the information over on Battle.net. Resilience as a baseline stat sounds pretty great to me and will make PvP at lower-level brackets a bit more fun, but I'm curious to see how Blizzard's going to scale it within those brackets. If it scales with level, then a level 64 is going to have an even easier time beating up a level 60 and basically being a one-toon killing machine. And this won't serve to help PvP at lower levels at all, although it will make entry into max-level PvP a lot easier.
And the new Battlegrounds look interesting, the proposed Valley of Power BG especially, because the premise is pretty simple. I don't think overcomplicated Battlegrounds that require complex player-environment interaction are the most fun. I prefer simple maps that place the emphasis on, you know, killing the opposite faction. There's a term for that, I'm sure ... Oh, yeah. PvP!
But I'm thinking big, ladies and gentlemen, really big -- Azerothian-moon-on-a-stick big. Now, a brief disclaimer: This is fantasy from the deranged mind of an Englishwoman and certainly not a scoop of exciting early news. I'm just throwing this out there!
Unless you've been living in the little cave on Darkmoon Island for the past few months (and frankly, if you have, well done -- that must be one awesome time machine!), you'll have heard about the impending expansion. I previously posted a short plea for WoW Insider readers to head over to Blizzard MVP Eldacar's thread asking for PvP feedback over on the official forums, and it got me thinking about what I would love to see from PvP in Mists of Pandaria.
Now, I'm excited about the upcoming changes that Blizzard is talking about; you've no doubt seen the information over on Battle.net. Resilience as a baseline stat sounds pretty great to me and will make PvP at lower-level brackets a bit more fun, but I'm curious to see how Blizzard's going to scale it within those brackets. If it scales with level, then a level 64 is going to have an even easier time beating up a level 60 and basically being a one-toon killing machine. And this won't serve to help PvP at lower levels at all, although it will make entry into max-level PvP a lot easier.
And the new Battlegrounds look interesting, the proposed Valley of Power BG especially, because the premise is pretty simple. I don't think overcomplicated Battlegrounds that require complex player-environment interaction are the most fun. I prefer simple maps that place the emphasis on, you know, killing the opposite faction. There's a term for that, I'm sure ... Oh, yeah. PvP!
But I'm thinking big, ladies and gentlemen, really big -- Azerothian-moon-on-a-stick big. Now, a brief disclaimer: This is fantasy from the deranged mind of an Englishwoman and certainly not a scoop of exciting early news. I'm just throwing this out there!
So, what do I want to see?
Leveling via PvP
This is an area where I'd love to see huge changes. Bashiok said the following in November of 2011 regarding the patch 4.3 changes to conquest points:

Our intent is to start acting even more on our Mists of Pandaria philosophies of encouraging players to approach the content they want to, how they want to, and be able to work toward meaningful player progression. Arenas and rated battlegrounds will still earn Conquest faster, but with this change you can now work your way up by running normal BGs, if you so choose.
This notion of approaching the content how you want to is something I'd really like to see taken up in a big way as far as PvP goes. I want to see leveling via PvP taken from being something that only dedicated, incredibly patient and marginally insane people do to being something that's on a par with questing and even -- although this is possibly a little too crazy -- the Dungeon Finder.
I was intending to write a guide to PvP leveling, but while carrying out the research, it occurred to me not only how hard it is to level via PvP but how hard it is to level predictably. This is something I'd love to see changed.
Are you experienced?
For a start, I want more transparency about XP gains from Battlegrounds. It seems from testing that a Battleground loss or draw will award around 5% XP -- that is to say, if you go in with around 10% of your total XP requirement to level up, you'll come out with around 15%. Some Battlegrounds will award you more, some less, but 5% seems a reasonable mean. This is very low for something that could take up 30 minutes of your time. So, let's up the XP gain from longer games and issue a base block of XP to the first seven wins per week -- just like dungeons do.
Battleground wins are a whole different matter. A fast win in a small battleground like Warsong Gulch will award around the 17% mark, apparently depending on whether you're rested, whether it's your first win that day, and how long that win took you. You also get XP from capturing flags, being in the vicinity of a captured flag, and so on. A win in the dreaded Alterac Valley could award up to 26% -- this is the highest XP gain I've ever received from a Battleground, and I was there for all the deaths of all the opposite faction's relevant people and various captures in what was a very drawn-out match lasting almost to the timer. I was a level 62 warlock with rested XP in a level 25 guild and wearing full heirlooms. I'm not sure how much of this information is relevant, but I suspect from research that level and rested XP are the big factors.
Quest request
What else? Well, I want Battleground quests, like you see in dungeons. And I don't want to have to pick flowers or collect gnoll hearts or something; I want to have to (honorably) kill five priests or five draenei or something along those lines. And I want them repeated by Battleground bracket. I want the quest givers in the holding pen at the start of the Battleground, just like in dungeons. I don't want short-distance FedEx quests that require me to run around the village near my faction base (like in Alterac Valley) when I could be making with the stabby. I want a bit more time added after the Battleground ends to hand those quests in.
I want those quests to award not only XP on par with dungeon quests, but I want resilience gear that's level-appropriate and upgrades by bracket. I also want resilience gear to be more easily obtained at lower levels, although I think the resilience changes I mention above may help with this if they're done thoughtfully. I want leveling quests to pop PvP ones into the mix somewhere, ones that send you to Battlegrounds just like some send you to dungeons now. I'm aware of a few quests that do this already, such as those in Hellfire Peninsula, but in all honesty, on my main server there's precious little PvP taking place in Outland. Send levelling characters into Battlegrounds with orders to take out a tauren ... or a night elf. They're so smug with those backflips.Once you're at the top
So, I've talked a lot about PvP leveling and my thoughts on that. What about PvP at max level? I have actually enjoyed PvP this season a great deal, with some minor exceptions, so my criticisms are fairly limited. However, I do still have some.
In random Battlegrounds, I'd love to see some kind of matchmaking happening. Gear disparity in groups can make for very frustrating games if your faction happens by chance to be the one in all crafted blue gear while the opposite faction is all in full Cataclysmic purples. I'd also like to see something done to mitigate the possibility of premade groups taking on completely random groups -- perhaps something like Luck of the Draw.
Also, some kind of role balancing. If players intending to heal could queue as healers, a system could be put in place to try and ensure that there are even numbers of both on each side. I wouldn't, however, support a Dungeon-Finder-esque requirement for healers/DPS, as that would no doubt lengthen queue times for DPS. And if we're talking real moon-on-a-stick territory, I'd love it to be set up so that one team wasn't nine rogues and one priest (or, at level 19, eight hunters, a rogue, and one confused shaman!). Maybe some kind of work could be done towards balancing DPS and health across classes at lower levels, too.
Of course, anything that is viable to beat the bots would also be fantastic.
Into the Arena
I have been having a big internal debate about this, so I'm throwing it out there to the readership to see what you think. If you're playing 2v2, and team A has killed one member of team B but can't take down the second player, and the match times out, should team A win? Or should it remain a draw, as it is now? I can see that winning a 2v2 should be done by killing both of the opposing team's players, but on the other hand, surely being one player down should result in a loss? What do you think?
I agree with Eldacar when he says that CC has got a bit out of control, especially with burst damage having made quite the resurgence toward the end of the expansion. It is hugely frustrating being chain CCed in the open, and of course, it is avoidable, but spammable CC like Polymorph or Cyclone is incredibly frustrating sometimes (especially Cyclone, as it is not dispellable).
And speaking of burst damage, this was a lot better this expansion than last, bar a few little glitches, but I still don't think it's OK that certain classes can burst targets down in a few globals. That is a return to the latter days of the last expansion, and not a welcome one! Resilience maybe needs to scale with burst a bit better. And perhaps certain PvE items' effects should be removed from PvP, like the Dragonwrath, Tarecgosa's Rest proc.
So that's my PvP wish list so far. I'd love to hear what you think, what you'd add and what you might take away.
Filed under: PvP, Blood Sport (Arena PvP)
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Reader Comments (Page 4 of 4)
Noyou Feb 14th 2012 7:31AM
There already is NPC that give quests out. Well, at least for Alterac Valley. It is in fact at the "entrance" portal to the PvP area. For a long time horde on my server used to love hitting Refugee Point, mainly to gank lowbee PvPers who weren't aware you could queue up from your UI. So these types of things, while fun, also gives the opposite faction some easy targets.
yagamimoon Feb 14th 2012 7:05AM
According to this
http://us.battle.net/wow/en/forum/topic/4044466996
They plan to make something really interesting with world pvp. And that is to raise the conquest points cap if one faction kills the other side's leader. That sounds really interesting. I can see that enforcing world pvp greatly :D
DarkWalker Feb 14th 2012 7:54AM
What I can see this doing is making everyone leave the weaker faction and join the stronger one, the one that kills the opposite faction leader the most, in order to get more CP. If this happens, Blizzard will have killed and buried World PvP by attempting to draw players with bonuses; this is what attaching rewards do, they make a lot of players find the easiest way to get the rewards, even if it means they are helping to break the game in doing so.
Making it more desirable to be in the winning side is among the worst things Blizzard can do regarding faction balance. Players need incentives to play the least powerful faction, so balance can be restore; not incentives to play the already more powerful faction, thus smashing even more the already broken balance.
And without faction balance, World PvP might as well be considered dead and buried.
Not that this will affect me. After Blizzard said they want to make World PvP more prevalent, I used a free migration to get my Alliance characters to an Alliance-dominated realm, and my Horde characters to a Horde-dominated realm. I don't trust Blizzard to balance things out, and the last thing I want is to be on the weaker faction in an imbalanced realm. I have first hand experience about how bad it is.
elite16monster Feb 14th 2012 7:19AM
These ideas get me excited because I, too, believe these are valid PVP ideas.
terraburn Feb 14th 2012 7:39AM
Came here to say I wish I could upvote this article for "when I could be making with the stabby."
DarkWalker Feb 14th 2012 8:02AM
What WoW PvP - specially World PvP - needs desperately: better faction population balance. Without it, World PvP is dead, and even instanced PvP suffers.
What I would like to see: a PvP game mode that both disregards gear and allows for individual players to participate/queue individually. I usually only do PvP that have both a level playing field (i.e., no single character has an intrinsic advantage) and where individual players can participate without being forced to manually find groups. Unless/until WoW add this, I will keep my PvP to dedicated PvP games and the MMOs that have PvP modes with a level field.
viciouspen Feb 14th 2012 8:31AM
A
Freaking
men
On what you said about matchmaking in pvp BGs, this has been needed for SOOOO long.
I mean some of the biggest problems with pvp, stuff that drains the fun from it are those different disparities, gear, roles, healers, and then one of the biggest, premade pvp guild groups on vent.
Blizz needs to be putting these at the top of the list. Making any kind of effort down that road would make a huge difference.
Imagine if you had a fairly even mix on gear most of the time, of healers.
Imagine no longer having to face the compete useless endeavor of fighting a premade.
Doesn't that sound like a BG paradise to you?
MortalCoil Feb 14th 2012 9:32AM
Personally a battle ground que for healers and dps would be AWESOME imo. Too many times have i gone into a bg to find myself being the only healer and the other team is actually smart and CC me whenever they can. I dont think it will hurt que times too much either, the fact that healers will be a part of a que will actually ENCOURAGE people to que as healers so i doubt the times will be effected that much. Also on my server at least (thunderlord-US) the bgs ques are instant and i miss that little bit of "me time" between ques : /
JakeDaSnake Feb 14th 2012 9:41AM
Make Thousand Needles a world PVP zone. Add ships and submarines. Model the goals after how Wintergrasp was handled. Make new weekly VoA/BH-type bosses into boat themed battles. Let hunters tame water-only pets (sharks and orcas for this reason). Really, I just want to use my Hook of the Master Angler more. http://www.wowhead.com/item=19979
Sunsetdawn Feb 14th 2012 11:17AM
I agree with you bg balancing part, that would make it more fun at early levels when you do get the one class %50 or more in the bg on one side. As far as leveling in bgs go, no stop all everything please no more xp in bgs we get enough as it is, I enjoyed the days of the free open twink, yes I can turn it off, but then I have to wait half the day to do 1 bg. CC is an issue, diminishing returns should affect the team in arena not the single persons cast, so if a mage spam poly's followed up by druid's wind spam then the druid's wind might not even work because you have been CC'd 3 times already. At top levels burst is fine, at lower levels resil does need to be more of a factor, full boa guys with blues ie me, will twink at lvls to output more and get people in 1-2 shots, its kill or be killed in lower levels, wouldn't mind seeing a bit of damage mitigation to compensate for the every growing attack power and spell power of lower levels.
Ilmyrn Feb 14th 2012 11:37AM
As much complaining as I see about how Legendaries unbalance PVP, I don't understand why Blizzard doesn't do the obvious thing and NOT ALLOW THEM in Ranked PVP. I already can't use my healing potions or flasks or just about anything else in an Arena match, so it's clear that Blizz is cool with limiting item use there.
themightysven Feb 14th 2012 1:33PM
Resilience changes more often than the moon, but in it's current state it can only emphasize [sp?] burst damage at the end of every expansion, as, at the end, damage will have increased enough to power through it.
What would make it actually useful is if (instead of reducing damage) its effect matched its name. That is to say if gives you a certain chance to survive fatal attacks, a proportional chance to throw off status debuffs and stuns.
This would have a variety of effects
A. If it still appears on gear, resilience wouldn't be a wasted stat in PvE. It wouldn't be top tier, but it also wouldn't kill dungeon groups if someone showed up in full resil gear.
B. Burst's instant death capability would be downplayed, while steady damage and DoTs would enjoy a renaissance
C. Stunlock isn't the end-all-be-all anymore
Brett Porter Feb 14th 2012 5:47PM
In regards to better gear balance at level cap...
I was lamenting exactly that a few weeks ago. I think they should have brackets within 85 that depends on your gear ilevel, similar to how LFD and LFR work currently.
They don't have to have 5 different brackets or anything crazy like that, but even somethign as small as 2 or 3 would go a long way to helping those like me that hit 85 and are just awful at PvP since I can't manage to stay alive very long, due to my lack of high-resilience gear.
Dean Feb 16th 2012 9:25AM
What about something that would let people dip their toes into Arena without being totally discouraging? I've had people /w me before asking do 2's with them. I know the only way for me to win an Arena match is if someone on the opposing side dc's. There is no consolation honor/conquest for losing so what's the incentive for a noob to arena? The person thats teamed with me gets nothing out of it except a bad attitude towards me. Then if they are really an adolescent I get to read how bad of a pvp'er I am in trade chat for awhile.
Maybe an LFD type setup can be done for 3's that would match people and teams by resilience lvl. Honor could be a consolation prize for the first 5 losses of the week.
Vortigern Feb 27th 2012 9:03AM
I totally agree with making 2v2 games that end after 45 minutes 2v1 a win for the 2 that are alive.
Real example: I'm a fire mage and play 2v2 with a resto shaman. We face a DK/Disc Priest team and succesfully get a kill on DK with a strong cc chain on Priest after about 5 minutes. The priest decides to stay pillar humping in the Sewers map and voilá, 45 minutes, we couldnt get the kill. We all lose.
So 40 minutes facing someone bitter and nasty enough to do something out of PURE SPITE. That must be one of the most disheartening things yet, in fact we will stay out of 2v2 with this comp other than for the conquest cap because things like this are allowed to happen (and don't tell me its a skill problem because an undergeared mage cannot kill a pillar humping disc priest even with the sham spamming purges).
And really, what kind of person does that? I can understand 15 minutes just to annoy people, but stay the full 40 minutes just out of spite...
Hope they fix this soon.