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Posts with tag PVP

Blizzard releases World of Warcraft's 10th Anniversary details

So, today the folks at Blizzard posted more details about the upcoming 10th Anniversary of World of Warcraft, featuring the Tarren Mill/Southshore deathmatch BG and the revamped level 100 40 player LFR version of Molten Core.

One thing we now know for sure is that Molten Core will become accessible on November 21 (a week after the launch of Warlords itself) and last until January 6th, 2015. This gives you a little more than a month to get to level 100 and run the revamped Molten Core. It's a little worrying to me that you'll have to hit 100 and run this content (remember, it's a 40 person LFR) during the holiday season, but that's what we are currently being told. Also, thanks to the folks at Wowhead we also know that there are four helmets you can get when you defeat Ragnaros - an updated Crown of Destruction and plate, leather and cloth versions. In addition, Ragnaros drops the Core Hound Chain as well.

The new battleground will have a 90-99 and 100 version, and winning either version of the Southshore/Tarren Mill battleground will reward you with the Tarren Mill Terror title for Alliance players and the Southshore Slayer title for the Horde. Rated PvP play will begin on December 2nd, and the first raids will begin opening at that time with Raid Finder and Mythic difficulty opening the next week. A full schedule for the raid releases is incoming.

So that's how things stand so far. Looks like you'll want to get to 100 as quickly as possible if you're looking forward to that Molten Core LFR or the Southshore/Tarren Mill deathmatch.


Filed under: Analysis / Opinion, Events, Blizzard, News items, PvP, Raiding, Raid Guides, Warlords of Draenor

Warlords of Draenor: Call to Arms removed

Way back in 2005, patch 1.7.0 brought with it Battleground Holidays, intended to offer additional rewards to players who participated in particular battlegrounds over a designated weekend -- later renamed the Call to Arms in Wrath of the Lich King. Since then, the familiar sight of representatives from various battlegrounds has been a staple of the Warcraft experience. As new expansions were introduced, new battlegrounds came with them, and were subsequently added to the Call to Arms rotation.

While the thought of getting bonus honor might have been pretty good incentive when the feature was first introduced, as the years have gone on, the Call to Arms weekends have been doing exactly the opposite of what they'd been introduced to accomplish. Unfortunately, some battlegrounds are still perceived as favoring one faction over another -- which means that on Call to Arms weekends, queue times can skyrocket as one side piles on to queue for the additional bonuses, and the other simply avoids the battleground altogether. So what's the solution? Removing the Call to Arms weekends altogether.

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Filed under: PvP, Warlords of Draenor

Warlords of Draenor: PvP now requires active flagging on PvE realms

Have you ever been quietly minding your own business on the Timeless Isle, or attacking a world raid boss like Ordos, only to find yourself accidentally flagged for PvP due to a misclick or tab target gone horribly wrong? Earlier this year, Bashiok mentioned that one of the goals for PvE realms was to keep players from accidentally flagging themselves -- and in a tweet by Ion Hazzikostas, it's been confirmed that this has now been implemented on the beta.



This means no more accidental flagging for players that are simply trying to DPS or quest out in the open world on PvE realms. And this also applies to healers as well -- healers will simply not be able to heal flagged players unless they choose to actively flag for PvP. Naturally this issue isn't a problem on PvP realms, but for players on PvE realms, the change in Warlords should be a welcome relief. When players make the choice to roll on a PvE realm, that choice is usually a deliberate one that's made to avoid the hassle of unwanted world PvP situations. It's nice to see that steps are finally being taken to keep PvP on PvE realms what it was meant to be -- an optional experience that you can choose to participate in, rather than be tricked into whether you're willing or not.


Filed under: PvP, Warlords of Draenor

Warlords of Draenor: Highmaul Coliseum offers free-for-all PvP

Warlords of Draenor certainly seems to be mixing it up on the PvP front, offering a lot of new options for players that enjoy PvP. Oddly enough, one of the coolest opportunities for PvP I've seen so far comes not in a battleground or even on the fairly addictive isle of Ashran, but from your garrison. While leveling through Gorgrond, players can choose to make one of two outposts, that will unlock the plans for one of two medium buildings -- the Lumber Mill, or the Gladiator's Sanctum. If you choose the Gladiator's Sanctum, you get a few nice perks for Gorgrond -- and you also get to build the Sanctum itself.

Level 3 of the Gladiator's Sanctum unlocks the Highmaul Coliseum, shown in the video above. A solo scenario, the Coliseum places you in a pit with other players. Once the event starts, it's a free-for-all brawl, and the last person standing wins the spoils. What kind of spoils? PvP gear, of course! To unlock the level 3 blueprint for the Gladiator's Sanctum, players must first complete The Bone Collector, an achievement that requires players to collect 4,000 Broken Bones from PvP combat in Draenor -- any kill that awards honor also awards 3-6 bones. Once you've built the level 3 Sanctum, you gain access to Highmaul Coliseum, as well as a buff that reduces all damage in outdoor Draenor zones by 50% if you fall below 35% health.

Take a look at the video for more of the Coliseum in action -- I particularly like how dead players are teleported up into the stands to watch the rest of the brawl play out, spectator style.


Filed under: PvP, Warlords of Draenor

Holinka on Tarren Mill vs. Southshore Battleground

If you're wondering just how the coming 10 year anniversary's PvP content, the Tarren Mill vs. Southshore Deathmatch BG, is going to work then Brian Holinka, senior PvP designer, has answers for you.

He goes on to clarify that making kills causes you to go up in rank, which also makes killing you more valuable to the enemy team. Since this is purely a deathmatch BG, adding a system like this adds a little metagaming to it - it's not just mow down everyone, you want to try and find and kill the best killers on the enemy team. Similarly, if you yourself are too good at killing, you become a target. I like the implication of the system.

I'm hoping that tower becomes some kind of murder death kill vortex. Oh, we would fight over that stupid tower for hours. For nothing at all. Memories.


Filed under: Analysis / Opinion, PvP, Warlords of Draenor

World of Warcraft's 10th anniversary preview

Molten Corgi
Ten years is a long time. Ten years ago, in 2004, I was 20 years old and entering my third semester of college--also entangled in endless piles of paperwork while I prepared to spend a year studying at the University of New South Wales in Sydney for the calender year 2005. Ten years ago, in November 2004, World of Warcraft officially launched.

The mark that WoW has left on the gaming industry is indisputable--but we're not here for musing retrospectives. At least, not yet. We're here because there's going to be a whole bunch of fun in-game events to celebrate WoW's first decade of existence, and Blizzard has given us a lovely preview of what at least a few of them are.

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Filed under: Events, Blizzard, News items

WoW Archivist: One night of payback in 2006

Theramore
WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold?

An interesting aspect of the ongoing Ashran faction hub debate is the fear people express that their hubs will be raided by enemy players, since the new hubs are adjacent to a PvP zone. Blizzard pointed out that the hubs will be better defended by NPCs than the Shrines are now -- and the Shrines currently see few serious attacks on live realms, despite their close proximity.

On most realms today, little large-scale world PvP occurs, and even fewer faction raids. Faction raids were once a huge part of the game, even on PvE realms. You couldn't kill opposing players on PvE realms if they didn't want to be killed, but you could deny them their questgivers, flightmasters, and other crucial NPCs. And we did that, on both sides, throughout classic WoW.

Easy targets like the Crossroads, Astranaar, Grom'gol, and Refuge Pointe were raided almost daily. If your faction was heavily outnumbered, like mine was on Khadgar-US back then, it could be infuriating. We had our small victories at times, as I covered in my first Archivist column. But many days, all we could do was stand by and watch as the Alliance occupied our towns for hours at a time and took away our ability to level effectively.

On our first anniversary in 2006, my guild set out for some payback. Today I'd like to share that tale of classic world PvP, from the era when faction raids were serious business.

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Filed under: WoW Archivist

Warlords of Draenor: New Ashran achievements

Wowhead has datamined a whole bunch of new achievements, and the ones for Ashran interested me greatly - since I did some level 100 PvP recently (I didn't do very well at it, but I think at least part of that is my sheer unfamiliarity with it at this point) I'm definitely interested in how Ashran turns out.

I assume one of those two Take Them Out achievements will eventually be switched to Alliance, and hopefully captain will be spelled correctly. (The achievements have different ID's.) It seems the Alliance gets to summon something called Fangraal (presumably this fellow), and there's something called The Everbloom where Kirin-Tor Battle Mages can die while fighting something called Yalnu (since there's an achievement for them not dying, I assume it's fairly easy for that to happen) - these are pretty tantalizing hints for what we're going to see once we get in there. I'm wondering if there's a Horde equivalent to Fangraal - possibly this Lifeless Ancient Protector, or this Ancient Protector (both are relatively close in ID and come up on a search for 'Horde Guardian')? Time will tell.
  • Ashran Victory: Kill the opposing faction Commander while controlling all points on the Road of Glory.
  • Bounty Hunter: Loot all the following off Alliance player corpses:
  • Bounty Hunter: Loot all the following off Horde player corpses:
  • Tour Of Duty: Complete each Event at the following areas listed below.
  • Just For Me: Activate a Class Specific Book Epic Item found within Ashran.
  • High-value Targets: Defeat all of the creatures within Ashran listed below.
  • Opperation Counterattack: Defeat Fangraal within 5 minutes of it being summoned by the Alliance.
  • Grand Theft, 1st Degree: Loot 100 Artifact Fragments from an enemy Player, and turn them in
  • Grand Theft, 2nd Degree: Loot 500 Artifact Fragments from an enemy Player, and turn them in
  • Grand Theft, 3rd Degree: Loot 1000 Artifact Fragments from an enemy Player, and turn them in
  • Divide And Conquer: Kill 5000 enemy Players anywhere outside the Road of Glory within Ashran.
  • Weed Wacker: Defeat Yalnu without any Kirin Tor Battle-Mages dying in The Everbloom on Heroic Difficulty.
  • Take Them Out: Defeat all of the Horde Captians within The Road of Glory listed below.
  • Take Them Out: Defeat all of the Horde Captians within The Road of Glory listed below.


Filed under: Analysis / Opinion, PvP, Achievements, Warlords of Draenor

Why Testing Matters 2: The Beta Tank Bug

I did a post a while back on why beta testing matters. The point was, no matter how we might wish that the game could be finished and rushed out, you have to test this stuff in a controlled environment first. And this particular bug is a perfect example of why that is. Because on the beta servers, tank specs were unkillable gods.

We discovered a teeny tiny little issue with the Battle Fatigue debuff. Turns out, it was set to increase tank damage taken by -25%. Yes, that's an increase of negative 25%... which means that Battle Fatigue was actually reducing the damage tank-specced characters were taking.

This should now be fixed on Beta servers, which should make quite a difference. Let us know how things feel now.

That kind of error is exactly why the beta process is necessary and important, but moreover it's why it's kind of awesome - you see, stuff like this is terrible for game balance, but it's also astonishingly fun to discover and experience a few times. Yes, as a tester you should absolutely report it as soon as possible. But in order to report it reliably (it's hard to know for sure what's actually happening, after all, your combat log doesn't report that you're taking less damage) you need to repeat it. And that's really pretty awesome.

It's better -- far better, in fact -- that we get this stuff found out before it goes live. Even though I'm sure all of us with a tank spec kind of secretly wish it didn't. The feeling of being overpowered wouldn't keep us from the crushing disappointment when they found and fixed it.


Filed under: Analysis / Opinion, Bugs, Warlords of Draenor

My change from hardcore through casual

The time between expansions is a great opportunity to change your play style. You can become more proficient with PvP, learn to not stand in fire, or pick up a new class. It can be hard to find guilds to take you in as an undergeared, fresh class player, but things are also a lot more forgiving. You'll be under geared but with everyone else around you rocking some of the best gear in the game, you don't really have to worry about your gear being too huge of an issue.

For me, this is also a great time to switch between overall play styles. Back in Burning Crusade I was a hardcore raider. 25 hours a week of raiding, our guild made it into the top 150 in the world, and I'd tank like an army drill sergeant. When Wrath came around I floundered and had enough, I went down to being "mid core" -- the gray area between casual and hardcore. I'd raid with dedicated groups, but I wouldn't do more than 10 hours a week.

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Filed under: Analysis / Opinion

Deserter debuff changes for Random and Rated PvP

PvP has long has the Deserter debuff, which means that there's a cost to simply dropping a game rather than taking the loss. However, that system is being changed in terms of how it functions in rated PvP like Arenas and rated battlegrounds. For starters, it's being applied to said rated PvP. In addition to now getting the Deserter debuff for rated PvP, how it works for random BG's will also be changing.

Lore - Upcoming Deserter Hotfixes for Rated PvP
As part of our continued efforts to curb exploitive behavior and improve the overall PvP experience for our players, we're applying a couple hotfixes that will make a few changes to how the Deserter debuff functions, and also apply it to Arenas and Rated Battlegrounds.

Once these hotfixes are applied, a player who leaves an Arena or Rated Battleground before anyone in the match has entered combat will, at first, be given a 5-minute Deserter debuff. If they leave another match prematurely within a 20-minute window, the duration of the Deserter debuff will increase by 5 minutes each time (and the 20-minute window will restart), to a maximum of 20 minutes. The debuff will also apply if a player leaves the queue (or ignores it) once the match is ready and they're given the prompt to enter.

The Deserter debuff given for leaving a Random Battleground early will also be changed to begin at 5 minutes (and increase by 5 minutes for each subsequent desertion), but otherwise the rules will stay the same. Leaving a Random Battleground in progress at any point before it's finished will give the Deserter debuff, and leaving or ignoring the prompt to enter a Random Battleground will not.

We're currently in the process of preparing and testing the hotfix, but hope to push it live with this week's maintenance period.


The change seems aimed at allowing players who just drop occasionally to get back into PvP relatively quickly, while becoming more onerous if you're a serial dropper. Rated PvP will also get the debuff if they queue but don't accept the queue, while randoms will not, which seems reasonable to me.

Filed under: Analysis / Opinion, Blizzard, News items, PvP, Mists of Pandaria

Free Horde to Alliance Faction Change for Specified Realms

Starting this June 24th and lasting for two weeks, Horde players on the servers Firetree, Frostmane and Bloodscale will be eligible to transfer from Horde to Alliance for free. And to prove their seriousness, Blizzard is going beyond the usual here.
Guild leaders who want to faction-change their guild for free will first need to pay for the initial transaction, but will be granted a refund if they change to the eligible faction within the free-faction-change time frame.
What this is aimed at, according to the post itself, is queue times (especially in PvP) and it's a direct attempt to reduce them. So if you're a Horde player on those servers and you're looking to swap sides for shorter queues, here's your chance, and you can even bring your entire guild over for free.

Filed under: Analysis / Opinion, News items, PvP, Mists of Pandaria

Warlords of Draenor: Build your own fel reaver

According to Brian Holinka, we'll be getting something that any old school AV players will remember for Ashran, the new PvP zone in Warlords - namely, the ability to create a mob that makes the other faction's day considerably worse.

It just gets my Ivus senses tingling, you know?

I realize that this may be the nostalgia talking (oh, what a potent drug that can be) but man, I hope it actually is a giant fel reaver. I have no idea how that would even be possible, but I still hope for it. Ashran is shaping up to be something we've not had in the game in a long time, a true free for all, and I'm very interested.

Filed under: Analysis / Opinion, News items, PvP, Warlords of Draenor

Why I love proc items

Proc weapons, proc trinkets, these are some of my favorite items over the existence of World of Warcraft. The end of Dragon Soul weapons from Deathwing were amazing. Were they unbalanced? Yeah. Yeah, they were, let's be honest. They were even more unbalanced than the various proc trinkets from Siege of Orgrimmar, if you want to get right down to it. That's pretty unbalanced. But only a very few cared (most of them PvP players who had every reason to care) because the items were so much fun, y'all. There is literally never going to be anything as satisfying in World of Warcraft again as the sight of four Gurthalak tentacles spawning and mind flaying that rogue to death.

I wasn't kidding about PvP'ers having every reason to hate the proc weapons from Dragon Soul. Taking a fury warrior with twin Gurths into PvP was basically a giant middle finger to everyone who was primarily a PvP'er and didn't raid. And I admit that I flipped that particular middle finger as hard and often as I could, because why wouldn't I? If I were a primarily PvP oriented player, I'd be mad too.

Still, I love proc items. And Celestalon is talking about proc items.
Why do I love proc items so much? Here are a few reasons.

Read more →

Filed under: Analysis / Opinion, Cataclysm, Mists of Pandaria, Warlords of Draenor

Warlords of Draenor: New flavor items, weapons, and armor

For the Alliance!
Our fellows over at Wowhead have posted the datamined details of Warlords of Draenor's latest build, including a number of intriguing items from Ashran, WoD's new world PvP zone. The quest items, doubtlessly linked to killing members of the opposite faction, are particularly fun. Thanks to the Tauren Hoof, you can enjoy your favorite gelatin-based chewy candies, or collect and grind Draenei Tails to help spice up your love life. You know, if you don't mind some mindless slaughter (and this is Warcraft, so of course we don't!). Other new faction quest items include the Severed Night Elf Head, Worgen Snout, and Forsaken Brains.

Even more interesting than these are the epic-quality PvP weapons pulled from the latest build. Not many are listed so far; just a priest staff (Nozaro, Staff of the Heavens), and a paladin mace (Rowyn, the Jailer's Gavel). Both weapons are only usable in Ashran, and will disappear upon leaving the isle. Both of them also have really cool abilities. The priest staff will levitate you high in the air for 30 seconds, out of enemy range, and the paladin mace will teleport an enemy player to your faction's prison. How neat is that? These can't possibly be the only Ashran weapons; certainly there will be at least one for each class. I wonder--what kind of effects will they all have?

As if the weapons weren't enough, a single piece of armor pulled from the patch invites rampant speculation about the nature of gear we might see in Warlords. That would be the mail hunter boots, the Simplyswift Treads, which removes the cooldown from Disengage. If this effect makes it to live, it could mean huge things for class gear in the upcoming expansion. What other abilities may we see modified in such a way? If you were designing a piece of gear like this for your own class, what would it be? There are so many possibilities!

Filed under: News items, PvP, Warlords of Draenor

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