- Currently, with healers able to heal everyone so quickly, fight damage has to almost kill them instantly to get healer attention, which is a design they want to get away from.
- The goal is for every healer to have a triage-capable healing kit without feeling the same.
- No, they're not just trying to repeat Cataclysm's healing game.
- Shamans have too many smart heals. But they have less instant cast healing that other healers.
- The changes to crit damage and healing in PvP mentioned in the watercooler are indeed PvP only.
- These changes are intended to affect all healers - this is a start for beta iteration to follow.
- Healers may have time to put DPS attacks into their rotations while healing in the new healer paradigm.
- Baseline mana regen will be higher, but you'll still use spirit to boost it when you get it on gear.
Posts with tag PvP
Last week we learned that honor changes were coming to battlegrounds across WoW. Too little honor was being earned in the multitude of BGs available, and in turn Blizzard decided to significantly adjust the rate at which bonus honor was awarded. For example, where previously you earned bonus honor every 260 points in Eye of the Storm, you'll now receive it every 130 points.
At a small level this won't have a major effect, but when you add up running a few dozens BGs while honor farming, it's going to stack up pretty quickly. This change also seems to be a good way to allow players to catch up and enjoy the expansion's PvP offerings near the end of its run.
However ... not quite yet.
PvP Designer Holinka tweeted that the changes will be coming next week. We'll just have to wait for "moar honor."
Update Part Deux: According to a source of Lore, this actually is happening next week.
Filed under: PvP
- Blizzard is not yet ready to talk timelines with Warlords beta, or release, but are happy with how things are progressing. It's on schedule.
- The changes to PvP in Mists and Warlords have all been focused on improving PvP participation
- One of the main reasons why Holinka is so active on Twitter is to be a point of contact for PvPers.
- There will be a tutorial zone, as discussed at BlizzCon that is to provide a starter experience for all players going into Draenor. The option to use this as more of a tutorial will exist.
- Garrisons will offer a lot of playability, and are continuing in development beyond 6.0 with potential new features. Garrison PvP is a potential example.
Filed under: Warlords of Draenor
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?
The battle was nearly won. Back and forth, a 16-hour war between the Frostwolf Clan and the Stormpike Expedition had ravaged this once-remote valley. Towers and strongholds had been put to the torch. Countless heroes on both sides had fallen to blade and blast. A rampaging troll king had been defeated. Air strikes had rained fire from the sky. Elementals had been summoned and vanquished.
At last, but not without heavy losses, the Frostwolf orcs and their allies had fought their way across the narrow bridge to assault the final bastion of the dwarves. All had sworn to see Vanndar Stormpike dead that day and the valley seized. They would kill him or die in the attempt.
The AV "zone"
The original version of Alterac Valley went live with patch 1.5. Along with Warsong Gulch, these two Battlegrounds were the very first ever added to WoW. Warsong Gulch was designed to be a more traditional PvP experience that anyone who had played Unreal Tournament or Halo could recognize. Some matches could last for a while, but the experience was meant to be a short-term PvP engagement.
Alterac Valley, in its first incarnation, was absolutely nothing like that. AV was not, in any modern sense of the word, a Battleground. AV was a zone.
Filed under: WoW Archivist
Casters want melee mobility reduced in PvP so that they can turret down melee. Melee want caster mobility in PvP reduced so they can avoid being kited. Ranged want cast on the move mechanics to remain in PvE because without them, they have to stop casting when fights force movement. Melee want those mechanics gone because they're part of why ranged are brought to raids over melee - melee can't DPS on the move nearly as effectively, between having to stay in range of bosses and having a positional requirement ranged don't have. If the boss drops fire on himself, the ranged don't care, but the melee have to either stop DPS or die.
We know some or all of these things are going to be addressed in Warlords. The perennial fight between ranged and melee in PvP (ranged want to stay the heck out of melee range, melee desperately need to get into that range) and the constant tug of war that is raiding (where balancing between ranged and melee tends to always favor ramged - most raids bring twice as many ranged players if at all possible) will be affected by the expansion's sweeping changes. To quote CM Lore's twitter feed:
PSA: There are a lot of interconnected changes happening in Warlords. Item squish, health rebalancing, spell scaling, CC disarmament, etc.- Lore (@CM_Lore) February 12, 2014
With the end of season 14 announced, and the imminent arrival of Patch 5.4.7, I thought I would take some time and get involved in some PVP action. I've always had a fondness for PVP, but raiding always took so much of my time in game, that between out of game things and raiding I just didn't have the time to invest into any amount of PVP. That's changed with a new guild, a new raiding schedule and a new work schedule out of game, so when a friend of mine asked if I wanted to start PVPing again, well I jumped at the chance.
While I'm not nearly as well versed in PVP as my fellow shaman of awesomeness Oliva Grace, I still manage to have a lot of fun in both Arenas and Battle Grounds. That said, I've been away from the PVP scene for a while, not setting foot in an arena since the middle of Cataclysm. I thought I would share my experiences and thoughts from this past week.
I greatly enjoyed PvP during Cata, but I just haven't been able to get into it during MoP at all. I'm part of a small guild (4 active players), and none of them enjoy PvP. Since I usually have to go it alone, I have a preference for the larger BGs -- AV and Isle. It's easier to be a part of the crowd where individuals carry less weight, but still feel useful and able to help in the smaller skirmishes along the way.
PvE has several queuing options -- LFR, Flex (with a group), Scenarios, regular dungeons and heroics. There's a size and activity for everyone.
PvP on the other hand has BGs (random or rated) or arena. While not quite adding more options, do you think Blizzard may consider separating out the BGs into different sized-based queues?
- The first, and most often cited reason, is that they make dungeon loot unimportant. You end up chaining dungeons, and almost any and all gear that you get is sharded or vendored. When boots or gloves drop it's a party, but helms, shoulders, chests, legs, cloaks and weapons are at best saved for future transmog. (Being a mog addict, that's what I'm doing anyway.)
- You can't even reasonably forgo heirlooms - I've actually tried to do so, and switching to the various quest greens and blue drops over my heirlooms means doing markedly less DPS (I'm a hunter, DPS is all I do) and getting crap in my dungeon runs from the heirloom clad tank and even, in some cases, the heirloom clad healer over it. Heirlooms are the expected norm nowadays - if you don't have them it's noticeable.
- Doing PvP on an heirloom clad hunter? Trivial. No one can stop me. I've actually stopped going. I tried going heirloomless for a while - all the people I'd annoyed seemed to come out of the woodwork for revenge.
But at some point after Burning Crusade, I simply lost interest in PvP. I think it was after the introduction of arenas. Most of my PvP-oriented friends became absolutely enthralled with the idea of doing arenas, gaining ranks, and more importantly earning those hard-won season's end mount rewards. It wasn't that I didn't have an interest in the mounts, or that I didn't like PvP anymore. It was more that I knew, logistically speaking, that I wasn't particularly good at PvP. It didn't matter so much when the games were just a matter of win or lose, but when it came to arenas, I really didn't want to ruin the carefully-earned rankings my friends had obtained. I came from an era of the original honor grind. Rankings were sacred back then.
Consequentially, I don't really do PvP anymore. Not because I don't enjoy a good Battleground, but because at this stage in the game, I haven't the faintest idea what to do in any of them.
Then, with Burning Crusade, back in 2006, the combat rating system and Resilience were both introduced, along with arenas. PvP gear was born. It's been through many different iterations since then -- too easy to get, too hard to get, too bad for PvE, too good for PvE, different effects, stat budgets, you name it. But history, while it merits repetition, shouldn't have too much bearing on this question in today's game.
I admit I especially like the idea that misclicks and such would never damage a flagged player, thus preventing a host of shenanigans I've seen over the years (mounted flagged players crowding on top of quest givers, stealthed players jumping while flagged in front of melee characters in order to get them to flag so that their friends can kill them, you know the ones I mean) and would put the decision to PvP squarely in the hands of the player in question.
I for one am excited for this. Keeping PvE-focused players able to absolutely refrain from PvP is fundamental to player enjoyment on both sides of the PvE/PvP debate, in my opinion.
In addition to the excellent PvP discussions, the interview features some talk of Warlords of Draenor and the future--some of which we've already heard about, but I am so excited for garrisons and a toys tab that I could listen to this stuff all day long. Do you know how many bag spaces I'm going to get back once that toys tab goes live? In the words of the Diablo Templar companion, it will be glorious! There's also some really fun discussion on the philosophy and practice of encounter and mechanics design, and how the WoW team goes about building raids and bosses. This was perhaps my favorite part of the interview, because I am a hopeless PvPer and am much more at home among WoW's raid bosses. In any case, no matter what part of the game you enjoy, there's something in this interview for you. You can check out the full transcript and podcast episode at Ready Check's own website, so make sure to click on over to the whole thing!
But then it gets interesting. He confirms that "some" low-level PvP balance will be addressed in Warlords. Some? What does he mean? Well, he continues on to explain that as a part of the ability removal that's going on, the devs are going to be looking at the ability acquisition pacing -- when you get stuff as you level up. At the same time as doing this, and the stat squish, they are going to be doing a pass on low-level balance, looking to ensure that ability damage is more even than it is now.
He does add that the lower brackets are inherently somewhat imbalanced, but that the devs' goal is to improve that as they work through the abilities. He also notes that they will be fixing "obvious tuning problems", and doing as much fine-tuning as possible. This is fantastic news for low-level PvPers everywhere! Hit the break for Bashiok's full post.
Filed under: PvP
@Linklmm We dislike how large base resil and battle fatigue numbers have gotten too. Out goal is to reduce or eliminate both in Warlords.- Holinka (@holinka) January 9, 2014
I think this is an admirable goal, base resilience and battle fatigue are confusing to some, and annoying to others, but I'd be really interested to see how they do it. Resilience, although not Battle Fatigue, has been part of the game almost since PvP first got instanced, and it's a valuable option for the devs to tune incoming PvP damage so that it can cope with the ever-inflating stat levels in PvE. Yes, there'll be a squish, but then PvE will still almost certainly scale up.
So I'm pleased they aren't planning on taking the rather bold step of completely removing it, to leave themselves without the option to reintroduce it easily would seem a little foolhardy, and not something they'd be likely to do. I'd imagine that if it were to go, there'd have to be some method to increase player health, or at least effective health, in instanced PvP, and there'd have to be some formula changes to healing, too. I'm looking forward to beta!
Filed under: PvP
So here we go.
This is one I've wanted for a while. With flexible raiding now a reality, I'm drawn back to the idea of being able to scale your level down to run older content with friends, something the late, lamented City of Heroes had (called mentoring/sidekicking in that game). We've been teased with this potentially existing as recently as October of 2013 and whether or not it was a hoax then (I personally have no idea) it's something I've wanted for years. Sure, it's fun to bring your level 90 to an old dungeon and blow it up sometimes, but I want the option to step myself down and run it at an appropriate level in appropriate gear if I so choose. I'd also like to be able to boost a friend up to my level so that we can run stuff together, although I suspect the free level 90 boost is aimed at handling this same problem. Basically, anything that lets friends do more stuff together, I'm down for.
And speaking of that...