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Posts with tag arena-tie-break

Blizzard clarifies arena tie-break

Blizzard clarifies arena tiebreak
There has been an excellent thread running in the EU forums laying out constructive criticisms of the new arena tie-break system. This system, if you hadn't heard, introduces a new buff called "The Crowd Chose You!!!" which will be applied to one team or another based on two criteria: the team with the largest number of players alive, and the team that brought an enemy player closest to death. Blizzard EU Community Manager Taepsilum posted in the thread to clarify that this is still very much in iteration, and to calm the fears of the posters, but a couple of great points were brought up.

Firstly, if one team gets an enemy player to repeatedly low health percentages, for example, they get a mage to 10% then to 5% then to 8%, but their opponents get one of them to 2%, do their opponents win? It sounds, from reading about the system, like the team that got the player to 2% would emerge victorious, but this seems a little counter-intuitive. Another great question is whether the health for the calculation is percentage based or numerical. Percent would make more sense, it seems. Hit the break for Taepsilum's post.

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Filed under: PvP

Patch 5.4 PTR: The new Arena Tie-Break system

Patch 54 PTR The new Arena TieBreak system
WoW Insider reported last week on a pretty crazy debuff that a player had found on the patch 5.4 PTR, The Crowd Chose You!!!. At the time, we were very sure to clarify that, as Brian Holinka mentioned on Twitter, this was not a tie-breaker in itself, rather it was, and is, a match-ender. It is the mechanic by which a match is ended once a tie-break system has decided who should emerge victorious. Rather like boxing, where not every fight can end with a knockout, and the judges use specific criteria to judge the winner, the tie-break system is in place to ascertain who should be awarded a victory, and give them this buff to put that victory in place.

As I discussed in a Blood Sport a while back, the important element here was always the mechanic within the game that decided who would get the buff. For clarity, the current mechanic is very simple: if you are unable to kill the entire of the other team before the timer runs out, you will draw, and both sides will lose rating. The arena system currently favors a knockout, and refuses to recognize any other type of win, to continue our boxing analogy. But this is all set to change in patch 5.4, so let's take a look at the patch note excerpt that clarifies the new system.

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Patch 5.4 PTR: Arena tie-break system revamp with a 1,000% damage buff

Patch 54 PTR Arena tiebreak system revamp
Blizzard Senior PvP Designer Brian Holinka tweeted over the weekend in response to a player who sent over this image of a buff on his character on the PTR. "The Crowd Chose You!!!" iPatch 54 PTR Arena tiebreak system revamps a buff that, as you can see from the tooltip, gives huge additional damage, as well as preventing that player from taking any damage. The person who captured the shot tweeted to Holinka asking for clarification, as you would in that situation, and Holinka replied, saying that it was a tie-breaker.

Naturally this caused quite a lot of excitement among Holinka's followers, with some people getting rather upset and worried that this would somehow result in a race to see who was the first to press their button, or similar, so Holinka followed up with a further tweet clarifying exactly what the buff would be used for.

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Filed under: PvP

Tie-breakers in the arena

Arena tiebreak systems
An interesting discussion began on Twitter a few days ago, between ArenaJunkies moderator QTPawzz and Blizzard's Senior PvP Developer, Brian Holinka. The two were discussing arena draws. If you're not familiar with the current system, if in 2v2, team A kills one member of team B, but cannot kill the other, meaning that at the point where the match times out there are two of team A but only one of team B remaining, there is a draw. QTPawzz was complaining specifically about his experience as an affliction warlock, trying to take down a discipline priest 1v1, his own partner presumably having died.

QTPawzz' suggestion was a shorter time limit, as well as a mechanic whereby the team that did the highest damage would win. It's an interesting idea, and something Holinka didn't seem averse to, given his responses. It's certainly a question that is likely to be both divisive and highly subjective, depending on the class or role that a player has adopted in PvP. For example, as someone who principally plays healing classes, with a side of DPS, the idea that the team with the highest damage should win in the event of a draw is immediately offputting.

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Filed under: Blood Sport (Arena PvP)

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