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Posts with tag pvp-balance

The state of PvP: Current issues, balance and communication

PvP balance and communication
First and foremost, before we get into the heavy stuff, I wanted to give a brief run-down of the Tol'viron Arena. As you can see from the header image, it's very similar to Nagrand Arena, the 4-pillar arena much beloved of caster teams and tree-huggers everywhere. Again, if you take a look at the header image you can see that there are 2 pillars on one side, and one on the other. The result of this from the games I've had so far is simply that most caster teams prefer the two-pillar side, while melee teams will try to draw casters out. It's much the same play experience as Nagrand Arena, only with slightly fewer options for pillar-humping.

The three pillars seem to be equidistant apart, with the two pillars naturally closer to the doors, and quite a run to the single pillar at the start. The runs between the pillars are somewhat longer than in Nagrand, so be aware of your line of sight and distance to healers if you're both on different pillars. This arena seems to only rarely permit a healer to hug one pillar while healing a DPS who is hugging another, range-wise. Be aware! Also, I ran to the wrong side at the start several times. Get your bearings!

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Filed under: PvP, Blood Sport (Arena PvP)

Ghostcrawler briefly discusses PvP power and PvP healing

Ghostcrawler discussed PvP Power and PvP Healing
Just a short while ago, everyone's favorite blue crab, Lead Systems Designer Greg "Ghostcrawler" Street, posted briefly on the U.S. forums in response to a thread regarding the function of PvP power and PvP healing. This certainly makes for interesting reading and may allay some fears of the PvE community regarding the use of PvP gear in dungeons and raids.

Is this testing or speculation? Because PvP Power and PvP Resilience should work anywhere with regard to DPS, but of course only when you are attacking or being attacked by other players.

The only thing that doesn't work is PvP Power-fueled healing. At the moment, you only gain the healing benefit when in BGs and Arenas. The reason is because that we don't want PvP gear to be super effective for PvE content (useful is fine, but super effective is not).

That design goal is easily met for damage dealers, because they won't benefit from PvP Power when damaging creatures. Unfortunately, there isn't a simple check for us to determine if a healer is healing damage done by PvP or PvE. In an Arena or BG you can make that assumption, but in the outdoor world you may be engaging in world PvP, or you may just be questing.

We are considering just letting PvP Power affect healing everywhere but dungeons and raids. That would solve world PvP and only risk unbalancing group questing and world bosses. Even the world bosses probably don't represent a huge game balance risk, given that the option always exists to get tons of players together to zerg them.


So to sum up, PvP power is easily developed to work exclusively in PvP scenarios for DPS and tank specs, as the game can easily tell what you're hitting. Healing is far harder, as you're always healing people wherever you are, so the game has to test for PvP scenarios before employing the PvP power.

To me, as a PvPer, the second option that GC mentions sounds far more appealing. For the PvP healing buff were to only apply in Arenas and Battlegrounds seems quite contrary to Blizzard's desire to reignite world PvP. It would also leave PvP-geared healers rather defenseless outside of the Arena and Battlegrounds, were they to be attacked on PvP servers or similar while out farming, etc. I don't think that unbalancing world bosses is a huge price to pay, particularly considering Blizzard's earlier comments regarding the likelihood of world PvP taking place around world bosses.

However, I'm sure PvEers will take comfort in the knowledge that Blizzard is taking steps to keep PvP gear from becoming too powerful in PvE scenarios.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Mists of Pandaria

Spiritual Guidance: What few shadow priest highlights BlizzCon 2010 could scrape together

Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Even weeks when your shadowy messiah, Fox Van Allen, is nursing one heck of a headache -- along with, presumably, everyone else who's still suffering from the non-stop party atmosphere of BlizzCon 2010.

Let's start by saying that BlizzCon 2010 was an absolute blast. I met most of the WoW Insider crew, got to smell Mike Sacco's hair yet again, got some amazing swag and got to eat at Jack in the Box no less than five times. The best part, though, was probably meeting Orkchop (pictured above with WoW Insider's moonkin blogger Tyler Caraway, who can only aspire to be as amazing as Orkchop). The dude is an internet celebrity. For real.

But enough about how awesome Orkchop is. Let's talk shadow priests, and how awesome they are.

Now, I'm not good at sugar-coating things, so I'll just come out with it: BlizzCon 2010 was pretty disappointing in terms of World of Warcraft-related content. The biggest news out of the convention was the new loading screen for Cataclysm. Really. That was the big news. Seriously. And it's just a palette-shifted version of the Sindragosa loading screen.

Despite the lack of earth-shattering news, I made sure to take note of all the shadow priest action. There wasn't a heck of a lot of it, but what little ground was covered was hugely important to the future of the spec. The good, the bad and the non-answers -- we'll go over it all after the break.

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Filed under: Priest, BlizzCon, (Priest) Spiritual Guidance

Upcoming changes to Wintergrasp, Tol Barad balancing details revealed

Zarhym was active on the forums last night detailing some of the new balancing mechanics in Tol Barad, the Wintergrasp-like zone that will be coming out in Cataclysm. In fact, it's so much like Wintergrasp that Wintergrasp itself will soon be updated with the new balancing mechanics.

In brief, the new mechanics are:
  • A minimum cap will be placed on the zone (which must be met by one faction, but not necessarily both). If that number is say, 25, then there might be a battle of 25 v. 5.
  • Maximum cap will still exist.
  • If there are only 50 Alliance players, the system will try to find only around 50 Horde players -- even if there are 200 Horde players queued.
The full statements after the break, including helpful examples that should help eliminate a lot of confusion and QQ.

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Filed under: News items, PvP, Cataclysm

Wintergrasp's hidden balance mechanics revealed, minor changes coming soon

Not long after Zarhym officially announced the Assault on the Ruby Sanctum, he also posted a thread announcing some changes incoming for Wintergrasp. Far more interesting than that, however, is the glimpse into the hidden mechanics behind Wintergrasp that caused the various anomalies that have left players scratching their heads since Wrath's launch, such as the opposing faction gaining the ability to build siege tanks after only one kill.

The changes are posted in full below, and keep this note from Zarhym in mind: "[...] although this information may feel very new to you, the actual changes being made in the patch to the current system are relatively minor."

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Filed under: News items, PvP

Tracking the Tournament Realm rankings from the armory

If you're interested in keeping track of the 3v3 Arena Tournament, You can look at Vhiari's breakdowns, sure, and good ones they are. But there's also another resource that should come in handy: The official ladder listings right on the official Armory. By choosing the Coliseum 1 battlegroup, you can see the rankings for the Tournament Realms. The current top 3v3 team, Outrageously Better Pros, Is a Priest/Rogue/Druid team, although the Druid has no games played. Maybe they used to be Priest Mage Rogue, which is a pretty strong combo these days.

It should be fun to watch these rankings as the tournament progresses, both to see what class and spec makeups stay near the top, and to see what outrageous and silly names people can come up with for their teams -- without breaking the naming policy, that is.

What's interesting to me is that despite the fact that the Tournament itself is 3v3 only, the 2v2 and 5v5 brackets are still in full swing, with quite a few teams. I suppose this is a sign that people really do like the idea of a good solid PvP only realm to duke it out with high powered characters to prove their worth. I have to wonder if Blizzard is watching those brackets as closely as they're watching the 3v3 bracket, or if this is a sign that they may make these arena practice realms more permanent in the future.

Either way, all this activity should be fun to watch. Keep your browser pointed to WoW Inside for all the latest Tournament Realm news, including the escapades of our own WoW Insider Arena Team.

Here's some arena page trivia too, while we're on the subject: Mike pointed out to me that the blade that Draenei chick on the arena ladder page is holding is known as The Hungering Cold. Its model was used for the Infamous "Sword of 1,000 Truths" in the South Park episode "Make Love, Not Warcraft." It currently drops in Naxxramas, so chances are we'll see it again come Wrath of the Lich King.

Filed under: Ranking, Blizzard, News items, PvP, Arena

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