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Posts with tag pvp-guide

PvP Season 12 ends March 5

PvP Season 12 ends March 5
Attention Arena and Rated Battleground enthusiasts! Blizzard has announced the end of Season 12 for both Arena PvP and Rated Battlegrounds. The season will officially end on Tuesday, March 5, at which point the process of determining which players are eligible for end-of-season rewards will begin. Until rewards are handed out, those that feel they are eligible for titles or mounts should avoid transferring their characters until after the season ends, just to avoid any problems with handing out the goodies.

While players will be able to keep their Valor in patch 5.2, Conquest points will still be converted to Honor points. Keep in mind however that all Season 12 gear will be able to be purchased with Honor points at that time -- while 5.0 and 5.1 Valor gear will still cost Valor. Also note that any items with a rating requirement attached will no longer be available for purchase after the Season's end, so be sure to pick up any gear you're missing before March 5.

Blizzard Entertainment

Arena and Rated Battleground Season 12 is scheduled to end on Tuesday, March 5. At that point, we will determine who is eligible for the end-of-season rewards, a process that should take approximately one week. It's very important for players who feel that they may be eligible for Arena titles and/or the Malevolent Gladiator's Cloud Serpent to refrain from transferring their characters to another realm or faction until after Season 12 ends. The awarding of Season 12 titles and mounts will occur approximately 2 weeks after the season ends.

At the end of the season, Conquest Points will be converted to Honor Points and any honor above 4000 will be converted to gold at a rate of 35 silver per point. The honor cap will remain at 4000.

All Season 12 items will cost Honor Points (equivalent to their previous Conquest Point cost) when the season ends, with the exception of any items with rating requirements attached. These items will no longer be available for purchase.

The next Arena and Rated Battleground season will begin approximately one week after the current season ends. During the break between seasons, all Rated Battleground and Arena matches will be unavailable. Team and Personal Ratings will be reset when Season 13 begins.


Does this mean we'll see patch 5.2 hit the live servers on March 5? Possibly -- but as always, dates are subject to change, and we'll just have to wait and see. Until then, if you're a PvP enthusiast, consider this your heads up to decide what to do with any remaining Conquest or Honor points you may have kicking around.



Filed under: PvP, Mists of Pandaria

Is it time to kill Arena teams?

Is it time to kill Arena teams
I had a very brief twitter conversation with Blizzard Lead Systems Designer Greg "Ghostcrawler" Street a few days ago. It went something like this:

His response was certainly interesting, and rather unexpected. Let's break it down into the two main parts.


Cross-Realm Arenas

First and foremost, what was I thinking tweeting that question? A friend of mine had recently returned to WoW after a hiatus, and leveled his feral druid to 90. He had previously been a friend with whom I did casual arenas on characters I wasn't too fussed about, we had a laugh, we won some, we lost some.

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Filed under: PvP, Blood Sport (Arena PvP)

Three reasons to be cheerful about PvP

Reasons to be cheerful about PvP
Firstly, an important note: PvP gear is now available on the PTR for pre-mades. Get in there and get PvPing. The future depends on you!

I've been rather critical of Blizzard in recent columns discussing the state of PvP. I've spoken before about the problems PvP has faced in recent times, and while the current season's rating is in tatters and crumbling around us as yet another win-trading bug is exposed, yet more suspensions roll out, and yet more players are stripped of rating, we can at least do what the devs appear to be doing and look forward to patch 5.2, and a fresh start.

While it's yet another black mark against season 12 that another win trading bug has been doing the rounds, win trading is hardly new, and it's good to see that Blizzard are taking steps to fix it, if rather slowly. Win trading has been around for a very long time indeed, and there are whisperings that this bug has existed for some time, although that remains unconfirmed. Quicker action from Blizzard would be welcomed, but there may be things preventing this, that we're not aware of, behind the scenes.


1. Gearing changes are a good thing

These have been quite the hot topic of late, with the recently announced changes to PvP gear which purport to flatten out the gear curve and aid the late starter to the season. While many players on the forums seem to be the polar opposite of cheerful about these changes, asserting amongst other things that they're the worst thing to ever happen to PvP, the stupidest decision ever made, and various other prophecies of doom.

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Filed under: PvP, Blood Sport (Arena PvP)

Patch 5.2: PvP undergoing some huge gearing changes

PvP gearing undergoes some huge changes
It's been talked about for some time now, with both Daxxarri and Ghostcrawler teasing the community with ideas on the new setup for PvP gearing. They've been saying things would change, and they certainly have! The question is, have things improved, or not?

The PvP gearing blog was posted late last night, and was an accurate summary of the issues faced by PvPers in WoW at the moment, followed by an explanation of the planned changes and how they will work.

The full blog is after the break, but what exactly is going on?
  • The Rating catch-up system which didn't make it into patch 5.1 will be introduced to patch 5.2. This means that teams playing more games will gain higher rating, allowing them to overtake inactive teams sitting on high ranks and not playing.
  • There will be four tiers of gear (please note that ilvls are datamined and may change)
    • Dreadful -- item level 458 crafted gear;
    • Malevolent -- ilvl 483, purchased with honor. This is the current conquest gear;
    • Tyrannical -- ilvl 493, purchased with conquest, and with honor in patch 5.3, once the player has earned 27,000 conquest in the season. Weapons are exempt from the points requirement come patch 5.3;
    • Elite Tyrannical -- ilvl 515, purchased with conquest only after earning 27,000 conquest points in the season.
  • There will no longer be any rating requirement to purchase any gear
  • Players with higher ratings will still have a higher conquest cap
  • A dramatically increased catch-up cap will be implemented with patch 5.3

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Filed under: PvP, Mists of Pandaria

PvP on the PTR, and predictions for 2013

PvP predictions for 2013
We've had a lot of exciting news about PvP changes in 2012, with some promises not delivered upon, and some sweeping alterations in our chosen section of play. But let's get the tin foil hats on and see what we think is coming in 2013.

As I write this, the PTR is active, and I urge all arena and battleground fans to get in there and PvP as much as you can. Ghostcrawler has commented several times on twitter about how there's often not a great deal of PvP testing in PTRs and betas, which in turn leads to issues like warrior burst and the hunter Stampede bug going unnoticed. So, let's not let that happen again. If you're a PvP enthusiast, download the PTR, get on there, and PvP.


Class changes

The big winners and losers from the Patch 5.2 PTR changes appear to be to be monks and rogues on the winning side, and warriors, mages and feral druids on the losing side. This is not entirely unexpected, nor is it unfair, as monks were very under-represented at high level, as were rogues, with warriors and mages being on quite the opposite end of the scale. Feral druids I've included simply because of the Cyclone nerf, which is a heavy one to one of their major, and most aggravating crowd control abilities.

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Filed under: PvP, Blood Sport (Arena PvP)

How do you pick a class for PvP?

How do you pick a class for PvP
It's a question which has been asked many a time on the forums, and many times to me, and likely at least a few times to almost anyone who plays WoW! If you haven't been asked it by others, it's possible you've asked yourself. It has a lot to do with personal preference, and while I can't pretend to know what you should play, I can help you have a fair stab at working it out for yourself.

Flavor of the month

If you want to work out a good class for you to PvP on, there are some questions you need to ask yourself about play-style, preferences, expectations, and what you want from your PvP.

One of the first things to assess is what you want from PvP. Particularly right now, although Blizzard's team are forever working to change this, there continue to be what are known as "Flavor of the Month" or FOTM classes, often just referred to as FOTM in the forums. These are basically whatever class is overpowered right now, so right at the start of Mists, before the Stampede bug was fixed, that was beast mastery hunters.

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Filed under: PvP, Blood Sport (Arena PvP)

Battleground gear disparity

Battleground Gear Disparity
Blizzard's Daxxarri responded to a thread recently in the official US forums saying the following:

Quote:
Simply tier the BGs by ilvl.

It's not simple, unfortunately. It would a) require a retooling of how Battlegrounds assemble teams and b) even under ideal conditions, it would likely slow down queue times dramatically. As Ovenmitz demonstrates, there are a lot of players who are very opposed to that.

This isn't a bad idea, in itself. One thing I've long wondered about is whether it would be possible, as the thread's OP suggests, to make battlegrounds face players off according to their gear. This would, as the OP notes, perhaps avoid the situation where players are faced against hugely disproportionately geared teams, so full epics against crafted and PvE gear.

While he didn't speak directly about this, taking two of Ghostcrawler's recent PvP Dev Watercooler points together could shed some light on Blizzard's plans for gear and scaling.

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Filed under: PvP

Is instant-cast crowd control too ubiquitous?

Is instantcast crowd control too ubiquitous
First, no, Polymorph isn't an instant-cast spell. Second, onwards! Blizzard Community Manager Nakatoir has posted this morning about Blizzard's current thinking on instant cast CC.

Nakatoir
First things first, I want to make sure you're aware that the information below reflects both short and long-term design considerations on our end. This isn't all on the table for patch 5.2 for a number of reasons.

To make this clear right off the bat: This shift of instant casts back to cast times is not just targeted at crowd control. We also wish to start moving some heals back to having a cast time rather than being instant. That said, we're not necessarily planning on overhauling many of the spells and abilities that have been instant for a long time now, such as Hand of Justice. We're looking at some of the big outliers that we see brought up a lot, which are instant-cast, area-of-effect abilities like Blinding Light, or Presence of Mind in combination with Ring of Frost.

We think that there are too many of these AoE CC spells at this time, especially instant AoE CC, which can create some frustrating gameplay experiences. Some other particular crowd-control effects that are on our radar are abilities like Blood Fear, which we're considering redesigning altogether, and Predatory Swiftness in combination with Cyclone, which feels virtually impossible to counter.

Posted by Inférnal

While we are talking about cc what about having some more spells share DR with each other. A pala can repentance/blinding light/ hammer. No Dr at all. Why is it that fear and blind share a DR and polly/fear and cycone dont? and many more examples like this.

We're looking at diminishing returns for CC right now as a possible way to help with CC in PvP combat, but it's the type of gameplay overhaul that can be risky to implement in the middle of an expansion cycle if the change is too drastic. We are, however, taking a look right now at the DRs within particular classes, as well as special snowflakes like Cyclone. Either way, the design discussion will undoubtedly continue! ^^

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Filed under: PvP, Mists of Pandaria

Patch 5.1: PvP trinkets hotfixed

PvP Trinket Nerfs
Blizzard Community Manager Daxxarri posted yesterday about a hotfix Blizzard's team are implementing to PvP trinkets, to help address the current issues with burst damage. As we've reported, patch 5.1 is fraught with PvP problems, and this is hopefully the first in line of fixes Blizzard will make.

While it's great that changes are being made, the question remains: will this be enough? Naturally, Blizzard's team have access to numbers that the rest of us don't ever see, but it seems like a tall order to repair the current issues by simply changing a few trinkets. Daxxarri does go on to say that there is a risk that this changes means players simply won't die, but this seems a little unlikely.

A greater risk seems to be another point Daxxarri addresses, being the potential this offers for the use of PvE trinkets in PvP. Particularly for burst-reliant comps such as anything with 3 DPS players, resilience is not a huge consideration, as a lot of the time their plan is to end the match quickly with very high up-front damage, scoring repeated kills. It seems possible that PvE trinkets with very high on-use bonuses could reappear, but Daxxarri promises that Blizzard will continue to monitor the situation.

Hit the break for Daxxarri's full post.

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Filed under: PvP, Hotfixes, Mists of Pandaria

Blizzard takes a stand against pre-made battleground groups

Taking a stand against Premades
Blizzard Community Manager Daxxarri has been very active in the past 24 hours in a topic on the patch 5.1 changes to battleground queues. He's been responding to criticism of these changes, and, at the same time, being characteristically forthright on the issue of pre-mades.

Quote:

if you break it down, what does a full oQueue premade bring to the table that is unfair?

I'll try to break it down as clearly as I can:

Any addon that enables a full, organized Battleground group to queue against a randomly assembled group is creating a scenario where that coordinated group has a huge advantage. That is not in the spirit of the experience we want to provide in the normal Battleground queue. Playing with friends is fun and important, but it shouldn't come at the expense of the spirit of the game nor the fun of others.

The normal Battleground queue is for players to jump in and play against other players in a similar situation. We realize that it's not a perfect system, and we're still looking at ways to improve normal Battleground queues further. Regardless, it's not meant for organized groups to "pug stomp" and get quick Honor. We have built in outlets for players that want to organize--if a competitive, social experience was really the goal, then there are clear ways to achieve that.

The ultimate effect that this kind of queuing has had is to drive players away from PvP. Perhaps it's been a long time since you've been in a random group, but a lot of players will see that they're up against a premade and simply quit. At best, they suffer through it. To an extent premade groups count on this. Heck, one of the popular addons announces opposing players that appear to have rage quit.

Addons aren't really a viable solution for botting issues, but we do take those issues seriously and we'll continue our work on improvements to the Battleground system, including better ways to deal with botting and other exploitative gameplay.

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Filed under: PvP

Has Patch 5.1 broken PvP?

Is PvP Broken
If you read the forums, you may well think it is. There are several very vocal threads about the state of PvP right now, about the heavy burst coming from melee classes with the weapons upgrade, and the absence of a resilience upgrade to repair it. Those threads are always very vocal, always very convinced that PvP is worse now than it's ever been. While I try my best to be positive about the game, I'm not entirely sure that the forums are wrong, this time around at least.

PvP Power and PvP Resilience

Patch 5.1 brought about some changes to these two stats, introduced by Blizzard to help make PvP balance easier. They essentially provide a dial, which allows the increase and reduction of damage, healing and defense in PvP, without those changes impacting PvE. They're a great idea, but before Patch 5.1, as I spoke about months back, they weren't quite working as intended.

One of the stated aims of PvP Power particularly was to remove the viability of PvE items in PvP. Blizzard's team have been very keen that PvE gear does not become viable in PvP, and up until recently, PvP weapons were, for melee classes in particular who are far more directly affected by weapon stats than casters, not the best choice for maximum damage output.

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Filed under: PvP, Blood Sport (Arena PvP)

Countering heavy burst in PvP


The early part of the first Mists of Pandaria season features a lot of what Blizzard was trying to avoid -- heavy burst damage. This is particularly a problem when combined with a high level of crowd control, and as I've regularly said, heavy burst is one of the more frustrating things to counter. There is still heavy burst in the game, post the fixing of the hunter Stampede buff, so the question remains, what can you do about it?

I won't be giving you a class-by-class guide on what exactly to do about burst damage. Unless you happen to play one of the classes I specialize in, chances are you know your class far better than I do, and even if you do play one of my classes there's still a possibility you know it better! This definitely isn't class-by-class advice, but a general guide about mentality, tactics and the like. And please, do add to it in the comments with class-specific advice if you have it! Everything helps.

Prevention is better than cure

This is me stealing something doctors and aunts and grandparents used to say when I was a kid, usually referring to illness rather than WoW PvP. But it applies for this, too. If you can stop someone unleashing their heavy burst on you or your team-mates, that's a far better solution than having to pick them up from extremely low health afterwards. I haven't seen something in an arena in a long old time that can genuinely take a player from 100% to dead in one global, but there are some really hard-hitting abilities out there.

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Filed under: PvP, Blood Sport (Arena PvP)

Blizzard will take decisive action against arena exploiters

Blizzard will take decisive action against arena exploiters
Blizzard Community Manager Daxxarri has posted today regarding a recently discovered Arena exploit. While precise details are not known, it appears this relates the a method whereby players could escape from playing against comps they were struggling with, countercomps, or teams they had faced previously, without losing MMR by exiting the game.

This, while not win-trading itself, led to win-trading, and, as Daxxarri says, both win-trading and the use of exploits are completely against the rules.

Daxxarri
Providing an environment where players can compete in the spirit of fair play is extremely important to us, particularly in rated Player versus Player combat. As part of that commitment we regularly monitor gameplay, and have discovered an issue where some Arena teams have exploited the queuing system to obtain high team ratings, "dodge" unfavorable team compositions, and engage in win trading.

These, and all, exploitative activities are absolutely prohibited. We will investigate the situation carefully, and players that have been found to have participated in exploitation will be subject to the appropriate actions against their World of Warcraft accounts. In the meantime, we are currently working to resolve any remaining issues with the queue system to prevent this behavior in the future.


Players will have to wait and see just what Blizzard's investigation reveals, and what their actions will be as far as punishing the perpetrators. Many are already calling for ladder resets and MMR resets, but of course, these can punish the innocent as well as the guilty. The nature of this bug is such that it's possible some players benefiting from it may have been unaware they were doing so.

Mists of Pandaria is here! The level cap has been raised to 90, many players have returned to Azeroth, and pet battles are taking the world by storm. Keep an eye out for all of the latest news, and check out our comprehensive guide to Mists of Pandaria for everything you'll ever need to know.

Filed under: News items, PvP

Arenajunkies interviews top Arena priests


With the Battle.net World Championships coming up in just a few days' time, ArenaJunkies has been very busy interviewing some of the top arena players who'll be battling it out in Shanghai. We've got interviews from two of what I can fairly confidently say are among the world's top priests, Zunniyaki and Talbadar.

Zunniyaki is a member of Yaspresents, with Another on a death knight and Cara on a paladin. Yaspresents stormed to a decisive victory in the Battle.net European Invitationals in Cologne, comfortably dismissing most of their competition in an undefeated run of best of 3 matches.

Talbadar is one third of Team Evil Geniuses, along with renowned shaman and warlock Cdew and Azael. Again, like Yaspresents, Evil Geniuses took a victory in the North American Invitationals, comfortably securing their place in Shanghai.

Both these priests are at the top of their game, and bound to make a splash during the tournaments coming up between November 16 and 18. Hit the break for the second video interview with Talbadar!

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Filed under: PvP, Worldwide Invitational

Is crowd control out of control?

Is Crowd Control out of control

There has been an interesting discussion taking place over on the EU forums with Blizzard Community Manager Nakatoir about the state of crowd control in PvP. There seems, predictably, to be a focus on arenas in the discussion, which is logical, since they seems to be where crowd control is generally used most effectively.

Nakatoir's contributions are largely in response to complaints from players about chain CC. Chain CC is where an opposing team manage to keep a player controlled for a long period of time by "chaining" together their crowd control abilities. This can be a hugely frustrating experience, as a good CC chain can keep a player out of action for a long period of time. Often, as is the CC-ing team's plan, long enough to land a kill on the CC'd player's team-mate.

Nakatoir provides some great advice for countering CC, rightly saying that chaining together one 33-second chain of CC, as one poster describes, requires a great deal of focus and communication. A CCing team is playing offensively, if they're using the CC to land a kill rather than to turtle, and sometimes attack is the best form of defense.

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Filed under: PvP, Mists of Pandaria

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