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?
Posts with tag pvp
- 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...
So tell us, fellow players -- do you enjoy a bit (or a lot) of world PvP as a break from the day to day grind? Or would you rather PvP stayed out of your way?
Filed under: Breakfast Topics
This is great news for EU and Russian servers, it will result in reduction in queue times, and a larger pool of players to draw from. But for both sides, there's quite the language barrier.
Filed under: PvP
Let's begin at the beginning. It seems like a logical point. Cross-realm technology, as I stated in my nice list, has been instrumental in allowing of many players' favorite features in the game. The sensationally popular Flex raiding, for example. But it's also responsible, on the downside, for some pretty negative happenings.
@PeterVasilakos We have it in our back pocket if we feel like we need it.- Holinka (@holinka) December 2, 2013
Filed under: News items
bengstra would like PvE and PvP completely separated.
I have long held they need to keep their PvP out of my PvE. It is simply impossible to balance and one side or the other is constantly being impacted by the side they want, and have, no part in. This makes for constant ping ponging and frustration (think Stampede for a text book example of ping ponging).
Filed under: Analysis / Opinion
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