Skip to Content

WoW Insider has the latest on the Mists of Pandaria!

Posts with tag wow-arena

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.

Read more →

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! ^^

Read more →

Filed under: PvP, Mists of Pandaria

Trinket nerfs insufficient to repair PvP burst issues

Trinket nerfs insufficient to repair PvP burst issues
We reported last week on the trinket nerfs implemented by Blizzard's team, in order to help fix the current issues in PvP burst. Blizzard Community Manager Daxxarri explained that Blizzard's team's data led them to believe that the on-use trinkets were a major contributor to the very high levels of burst currently being experienced by players.

Lead Systems Designer Greg "Ghostcrawler" Street recently tweeted the following:


Given Ghostcrawler's tweet, it seems that warriors and mages are still putting out too much damage, in Blizzard's eyes at least. While it may be the case that specific actions are required to address these classes, any attempts to improve the situation in PvP are appreciated.

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: 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.

Read more →

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.

Read more →

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.

Read more →

Filed under: PvP, Blood Sport (Arena PvP)

Gear that's used as a currency will keep its upgraded status

Gear that's used as a currency will keep upgraded status
If the title confused, you, fear not, you're not alone. WoW Insider had to read Bashiok's post a few times to wrap our collective heads around it, too.

Bashiok
Quote:

So here is my question.. If you upgrade the Regular Season 12 Malevolent gear twice and then say you get 2200 and upgrade to the elite, does your upgrades you already made to the previous gear remain or do you now have to spend additional conquest to upgrade the 2200 gear twice now?

They remain. If a piece of gear is used as currency for a new piece of gear, upgrades are preserved.


Say, for example, you have a piece of the standard-issue Malevolent set, the current conquest set. You achieve a rating of 2200, and in order to upgrade your piece to the Elite equivalent, you have to hand in the original piece. It's a straight swap.

And players can now upgrade the standard-issue Malevolent pieces with conquest points, so what Bashiok's saying is that those upgrades will remain in place on the Elite equivalent. The Elite equivalent can, of course, also be upgraded with conquest points. This is only currently relevant for conquest gear changes, as this is the only situation where gear items are used to purchase other gear items. It would not apply to raid finder tokens, as it's the token that is redeemed, rather than the item itself. That is not to say that other applications of this rule will not arise in future, as they have in the past. Wrath heroic raid upgrades used a similar system, and, of course, both Cataclysm legendary weapons. With the minimum item level for upgrades set at 458, these items will not be applicable for the upgrade system.

However, it will be interesting to see if it applies with the Elite conquest weapons. These, unlike the armor, are a substantial upgrade in item level, going from 470 to 490. If the upgrades are passed on with these items, it could result in an even more problematic gear escalation situation than currently exists in PvP.

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: PvP, Mists of Pandaria

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.

Read more →

Filed under: PvP, Blood Sport (Arena PvP)

Arena rating reset for players over 2200

Rating reset for players rated over 2200
After the release of last week's information from Blizzard Community Manager Daxxarri, more has been added to the list of action Blizzard is taking to rectify the problems caused by the recently discovered arena MMR exploit.

Amongst other things, this exploit made win-trading far less onerous. Win-trading is a practice, completely against the terms of service, where players queue, particularly in 5v5 at the quietest times of day, to attempt to ensure they face the same team repeatedly. The two teams will then trade wins, allowing one team to advance to a high rating, then the winning team may switch to an alt team, allowing the losing team to do the same. This is, as we mentioned, completely against the terms of service, and will likely get you banned.

With the exploit, win-trading could be carried out without the losing team suffering an MMR loss. Thanks to this, very high ratings were achievable, and in order to rectify this issue, Blizzard has decided to reset every team and player with an MMR or rating above 2200 to 2200. This would usually have an immediate effect on conquest point caps, but that will take effect next week and will be implemented as usual.

Is this fair? It seems like it might not be for those who have legitimately gained 2200+ ratings, without using the exploits, and for those who benefited unwittingly from the exploit. Equally, why has Blizzard not gone further and completely reset MMR and rating? Do these things only matter at the top?

Hit the break for Daxxarri's full post.

Read more →

Filed under: News items, 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!

Read more →

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.

Read more →

Filed under: PvP, Mists of Pandaria

Dissecting the Dev Watercooler on PvP

Dissecting the Dev Watercooler on PvP
A few days ago, Blizzard Lead Systems Designer Greg "Ghostcrawler" Street released a very lengthy Dev Watercooler on Mists of Pandaria PvP. Now that the dust has had a chance to settle, we're going to take a look at the blog and its implications for PvP right now. Next time we might look at some of their zany ideas for future PvP!

MMR

MMR, or Match-Making Rating is how teams are matched in rated PvP. MMR is separate from rating, but both are altered when you win or lose against other rated teams. Explaining the difference between the two is a little tricky, but essentially, MMR is how your matches are found. MMR is linked to players and teams, so a player forming a new team will carry some of their MMR with them from previous PvP escapades, in order for them not to face far lower-rated players. Rating is also linked to both players and teams, but doesn't dictate who you face.

Rating is won and lost via winning and losing against teams with better and worse MMRs. Say you're at 1500 MMR and 1500 rating, and you face a team at 1600 MMR and 1600 rating, and you lose. You will only lose a small amount of rating, let's say 5, and they will only gain a small amount, again let's say 5. Both your MMRs will adjust similarly. Now say you beat them. They will lose a big chunk of rating, but likely not such a big chunk of MMR. You, equally, will gain a big chunk of rating, and depending on how many matches you've played, likely gain a reasonable amount of MMR. The MMR is saying "hey these guys beat a 1600 team. They're better than a 1500 MMR".

Read more →

Filed under: PvP, Blood Sport (Arena PvP)

More Conquest Point Changes: PvP to PvE?

More Conquest Point Changes
Following the recent alteration to a so-called bug which had existed since the launch of Patch 4.2, conquest points are to undergo further alteration. In preparation for Patch 5.1's system, which will allow PvP and PvE players to upgrade their gear with all four types of point, Blizzard Community Manager Daxxarri has posted about an upcoming increase to the conquest point cap:

Daxxarri
To help everyone keep up with the upcoming system in 5.1 that will allow you to upgrade your Conquest gear with Conquest Points, a hotfix is being implemented very soon that will raise the Conquest Point caps:

At 1500 rating, the Arena Conquest Cap will now be 1800 (up from 1350), while the Rated Battleground Conquest cap will be 2200 (up from 1650). As always, when your rating increases, so will your cap.

Plan accordingly!


While this is a welcome change, the question remains: does this repair the earlier issue of players having to enter rated battlegrounds to complete the weekly cap? We aren't sure. And furthermore, it seems possible that Blizzard's team could be opening themselves up to a second issue. Since the stats on PvP gear were altered to all but match those on PvE gear, PvP gear is viable in PvE. But conquest gear has no reputation requirements, and conquest points can be earned far faster than valor, with one arena win awarding 180 points. With these increased caps, will PvP become the way to gear for PvE?

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

Beast mastery hunters may escape Stampede nerf

Blizzard Lead Systems Designer Greg "Ghostcrawler" Street posted a lengthy Dev Watercooler yesterday, focused on Mists of Pandaria PvP.

Within that Dev Watercooler, one thing he mentioned was the extremely high burst being put out by Beast Mastery Hunters, saying:

Ghostcrawler
Beastmastery Hunters – We agree that stacking too many cooldowns to blow someone up is not interesting, skillful, or fair. (I also want to be clear that with all of these issues, we're not blaming players for using the tools that we gave them; we're blaming ourselves.) We're taking a hard look at the various Hunter cooldowns with the intention of reducing their burst. Hunters are receiving a buff in that they will no longer need to swap between Aspect of the Hawk and Aspect of the Fox. We also hope these changes help result in higher representation of Survival and Marksman Hunters.


Very shortly after the Dev Watercooler was posted, Ghostcrawler took to twitter, announcing that a substantial bug had been discovered, which only affected beast mastery hunters in the arena:
Community Manager Zarhym emailed us late last night to inform us that the bug had been isolated and added to the beast mastery hunter-specific section of the blog. The bug is now detailed as follows:

Read more →

Filed under: PvP, Mists of Pandaria

Around Azeroth

Around Azeroth

Featured Galleries

Kalimdor in Minecraft
It came from the Blog: Lunar Lunacy 2012
It came from the Blog: Caroling Carnage
It came from the Blog: Hallow's End 2011
It came from the Blog: Pilgrim's Bounty 2011
Mat's Birthday Wish
WoW Tier 13 Armor Sets
Death Knight Tier 13 and Retrospective
BlizzCon 2011 Floor Show

 

Categories