Ask the Devs - Answers #2 "PvP"
Originally Posted by Bashiok (Blue Tracker)
Q: Is it a possibility that the premade group requirement will be dropped from Rated Battlegrounds, allowing players to queue for a Random Rated Battleground? I'm sure many people would be ok with the inherent risk and disadvantage of grouping with random players for rated content if it meant they could at least make use of the rating system. – Gëtmastiffd (North America/ANZ), Kaymac (North America/ANZ)

A: If you take away the group requirements for Rated Battlegrounds, then you don’t have Rated Battlegrounds – you just have the same old Battlegrounds we’ve always had expect they now reward the best loot in the game. We understand there are heavy logistical requirements to organizing teams – that is in part why the rewards are so good. We believe that if we just opened the doors to random queuing that the system would be less about organized teams competing against organized teams and more about the luck of whether you got a good team or not. You are much more optimistic than we are about how forgiving players would be when Blizzard ignorantly / cruelly stuck them in a team with one Prot paladin and six rogues with no resilience. ? Teams on the other hand have all the responsibility themselves. If they feel comfortable bringing an experienced player with sub-optimal gear, they can make that call. If they think a certain number of healers or particular comp is required, they can try to locate them. Most importantly, there is a leader with some level of power. If you ignore the leader and just do your own thing, the leader can choose to replace you.

This is our first stab at offering very powerful gear through Battlegrounds and it is going to take some tweaking to get right. We understand that some more casual players may have given up on the system and we want a chance to fix that. It’s possible we could require fewer players to form a team, such as merging two groups of 5 together – at least we’d know for sure that you had 2 healers and had put some thought into your comp. We could also put in some kind of browsing system to make it easier to find people looking for Rated Battle Grounds.


Q: Why can't we have a pure, straight up, unadulterated Death Match style Battleground? - ???? ???? (Taiwan), Gulantor (North America/ANZ)

A: We think Battlegrounds work better when there is a goal that the team can work towards. Huge melees with lots of players tend to be chaotic by nature so there is less room for skill to influence the outcome. It feels more random, and the more random the system is, the more arbitrary the rewards will feel. It might be something we try someday.

For example, emergency buttons are balanced around the assumption that only a few players are ganged up against you. Even in the 5v5 Arena bracket, it’s very difficult to survive being focused by so many players at once, so you feel like you don’t have many options. There is a reason that most of our Arena attention is on 3v3 – it just feels the best.


Q: Arena Skirmishes: What happened to them? They were a useful tool in trying new compositions, testing out a new teammate, or just having some fun during downtime. Wargames are nice, but did skirmishes have to go in order for them to be implemented? – Zubzar (North America/ANZ), Nølfen (Europe [French]), Jinusek (Europe [English]), Whoohoo (Europe [German])

A: We didn’t cut Skirmishes because they were flawed. We just thought we’d get more bang for the buck out of Wargames. While some players enjoyed Skirmishes, we can tell you that overall they were used very rarely. We would have kept them if it had been relatively easy to do so, and we may add them back someday, but it’s just not a huge priority based on their previous popularity.


Q: In Cataclysm, PvP fights were supposed to be slow and everyone should spend longer in a wounded state. But from what I’m seeing, healers are still able to bring someone up from 1% to 100% in 2 or 3 global CDs. So it comes down back to the WOTLK style, either you burst someone in a CD and damage spike, or you need a setup with tons of CC. There simply is not a state where someone is at 50% health and you can keep him around that way with your damage. He will be at 100% in the next 2 global CDs. Any plans to address this? – Noidealol (Europe [English])

A: We just don’t think that is the case in Cataclysm relative to Lich King. Players have roughly 100,000 health, and even the big heals, which are very hard to use in PvP, only heal by 30,000 or so. Most healers do have some kind of emergency button (say Nature’s Swiftness plus Healing Touch) and that may be what you’re seeing, or else hots are ticking away for a longer period of time (longer than 2-3 GCDs for sure). We have had some burst issues rise up from time to time (say Aimed Shot, or more recently warriors), but we take pains to stomp them out when they happen. Overall we’re seeing a wide variety of classes and specs participating in Arenas, which argues that there are several strategies that work, not just the focus on one dude and blow him up strategy that prevailed in the previous expansion.

All that said, we are looking closely at healing in PvP right now. It can be really hard to kill say a flag carrier being assisted by multiple healers (especially once there is less burst damage from Balance druids and warriors).


Q: Will guilds focused on PvP be able to progress and have rewards just like guilds focused on PvE?/ Will it be possible in the future to advance guild reputation through PvP? – Smrt (Europe [German]), Ypsen (Europe [French])

A: We did try and emphasize Rated Battlegrounds as a way that guilds could progress. We thought it made more sense to have guilds focused on BGs than on Arenas, since the latter just don’t require the large infrastructure of a guild for support. It was a purposefully limited approach as the Guild Advancement system was new and rather complex, but now that we've had time to watch and see how it's being used we're a bit more comfortable opening it up where it makes sense. So in 4.1 we are actually making it so you can earn guild XP and reputation from Battlegrounds, Arenas, or just Honorable Kills. Details aren't totally nailed down yet so we'll let you know the specifics in upcoming PTR patch note updates.


Q: With the proliferation of spell interrupts and other control mechanisms, and the ever-increasing value of mobility, how do the developers plan to successfully move casters away from instant casts and make hard casting in PvP more viable? – Maldramere (North America/ANZ)

A: It will require several changes. We feel these changes will ultimately make the game better, but they are big, scary changes, so they aren’t the kind of thing we can just make in patch 4.1. For starters, we need to make instant spells less powerful. The fact that they are instant should be the big thing those spells have going for them, because immunity from interruption and the ability to shoot and scoot are gigantic advantages. Those spells don’t need anything else to be attractive. Secondly, we need to tone down the role of interrupts and silences so that casters are actually casting their spells more often. We’ll also have to look at crowd control, because once you can’t interrupt every Polymorph being cast, you’re going to spend a lot of time as a sheep. Ghostcrawler has an upcoming blog in which he speculates about this issue a bit more.


Q: Players’ skill level in PvP between rated and random battlegrounds are very different. Could a personal rating system such as the one in Starcraft II be implemented so similar level players can be matched up? – ?? (Korea)

A: We have a personal rating system for Rated Battlegrounds. We don’t use it in the random Battlegrounds because random Battlegrounds are engineered for speed of matchmaking, not for setting up perfectly balanced teams. We do evaluate gear with random BGs, which often (but certainly not always) correlates with your skill. The system begins to break down when you're balancing skill versus how quickly people want to just get in and play. Creating a system that's more stringent in how it chooses players means longer wait times, so we try to strike a balance with random Battlegrounds to have some factors (gear) but not so much that queue times become even longer. It's also worth stating that the matchmaking employed by StarCraft II is just much simpler than what it would require to assemble a viable Battleground team.


Q: CC used to be the big thing for arena, but now it’s all about damage. Is it the direction you are taking at the moment? – Thatis (Taiwan)

A: If crowd control really was as weak in Arenas as you’re claiming, then Holy paladins would be the healer of choice and Resto druids wouldn’t have much of a role. But the Entangling Roots and Cyclone of the druid make a huge difference in Arena, and we see a lot of healing druids.

Ultimately, we think there has to be a place for both crowd control and damage. It can be just as frustrating to be chained from a fear to a poly to a stun without having an answer as it can be to die to two dudes killing you in a few GCDs without an answer. We don’t want Arena in particular to be all about which comp has the best layering of crowd controls that don’t share diminishing returns, because that greatly lowers the number of viable comps out there (and why rogue-mage-priest dominated in earlier seasons). We have taken steps this season already to nerf both out of control damage and excessive crowd control for some classes.

The best thing you can do is just keep providing feedback when you think something is broken. Many other players will disagree with you, and at times so will we. The signal to noise ratio for PvP balance is frankly always going to be bad, and the design calls are extremely subjective. We are constantly amazed that some players playing very powerful specs perceive themselves as weak or interpret very gentle nerfs as soul-crushing. That doesn’t mean that we’re never going to listen, but it does mean the burden of convincing us something is broken is going to be high, probably higher than it is for PvE.


Q: Warrior damage is currently game-breakingly out of control and looking at the 4.1 patch notes it is only set to get worse. Your attempts at toning down the burst from Colossus Smash will have very little effect on high armor targets and absolutley no effect on medium to low armor targets, factor in the compensation you have given to Slam, Overpower and Mortal Strike and it ultimately leads to a significant damage increase. With warrior damage already absurdly high and a resilience nerf in the works what is the reasoning behind these changes? – Albany (Europe [English])

A: This question was most likely written before the most recent 4.1 patch notes, but we think it was totally valid at the time it was written. We were in a tricky spot with warriors where we couldn’t nerf their burst damage without affecting their sustained PvE damage. A few things contributed to this, Colossus Smash for sure, but also the new design for Heroic Strike, allowing them to sandwich in extra damage on the same GCD as Mortal Strike or Raging Blow. We finally bit the bullet and made Colossus Smash work differently in PvP and PvE. That type of separation is always a last resort for us, but we feel like it was the right call in this case. We also toned down the base amount of Fury mastery while keeping mastery scaling the same, and compensated them with auto attack damage. We also fixed a sneaky bug where trinket effects that were not intended to stack, were stacking. Despite some of the more hyperbolic responses, we think warriors will continue to use Colossus Smash in PvP. They may think about it a little more before using on a clothie, and we’re actually fine with that. (It’s still probably a 13% damage increase vs. cloth.)


Q: Can I hear your thoughts of the survival abilities of the Warlock on PvP? – Mccoll (Korea)

A: Overall, we think they’re fine. Warlocks in PvP often compare themselves to Shadow priest, and to be fair, Shadow priests have some very potent emergency buttons, particularly Dispersion. Warlocks have good self-healing (which also to be fair, was nerfed recently), abilities like Demonic Circle and fears that are good for both offense and defense. Once Shadow priests lose their defensive dispel capabilities, we think they will be less versatile and their entire package will be more comparable to warlocks.


Q: Balance druids are widely recognized as deficient in PvP. Can you describe your motivation for nerfing Balance druids' burst damage, crowd control, and self-healing in 4.1? This seems like a lot, given that you have acknowledged that Balance druids are currently weak in Arena (during your first Q&A). (It would be great if you could speak generally to what your vision or plan is for this class, in PvP. Some players believe that Blizzard does not intend for feral or balance druids to be played in arena. Please tell us for the record that this is not true!) Thank you. – Jynks (North America/ANZ)

A: Last week the words actually used were that Balance druids struggle in Arena. They are exceptional in Battlegrounds. But Balance druids cast hard spells a lot, which are more likely to be interrupted in Arenas. They do good damage in Battlegrounds when they can dot multiple targets, but those are more likely to be dispelled in Arenas. Despite those weaknesses, Starsurge needed to be nerfed. Broken spells shouldn’t make up for being weak in Arena.

We want Feral and Balance to be played in PvP and ideally in Arena. It is hard to make every spec equally viable in Arenas without giving everyone all the same set of tools, which was part of the entire genesis towards the emphasis on Rated Battlegrounds for Cataclysm. We know some players scratch their heads when we nerf Balance and Feral in PvP because they historically haven’t been as highly represented as some other specs. However, it’s not cool for a spec to be super annoying or frustrating to play against just because they aren’t common. But to answer your question for the record, yes we want them to be viable.


Q: Elemental Shaman are rarely seen in high rating Arena teams nowadays. I want to know the thoughts and opinions of the Dev. Team regarding the PVP abilities of the Elemental Shaman. Can I expect any improvement? – ?? (Korea), Mythren (Europe [English])

A: As with Balance above, Elemental was hurt by several of the Cataclysm changes. They hard cast spells a lot in a world where every melee spec (and many casters) have a reliable interrupt. (And as we’re saying elsewhere, we think interrupts are too good in PvP overall). Likewise, Elemental is hurt by dispels. Our intent was to make dispels more expensive, but that hasn’t really toned them down as much as we wanted. Long-term, as with the interrupts, we do need to chill dispels out even more. But certainly dispelling Flame Shock hurts Elemental’s damage a lot. Similarly, Elemental’s big claim to fame in Lich King was how much burst they could do in a small window, and we have toned that down a lot with the larger health pools that players have. Finally, the Heroism / Bloodlust buff was once mandatory for 5v5 brackets, and obviously isn’t any longer. Elemental could probably benefit from another survivability cooldown. Elemental Mastery doesn’t fit that niche as well as we’d like, since you need it for offense as well.


Q: Why do hunter traps continue to be resisted when the hunter is both spell pen capped, and specced 2/2 into Survival Tactics? – Zubzar (North America/ANZ)

A: It’s just a technical limitation. The way the code works, the traps are objects and not part of the player. We can calculate how much damage they should do based on player stats, but it is currently impossible for them to inherit things like spell pen. Spell Penetration does nothing for your traps. We don’t even have a way to make them always hit, because then they would always hit, even against a stealthed rogue for instance (which we’re sure is a solution hunters would be perfectly happy with). We know it’s not a very satisfying answer, but at the end of the day, World of Warcraft is a piece of software and given that we have some of the best programmers in the industry working on it, there aren’t any simple solutions that are going to fix this problem in the short term. It is absolutely a problem though and we do want to fix it.


Q: The healing abilities of hybrid classes are being severely limited (eg. Retribution Paladin, Shadow Priest). Compared to this why do DPS Classes such as Rogue, Warlock have strong healing capabilities? Can I get some explanations for this? – ????? (Korea)

A: Our definition of hybrid is a class that can respec to tank or heal. That versatility is much less relevant in PvP than in PvE. So it isn’t all our intention that classes who have a healing talent tree are good healers at all times and more than you might expect Restoration or Balance druids to be tanky just because they have a tank spec.

We don’t specify a set amount of self-healing and try to adjust everyone to hit those targets. Instead we balance specs around their entire package. If rogues die a lot, then we can explore the option of increasing their mitigation, giving them stronger survival cooldowns, or increasing their self-healing. We found that rogues were one of the most painful classes to level, so when we revamped them for Cataclysm, we wanted to make sure they didn’t have to stop and eat or bandage every few pulls. Warlocks self healing did get nerfed, but also remember that their resource mechanic is burning health to generate mana, so they need a way to replenish that health.

Finally, hybrids can absolutely swing the outcome of battles with their self or off-healing. Feral druids can stop, shift, and heal themselves up. It happens all the time (though obviously not while being focused). That doesn’t mean that those specs are supposed to be chain healing the whole time (that’s what actual healers do).


Q: Frost Mage and Blood Death Knight are almost unbeatable in PvP situations. Do you have any plan to adjust balance issues regarding the two Classes? – ????? (Korea)

A: The kit of the Frost mage is to have a lot of control and emergency buttons. This gives them a high skill cap, both in that it can be hard to stop a good Frost mage and it can be hard for less skilled PvP players to handle even a decent Frost mage. At the high end of PvP, we think Frost mages are balanced. It’s everything below that where they can be frustrating to handle. We need to figure out ways to affect the latter without affecting the former. One solution is to take some of their control away, but make some of the remaining abilities undispellable. Those spells are always dispelled in high-end games, but less often in lower-end games.

With the exception of a few (kind of silly) dual Blood comps in the 2v2 bracket, we see most of the Blood DK complaints when they are Battleground flag carriers. Tanks are hard to kill – that’s their thing. When tanks do obnoxious amounts of damage in PvP in addition to high survivability, as happened in some of the Lich King seasons, that feels broken. In Cataclysm, their damage is a lot lower in PvP, but their survivability is high, which feels more appropriate. We did nerf the Glyph of Dark Succor to keep it from being abusive. We’d rather the role of tanks in PvP be as flag carriers and defenders rather than the dude chasing you around trying to kill you.

Blue Posts
Originally Posted by Blizzard Entertainment
Raid PUGs
Raid bosses aren’t designed with pick up raids in mind, but the bosses should get more challenging as a raid progresses through the instance. Naxxramas is perhaps not a good benchmark to set raiding expectations against for a couple of reasons. It was content that a number of players were already familiar with, and it was also tuned to a difficulty that was a bit lower than we would have preferred.

I too vividly recall the start of Burning Crusade, and pick up raids were anything but common at the start of that expansion. In fact, the idea of a pick up raid was flatly laughable for quite a while. They didn't really appear with any regularity until the mid-portions of the Burning Crusade expansion, and only after most of the participating players knew the fights very well, or just overgeared them by a pretty wide margin. Even in Wrath of the Lich King, pick up raids didn't start becoming super common until a tier or two of content had already been released. The scenario you mentioned in your original post, of constant pick up raid spam in trade, didn't really occur until a bit later.

We are starting to see pick up raids form for current content even though the next tier of gear hasn't been released yet. In that light, progression appears to be on track.

On the subject of progression, in 4.1 Valor Points should become more rapidly accessible too. As more players acquire gear of high ilevel, and as average gear levels rise as a result, it will be easier to find effective pick up raiding groups.

Designing raids with PUGs in mind
Raiding is the pinnacle of what can be achieved in World of Warcraft; on the PvE side, anyway. With that in mind, we feel that those encounters should be epic, with epic challenges and rewards to match. Cutting edge raiding should present a real challenge and feel rewarding for players who are dedicated to facing down that content on its own terms.

Nonetheless, we fully expect that raid content will become available to a larger population of players as time goes on. Our intent has always been that players will be able to see more and more content with less and less coordination as time goes on. Ghostcrawler’s recent blog on raid progression (http://us.battle.net/wow/en/blog/2452061#blog) states that very specifically, and it will result either from the natural proliferation of gear as time goes on, or if that’s not substantial enough, direct adjustments to difficulty. That’s really the underlining intent of our raid progression philosophy in Cataclysm: to strike a better balance between the hardcore raiding of yesteryear and the more accessible raiding of Wrath.

The solution comes down to timing. We want to keep it epic for the high end raiders, but also ensure that content becomes more accessible over time. (http://blue.mmo-champion.com/topic/164963/i-quit[Source[/url])url

Comics
Dark Legacy Comic #280 and Teh Gladiators #220 + #221 are out!

This article was originally published in forum thread: Ask the Devs - Answers #2 "PvP", Blue Posts, Comics started by Boubouille View original post
Comments 135 Comments
  1. mmoc49efe580e8's Avatar
    If people have a personal rating then premade groups should be voulentary. blizzard state that in arena you meet teams that are matched, so why cant a rated bg queue match too?
    I never even see people asking for others for rated bgs and therefore ive never managed to get in one.

    The only pvp i play now after playing this game for 6 years is AV and TB and thats because I LIKE large scale pvp - something blizzard have pretty much killed off.
  1. Senaelanna's Avatar
    Quote Originally Posted by Deepone View Post
    I have to say, this is way, way off the mark. 1) It's "Massively" not "Mass" 2) Having several thousand people per game world doesn't mean you have to require team-building (LFD demonstrates this clearly). 3) Blizzard's rationale:



    is absurd, and they know it. They had dozens of players submitting suggestions on the old suggestions forum for how to address exactly that, and many of those suggestions were viable. Most of the boiled down to, "make a more nuanced scoreboard for battlegrounds that counts at least a dozen different attributes of battleground performance, normalize and sum: there's your rating for this battleground."

    If they did that, then no one would have to form a pre-made to succeed and gain rank, and yet it would most certainly not represent free gear.
    You're right, solo players should have access to high end gear on a silver platter just handed to them for logging in and running around in a BG. BGs shouldn't even reward gear at all, if you want to play solo then go play Dragon Age.
  1. Zapgreen's Avatar
    The Q&A reminds me of the mayoral debate from Family guy:

    http://www.youtube.com/watch?v=0YOh-rpvjYg


    They had a lot of fluff and really didn't answer a thing...
  1. Jademist's Avatar
    Quote Originally Posted by reve View Post
    They avoided a lot of questions many PvPers would be interested in. Sad, very sad...
    You and everyone else who keeps spewing random Blizzard hate should know that its US PLAYERS who vote for the questions that we want answered.
    You should've cast your vote. If you did, then ah well, the community chose THOSE questions. Blizzard wasn't the one to choose, it was the community.
  1. havenwood29's Avatar
    And as we’re saying elsewhere, we think interrupts are too good in PvP overall
    Yet the patch notes for 4.1 say "All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Shield Bash, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities."
  1. Monsoon's Avatar
    Comments made on the official forums in that Q7A thread on different accounts about people being unhappy with Frost mages in PVP were deleted faster than you can say: OP
    The official forums are a joke and the CMs responses are even more abysmal. Why do I even read the official forums, the CMs responses only tend to infuriate me instead of explaining anything. I would rather have no responses than this ridiculous damage control they are doing. Anything that points to a problem or an issue they are not fixing is ground for a ban just to shut you up.
  1. mmoc52843c6d9e's Avatar
    What I get from this is that they design some classes and specs to be viable in lowend pvp and some classes and specs to be viable for high end pvp.

    You wanna play that class then you'll have to be satisfied with reaching 2k if you're really good.
    You wanna play high end pvp then roll that class instead.
  1. Jademist's Avatar
    Quote Originally Posted by The Ogdru Jahad View Post
    Blizzard provides the same exact answers in this blue post as they do every blue post "It is a problem, and we will look into it, its just not a top priority right now". Seriously, hunter traps not being programmable to inherit the spell pen of a player? That may be the worst answer I have ever heard in my life from them. Also, a shadow priest nerf helping out warlocks? LOLWUT? Blizz fails in justifying anything they say, they need to understand that the mentality of play in a group or dont play at all, is WRONG in a game like WoW.
    You have to realize that with it being an MMO, being in a group with other players is kind of a big thing...If you want solo gameplay, go play something like DragonAge or Fable or something, not an MMORPG.

    ---------- Post added 2011-03-22 at 09:26 PM ----------

    Quote Originally Posted by Elrandir View Post
    These Q&A sessions are just painful to read. What's the point if the answers we're hoping for contain maybe, possibly, likely,... wth.
    Why don't you actually go and cast a vote on the questions you'd like to see answered eh? People whine about the Q&A when they don't do anything about it. Like people who whine about the government when they didn't even vote at all. You can vote for the questions.
  1. mmoc933340a8cd's Avatar
    Quote Originally Posted by skylla05 View Post
    Try not taking it out of context next time.

    Frost Mages are balanced on the high end, and if you disagree with that, you're probably ranked 1400 or lower and/or are bad at this game.
    8 not sharing dr snares are fine? Warrior and feral solo don't stand a chance against any mage. Let's say "OK BUT PVP IS ABOUT PLAYING IN TEAMS, NOT 1V1 L2P"
    Please, more arena I play against any mage, more I feel like I should stop it and start caring about my finger binded to dispell. 8 snares and you can do shit about it
    And yo, high end teams, got so many ferals and warriors? Nah, I don't think so.
  1. mmocd658a685e4's Avatar
    Q: Why do hunter traps continue to be resisted when the hunter is both spell pen capped, and specced 2/2 into Survival Tactics? – Zubzar (North America/ANZ)

    A: It is absolutely a problem though and we do want to fix it. <- WTF !?!?

    Are they retarded. Every hunter EVER sat their fot in a arena game have asked for a fix for this for the last.. what... 3 years?
    YES its a BIG problem that our 30 sec CD CC is a friggin RNG fest that WE cant sort ourself. How friggin hard can it be to change it from spell capp to melee/range hit ? Its been done several times before.
  1. Mimic's Avatar
    Quote Originally Posted by FlowGlider View Post
    Blizzard is so full of shit...

    Time to face facts:
    ...World PvP is dead, gone and will never recover
    ...There will never be a 1v1 PvP Balance
    ...WOW = world of face-book craft = get social or get out (sad)
    I lol'd so hard..oh on you have to be social in an MMO..madness!!! 1v1 Balance will never happen because Blizzard has already stated many years ago that they don't balance the game around noobs that think dueling is the shit.
  1. Mr. Casual's Avatar
    my only question is what about warriors? we have given up defense, mobility and control for absurd amounts of damage but now that blizz is trying its hardest to take it away which is fair. my only question is will we be given any compensation is any other other areas of pvp that i mentioned earlier. (restoring intercept...fingers crossed) lol.

    im just saying with less damage we need more uptime on targets and we are among the easiest class to control.
  1. staticflare's Avatar
    Blizzard is fucking retarded. Those Top AA developers working on TITAN better make the best game in the world.
  1. RokFenris's Avatar
    Quote Originally Posted by Mancake View Post
    As far as MMO's go WoW is probably the most solo friendly one of them all. Maybe you should stick to fps's or single player RPG's
    I'm playing DCUO, LotRO, and GW. I find each and every one of those more solo-friendly than WoW. GW2 and SW:TOR are also bound to be more solo-friendly than WoW currently is.

    WoW was a benchmark on being solo-friendly and hassle-free when it launched, over 6 years ago. Now, when measured for it's casual and solo friendly nature, it's at best substandard among the better known MMOs. While WoW has become better with the time, the competition advanced even faster, currently eclipsing WoW in specific benchmarks.
  1. khh's Avatar
    "Even in Wrath of the Lich King, pick up raids didn't start becoming super common until a tier or two of content had already been released. The scenario you mentioned in your original post, of constant pick up raid spam in trade, didn't really occur until a bit later."

    shows how much they know of the game, back in in start of wotlk being in a guild was hardly worth it, i used to pug naxx and OS every day with 4 different chars
  1. TurdChef's Avatar
    I'm sure I'm alone in this view, but I thought Wotlk got raiding just right. Naxxramas was puggable by about this time, and usually fun in a group. Ulduar wasn't puggable, ToC was. ICC eventually became pug friendly. This was really nice for alts.

    We were given stuff to do at max-level. Taking raiding back to Vanilla or BC days is fine, but why not just give casual raiders an easy ZG/Karazhan/Naxxramas dungeon to hurl themselves at instead of this head up your own ass elitism
  1. RokFenris's Avatar
    Quote Originally Posted by Swizzle View Post
    "Reuires battleground rating of 2200 OR personal and team arena rating of 2200 in 3v3 or 5v5 brackets". There is no team rating required if your personal RBG rating is 2200+, thus having random rated BGs would mean people could get gear from playing with randoms.

    Also, PvE gear from vendors isn't close to being the "best" gear available. Valor gear is comparable to unrated Conquest Point gear.

    Lastly, to answer all the people looking for a Deathmatch BG...it's called Arena.
    Unless Blizzard changed plans and I didn't notice, the only piece of gear that need ratings and is an improvement over the ones that don't require ratings is the weapon. The other rating-required gear was recolors of the non-rated stuff, just so the PvPer can show how badass he is.
  1. Tehfred's Avatar
    The fact that I don't even have healing wave on my bars in PvP obviously means we're not in the WotLK PvP model.

    Herp.
  1. Mantús's Avatar
    Quote Originally Posted by Monsoon View Post
    Comments made on the official forums in that Q7A thread on different accounts about people being unhappy with Frost mages in PVP were deleted faster than you can say: OP
    The official forums are a joke and the CMs responses are even more abysmal. Why do I even read the official forums, the CMs responses only tend to infuriate me instead of explaining anything. I would rather have no responses than this ridiculous damage control they are doing. Anything that points to a problem or an issue they are not fixing is ground for a ban just to shut you up.
    it is like watching aljazeera channel (mmo-champion) covering the truth while the libyan channel (official forums) supporting their mad leader (he owns the channel), i was amazed by all the noobs over the official forum saying that they were happy for the answers and they even thanks the developers for the effort they made in answering those questions (which i think they did not even bother reading the questions as they let some random CM answer them) .
  1. RokFenris's Avatar
    Quote Originally Posted by havenwood29 View Post
    Yet the patch notes for 4.1 say "All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Shield Bash, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities."
    Because of PvE. If that was not the case, every raider on interrupt duty would be forced to cap hit, thus removing gearing freedom.
    After all, having the risk of an interrupt missing, in raids, means the raid is risking a wipe based exclusively on a few random rolls, no matter how good the players are. Which is not exactly fun.

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