1. #1

    Why does blizzard not make a seperate system for pvp

    Lets say they add in a "colosseum" area for truly balanced pvp. With 2 modes within it. One being 3v3, one being a que for WSG,AB, Twin Peaks and Eye (The battlegrounds without vehicles and extra NPCs).

    Stats are normalized between classes of different races, racials are all disabled. All equips within the game are available within the area(only within the colosseum, you cannot leave with a biz raiding trink).
    Important: All items are scaled to a single ilevel, all skills are scaled differently from the outside world. (So they can manipulate the PvP aspect of a class differently from the outside world counterpart. This means that you have the ENTIRELY of wow to create strategies on, creating entire metagames and different strats. Maybe a certain comp was not possible unless a certain weapon from BC and a certain trinket from wrath were not able to be used on the same character cause of the ilevel difference in power.

    Current pvp systems are unaffected, outside PvE is unaffected. After a little balancing within the colosseum, a fairly stable balanced PvP system should be materialized, and will stay fairly static until a new expansion pack rolls around to shake things up with new skills.

    I never understood the philosophy of not separating pvp from pve. With this blizzard can have their cake and eat it too, they can create a pvp system that is balanced, possibly esport balanced, and can manipulate classes that are too strong or weak in pvp without affecting their performance within pve and visa versa. There is a huge market for team based PvP (LoL has shown us this), and this can really get the ball rolling on wow esport pvp again.

    With this system, there is no grinding, which blizzard may find bad. But they can always implement new grinds every season, such as grinding a certain amount of honor to enter the colosseum every season, needing arena points to unlock items within the colosseum, such as a certain trinket found in a raid (the trinket will be scaled down to the normalized ilevel of course)

    Would this system have flaws?
    Last edited by cityguy193; 2013-02-26 at 05:35 AM.

  2. #2
    Herald of the Titans
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    Yes; it would have definite flaws.
    First and foremost is the flaw of progression. A system such as what you describe doesn't have item progression at all. You cannot spend rating or honour on new gear. Meaning this mode will be incredibly unpopular; people wouldn't strive for it.

    The second problem is that people play the game in different ways. To have one's character behave differently depending on the mode one is in can be very unattractive.

    The result is that your suggestion will be little liked, and very little people will care to play your WoPvPC. And that, in turn, means that Blizzard's system designers will be very busy designing something that simply isn't profitable. When too little people will be interested, it is a waste of resources to commence. Not resources in terms of money, mind you. Resources in terms of people and time.

  3. #3
    You are asking for GW2, basically.

    GW2 basically proves people will PvP for the fun of it. Yes, there is a grind. It does matter to an extent, though, I have soloed other Elementalists, far above my Rank of 12. Which proves skills over stats.

    WoW is about the EPEEN, and always will be. Look at WoW like a public school system in America, I honestly can't think of a better metaphor. Sure, guilds help to carry certain people, but the cream rises to the top. Einstein will show himself in a public school system. The people in the same class will notice, and then the skills will be funneled to the right programs.

    Had a shaman in my guild, brilliant player, honestly top tier. He got into the tourney in Season 2. Lost in the 3rd round. After that, I lost him as a guild member. He then joined a Top Tier guild, at the time, rerolled on a PvP server. I couldn't blame him at all. We have lost touch in the years following, but he is still the best player I have ran across. Truly brilliant.

    I use this as an example, because this is how it happens. While the system is flawed, it works. Would it work better, in a GW2 style? Maybe.

    I just don't think WoW is that kinda of game, nor should it be. As much as I suck at the game, and would wish for a more balanced system. If you could set a standard by me, if you cannot even defeat me. Then you definitely shouldn't be asking for a better system.

    Maybe you are a good player, maybe not. It's hard to see where you are coming from without having an idea how you play.

    I have a question for you, what makes you think this way?

    ---------- Post added 2013-02-26 at 12:59 AM ----------

    Quote Originally Posted by Stir View Post
    Yes; it would have definite flaws.
    First and foremost is the flaw of progression. A system such as what you describe doesn't have item progression at all. You cannot spend rating or honour on new gear. Meaning this mode will be incredibly unpopular; people wouldn't strive for it.

    The second problem is that people play the game in different ways. To have one's character behave differently depending on the mode one is in can be very unattractive.

    The result is that your suggestion will be little liked, and very little people will care to play your WoPvPC. And that, in turn, means that Blizzard's system designers will be very busy designing something that simply isn't profitable. When too little people will be interested, it is a waste of resources to commence. Not resources in terms of money, mind you. Resources in terms of people and time.
    You honestly need to check out GW2, blows your theory right out of the water. People PvP for the sake of PvPing. A LOT OF PEOPLE WOULD. In a more balanced setting you might even attract even more people to PvP.

    I know a lot of people that don't PvP, simply because they can't tell if its the gear or them. It's too competitive and drives people to disassociate from certain friendships.

  4. #4
    Herald of the Titans
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    Quote Originally Posted by Jokerfiend View Post
    You honestly need to check out GW2, blows your theory right out of the water. People PvP for the sake of PvPing. A LOT OF PEOPLE WOULD. In a more balanced setting you might even attract even more people to PvP.

    I know a lot of people that don't PvP, simply because they can't tell if its the gear or them. It's too competitive and drives people to disassociate from certain friendships.
    I honestly don't need to play GW2, and it doesn't blow my theory out of the water.
    Here's why: Guild Wars is, first and foremost, a PvP game. The first version was all about Guild versus Guild; that was the true end-game. GW2 is all about Realm versus Realm. PvP is what makes people play that game to begin with. It's like saying 'you should play Counter Strike; people definitely PvP just for the PvP.'

    GW2 isn't WoW. World of Warcraft is véry heavily item progression based. Blizzard introduced the PvP item sets to make PvP more interesting for players who wanted to play PvP rather than PvE... But those players would focus on PvE because of gear.

    Basically, if you do want to go that route, you need to change the way gear works in the entirety of the game; not just PvP.

    The Challenge Mode dungeons are a good step forward if you ask me, and I'm not against normalized item value in the slightest (though I would like some say in item value point distribution). Personally, I wouldn't much mind a system where your items simply add absolutely nothing; that all your stats are raw choice, and gear is purely cosmetic... But that game cannot be WoW. WoW is about economy, about items, about gold... Remove the item level values, and you remove the entire economy. Professions? Not needed. Auction House? Gone. Loot tables? Gone. What's left? Raw PvE/PvP... But with people who have no incentive to quest, explore, re-run content... It would simply not work in WoW.

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