When talking about an upcoming expansion, Blizzard always makes the following promises to fix PvP:
- A new World PvP area will resuscitate Open World PvP
- Damage will no longer outscale health as itemlevels increase
Let's look at how this has worked out so far:
The Burning Crusade
World PvP:
So, going from Classic to TBC we got some PvP gimmicks in most zones similar to the towers in Eastern Plaguelands, culminating in Halaa. These worked for maybe a week or two until the first 70's started hovering above them on their flying mounts, waiting to swoop down on low levels or until they outnumber the opposition. They were abandoned save for the occasional player trying to farm the tokens to get the mount. These could have worked had they been relevant for endgame rewards and if there hadn't been flying mounts. The introduction of flying mounts means that TBC has been the worst expansion for World PvP. Later on there was the Isle of Quel'Danas, but that was mostly Rogues or gank groups versus PvE players fighting mobs for their dailies. Vastly overrated.
Scaling:
At the end of Classic, Rogues were literally two-shotting most classes with AQ40/T3 daggers and once the new talents arrived everything just sort of exploded. TBC brought us Resilience, which at the time was actually a good thing. Unfortunately it also introduced Arena, which has probably caused the death of MMORPG PvP in general, but that's a separate issue. One problem was that too much defense, or a focus on outlasting through DoTs and mana drain could result in boring and potentially endless matches because you're locked in a box, forced to fight a team deathmatch. TBC also rang in the age of instant casts, Ice Lance being its high herald.
Wrath of the Lich King
World PvP:
This time Blizzard had apparently learned that flying mounts and World PvP go together about as well as toothpaste and orange juice and made Wintergrasp a no-fly zone during the battles. Wintergrasp has a couple of crippling flaws, though:
- It's server internal, meaning that often one side is vastly outnumbered. Blizz tried to fix that by giving the underdog side an absurdly strong buff, which didn't really help in winning the battle but certainly caused some inflated egos in players oneshotting everything.
- It's based around vehicles. Blizzard got really crazy with this new toy, and we've seen how well they work in Wintergrasp, Isle of Conquest and Strand of the Ancients.
- It's just one zone that essentially has a cooldown. World PvP doesn't have a schedule.
Also, zone phasing further diminished any residual World PvP going on.
Scaling:
This expansion was all about PvE gear. Insane damage trinkets, Shadowmourne etc. made for crazy burst and resulted in the infamous Wizard/X Cleave. Also, instant casts everywhere.
Cataclysm
World PvP:
A lesson learned from Wintergrasp was that vehicles suck. So Blizz made them less important and semi-automatic, which wasn't too bad. However, Tol'Barad was also server internal, the only difference being that instead of a buff there was now a player limit for the overpopulated side. So most of the players on a lopsided server never actually got in. Also the actual objective was badly designed, it was almost impossible for the defending faction to win and the gameplay consisted mostly of running from one conquest point to the other. The PvP after the actual battle wasn't that bad, though, except that there were far too many aggro mobs.
Scaling:
Cataclysm saw hugely inflated HP pools. Supposedly that was the solution to damage scaling. Heck, I even remember some pretty good duels at the start of the expansion, but soon damage got out of control again and we were back to crazy bust.
Mists of Pandaria
World PvP:
Uh... there's this area where you can kill named NPCs for honor. I've never seen any PvP happening there, though. There's also Timeless Isle, where gankers fight PvE players trying to do their dailies. Isle of Quel'Danas 2.0, I suppose.
Scaling:
Resilience was made a baseline stat (except for trinkets) and PvP power was introduced to prevent PvE gear from interfering with PvP. Unfortunately there were so many PvE tiers that it ended up being so far higher in item level that PvE gear reigns supreme, at least on Timeless Isle.
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Do you think Blizz has failed often enough to get it right this time?