WoW Source: Warlords of Draenor PvP and Class Updates
Another WoW Source has been released!

  • There have been some big changes to the starting experiences shown off at Blizzcon. This is one of the reasons that beta has not yet started.
  • There was too much CC in Mists of Pandaria PvP, which upset a lot of players. It is still an important and necessary part of PvP though!
  • Diminishing Return categories were also too complicated, so the number of categories was reduced for Warlords of Draenor. Even with the changes, many of the popular arena comps are still viable.
  • PvP gear will have a second item level that activates when you are doing PvP. This allows the PvP gear to be useful in other parts of the game while having it remain the best gear for PvP.
  • Ashran will be somewhat like a Timeless Isle for PvP. Players can go there, explore the island, kill some players and creatures, and earn some things that will benefit them in PvP.
  • Ashran will have a Horde and Alliance fortress on opposite ends of the island, with staging areas behind each base. This area will have vendors, let you duel, and be a place for PvP players to hang out. Each faction's base is fully manned with NPCs that are fighting a battle. The main battle takes place in the center, slowly pushing towards the other faction's fortress. There are objectives on the outer edges of the island. It shouldn't feel too much like a battleground, more like unstructured PvP with some points of interest. Ashran won't be ready for the initial builds.
  • There will be an alpha realm that is only for PvP, with premade level 100 characters only and most of the world disabled. This will allow a longer period of feedback on PvP changes than previous betas have had.
  • Raid testing will also start taking place earlier, as tech is in place to let you zone in to Blackrock Foundry at level 92 and temporarily be increased to level 100 for raid testing.
  • Skirmishes will have a random reward at the end, honor, battleground gear, or maybe even conquest gear. You can solo queue and will be matched with another player of the appropriate role.
  • Random battlegrounds are popular because they are a solo queue experience, so skirmishes will hopefully allow a lot of players who have never done arenas before to start doing them.
  • The team is toning down visuals from other players while leaving your own visuals intact.





Warlords of Draenor System Performance
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As with every expansion, Warlords of Draenor will introduce a number of game-engine upgrades and graphical improvements, including new character models and better textures to help us create lush, detailed environments. Any increase in graphical quality will naturally result in some amount of increase in the game’s required system specs, but we’re working hard to minimize that and ensure that WoW runs well on as wide a range of systems as possible.

One of our game-engine updates is designed to limit the impact that animating the new models has on players’ frame rates. Our new character models have significantly more “moving parts” and more complex animation than the current models (see our Artcraft: Running of the Bulls to get an idea). As a result, the new animations require a bit more memory than the old ones. To counter that, we’ve developed some technology that should keep the impact on your framerate similar to what it is now. Some of this is actually already in place in Patch 5.4.7, and we’re continuing to work to optimize as much as we can—and of course, we’ll be providing an option to keep using the current models if you wish.

We’re also making several improvements to improve performance in Raids, Dungeons, and Battlegrounds, such as limiting extraneous spell effects in group content, which—along with other benefits such as eliminating some visual clutter—should help with performance. We’re also planning to provide separate options for graphical effects in Raids or Battlegrounds, so you can disable processor-intensive features such as shadows and reflections solely in those environments. We’ll be testing all of these updates out in the upcoming beta, though keep in mind that beta performance doesn’t reflect the final version of the game. We’ll still be in the process of optimization, and the beta will include additional development tools that impact system performance.

One of our longstanding goals is to make sure WoW runs well on as broad a range of systems as possible, and that continues to be a top priority. We’ll have more details on the expansion’s system requirements closer to launch, and we can’t wait to show you more of Warlords of Draenor.
This article was originally published in forum thread: WoW Source: Warlords of Draenor PvP and Class Updates, WoD System Performance started by chaud View original post
Comments 62 Comments
  1. Velkhan's Avatar
    Quote Originally Posted by moveth View Post
    The new models being able to be toggled off will also help with the System Performance that they are talking about.
    They changed that. Now if you want low model resolutions you have to lower everything down.
  1. Annarion's Avatar
    Christ almighty would you look at the last few screenshots? You compare that shit to Vanilla Elwynn and say the graphics look 8 years old. Pah!
  1. taheen74's Avatar
    Quote Originally Posted by Skandulous View Post
    PVP items are easier to get than raid gear so PVE players with still funnel into BG ques and arena ques to fill in their missing pieces with PVP gear. It really is an ass backwards move by Blizz

    Well...people have been complaining that they were forced to do LFR. Now they'll just complain they are forced into PvP.
  1. War30's Avatar
    I will just say this...Removing crowd control in battlegrounds is the best way to go. All you need to do is limit the numbers of healers per battleground like you do with raids. Plus also make it impossible for people to change their SPEC during the battleground so like for example a shaman queues up as an elemental he should not be able to go restoration while the battleground is being played. Crowd control is only used against mobs in dungeons mostly. But players burn these mobs so fast that there’s no need for crowd control. They have no effect on bosses as well. So why have it at all. All these spells are doing is taking up actionbar space.

    There solved the problem.
  1. Pacster's Avatar
    *Ashran will be somewhat like a Timeless Isle for PvP. Players can go there, explore the island, kill some players and creatures, and earn some things that will benefit them in PvP.
    Ashran will have a Horde and Alliance fortress on opposite ends of the island, with staging areas behind each base. This area will have vendors, let you duel, and be a place for PvP players to hang out. Each faction's base is fully manned with NPCs that are fighting a battle. The main battle takes place in the center, slowly pushing towards the other faction's fortress. There are objectives on the outer edges of the island. It shouldn't feel too much like a battleground, more like unstructured PvP with some points of interest. Ashran won't be ready for the initial builds.*

    I somehow think Ashran will end up exactly like Timeless Isle...98% PvE and 2% ganking groups that target single players. See how they are already backpaddling from their "epic open world pvp battles in Ashran"?
  1. mmocb81a468aa4's Avatar
    Everything seems exciting.. and to be honest, I can't wait for a chance to try out all the changes!

    On a different point.. that interview background bookcase looks a-m-a-z-i-n-g.. can I please have it? With all the contents of course.

    Pretty please?
  1. mmoc9a58a87011's Avatar
    Quote Originally Posted by Pacster View Post
    *Ashran will be somewhat like a Timeless Isle for PvP. Players can go there, explore the island, kill some players and creatures, and earn some things that will benefit them in PvP.
    Ashran will have a Horde and Alliance fortress on opposite ends of the island, with staging areas behind each base. This area will have vendors, let you duel, and be a place for PvP players to hang out. Each faction's base is fully manned with NPCs that are fighting a battle. The main battle takes place in the center, slowly pushing towards the other faction's fortress. There are objectives on the outer edges of the island. It shouldn't feel too much like a battleground, more like unstructured PvP with some points of interest. Ashran won't be ready for the initial builds.*

    I somehow think Ashran will end up exactly like Timeless Isle...98% PvE and 2% ganking groups that target single players. See how they are already backpaddling from their "epic open world pvp battles in Ashran"?
    yep, my thoughts also, I thought it whas a bg, but if its just an open place, not real structure pvp is going to happen. If it was a bg than it was great, 40 against 40 gathering stuff and killing, getting objectivs and stuff, but if its open, nothing going to happen. It has to be a bg where people have to queue for otherwise it's not gonna work. I was pumped up for this, but not anymore. I thought I read somewhere in the begin that it was to be like the old AV, but this is shit, its going to be deserted in a couple of weeks, with here and there some afk people.

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    Quote Originally Posted by valcrist View Post
    Ashran was suposed to be this huge sandbox never ending PVP struggle now it just sounds like exactly what they said another timeless isle with some pvp quests. WOD continues to disspoint me more and more as it gets farther in developement.
    +1 for this, you nailed it.

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    Quote Originally Posted by ujx View Post
    Why do they keep bothering with forced pvp zones? Wintergrasp/tol barad weren't successful and were boring. Keep on dumping man hours into something that will end up in failure.
    yep, it has to be bg where you have to queue for, this is not gonna work out right.
  1. lvlark's Avatar
    Quote Originally Posted by Blizzard View Post
    One of our longstanding goals is to make sure WoW runs well on as broad a range of systems as possible, and that continues to be a top priority.
    I, for one, miss Linux support if that's their goal.. Linux runs on a broader range of systems than the OS'es they do support.
  1. mmoc231fd0df90's Avatar
    very clear video it does show that team care
  1. mmoc768010fc85's Avatar
    I love the fact that they want to optimize their game not many dev do that!
  1. Jone's Avatar
    Quote Originally Posted by Fincher View Post
    I believe that the ilvl Increase on PvP Gear will create the same situation like at Mists Launch where it's too hard for new Players to get into PvP as the Gear disparity is too high. It will also create awkward Gameplay such as people getting an Alt on a second Account and hitting their Main in order to increase ilvl and solo some Rare Mob for loot and the like.
    It depends a bit on the ilvl of PvE gear compared to PvP gear. I would be surprised if the PvP ilvl is significantly higher in PvP than PvE gear. If PvP gear is 660/690 it would be reasonable to assume that PvE is somewhere in the middle. Making PvP gear slightly worse for PvE and slightly better for PvP.

    Having a cross faction alt hit you for increased ilvl is a bit awkward though, I totally agree on that.

    Quote Originally Posted by Fincher View Post
    The better solution would have been to reduce PvE ilvl while in PvP combat down to lower_than_pvp gear. That way pvp gear would remain the best for pvp without new players doing abysmall damage/dying in a few seconds and being alienated by that.
    Unless the difference between PvP ilvl and PvE ilvl is really large I don't think the net result of reduced PvE vs. increased PvP makes that much a difference, reducing PvE ilvl when you're fighting an opposing faction actually makes ganking easier if anything. Take the rare mob example: You're in PvE gear and a different player wants to ruin the kill for you and grab it for himself, when he attacks you, your item level will actually drop, effectively making the rare mob tougher to kill.

    So both approaches have pros and cons. Personally I kind of like the idea they have presented here, if they can make it work in a reasonable way.

    Quote Originally Posted by Fincher View Post
    There also should be an Un-PvP Set in all PvE Sets that reduces your PvP Power and PvP Resilience by 10% or so in order to avoid the Situation of some players picking certain PvE 2Sets for PvP (Such as Hunters in Cataclysm).
    A fairly simple solution here would be to maybe just disable the PvE set bonuses, at least in instanced PvP. Although this again goes against the philosophy of not having two separate rule sets unless absolutely necessary. Honestly though, I kind of feel that the set bonuses can be a bit over the top at times, same with trinkets really. Having some trinkets so good that you don't want to upgrade the previous tier seems a bit against the purpose of a new tier of loot.
  1. Wayne25uk's Avatar
    Quote Originally Posted by fyl View Post
    yep, my thoughts also, I thought it whas a bg, but if its just an open place, not real structure pvp is going to happen. If it was a bg than it was great, 40 against 40 gathering stuff and killing, getting objectivs and stuff, but if its open, nothing going to happen. It has to be a bg where people have to queue for otherwise it's not gonna work. I was pumped up for this, but not anymore. I thought I read somewhere in the begin that it was to be like the old AV, but this is shit, its going to be deserted in a couple of weeks, with here and there some afk people.

    - - - Updated - - -



    +1 for this, you nailed it.

    - - - Updated - - -



    yep, it has to be bg where you have to queue for, this is not gonna work out right.
    I like how you keep saying yep and talking like you know what your talking about or work for blizz or something,it will be what blizz make it not what you "think" it should be like. Hate people like this...
  1. Tizdale's Avatar
    Was I the only one expecting that "Plainsrunning" was making a comeback?
  1. Jone's Avatar
    Quote Originally Posted by Fincher View Post
    There are huge Jumps even within one tier. For Example I remember Simulationcraft having certain Classes Sim 130k DPS at the best ilvl single Target for Tier14 at Mists Launch while in recent Challenge Modes someone mentioned having 50k DPS (463 ilvl Heroic Dungeons). Blizzard will keep these big jumps as they mentioned and it is nice for PvE in many ways but not for PvP.

    The Mists of Pandaria Launch PvP Gear had immense PvP Power&Resilience to compensate but this made it hard for starting PvP Players because their gear was so weak compared to the Concuest Set, especially after Upgrades were added in 5.1.

    I believe PvE Gear nerfs for PvP are better than the other way around because it makes PvP easier to access and more a Game of skill then who has the better Gear, as PvE Content fits that part.

    And, Again: The Abuse Potential is high, people may ask a friend on the Opposite faction to gently touch them for improved PvE Power when Blizzard decides to add some sort of challenging WorldBoss, a tough rare Mob, or whatever else will damand good gear.

    I don't like how right now PvE Gear is Best_in_Slot for doing uninstanced PvP and the Solution described by the Developers in the Video definitely helps in that regard, but I fear it might just turn the swith to PvP Gear being Best_in_Slot for PvE Content which is not what should be done.
    Ah yes, I was assuming the DPS jumps within one tier would be a bit less insane with the item squish, and was not taking item upgrades into consideration either (which I'm not sure is staying or not).

    Anyway, I'm a little on the fence of what I prefer to be honest. Nothing would be better than PvP being best in slot for PvP (regardless of whether it's instanced or world) and PvE best in slot for PvE, while still keeping PvE gear viable for PvP and vice versa, and limiting the abuse potential. I guess Blizzard has a bit of work on their hands here.
  1. mmoc7fb8344b2d's Avatar
    Quote Originally Posted by Velkhan View Post
    They changed that. Now if you want low model resolutions you have to lower everything down.
    Toggle for just the models will come back once they are done testing.
  1. Airbag888's Avatar
    Quote Originally Posted by Maleagant View Post
    Good too see Morgan Webb again.I miss X-Play.
    I feel like she went through a drug phase or something, she looks old and almost shriveled. Could be just me..
  1. Farabee's Avatar
    Really? Another Tol Barad that players with no interest in PVP are going to have to suffer dealing with for PVE rewards?

    At least the CC reductions will make BGs tolerable when we're forced to do them again for whatever orange welfare item they have planned this time.
  1. Airbag888's Avatar
    I actually LOVED Halaa back in the day. Anything that followed never seemed good enough. Wintergrasp, Timeless Isle (hate coin farmers)
    Ashran looks a lot like WvWvW in GW2
  1. Beck's Avatar
    I wonder if we will be able to exploit the 2nd item level on pvp gear by initiating a dual with a buddy (or having a buddy from the other faction tag us putting our whole group into pvp battle) then steamrolling whatever pve world boss we want with our 2nd ilvl firing on all cylinders.

    As a PvE'er, I can't imagine myself queueing for pvp in WoD without a full set of pvp gear now, and I definitely don't see myself grinding out a main set, off set AND pvp set on any character. As the gap in gear expands, so does the divide bewteen pve and pvp.
  1. Airbag888's Avatar
    Quote Originally Posted by Beck View Post
    I wonder if we will be able to exploit the 2nd item level on pvp gear by initiating a dual with a buddy (or having a buddy from the other faction tag us putting our whole group into pvp battle) then steamrolling whatever pve world boss we want with our 2nd ilvl firing on all cylinders.

    As a PvE'er, I can't imagine myself queueing for pvp in WoD without a full set of pvp gear now, and I definitely don't see myself grinding out a main set, off set AND pvp set on any character. As the gap in gear expands, so does the divide bewteen pve and pvp.
    It's not going to work like that. The moment you hit your target if it's a player your 2nd lvl stats are used to calculate dmg. Otherwise it uses 1st level. There's no trailing buff. It's calculated per hit. I wonder what the performance implications for this are.

    Also you won't have to 'grind' an off gear set. The moment you switch spec say from Resto Shaman (main) to enh Shaman (off), the stats on you gear will switch too. From int to agi. They won't be ideal probably but good enough for an offset.
    So in effect you have to grind a main set (pve) and pvp set

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