isnt the rating still going to be there and they are just removing the gear requirement point caps or w/e?
isnt the rating still going to be there and they are just removing the gear requirement point caps or w/e?
i like the change because if someone joins the season late they wont be struggling to climb over 2200 rating its not always about skill getting to 2200
i live by one motto! "lolwut?"
Counting all changes together, it seems like everything points into one direction....
Opening the doors, encouraging more people to participate in PvP. So apparently, there's a chance that active PvP suffered from even more lack of interest (or at least the same) of the playing community than dungeons and raiding has. And as with the PVE part, it's also very bad business practice to maintain a high amount of development expenses for PvP for just a small fraction of people. The solution to encourage more people to participate seems rather logic.
That's what I was thinking (the density of bots was a symptom, caused by lots of non-bots giving up PvP).
And the cause they gave was just what I thought too: the large gear gap in PvP between dreadful, malevolent, and T2 gear, which they were forced to include because of the large intra-tier gear inflation in PvE.
The different parts of the game are tied together, and when they change one, it can break others. The PvE changes broke PvP, and they're having to tweak to try to make it work again.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
only thing im going to miss is bragging with my elite on my monk and bashing 100k crits on low geared
to get gear to do better needing to kill people with that better gear should not be. sadly if any part of PvP is a grind to you why do it it is not like at some point you wont be fighting other players it starts as fighting other players and ends with fighting other players.
but to start by fighting players with better gear then you needing to win to get better gear is just plain stupid now if wining gets you the gear faster and "cool perks" like title and mount cool. but i should not log in see a team with 2200 weps and go well fuck this i am not healing so my team just dies fast so i can get a game i have a chance of winning. even now you still need to win to get points it is just even if you just stay at 2000 the whole time you will get the top weps and then you get to try to push 2200 for the title and mount on equal footing. not this out classed shit we have now. + the pvp rank required enchants i like the idea of.
and what exactly is bad about that?
This way the clicker keyboard turner will have more fun than he can have now because he doesnt feel quite as helpless. Still helpless but not quite as.
And I will have more fun because after I killed him there will be no doubt I was the better man and not just the guy with the better gear.
It's an awesome change for anybody who likes the actual PvP aspect of PvP.
I find it interesting that their solution really doesn't address the biggest problem: that casual PvP, in non-rated BGs, will still reward mostly terrible gear. They're expecting people to grind out rated BGs and arena, forms of participation that require players manually create groups and teams. In contrast, there are two levels of solo-tiered PvE gear (from heroic 5 mans and LFR).
To really solve the problem, they needed some equivalent of LFR for PvP. I'm imagining a variety of rated BG that you queue for solo. Now the problem is making this work.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Pve'rs have been asking this question to blizzard since burning crusade introduced wellfare badge epics.
glad to see that pvp is finally getting the same treatment pve'rs have been getting for 3 1/2 expansions.
those as you probably call them on ventrillo "scrub" players pay 14.99 just like you do. and they pay to have fun. Not to be your content and see the graveyard 80% of the match (other 20% is them in the gy being farmed).
blizzard's fix for this is the same as their approach to the pve gear rift prior to said wellfare epics.
and now a video from when pvp was actually fun.
Last edited by Arteous; 2013-01-21 at 06:59 PM.
Agreed but...
...is no true Scotsman.True pvp games have no gear or gear scaled to the same levels.
Almost every player versus player game in existence doesn't contain long grind which give an artificial, insane advantage. I don't understand why it is such an accepted phenomenon in WoW and a few other MMORPGs (definitely not all).
Not everyone is as awesome as you are. You should be proud of your awesomeness and don't bother with that gear other can get. Because you, my fried, will still be so awesome.
On the other hand, the game is not made "for awesome PvPers only", so they finally thought "let's do something for the non-awesome people and help them by trying to alleviate the gear gap". Because whatever awesome someone is, someone geared 1 tier above will shit on his head with all the "skill is above gear" crap
---------- Post added 2013-01-25 at 07:54 AM ----------
It's really simple. From Blizzard's point of view, gear farming is "content". The players (most of them) see it as "progress". I think it sucks too.
don't care still farm scrub nubs no matter
That's true for older (read: more obscure, less mainstream) games, less so for more recent ones. One of the best examples is the CoD series:
CoD 2 is awesome. Automatic weapons have heavy recoil and low accuracy so they're balanced against others and the only "grind" there is is that you gain levels through kills (reset after every match) which give you an additional grenade and, at the highest level, an occasional airstrike (which is stupid, but not too gamebreaking).
The newer CoD games are pure garbage. Automatic weapons have little to no spray so you can just sprint around and kill stuff shooting from the hip (since all the kids are playing it with a fucking gamepad; how else would it work?). You have to grind levels and unlock weapons (e.g. when you want to play a sniper you start with a half-automatic rifle with basically no zoom and play against snipers that have 6x zoom scopes) and you also unlock several I-Win-Buttons like homing explosives, half-automatic grenade launchers, air strikes and helicopter runs that give you guaranteed kills no matter your skill level. Even knifing is a dick move in those games since it's One-Hit-Kill and you move insanely fast without heavy weapons.
And this is true for most shooters.
WoW has created something similar in the context of MMORPGs, but whether the players have simply been conditioned to its junk PvP or if it's just targeting the lowest common denominator (broader audience, similar reason why shitty music, writing etc. is generally more successful than decent counterparts) I'm not sure. Possibly both.
It would seem that decent PvP itself doesn't attract the masses (anymore?).
It seems to be an invention by Activion-Blizzard, and it seems to be adopted by other games. Competitors study WoW, and realize why players get hooked on it.
But players who played WoW at serious levels and quit WoW, or had a burn out, start to realize how the game works. Heck I realized while playing WoW.
This is also why every time I read about someone wanted a "WoW killer" I am like "oh please, I hope they're not going to copy these parts of WoW"
Also, my statement is true in the traditional sense of gaming. Quake didn't have this nonsense CoD has, and neither did CS. Games from the past 2000 years neither. But also, AFAIK, the CoD series default builds still allow a player to win. A low level vs high level or a recently dinged level 90 has no chance versus a full mal.
There's also a lot of games which enforce ladder very well. SC2 for example. WoT for example (everyone's win rating being 50/50).