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  • Warlords of Draenor: More on PvP damage and potential Resilience removal

    by 
    Olivia Grace
    Olivia Grace
    01.13.2014

    Blizzard Community Manager Lore has posted on the official US forums in response to a thread about PvP target dummies. He also, in doing so, ha added some more detail to the changes to Battle Fatigue and Base Resilience that Senior PvP Designer Brian Holinka tweeted about late last week. Lore Great suggestion. I'll be sure to bring it up with the team :) That said, we're doing a lot of retuning of how health works in comparison to incoming damage in Warlords, with the hope that we won't need (or can significantly lessen the effects of) things like Battle Fatigue or Base Resilience. If all goes well, there shouldn't be as nearly as substantial of a difference between PvE and PvP damage output. Still, it's a great suggestion, and there will likely still be at least a small difference (due to PvP Power if nothing else), so I'll make sure to pass it on. source So it looks like the way Blizzard might be trying to work Resilience and Battle Fatigue out of the game is to rework how health is tuned relative to incoming damage. Maybe, as Celestalon has tweeted in the past, the way that stamina converts to health could be altered, allowing PvPers a larger health pool. The problem is, of course, that at the moment the damage output in PvE is necessarily higher than that in PvP. Players don't have the health pools of raid bosses, and there's an eternal arms race to generate bigger numbers in PvE that means player abilities hit way harder. I've seen Chaos Bolts crit for huge numbers, often over 1m. My PvP characters have around 550k health on a good day. This is the issue that Resilience and, as a result of having to heal raid damage, Battle Fatigue are there to fix. While I really hope that Blizzard can repair the issues they have right now, I am glad they're not removing resilience completely just yet.

  • Battlegrounds in 5 seconds: Deepwind Gorge, Temple of Kotmogu, Silvershard Mines

    by 
    Olivia Grace
    Olivia Grace
    01.13.2014

    One of the things which came up from my earlier posts about the basics and mentality of how to PvP, as well as the initial gearing and more in-depth gearing post, was that it might be helpful for some players to put together a Bosses in 5 seconds-style guide for battlegrounds. No, I'm not going into in-depth strategy here, that's something for another day, these are just quick, light guides for each BG to help someone out who has no idea what they're doing. Deepwind Gorge First team to 1600 gold wins. Capturing mines earns gold per mine per second. There are three mines in a line. From north to south, Pandaren, Center, Goblin. Horde have a minor advantage capping the Goblin mine, Alliance with the Pandaren mine. Carts can be picked up by clicking them. Picking up a cart removes 200 gold from your opponent's total, capturing the cart adds 200 gold to yours. If they return the cart before it's captured, they get that 200 gold back. You pick up the cart in the opposing faction base, and carry it all the way back to your own base. Killing the cart carrier makes them drop it, then it can be picked up or returned. Some speed boosts work while you're pulling the cart. Priority to win: Hold 2 bases, prevent the enemy from capturing your cart, capture the enemy cart. More detail here.

  • Warlords of Draenor: A peek at Diminishing Returns changes

    by 
    Olivia Grace
    Olivia Grace
    01.10.2014

    Senior PvP designer Brian Holinka has been on Twitter today clarifying the changes to diminishing returns in Warlords of Draenor. Along with the recently posted indications of changes to CC, Community Manager Lore tweeted and then posted about the changes to DR, or Diminishing Returns: Lore One other thing I just mentioned on Twitter that I'd like to bring up here as well -- we're also planning on having fewer DR categories (and thus, more shared DR's) in WoD. Again, still in development, anything can change, but that's what we're looking at. source The reduction in DR categories is welcome indeed, as we've discussed here in the past, there are 117 abilities across 13 categories, excluding things which CC and don't DR at all. This is baffling for new PvPers, and even advanced players often won't know every spell's category. As part of the big CC cull in Warlords, Blizzard's devs are looking to simplify DR. And Holinka has added more detail to their plans.

  • How to PvP

    by 
    Olivia Grace
    Olivia Grace
    01.06.2014

    Recently I've written a couple of guides on initial PvP gearing and the most efficient ways to get honor, and on PvP gearing in more detail. Along the way in those two guides, I've been touching briefly on various aspects of how you can get started in PvP, but what I've never done here at WoW Insider is just spell out what to do from the ground up. Let's say you've never PvP'd before. Let's say you've never even dueled. You might be a high-end heroic raider, you might be someone who's just got their first level 20. What do you need to know? Death is not a failure Honestly, if you only read one line of this article, make it that one. And this one, I guess, or you wouldn't know which one to read. If you're a PvE-er it's particularly relevant. You'll have the mentality of wiping, of death being the end of a pull, the end of a run, a failure. And this mentality will cause you to hate PvP. In random battlegrounds, where the majority of PvP takes place, death should be treated as a time-out.

  • PvP gearing in detail, and what next?

    by 
    Olivia Grace
    Olivia Grace
    12.29.2013

    I wrote recently about how to get started with PvP gearing, focusing on the most efficient ways to gain honor points for your initial PvP gearing, when to replace PvE gear and so on. I was pleased to get many messages saying that it was helpful, and a fair few more asking what they should do next. People wondered what gear they should buy first for Conquest, how they should find arena teams and RBG teams and so on. So I thought I'd help you out with some of that information too. Updated for Season 15 Gear Purchase Order This was the topic of much discussion, as all I did was give a few suggestions for priority pieces, rather than a hard-and-fast gearing order. A big part of the reason I did that was that it's very personal, it's up to you, and some people will prefer one approach over another. There are various things to consider, so let me spell them out: There are bonuses to be had from various items: Bonus to a key ability on gloves +2600 +5280 PvP Resilience from having 2 PvP trinkets 2-set bonus: spec specific bonus and +500 PvP Power 4-set bonus: spec specific bonus and +1000 PvP Power There is a points earned requirement of 7250 on any weapon except Honor point off-hands. Weapons cost 3500, so starting from 0 you have 3750 to spend before you start saving for weapons. Unless you are a human, you really need a trinket that removes movement-impairing effects, or "freedom trinket" on your character.

  • How to gear for PvP right now

    by 
    Olivia Grace
    Olivia Grace
    12.22.2013

    It's that time in the expansion again, the time I love, when people have killed Garrosh enough times that they're tired of it, and are looking for something else to entertain themselves. They're leveling alts, and farming or doing pet battles, but the rep grinds and scenario runs seem futile, given how the resultant loot will be replaced by greens come Warlords. So what do they turn to? PvP! I can see this starting to happen already, with the influx of tweets and emails asking me about the best way to gear up for PvP. And it's a good question, because with the current standing of PvE gear in PvP, you might need a little guidance on where to start. Item Levels In instanced PvP right now, item level scaling is in place. Your PvE gear is downscaled to a shifting item level between 496 and 512. The current ilvl is 508, and it's increasing by 1 per week. The best your PvE gear will ever be in instanced PvP is 512. PvP gear purchased for honor is ilvl 496. PvP gear purchased for conquest is ilvl 522, and is not downscaled.

  • Hyperspace Beacon: The SWTOR year-end report on PvP

    by 
    Larry Everett
    Larry Everett
    12.17.2013

    In July, I took the famous Bartle Test and pitted it against the state of Star Wars: The Old Republic at the time. The test, based on the research of Dr. Richard Bartle, measures the types of activities within an MMO that players find fun. Of course, there is plenty of crossover, and very few people fit neatly into one category, but I believe that if an MMO hits all the categories well, it will be highly successful, at least from a player's point of view. In the research, player motivation is divided into four categories: Achiever, Explorer, Killer, and Socializer. I have never been a fan of the term Killer as used to describe the type of player who likes to compete directly with other players, but then, I didn't earn a PhD from the University of Essex, either. The Killer category has always been described as more than someone who likes to PvP in the sense that most MMOs provide PvP. A Killer likes to compete, plain and simple. He wants his skills pitted against the skills of other players, and he wants to be recognized for it. In SWTOR, many Killer-types will hang out on the steps of the Sith Academy on Korriban dueling, partially because they find dueling enjoyable, but also because it is in sight of many other players. (That's where recognition comes in.) In July, I gave SWTOR very poor marks in the Killer category. I wrote, "Later this year, BioWare plans on introducing a content specifically focused on PvP, but given the team's track record, I have my concerns," and then I gave the team an F in this category. Has BioWare been able to raise that grade? And how have things changed since mid-year?

  • My Warlords of Draenor PvP wishlist, and looking back at Mists

    by 
    Olivia Grace
    Olivia Grace
    12.06.2013

    So, let's have at this again. A fair while back I wrote a similar article for Mists of Pandaria PvP, and in all honesty, I was giggling to myself looking back at it. At the time I wrote it, I'd been chatting with Eldacar, PvP theorycrafter extraordinaire, and bouncing ideas around. We both felt, ironically, that CC was a little out of hand. We were worried that too much existed, and that it had the potential to become a problem. And how right we were! Fortunately, a CC squish is inbound. But I did get a lot of what I wished for. Role-specific queues in random battlegrounds, and associated matchmaking was introduced in 5.3, and bots are slowly being whittled down. PvE gear has been squashed a lot better in instanced PvP, although it still massively prevails in world PvP. Burst damage is becoming less and less of a problem, with a few notable exceptions (I'm looking at you, elemental shaman). And what's more, while the implementation had some ill effects, one thing I wanted to see but was conflicted about came into play with The Crowd Chose You, and later with Dampening and the fix to make teams who've lost more players lose the arena too. We did pretty well, altogether. But there were plenty of things we didn't get. Has my wishlist changed? Yes, in that I now want an even bigger moon on an even longer stick. Again, do note that these are just desires. Where I am aware of Blizzard talking about things being done, I'll say so.

  • Warlords of Draenor: What CC needs to be cut?

    by 
    Olivia Grace
    Olivia Grace
    12.04.2013

    Blizzard Community Manager Lore posted yesterday about the devs' plans to reduce CC with Warlords of Draenor's changes to abilities. If you haven't been keeping up, their general plan is a so-called ability squish, removing certain skills from every class, with a particular focus on those suffering from button bloat, such as hunters and shaman. We spoke a little while back about how they should cut abilities, and what you could stand to lose, and now Lore's weighing on CC. Lore We are planning to take a strong look at CC in Warlords with the intent of dialing things back a little. We do think it's important that players are rewarded for using CC intelligently (by coordinating usage, being mindful of diminishing returns, etc), but we think we can approach things in a way that allows us to tone down CC overall while still providing that gameplay. source To me, the key here is this: "We do think it's important that players are rewarded for using CC intelligently..." CC, in my opinion should have to be used intelligently. It shouldn't be something you use just because it's off cooldown, because there's no risk to using it, because it's effectively a surefire thing. That is not intelligently using CC, that's using CC blindly, and it's because there's no risk to doing so. So, what's bad CC? What would I cut, if it was up to me?

  • Warlords of Draenor's Trial of the Gladiator

    by 
    Olivia Grace
    Olivia Grace
    11.19.2013

    Warlords of Draenor is bringing some big changes to many parts of the game and PvP is no exception. Not only are there various long-overdue UI changes coming in, but we're also going to be seeing a whole new PvP island zone, a new system of measuring battleground performance and a new arena ladder: Trial of the Gladiator. Of these, the biggest change, the biggest thing people are worried about is certainly the Trial of the Gladiator system. So, let's dispel some myths about that. Lore I don't know where this idea came from, but just to clear things up, we have no plans to remove the current Arena ladder. source World of Warcraft Senior PvP Designer Brian Holinka was also very clear on the BlizzCon Global Invitationals stream, on the virtual ticket videos, at 8:43:28 on the second video of the first day's play, that the existing ladder wasn't changing. The Trial of the Gladiator is going to be a completely new system on top of what currently exists. Trial of the Gladiator: What is it, and why? Trial of the Gladiator is, on a very basic level, a system that allows players to gain rating and ladder position at specific times through the week. So, for example, if you want to gain rating and try for a title this season, you'd want to be playing at these times. They might be Saturday at 10am, maybe also Wednesday at 6pm, Monday at 8pm, Tuesday at 4pm, and so on.

  • Are you already dodging expansion spoilers?

    by 
    Lisa Poisso
    Lisa Poisso
    11.12.2013

    It has begun. The Warlords of Draenor are already pushing their way into our consciousness -- and players who are allergic to spoilers have already begun the slow push back from the table. BlizzCon weekend and the tidal wave of announcements isn't the issue, not at all. Pretty much everyone likes to watch expansion trailers and poke through teasers about the new gameplay features ahead. But once BlizzCon is a wrap, fans begin gnawing at the edges. Will players be able to opt out of this new thing or that new thing? How does this change over here affect hunters? And for the love of Elune, won't someone think of spirit?! It's easy to get sucked into the debate, only to find yourself several months down the line sitting disconsolately in a puddle of tweaks, hits and misses with no idea which things might actually be coming to pass and which turned out to be pipe dreams. It might have been easier to wait for the beta to shake things out. Have you drunk your fill of details about Warlords of Draenor? Have you already turned a deaf ear to the roar and begun dodging expansion spoilers?

  • Hyperspace Beacon: Putting SWTOR PvP on the right track

    by 
    Larry Everett
    Larry Everett
    11.12.2013

    This past weekend, a friend of mine came up from Texas. Not only did we talk about our families and such, but we also spent some time talking about Star Wars: The Old Republic PvP. We have both been following the game about the same amount of time, and we are now in the same guild. I argued that PvP in SWTOR is broken. A couple of Advanced Classes excel while the others are just filler or fodder. Even if there were balance in the classes, BioWare does little to encourage the competitive player. In July, I gave a mid-term report card for SWTOR based on Dr. Richard Bartle's assessment of the different types of MMO gamers. As you might guess, SWTOR failed miserably in the "killer" category. As I talked to my friend, we came to the conclusion that SWTOR is a PvE game with a side of PvP. However, given some of the additions coming later this year, I think our Star Wars MMO might raise itself above the F grade I gave it a few months ago. Today, marks the start of Season One PvP, and in less than a month Galactic Starfighter launches. Both of these additions mark significant changes to the perception of game through the eyes of a "killer."

  • Arena stealth changes coming soon

    by 
    Olivia Grace
    Olivia Grace
    10.16.2013

    With the announcement of the upcoming replacement of The Crowd Chose You with the Dampening mechanic, many players have been worried about stealth classes, particularly rogues, being able to abuse the Shadow Sight system currently in place in arenas to stealth until the Dampening debuff starts to ramp up. At the moment, rogues can grab the crystals, intended for their opponents to be able to see them, and immediately disappear. This is most notably the case for rogues, although night elf feral druids can put Shadowmeld to use here. Blizzard CM Lore has posted on the forums about an upcoming change to remove this issue from arenas: Lore Quick update: several of you have expressed a concern about stealth teams staying hidden until late in the game, when Dampening starts to stack. This would require them to grab Shadow Sight orbs as much as possible, which would be tricky but is actually possible (particularly with mechanics like Vanish). We're not totally sure it would be a problem, as it would require quite a bit of skill and more than a little luck to pull off, but we do see the concern and want to avoid promoting that sort of behavior. So, when the Dampening change goes in, we'll also be changing the Shadow Sight debuff to prevent the player who picks up the orb from using stealth mechanics while it's active. That will also include abilities like Vanish or Shadowmeld. source

  • The future of CC and Diminishing Returns

    by 
    Olivia Grace
    Olivia Grace
    10.16.2013

    Following his post on Friday listing out the giant categorization of Diminishing Returns (DR) in PvP, Blizzard Community Manager Lore has posted again regarding the future of DR and its PvP implications. Lore As our senior PvP designer Brian Holinka tweeted over the weekend, we've got some pretty solid goals for the future regarding crowd control. We do think it needs to be toned back a bit, both in the amount of CC effects available and in how frequently they can be used. That said, CC is still an integral part of World of Warcraft PvP. Dealing with it intelligently, both in choosing when to use your own CC as well as reacting to opponent CC's, does have strong gameplay value. Quote: Honestly going to guess they're getting the exact opposite of what they planned from it. Our only "plans" were to try to make an admittedly confusing system less so. Confusion about which CC effects share DR's doesn't help anyone. source So where do we go from here? First up, the post he's referring to in the section about their "plans" is the Diminishing Returns list published last week. This is an incredibly useful resource, which all teams should have at least a cursory glance at before they start trying to make CC chains. There's no need to memorize it, but it's good to have an idea of how your comp's CC works. But that aside, it's a pretty scary list. As Lore mentions above, Brian Holinka tweeted about their plans to rectify the issues behind the DR system in the next expansion. What are the options? What should they do? What shouldn't they do?

  • Definitive word from Blizzard on Diminishing Returns

    by 
    Olivia Grace
    Olivia Grace
    10.11.2013

    Diminishing Returns on CC is one of PvP's more confusing systems. DR, as people call it, is the mechanic whereby if you're repeatedly CC'd by CCs of the same nature, the duration is shorter the second time, shorter again the third, and then you're immune. The tricky question is, of course, what DRs with what? So if you're feared, does that mean subsequent Seductions will be shorter? If you're CCing with Sap, does that mean that a Hex used straight out of it will be shorter in duration? Various sources have had a stab at sorting out just exactly what DRs with what else, but there is so much mixed messaging and conflicting information out there. I was researching it for a column, and struggling, so I dropped PvP Designer Brian Holinka a line on Twitter. He came back saying that he'd try to get the CM team to put something together, and he's a man of his word. Community Manager Lore just posted a summary of just what DRs with what. How do you use it? Well go on over to the forum thread he made, do a CTRL+F of the spell you're looking for, and you'll be able to see what it DRs with. If you want to look at specific categories, then follow the links in the first post. This is a truly fantastic resource, and it's about time there was a definitive source of this information. But my god, there needs to be some optimization done in this system. It's insanely huge and confusing and hard to remember. Stick with your own spells at first, when you're working out your comp's CC chains, and worry about the rest as you go! Do you want to capture flags, invade cities, attack towers, and dominate the enemy for your faction? Do you dream of riding your War Bear with pride? We'll steer you to victory with secrets of Battlegrounds and Arena, prepping you with proven addons and keybindings that win! Send questions or comments to olivia@wowinsider.com.

  • The Crowd Chose You: Upcoming changes

    by 
    Olivia Grace
    Olivia Grace
    10.10.2013

    We told you a change was coming, and as Blizzard Community Manager Lore posted late last night, Blizzard has an idea in the works to replace The Crowd Chose You, the controversial arena match-ending buff. It seems from his post that it isn't quite ready to go at this point, but nonetheless, they have a plan. Lore With Patch 5.4, we added a mechanic called "The Crowd Chose You" to Arena gameplay. This mechanic was added to suit two primary goals: keep the game from dragging on too long, and make sure matches always end with one team declared the winner. However, we wanted something that wouldn't make players feel they needed to change how they played the game. Unfortunately, the implementation of The Crowd Chose You that went live with Patch 5.4 is not filling that last requirement. So, we're going to take a different approach. In an upcoming hotfix, we'll be removing The Crowd Chose You entirely, and replacing it with a new mechanic called Dampening. If a match should last for 10 minutes, all players in the Arena will begin to receive a stacking debuff that reduces healing done by 1% every 10 seconds. This will continue until one team is eventually able to claim the victory. In the extremely unlikely event that neither team has won after 20 minutes, the match will end in a draw. We feel that this mechanic will have a much smaller impact on playstyle, team composition, and decision making than The Crowd Chose You, and thus result in more fun and exciting matches. We're currently testing the hotfix internally, and will provide an update when it goes live. source

  • The Crowd Chose You: ruining arena for everyone?

    by 
    Olivia Grace
    Olivia Grace
    09.28.2013

    Season 14 has got off to a rather inauspicious start. We've had some big problems with conquest points, caps, weapons, vendors and more, which means that some players have rampaged through the ratings with full Grievous gear, which, of course, isn't scaled down to the same level as everything else. Blizzard is working on fixing the issue, but they've made no comment about resetting rating for the worst offenders. There are some bright sides, though, as the new downscaling system means that Conquest gear is categorically the best for PvP in all but the most extreme of cases. What's more, cross-realm arenas remove a restriction that previously stood in players' way. However, the much-celebrated fix to the RBG element of the conquest cap hasn't worked, and some people really miss having teams. But the biggest change, the one that is causing the most complaints, is the controversial match-ender, The Crowd Chose You. Why is it causing complaints? Well, where should I start...

  • PvP season 14 underway

    by 
    Sarah Pine
    Sarah Pine
    09.18.2013

    Battle-hardened arena masters might already be aware, but if you blinked you could have missed it: PvP season 14 has begun. The big news for this time around is that as of season 14, you no longer need to join an arena team in order to compete, and thus all team ratings have been removed. Your personal ratings have been reset, and you can now queue for arenas in groups of 2, 3, or 5. Your opponents will be selected based on the average rating of your team members. The change will make it easier to rotate team members in and out, or bring alts to arena matches if you so desire. It may also be a nice incentive for the PvP-averse (such as myself!) to hop on in with some friends and give it a go. Happy season 14, everybody!

  • Step into the arena of Star Wars: The Old Republic

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.14.2013

    Each of the warzone maps in Star Wars: The Old Republic has the same basic focus: Clear the objectives to win. There are no maps that just pit players against one another in a straight fight to the death. Patch 2.4 is going to change that with the addition of the new warzone arenas, a new type of map that puts two teams of four into a map with the simple goal of being the only team left standing. Each arena match consists of three rounds, with both teams receiving a full resurrection and cooldown restoration after winning or losing a round. The first team to defeat the other team twice is the victor. If one side wants to just wait out the clock, there's also a sudden death timer that forces players to get into the fight. Read all about the map formats and some of the new queueing mechanics for PvP in the latest development blog.

  • Age of Wushu's Legends of Mount Hua expansion launches

    by 
    MJ Guthrie
    MJ Guthrie
    08.08.2013

    Have you been eagerly awaiting the day you could dive into the new systems and features of Age of Wushu's first expansion, Legends of Mount Hua? Well, today's the day! Players are now able to get in and try their hands at the Youyun Sixteen Area Prefectures Battle Arena, a 40 vs 40 PvP battleground, and Yanmen Pass, an 18-man instance. Those with the urge to help out newer players will find the Martial Brothers system for mentoring helpful, while those who seek revenge on others will no doubt get use out of the Jianghu Gratitude and Revenge System. And the truly competitive of spirit can take part in the Mount Hua Competition. The new faction system and the Jianghu Heroic Playstyle and Treasure System will offer a variety of rewards. For a look at what's in store, check out the LoMH images in the gallery below and the official launch trailer after the break. [Source: Snail Games press release]%Gallery-195681%