wow-pvp-panel

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  • World of Warcraft players will earn experience points in PvP

    by 
    Samuel Axon
    Samuel Axon
    10.14.2008

    We almost missed this major revelation on our sister site WoW Insider -- we might not have caught it if Eurogamer hadn't. Deep within WoW Insider's excellent liveblog of the World of Warcraft PvP panel at Blizzcon, you'll find that Blizzard reps let slip that players will soon be able to earn experience points in addition to honor in PvP.That's already possible in WoW's new competitor Warhammer Online, in which it is essentially just as viable to level up to the cap in PvP as it is in PvE. The WoW devs are likely responding to the competition, knowing that they might lose big fans of PvP to WAR. In that vein, they're also ensuring that daily PvP quests are available from levels 10 - 80.It's hard not to look at this as a good change. The only argument against it we can think of is that if a player levels from 10 - 80 entirely in the battlegrounds, he or she will not have the necessary experience to run instances and raids at later levels if a change of course is desired. But that seems like a fairly minor criticism of a long-needed addition to the game.

  • The Art of War(craft): PvP in BlizzCon 2008

    by 
    Zach Yonzon
    Zach Yonzon
    10.12.2008

    I said it before and I'll say it again. I'm not a huge fan of the new gimmicky mechanics of the new Dalaran and Orgrimmar Arenas. Blizzard highlighted these features in the PvP panel earlier today. There really isn't anything new, as most of these features were touted at the Worldwide Invitational, except that this time there are now textures for the maps. I'll concur that the new dynamic elements add a bit of fun and another layer of strategy to Arena matches. That said, it also brings in an unnecessary factor of RNG. If Arenas are to be truly a barometer of professional and competitive play, it should have as little gimmick elements as possible. In Arena terms, it should be something uncomplicated like a boxing ring or martial arts mat. The new maps are more like American Gladiators or Takeshi's Castle. On the other hand, that kind of format has higher entertainment value. The good news is that the best players will know the timing of the moving pillars, flames, and water spouts and use it to their advantage. The bad news is that those elements will save a lot of lesser skilled players' lives and sometimes break heals or worse, land accidental killing blows. Being at 1% health and dying to a flame spout while trying to get away from an opponent would suck big time, especially in pro competition.