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  • Blizzard opens new dedicated Ashran forum

    by 
    Matthew Rossi
    Matthew Rossi
    12.22.2014

    If you have an opinion about Ashran, now there's a place for you to take it. Blizzard CM Kaivax posted that there's a new forum dedicated solely to Ashran. It's right here, although it doesn't appear to have a counterpart in Europe yet. Ashran's been a hot topic as of late for problems with queue times and difficulty in balancing it - with some players having used Ashran to gear up it's not not uncommon to see people discussing one faction utterly dominating the zone now. If you're interested in Ashran and possibly in contributing your voice to the discussion (you may have a good suggestion for fixing the issues, or just a perspective that hasn't been considered yet) then head over to the new official forum for the PvP zone and make your voice heard.

  • Warlords of Draenor PvP: Everything is awesome!

    by 
    Olivia Grace
    Olivia Grace
    02.19.2014

    I was already excited for PvP in Warlords of Draenor. I was already looking forward to the stat squish and the ability squish and the changes to casting while moving and the lowering of CC. Senior PvP Designer Brian Holinka has been tweeting about the internal testing in 6.0 environments, and I was already excited. You had me at the squish, Blizzard. You already had me. And now, the latest PvP blog's arrival has basically blown my mind. If you missed it, WoW Insider published a short summary of the key changes. Skirmishes are in, Trial of the Gladiator is out. Spectator invitations are in, for wargames, as well as an API allowing addon creators to build interfaces around the invitations. And all these are really, really exciting changes. Before you accuse me of being overly positive, I've been critical of PvP this expansion, highly critical in places, because I think it's had real problems. And it has -- it's fair to say that Mists of Pandaria has been an expansion of experimentation for PvP, and as is often the case with experiments, some are more successful than others.

  • You're bad at WoW, and so am I

    by 
    Olivia Grace
    Olivia Grace
    02.17.2014

    Blizzard Community Manager Lore recently posted a brief reply in an excellent thread, which brought up a topic I've wanted to address for some time: how it's OK to suck sometimes. While I'm not going to copy his two posts here, he talks about arenas, discussing how, when he and his team lose, he looks back and tries to work out where things went wrong, and what he could have done to help. He also discusses the merits of doing things like recording matches, to replay and examine what went wrong. While the option of recording your WoW play may not be open to everyone, self-examination is. And it's something we can all afford to do. None of us ever play perfectly, we are not robots. But the key to becoming better is to admit that, to see our failings, and to improve upon them. Sometimes it's you Sometimes it is. Sometimes you'll lose an arena or wipe in a raid because of someone else's error -- your tanks messed up the switching, or the person who had a debuff failed to perform correctly. Even in those situations, it's good to think back and wonder whether your performance was optimal. Sure, you weren't the reason why your team wiped or lost, but what more could you have done to perform well on your own personal scale?

  • PvP Season 14 end confirmed, patch 5.4.7 likely February 18

    by 
    Olivia Grace
    Olivia Grace
    02.15.2014

    The official World of Warcraft Twitter account just confirmed the end of PvP Season 14 would take place as estimated, on Tuesday February 18. PvP Season 14 is currently scheduled to conclude with next week's standard realm maintenance. Good luck! http://t.co/MxsaULpaE1 - World of Warcraft (@Warcraft) February 15, 2014 As Brian Holinka has tweeted in the past, the end of the PvP season has, in recent instances, indicated the release of the coinciding patch. Throughout Mists of Pandaria, this is the pattern that has been followed, so it seems likely that patch 5.4.7 will be no exception. You can check out all our patch 5.4.7 coverage in the meantime. WoW Insider also put together a short guide to what you should be doing to prepare for the end of the PvP season, so get those wins in for that mount, cap out that honor by killing those rares, and be ready!

  • Preparing for PvP season 15

    by 
    Olivia Grace
    Olivia Grace
    02.14.2014

    Back on February 4th, we had the warning that PvP season 14, the current season, could end as soon as two weeks from that date. Well, it's now ten days from February 4th, and we've had no announcement that the season end is delayed. So, assuming the season will end on February 18th, how should prudent PvPers prepare for the season end, and season 15? First up, save your honor, spend your conquest if you can get upgrades. The caps are working just the same, so all conquest will be turned into honor, and all honor will be retained up to a cap of 4,000. So if you have 2,000 honor and 2,000 conquest, you'll have 4,000 honor. If you have 5,000 honor, you'll end up with 4,000 honor and a bit of silver. If you have 5,000 conquest, you'll end up with 4,000 honor and a bit of silver. The good news is that this season's 522 conquest gear will be available for honor. The bad news is that the 496 honor gear won't be available to crafters, as Holinka confirmed. Makes sense, as the Timeless Isle gear would be even more irrelevant than it will become! In more bad news, the Krasarang rares are being nerfed to drop honor only once per day, so that farming method is gone come the patch. If you need to cap out before the patch, they're the most efficient way.

  • Does PvP need more queueing options?

    by 
    Olivia Grace
    Olivia Grace
    02.04.2014

    WoW Insider received a question to our tip line from a player who's lost their way a little when it comes to PvP: I greatly enjoyed PvP during Cata, but I just haven't been able to get into it during MoP at all. I'm part of a small guild (4 active players), and none of them enjoy PvP. Since I usually have to go it alone, I have a preference for the larger BGs -- AV and Isle. It's easier to be a part of the crowd where individuals carry less weight, but still feel useful and able to help in the smaller skirmishes along the way. PvE has several queuing options -- LFR, Flex (with a group), Scenarios, regular dungeons and heroics. There's a size and activity for everyone. PvP on the other hand has BGs (random or rated) or arena. While not quite adding more options, do you think Blizzard may consider separating out the BGs into different sized-based queues?

  • Patch 5.4.7 PTR: 5 minute Dampening reverted to 10 minutes for 3v3 and 5v5

    by 
    Olivia Grace
    Olivia Grace
    01.28.2014

    Community Manager Lore has delivered some news to the official forums that has made me rather cheerful. Lore After some additional discussion, we've decided to make this change only apply in the 2v2 bracket. Dampening will remain at 10 minutes in 3v3 and 5v5 arenas. source I've been posting a lot about this potential change, since Senior PvP Designer Brian Holinka tweeted about it a while back when changes went in by accident after BlizzCon. And while I am still not a fan of the change, I can agree with it way more in 2v2 than in 3v3 or 5v5. Why is that? Well, in 2v2, especially in healer-DPS versus healer-DPS, matches can go on longer, and even result in draws far more often than in the other sizes. Simply, a healer is not designed to be easily killable by a single DPS. As a result, it's harder work to take them down in 2v2. I won't pretend that I like the Dampening system, but it's better at 5 minutes in 2v2 for (hopefully) just one season. What we don't know yet is just how far it will go.

  • What do Battleground win-loss numbers really tell us?

    by 
    Olivia Grace
    Olivia Grace
    01.22.2014

    MMO Champion recently posted an interesting graph indicating win-loss percentages for the different battlegrounds from different factions. Now, they were clear, as any good data gatherers should be, that their data isn't perfect. It's very hard for anyone except Blizzard to gather perfect data on these sorts of things, and MMOC made no bones about it. Nonetheless, Blizzard's Senior PvP Designer Brian Holinka confirmed over the weekend that they were representative of the trends: @Demonflavor The general trend looks accurate. We've done this comparison in RBGs to see if those maps have imbalances (they don't). - Holinka (@holinka) January 20, 2014 It's interesting to note that Holinka is quick to dispel the notion that maps are imbalanced. But let's look at the ones completely outside the RBG rotation for a moment. Isle of Conquest (IoC) is a really interesting one. It's one that it is definitely easier for Alliance to win, thanks to how the Docks is marginally closer to their base than to the Horde one, but in no way does it account for that magnitude of difference. Indeed, looking back at MMOC's 2011 figures tells a very different story. What this tells us is which battlegrounds Horde downvote. Horde have a minor disadvantage in IoC, and so the experienced PvPers will downvote it. This means that the Horde players who are in IoC are often newer players, less likely to be able to stop the Alliance Docks-->Glaives-->Win strategy.

  • How can Blizzard improve Honor with Warlords?

    by 
    Olivia Grace
    Olivia Grace
    01.17.2014

    If you read my recent initial PvP gearing post, you'll know that we're in a bit of a strange situation right now with earning honor. Honor points are the points for the mid-level PvP gear, where the entry level is crafted gear and the top level is Conquest gear. They are currently not earned at their best rate via PvP. Instead, in order to maximise your Honor point gains and gear up with Honor gear as quickly as possible, players would be best advised to do a few different things. First up, you should farm the three rares in the opposing faction's Krasarang base. They drop 275 honor per kill, more if you have a Guild Standard or similar. Their respawn time averages out at around 30 minutes. There are sometimes oQueue realm-hopping groups, which, while frowned upon by many, are the most efficient ways to farm them. Other than that you should do Wintergrasp and Tol Barad whenever they're up, they're usually deserted and an easy way to get some fast honor. And if that all seems too much waiting around doing nothing, then you can farm Justice Points by running heroic dungeons, and converting them to honor. Yes that was changed with patch 5.4 to be less efficient, but it's still far more reliable than what you should be doing: random battlegrounds. Yes, your first win of the day is worth getting, it nets you conquest points too, but if it takes you five tries to win one, you're wasting your time.

  • Four reasons why PvP Dampening shouldn't start at 5 minutes

    by 
    Olivia Grace
    Olivia Grace
    01.15.2014

    This is something I discussed, in vague and mysterious exchanges, with Senior PvP Designer Brian Holinka on Twitter. While he certainly didn't confirm that Dampening would be moved to starting at 5 minutes, like it was at the BlizzCon tournament, he certainly implied that that was something the devs were considering. For the uninitiated, Dampening is a debuff currently applied to all arena players after 10 minutes of a match that reduces their healing and absorbs by 1% every 10 seconds. @Topikal @holinka As mentioned in my article on it, I'm concerned about Dampening potentially moving to 5 mins with S15. Do not want. - Olivia Grace (@oliviadgrace) January 9, 2014 @Topikal @oliviadgrace I was addressing the claim that I was live testing WoD PvP changes with my statement. You may be sad still Olivia. - Holinka (@holinka) January 9, 2014 Now, first and foremost, I have to make it very clear that on a purely personal level unrelated to game design, I dislike this debuff immensely. I dislike the change in power, I dislike knowing that as a PvP healer, no matter how carefully and efficiently I play, my effectiveness will decrease and decrease as the match continues. It's a horrible feeling, and I think Brian Holinka was right, way back in May 2012, when he said the devs "didn't really like the idea of your power changing over time" in response to a tweet asking for an ever-increasing Battle Fatigue. And yet, here we are.

  • Warlords of Draenor: PvP Power's proposed re-design

    by 
    Olivia Grace
    Olivia Grace
    01.14.2014

    Blizzard Community Manager Lore has been posting up a storm in the PvP forums, talking about the proposed redesign to PvP Power with Warlords of Draenor. There's also another post after the break. Lore Quote: If you guys are doing as much number tinkering as you claim I don't know why you wouldn't take this opportunity to rethink pvp power altogether I'm all for differentiating gear but I find it pretty silly that a stat called "pvp power" exists at all. We are planning to revisit PvP Power in Warlords. Our current thinking is that, instead of a flat percentage increase to your normal damage/healing in PvP (as it is currently), it'll be a bonus amount of your spec's primary stat (Strength, Agility, or Intellect). Here's an example with some completely made-up numbers: lets say a piece of gear has 80 Strength and 30 PvP Power on it. In a PvP environment, that would total out to be 110 Strength. Meanwhile, an equivalent piece of PvE gear might only have 100 Strength on it. Again, those numbers are purely hypothetical, but hopefully it illustrates the idea. That change accomplishes a couple of things for us. First, it lets us keep PvP and PvE item levels closer together, while still ensuring that PvP gear remains best for PvP and vice versa. It also "demystifies" PvP Power quite a bit; a percentage-based increase can be hard to really quantify without a lot of math, but raw stats are much easier to understand. As to the name, we can talk about it, but part of why we chose the term "PvP Power" to begin with was that it makes it extremely obvious that the stat only functions inside PvP environments. We want to be sure that players who purchase PvP gear know that it's going to be less effective in PvE situations. I'll bring it up, though :) source

  • 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.

  • 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.