Tag Archives: Mists of Pandaria

On Golden Lotus Dailies

1) Holy shit, these dailies go on forever. 2) No wonder so many of you were in such a fucking grumpy mood over the past year. 3) This is SO not worth my left wrist going out too. 4) I have never been happier with my decision to lock at 85 for this expansion as I was doing Glotus for the first and only time. 5) Let the fucking thing burn.

Nope.

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On Why I’m Not Level 90

Cynwise in the Vale of Eternal Blossoms

I like Mists of Pandaria. This expansion has been the combination of Warcraft’s Oriental Adventures and Lone Wolf and Cub that I’d hoped it would be, and I’m quite happy to be playing it. It’s rich, immersive, gorgeous, with genuinely fun things to find and do. On top of it all, the class of my main character has been dramatically improved from Cataclysm.

Yet after three months I have no level 90 characters and my main is XP-locked at level 85. I’m not enjoying Pandaria in the traditional sense of leveling through zones and then doing endgame content. I feel no rush to get my characters to level 90 yet.

“Slow down,” the Pandaren NPCs tell me all the time. “There is no hurry.”

It’s good advice.

Cynwise - MSV Pool

THE PROBLEM OF ENDGAME PVP GEARING

The dark truth about Warcraft PvP is that it is a game of gear as well as skill. Nearly all of the systems for PvP gear are designed to keep you playing simply to stay at the same relative level – you first start with crafted gear to grind out Honor Points to purchase moderately decent gear, which then allows you to compete for Conquest Points for better gear. If you’re on a good RBG or Arena team, you get more Conquest Points and get better gear then your opponents over the course of a season. Eventually opponents catch up, but there’s always a gear gap that favors characters which get an early lead. The gap is even worse if you start late.

The PvP changes in 5.2 are cleverly designed to help reduce this gear gap and make it easier for late starters to catch up. The system still favors those who push early and hard for great ratings, but the imbalance is definitely reduced later on. The incentives remain to get an early start, but the obstacles presented by a late start are reduced. That’s good for overall competitiveness over the course of a season – but nothing is really different about the gear treadmill.

Hamlet (from Elitist Jerks, not Shakespeare) made an offhand comment about how PvE isn’t really a gear treadmill because you get to consume content while doing it. You see new things while leveling up to endgame, doing dailies, running dungeons, raiding each tier, overcoming challenges at a difficulty they’re tuned at. I think his point highlights the problem with PvP gearing by providing contrast. I’ve argued before that PvP has very high replay value due to the changing nature of your opposition, while PvE loses replay value quickly due to the challenge becoming easier. The flip side of this is that PvE provides new, fresh content as a reward for playing, while PvP does not. You get to see new stuff and learn new fights while gearing up for PvE! You get to run Strand of the Ancients and Isle of Conquest again and again while gearing up for PvP.

Gearing up for endgame PvE is more like running through the countryside than a treadmill. You get a new countryside every expansion, which is pretty neat. Gearing up for endgame PvP is running through your neighborhood where you might not know the weather but you sure know the route.

This is the fundamental problem I have with endgame PvP, and why I locked my XP at 85 on my main to avoid it. Not only don’t I have time in my schedule to do Arenas with friends anymore, I don’t want to have to keep working to stay on top. I want to run Battlegrounds because I enjoy them, not because I feel obligated to.

I don’t know whether to characterize this as a flaw with the PvP system or just a personal incompatibility. One of the lessons I took away from Cataclysm was that you need to make decisions on an individual basis, and that those decisions might or might not be reflected in general population trends.

I can say, however, that I enjoy playing PvP more than I enjoy constantly gearing up, and that my dislike of the PvP gear treadmill outweighs my desire to see all of Mists of Pandaria.

This feels like a problem to me, but the plural of anecdote is not data.

Cynwise - Level 85 PvE Twink Stats - self buffed

THE PROBLEM OF COMBAT RATING DECAY

One of the quirks of World of Warcraft which my poor pen-and-paper RPG and LARP brain has trouble getting around is the idea of combat rating decay. Starting at level 10, the ratings which impact how effective your character is go down as you advance in level. This ratings decay encourages players to get increasingly better gear to make up for the loss of power. The numbers get bigger, but you’re not necessarily getting any more powerful for that level. I get the math behind it, I get the psychology behind it, but I don’t get why I should think it’s a good thing.

The FUDGE system greatly shaped my game design principles with the idea that all characters can (and should) be described in relative terms. The terms themselves don’t have to be fuzzy, but they should always be described in terms relative to their environment. Heroic raiders and gladiators are Superbly powerful, possibly Legendary. This kind of fuzzy system is actually quite compatible with more absolute systems like d20, where a +1 weapon is always a +1 weapon no matter what.

But Warcraft turns that on its head. You progress up in power through an expansion – first through levels, then through gear – until you reach a pinnacle. Once at that pinnacle you can do great, awesome things – until the next expansion comes along. Once you start leveling, the numbers get bigger but the ratings decay until you’re less powerful than when you started.

Twinking finds the sweet spots in these leveling curves and pushes the numbers to their limits.

I find it hard to convince myself that leveling Cynwise is a good idea. At first, I thought I would just finish up Battlemaster and then unlock – but now I’m not so sure. She is far more relatively potent than she could be at level 90, and the level 90 content that is available to her provides some solid challenges moving about the world. If I pull a level 90 rare, I really have to work to bring it down. It’s a lot of fun!

I bring this up because I think it’s intimately linked to my dislike of endgame PvP gearing. Taking a Superb Warlock and making her Fair – or even Mediocre or Poor, only to bring her back up to Superb over the course of two years – doesn’t feel right to me.

There’s no reason I can’t wait until the final patch of the expansion, level her to 90 then, and get the absolute best gear with one single grind.

I suspect that thoughts like these are why I’m not really a MMO’s target audience.

Cynwise - Vale of Eternal Blossoms - Contemplating Whisperpool

THE PROBLEM OF FREE WILL IN A SKINNER BOX

Hamlet – the Shakespearean one, now – wrestles with the charge laid upon him by his father’s ghost to avenge his murder. Hamlet chooses how to do it, causing tremendous collateral damage, but he was prodded on by that unyielding spirit. We are left wondering if the Prince of Denmark really had any choice in the matter or not, yet every step he took was his own.

Did he have to kill Claudius? Would death have freed him, or plunged him into unending guilt-wracked torment? He doesn’t know, and neither do we.

The question of free choice in games is not quite so weighty, but neither is it any better defined. For an expansion dominated by talk of those things players feel they have to do, I think it’s reasonable to step back and look at ourselves and our choices. To look back at myself, to look at why I made the choices I’ve made.

I locked my XP and postponed chasing after the treasures of Pandaria for other goals, like Battlemaster. I turned down the big brass ring that the game offered for a smaller one, one that mattered more to me. Most of my time spent in game is chasing after those old brass rings, the ones nobody wants but I find kinda shiny still. And then there’s the PvP, which I enjoy on many levels.

It’s been interesting watching the rest of my friends settle into their level 90 lives, questing through areas which I can’t, running dungeons and scenarios and dailies, killing 12 more Mogu, getting more fatty goatsteaks, raiding those shiny pretty raids I can see the outside of. I see glimpses of it but not the whole thing. Those glimpses intrigue but don’t compel.

There are days I feel like a fel-using Bartleby the Scrivener, telling Warcraft that I prefer not to level, thank you very kindly. Why should I trade this game of riotous battlegrounds and exploration of unseen content for one of dailies? Of finishing up achievements which I never had time for in the past for a world of repetition and toil?

And yet, before I think myself above anyone, I remind myself that I am still a rat in a Skinner Box, pushing the buttons for the rewards I want. I’ve chosen which buttons I push — but is that really a victory if I am still pushing the buttons?

Perhaps I am not as much like Bartleby as I would like to believe I am.

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Warlocks, Trash Your Keybinds

You’ll get all sorts of advice before having your first kid. Most of it will be bad. “Get plenty of sleep now!” sounds great, but it’s really bad advice – it makes you freak out about the impending sleep deprivation while not actually helping you cope with the reality of the first year or so of raising an infant. Getting 8 hours of sleep during the second trimester does you no good when your 8 month old is still waking up every three hours and oh god could I haven’t had a complete REM cycle in forever. It’s even worse advice if you’re the one who is pregnant, because getting a good night’s sleep during the final month or so is basically impossible due to the very large, very active kicking being in your belly.

“Assemble the crib in the nursery” is a bit better, because it points out something you might not realize if you’ve assembled furniture but not cribs before – they’re too wide to fit through doors, but not so wide that you’ll immediately realize it. So if you assemble the crib out in your living room (where there’s more room) and try to get it through the door, you’re bound for frustration. But you can also probably figure this out yourself.

The best advice I got before having my first kid, and I’m now giving to you, is to start lifting light weights as soon as possible. Get some light dumbbells, curl gallons of milk or six packs of diet coke, do some pushups – whatever you can to start getting your arms ready for carrying 8-10 lbs of baby around all the time. I wasn’t prepared for that, and even with the advice (which I didn’t follow enough) I found myself still struggling with how much more physical I was going to have to be. Kids are gradually increasing weights, so you catch up – but I could have used even more of a boost.

So, I’m going to pass on something that I learned in the beta which you might not have considered. You can take it, or not, but if I had to go through the experience of picking up my Warlock all over again this is what I’d do.

Trash your keybinds.

Take everything off your bars. EVERYTHING. Take every ability off your action bars and start with a blank slate. Look over the spec you’d like to try, open up the spell book and read over the new abilities. Go to a training dummy and start, slowly, bringing stuff back onto the bars.

My initial experience in the beta was awful. It was terrible. I told Xelnath that after the first hour of trying to make sense of the changes, I nearly quit in frustration. This was before the Core Abilities tab, or the What’s Changed Tab – I was trying to set everything up like I was used to having them and it just didn’t work. Warlocks have changed too much to bridge between the patches. Your macros are probably useless. (Stop trying to cast Fel Armor, you don’t need to do that anymore!)

Start over from scratch.

My second day in the beta, I threw everything out. My intricate bindings were gone. I switched, for the first time in years, to a WASD setup, and started adding things back onto my bars. I remapped to different buttons. I looked at the spellbook and threw out what I thought I knew about playing a Warlock. It wasn’t easy. But instead of being totally frustrated with the strangeness of it all, of cursing that it doesn’t work this way and why doesn’t my buff macro work it was, oh, I have a suite of defensive CDs now, I should group them over here, and Fel Flame can always go here, and …

I was amazed at how much better this went, how much easier it was to adapt to the changes of the class. Forget that, I was amazed at how much room I had on my action bars now! By giving up mouse driving and going WASD (and eventually ESDF), by admitting that my previous strategy of having 120 potential binds wasn’t needed, I got rid of my expectations that I knew the class and got back to learning it anew.

The class is different now. Even Affliction – the spec which is the most similar – is really quite different. Don’t assume you know what you’re doing – you don’t. Not yet. That’s what this next month is for.

Start over. Nuke your whole UI if you have to, but start by jettisoning your keybinds.

Your keybinds carry expectations with them.

Today is a day to reset and start over.

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Item Level Squishing in PvP

Ghostcrawler recently wrote an interesting blog post about the problem of item level inflation over the course of expansions. It’s a post that hit close to my heart, not only due tothe copious graphs, but also because it addresses some fairly significant problems in PvP – problems which, frankly, don’t exist in PvE.

Item levels have risen over the course of Warcraft’s development to convey a sense of increased power and character growth. Because the stats on the gear rose, damage rose – but so did the health pools of the monsters for that expansion. And, due to the diminishing effects of combat statistics, characters didn’t get any more effective as they leveled up, but instead became less effective as they entered a new expansion until they returned to their previous peak. This creates a strange illusion of getting more powerful in relation to older content, while actually becoming less effective in several key areas.

When you level from one expansion to another, each statistic becomes less effective in order to yield the same result. For example, when you level from 70 to 74, the same gear becomes about 25% less effective for certain key stats like Haste and Resilience. Even when you don’t move between expansions this is true – a level 10 character with 90% Haste will have 22% Haste at level 14 in the same gear – but between expansions it’s especially dramatic.

Expansions are the big culprit with power expansion in Warcraft, as each new expansion comes out with bigger stats, bigger damage and health pool numbers, and an increasingly huge disparity between the new and the old.

This chart from Ghostcrawler’s post helps show the stat inflation. It’s a good way to focus the discussion on the impending stat inflation which lies ahead in Mists of Pandaria if they don’t make any changes. If we carry forward his projections, the next line on the chart is going to go straight up and hit item level 600 in 5 short levels.

Put it another way – we could be looking at tanks with 500k… 750k… 1 million health… by the end of the next expansion. In PvP, we’re probably looking at around 400k to 500k health pools, and damage to match.

Let that sink in.

Ghostcrawler walks through two proposed solutions to this inflation:

  • Mega Damage: keep the scale the same, but represent the numbers with (effectively) scientific notation.
  • The Great Item Level Squish: adjust the game so item levels are flatter, except at the very end of the current expansion.

Both of these have some interesting pros and cons.

Mega Damage doesn’t change the underlying structure of the game, but rather presents it differently to players. Much like boss health is now represented by millions, the UI would be adjusted to present big numbers in a smarter fashion. This is relatively easier to implement, which means more developer resources spent on making new content (which is a good thing.) But it also fails to address the past and present issues introduced by item inflation, as well as ignoring the future computational issues when we’re dealing with really huge numbers for the smallest actions.

The Great Item Level Squish is a more involved solution; by reducing the item levels of gear through the leveling process, the entire game can then be retuned so that there’s a flat, streamlined progression through the game up until max level, when endgame gear inflates a bit, like so:

The Squish is a much more involved solution than Mega Damage, and the implications of it for PvP are really interesting. Really interesting.

Let’s take a look.

EXPANSION-FUELED POWER INFLATION AND LEVELING PVP

There are two serious challenges facing leveling PvP today brought about by expansion power inflation.I’m not just talking about low-level PvP, which has its own issues, but the entire curve of leveling PvP, going through from one bracket to another, starting at 10 and ending at 85.

  • First, the power inflation between expansions creates zones where it’s possible to gain the benefits of the next expansion without being in it – all the enchantments, profession perks, consumables, and early expac leveling gear can be gotten at levels lower than their target balance, which serves to destabilize the brackets leading up to an expansion.
  • Second, when a steep power inflation curve is compressed into a single bracket, it indicates a substantial gear disparity between the high and low ends of that bracket. The 80-84 bracket is a good example of this, with dramatically higher health pools at 84. We can presume, if nothing is changed, that the 85-89 bracket will suffer from a similar problem when Mists is released.

The first point has several elements to consider – gear, professions, enchants, consumables – but there are some common threads between each element.

It’s a fundamental axiom in twinking that the earlier you can get an item, the more overpowering it will be as you use it. This seems so obvious you might think it doesn’t bear repeating, but in the context of the Great Item Level Squish it deserves to be looked at critically.

Let’s look at a common example, a level 19 character who tries to get gear intended for a level 30 character.

  • Because the gear is intended for a higher level character, it has higher stats and therefore grants more of a benefit to the level 19 character than gear intended for that level. It’s simply a better sword, helm, belt, whatever it is, than what toons should get at that level. Let’s call this gear statistic improvement.
  • Because the combat rating system diminishes over time, lower level characters get more benefit from the same stats than higher level characters. This is counterintuitive, but the level 19 toon is more effective with the level 30 gear than a comparable level 30 character.

These two points are going to hold no matter where you are in an expansion or between expansions – the earlier you get good gear, the better it will be.

But the steeper the curve of the graph, the greater the inequality. The greater the difference between your level’s average item level and the higher level items you can acquire, the greater the advantage you can gain over your fellow players. And the places of the steepest curves and greatest inequality?

That’s right. In between expansions.

Each expansion introduces leveling gear a little before the endgame of the previous expansion, so at level 58 you can start wearing Outland gear, 68 Northrend gear, 78 Cataclysm gear. (I assume Pandaren gear will be available at 84, when it arrives.) This means that, in the x5-x9 brackets, the top of the bracket has two kinds of gear to choose from – the old and the new – and the new gear scale is usually significantly better than the old one, leaving characters at the bottom of the bracket at a significant disadvantage.

This isn’t really news; if you’ve played the 75-79 bracket lately, you’ve seen the devastating effects Cataclysm green gear has on bracket balance.

Let’s turn this idea around and put it another way: the shallower the slope of the graph, the less impact gear has upon your performance in PvP. Gear from 5-10 levels ahead will be a little bit better than what your average opponent will have, but not as much as it is now. Conversely, gear from 5-10 levels behind won’t be as much of a hinderance as it is now.

If gear becomes more equal in PvP, then class abilities, player skill, and teamwork rise in importance.

While this means twinks become less overpowering, it also means that leveling PvP becomes a bit less of a gear game, and a bit more of a battleground game, and I am very much in favor of that.

THE THORNY PROBLEM OF ENCHANTMENTS, PROFESSIONS, AND CONSUMABLES

While lowering the item levels of gear would help make leveling PvP a fairer, smoother experience, the real benefit comes when we apply the Squish to the real unbalancing elements of PvP – enchantments, profession perks, and consumables.

The above chart shows a rough availability of enchantments and profession perks by level, superimposed over Ghostcrawler’s item level chart. When you really start looking at when things become available, a surprising pattern emerges:

  • Vanilla enchants are available at level 1, but are geared for level 60.
  • Vanilla profession items are available starting at level 10 to grant items designed for level 30 or so.
  • Vanilla first aid can be learned at level 10 to use items geared for level 60.
  • BC enchants become usable in the late 20s and early 30s, but are intended for level 70.
  • BC profession perks are available at level 35, and fully realized at level 50, but balanced for level 70.
  • Wrath enchants are available around level 55, but are geared for level 80.
  • Wrath gems are available around 62-63, but are geared for level 80.
  • Wrath profession perks are available starting at 50 and fully realized by 65, scaled for level 80.
  • Cataclysm enchants and gems are available at level 78, but geared for 85.
  • Cataclysm profession perks are available starting at 65, fully realized by 75, and scaled for 85.

This mess is how twinking works – find the imbalance in the system and ride it for all it’s worth. It’s why you see Tazik’s Shockers and Synapse Springs in level 65 battlegrounds, why Green Tinted Goggles were so good in 10-19s, why Crusader and +25 Agility and +22 Intellect enchants are so overpowered at level 10-14.

The key to the problem lies in a steep item level curve.

Enchants, gems, and professions allow you to gain abilities and bonuses balanced for substantially higher levels – usually the endgame of the respective expansion. The flatter the item level curve, the less impact these abilities have on lower levels. The problem isn’t making them available at early levels – it’s a lot of fun pursuing these little advantages – but rather just how big some of the advantages are. Cataclysm-level damage in the middle of Burning Crusade? Enchants suitable for Molten Core and AQ-40 in level 10 Warsong Gulch? Mongoose at level 29?

This is only a problem if the item level curve is steep. If you bring down the level of each expansion’s endgame, and stop the power inflation between expansions, then abilities, enhancements and consumables geared for those parts of the game become less disruptive when brought down to lower levels. They still remain perks for smart leveling, but not overwhelming PvP advantages.

If you flatten the curve, these all become less disruptive to lower level PvP, and leveling PvP becomes more fair.

THE ENDGAME

The Great Item Level Squish doesn’t affect the endgame that much in terms of gameplay, though it has profound psychological effects. Going from 150k health to 15k would feel… weird. Disruptive. Like something had been taken away, even though the gameplay remains the same. Having Shadow Bolt crit for 20k one expansion and 1200 the next is tough to swallow if you like the big numbers.

I’m a number chaser too: I like big crits and I cannot lie. (You other brothers can’t deny.) I enjoy setting a target DPS for a character and eventually getting it. I like hitting a target health pool on a twink. And I like those numbers to be BIG!

But I look at the Squish and go… this solves so many problems in leveling PvP, I’m pretty sure I could get over that quickly. After a few weeks, the new scale of things would seem natural. Instead of going up in Mists, I went down, but that’s okay, because everything else went down too. I’m still superpowered compared to most of Azeroth – just with smaller numbers.

I don’t like the Mega Damage concept. I’ve played with similar concepts before in RPGs, and they just don’t work well. Having two different damage systems complicates things and solves nothing – except for the psychological need to have numbers that make sense, while still remaining “big.”

If Blizzard is going to spend time working on solving this problem – and I really, really hope they do – I hope they go with the more comprehensive Great Item Level Squish and flatten the gear curve.

Squish that curve as flat as you can, and the leveling PvP brackets will thank you.

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Blizzcon 2011: PvP Changes in Mists of Pandaria

In the course of Blizzcon 2011, Blizzard announced several changes to the PvP system, as well as planned additions to the Battleground and Arena system. It is worth noting that none of this is set in stone; Blizzcon announcements are more akin to ideas presented at a product planning meeting than actual release notes. I’ll try to keep the speculation to a minimum.

NEW BATTLEGROUNDS AND ARENA

Three new battlegrounds and one new Arena map were announced as potential additions to the PvP system.

The following are the proposed BGs:

  • Stranglethorn Diamond Mines: “Payload” gameplay
  • Valley of Power: “Murderball” gameplay
  • Azshara Crater: DOTA-style gameplay

And a new Arena map:

  • The Tol’vir Proving Grounds will utilize the sweeping vistas of Uldum and the Tol’vir art style with a simple layout based on Nagrand Arena.

Some of the terms describing the battlegrounds might be unfamiliar to you – I know they were to me, because I’ve never played Warcraft III.

  • Payload games are generally when the teams are split into offense and defense, with a moving objective – the payload – that needs to be protected. Generally, there are multiple checkpoints that need to be captured, and the teams are competing to move the payload along to the final checkpoint. One team will protect the payload as long as they can, then the other.
  • Murderball games (and there are several kinds) involve trying to get a ball or flag over the key or goal line of the opposing team. In some variations it’s anything goes; in others there are rules about who “anything goes” applies to. It looks like this one will have a ball that you carry that scores points, but also does damage.
  • DOTA (Defense of the Ancients) is a popular custom scenario for Warcraft III, where players control powerful units (heroes) to destroy the Ancients in the middle of their opponent’s bases.

For screenshots from the presentation, let me direct you over to the Hunstman’s Lodge. They have some nice screenshots from the livestream.

I wouldn’t count on all of these making it in to the final release of Mists, or of making them in with their current forms, but it’s nice to see some really interesting new ideas out there. While I like that Twin Peaks and Battle For Gilneas are variations on two very good existing battlegrounds, it would be nice to see something new.

Of course, vehicle combat was new, but it didn’t make for more compelling games. I’m interested to see how the DOTA game, in particular, shapes up – will players control avatars that give roughly equal abilities, removing class and gear inequalities? Some people would love that (skill > balance!), others would hate it (I didn’t level a Demolisher 85 levels.)

We’ll have to wait and see.

As far as the new Arena map? It’s about time. Getting the Ring of Valor back during this expansion wasn’t exactly an improvement. There was a great lack of anything Cataclysm-themed in Arena. Getting a Cata map an expansion later isn’t great, but it’s a sign that Blizzard is showing some attention to Arenas again and could indicate a Pandaren-styled map later in the expansion.

WORLD PVP ZONE

From the Q&A:

You did not mention a world PvP zone for MoP, maybe that could be the World PvP area for MoP?
The war between the Horde and Alliance will really heat up in Pandaria every patch, so we are looking forward to integrating that.

Cataclysm had a certain amount of “the war heats up” feel to it in the Blizzcon previews too, but World PvP took a hit on most realms. The biggest success for World PvP wasn’t the zone designed for it – Tol Barad – but rather Firelands on a PvP server. That’s where the real PvP has been happening, not in the island of musical chairs.

So it’s interesting when Blizzard doesn’t announce a featured world PvP zone after two expansions with a PvP zone as the PvP centerpiece of the expansion.

I think it’s incorrect to say that the idea of a world PvP zone is a failure just because Mists doesn’t have one at this time.

What I do think this implies is that world PvP zones are expensive to create, and that Tol Barad consumed far more development resources than it saw playtime.

I have in the back of my head that there’s a KPI Blizzard uses to evaluate the success of a development effort – player time over development cost. The idea is that something that is cheap/easy to implement and draws medium interest is better than something that costs 50% of your development resources but draws in the same interest. The ratio of player participation to development effort would seem to be a key success metric in any subscription model-based business that wanted to optimize development priorities.

And that’s what I think happened here. Wintergrasp was ambitious and brought in the players, but incurred major costs down the road when it couldn’t scale. Tol Barad cost too much to build relative to the number of players playing it, so Blizzard is going to try something else.

The other problem I see about prioritizing World PvP zones like Wintergrasp and Tol Barad is that they are effectively throwaway code with a limited lifespan. Unlike regular BG development, where you develop a map which will see use through future expansions, World PvP zones have a lifespan limited to their expansion. Halaa is deserted. Wintergrasp is deserted. Tol Barad will become deserted.

All that development effort for naught.

I don’t blame Blizzard for axing the idea of a World PvP zone. Tol Barad cut short development on both Twin Peaks and Battle for Gilneas – dramatically on BfG, as they had to scrap their original plans for a battle within the city and reskin Arathi Basin to get something shipped in time for Cata’s launch. Having development resources focused on Battlegrounds and Arenas is actually a good thing.

ACCOUNT-WIDE ACHIEVEMENTS

  • Achievements will now become available at the Battle.net account level. Many achievements will be shared among characters, including those for raiding and maxing out professions.

If you’re working on Battlemaster, you might have cried a little bit upon hearing this. I’m sure I’m not the only one who has tough achievements on alts, but not on my main.

There are a lot of questions to be answered about how this is going to work; if your total number of victories will count for Veteran achievements, if your meta-achievements will include the prerequisites on multiple characters.

But it’s a step in the right direction.

RESILIENCE AS A BASE STATISTIC

Big, major changes ahead for PvP gearing. Resilience will become a base statistic.

  • Devs like the way Resilience works in PvP, and how it gives a nice goal for players looking to progress/upgrade their gear in PvP
  • Resilience is a pretty huge barrier for people who want to start PvPing.
  • Resilience will become a base stat, and will increase a little every time you level.

I think it’s honestly easier to tell you what we don’t know about this change than what we do know right now.

Making Resilience a base statistic is a neat twist to the Valor and Vengeance system used by Rift – it allows the PvE and PvP systems to have effectively different damage systems regardless of the gear worn by players. That’s pretty neat! If damage gets out of control in PvP, they can either add more Resilience, or change how it scales so everyone takes a bit less.

The problem is that we don’t know how PvP gear will look in Mists. Will players still progress from about 25-30% damage reduction to 45-50% over the course of the expansion? What will the baseline reduction be with no PvP gear? Will there even be any more PvP gear?

I hesitate to even say that this is a good solution to the problems of low level PvP, because I don’t know how the scaling is going to work. Right now, Resilience has a flat application (10.74 points per % reduction) until level 35, when it starts to increase on a curve to hit a degree of normalcy at level 70. If this scale remains the same, then low level characters will start off with weak damage reduction that increases as they level. Unfortunately, burst damage is highest in the lower levels, and damage reduction is more necessary at 10-25 than it is at 50-80. So maybe they’ll start off with a good chunk of Resilience to help with lowbie PvP, or the scale will be changed…

… we just don’t know enough to say how it’s going to help certain areas of the game. It has the potential to be a good improvement to PvP at all levels, but we have to wait and see.

That said, I am cautiously optimistic that this is going to be a very good change, both for leveling PvP and endgame PvP.

NEW RACE: PANDAREN

Pandaren racial abilities are:

  • Racial – Epicurean – Increase the stat benefits from food by 100%
  • Racial – Gourmand – Cooking skill increased by 15.
  • Racial – Inner Peace – Your rested experience bonus lasts twice as long.
  • Racial – Bouncy – You take 50% less falling damage.
  • Racial – Quaking Palm – You touch a secret pressure point on an enemy target, putting it to sleep for 3 sec.

Okay, food, ok, more food, ok, XP, no biggie, bouncy, ok, nothing here to see for PvP…

… wait, was that a 3 second CC/interrupt I just saw?

… off the DR of many, many other CCs in the game?

/jawdrop

(Keep an eye on this racial and consider it a viable option for many classes.)

NEW CLASS: MONK

Wears leather, tanks, heals, melee DPS, has cool moves… it looks great!

I saw earlier today in one of the panels (and I’ve lost the reference now, sorry) that Monk healers will have non-targeted heals and need to be in melee combat to heal. That’s potentially very useful in PvP, particularly Arena combat. We may see a lot of Monk comps in Season 12 based solely upon this mechanic.

I expect Monks will be very potent in the early stages of Mists PvP, and that you would not be amiss in trying one out. If the Death Knights were any indication, it will take an expansion to really get them balanced out.

If Pandas aren’t your thing, all races can be Monks except for Goblins and Worgen.

LOOKING AHEAD

The situation for PvP is going to change a lot between now and the release of Mists of Pandaria. While many of the changes announced this weekend are exciting, there’s a lack of a single, defining PvP centerpiece for this expansion. Instead of Arenas (Burning Crusade), Wintergrasp (Wrath of the Lich King), or Rated Battlegrounds (Cataclysm), the focus is on an “increased conflict between the Alliance and the Horde.” We don’t know yet if that means World PvP is going to make a comeback.

We shall have to see what this diffused focus means for Warcraft PvP.

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