Coffee with the devs: Mists of Pandaria PvP

Coffee with the devs: Mists of Pandaria PvP

Now that Mists of Pandaria has been out a few weeks, we wanted to let you all know what we consider working well in PvP, what we want to improve, and what’s coming down the pike. I’m going to split this up into three parts: a discussion of Matchmaking Rating (MMR), class balance concerns, and a sneak peek at some of our PvP plans.

MMR

As I’m sure you’re aware, the intent behind MMR is to match players by skill. This is accomplished by comparing an assigned number (MMR) that adjusts based on the relative MMR of the opponents you win or lose to. Matching players by their effectiveness or performance helps make sure that less experienced players aren’t always getting stomped by expert players, and that competitors at all levels are earning their victories by battling players of roughly equivalent ability. MMR isn’t intended to be a “PvP score”—its primary function is in matchmaking. We’ve seen a lot of players asking for an MMR reset, and to be fair, we had originally planned on doing one (and even announced it beforehand). Some of you may be concerned that high-ranking players won’t have a reason to play and will be able to just sit on their high ratings, perhaps even earning Gladiator without having to fight opponents. While we think there’s some legitimacy to the concern, we don’t think resetting MMR is the right way to address it.

Because MMR is a measure of your performance as a player, we don’t think it makes a lot of sense to reset MMR at the end of a season or expansion. It’s unlikely your skill atrophied significantly more than that of your competition between seasons, so there isn’t a lot of benefit in measuring it again. If we did reset MMR then what you’d likely see is a handful of mismatched games, where experienced players rock weaker players until MMR is calibrated again. That’s a lot of pain for relatively little gain since the MMRs will likely settle back into the same places anyway. It is important to remember that the Conquest point cap, Elite rewards and Gladiator titles are all tied to Team Rating and not MMR. Your Team Rating increases and decreases as you win and lose, and your Team Rating is really the most important number when it comes to Arena PvP.

However, we took a hard look at the way we measure Team Rating, and came to the conclusion that our formula doesn’t do a good enough job of measuring the potential for improvement over the course of a season. While your skill may not necessarily improve over the course of a season, your gear definitely does, and that should have an effect on the relative power of your team. We’re currently working on a change to allow Team Ratings to grow faster over time, as long as you keep playing. We don’t have any specifics to share yet, but this correction will have the added benefit that players who continue playing will be capable of reaching higher Team Ratings, and therefore potential access to rewards, than someone who stops playing and sits on their rating.

As a potential example let’s say the Fatty Goat Steaks have a Team Rating of 2700 and the Mushan Tongues have a Team Rating of 2500. The Fatty Goat Steaks decide their Team Rating is high enough that they’re going to sit out the rest of the season. The Mushan Tongues keep playing each week, their gear gradually improves, and they continue to win many of their matches. Because of the new inflation component, their Team Rating rises, let’s say, 300 additional points to 2800. They are now higher ranked than the Fatty Goat Steaks. If the Fatty Goat Steaks decide to jump back into Arena matches, they can benefit from the inflation as well, but they’re going to have to play and win to catch up. It’s not going to be a system where you have to play every day just to defend your rating, but certainly one where you can’t sit at the top doing nothing and collect your rewards at the end. We’ll have more details on exactly how this system will work as we get closer to its implementation.

We believe this adjustment to the Team Rating formula will have a similar benefit to the “rating decay” that some of you have been asking for, but will feel more positive – rather than feeling like you must keep running just to stay in place (i.e. keep your current score), players that continue participating will be rewarded with higher Team Ratings. As a season wears on, this should also make upper brackets more active as well.

To support this change we’re going to expand the 5.1 feature of improving the item level of your raid armor and weapons using Valor to now include Justice, Honor, and Conquest points as well. A Gladiator who has purchased a full set of Conquest gear will now have a compelling motivation to keep playing in patch 5.1, since they’ll be able to improve that set by spending Conquest points.

Class Balance Concerns

We have 34 class specializations in the game now, and the intention here isn’t to go through every one to discuss their strengths and weaknesses. Instead, I’m going to address the ones that players seem to be most concerned about. That’s inherently a subjective call on my part, so I apologize if you think we missed something. Also, simply because something isn’t mentioned here doesn’t mean it’s being ignored. You can see some of the specific changes we are trying out in the 5.1 patch notes.

Beastmastery Hunters – We agree that stacking too many cooldowns to blow someone up is not interesting, skillful, or fair. (I also want to be clear that with all of these issues, we’re not blaming players for using the tools that we gave them; we’re blaming ourselves.)  We’re taking a hard look at the various Hunter cooldowns with the intention of reducing their burst. Hunters are receiving a buff in that they will no longer need to swap between Aspect of the Hawk and Aspect of the Fox. We also hope these changes help result in higher representation of Survival and Marksman Hunters.

Update: We have just discovered a bug in which the debuff that makes Stampede pets weaker than normal pets was not being applied in Arenas. This helps explain why hunters could cause so much damage in Arenas but not in (say) the outdoor world or a dungeon environment.

Warriors – We don’t think Warrior burst is out of control the way Hunter burst is. It’s possible that the combination of Warrior control and burst are too hard to counter, though. The changes we’re looking at are reducing both burst and control. The Glyph of Gag Order in particular is just too powerful for PvP. We think that if you manage to keep a Warrior from you, you should be allowed to get off a cast (and if you’re a Warrior who just can’t stand the thought of that, you can still spec into Storm Bolt.) Shockwave, Avatar, and Recklessness are also mentioned a lot, and we’re looking at them as well.

Rogues – We think that Rogue damage in PvP is appropriate—the damage that some other classes are dealing is too high, and we want to adjust those cases before we do any tinkering elsewhere. We still like the Rogue suite of tools and abilities, but we feel like some of these mechanics might have been eclipsed by newer, shinier versions.  We are looking at improving Rogue mobility and control in conservative ways.

Mages – We are going to tone down Mage burst and control. We had hoped moving more of their control to talents would force some exclusivity in crowd control options, but it wasn’t sufficient.  We increased the cost of Spellsteal significantly to promote its use strategically instead of stealing everything available. We’ve also been trying out changes to Deep Freeze, Frost Bomb, and Pyroblast to reduce burst and control.

Monks – We know some players are concerned about Windwalker viability in Arenas. The Monk class has a high skill cap and they come with a learning curve. The Windwalker PvP bonuses are quite powerful and players aren’t really taking advantage of them yet. We absolutely want the newest class to be popular, but we’re also trying to be conservative and not recreate the situation where the Death Knight dominated PvP and PvE when it first launched. We do want to give the Monk a few more weeks and see where it stands, but we are keeping a close eye on how things develop.

Healing – We agree that off-spec healers are too competitive with dedicated healers. Specs such as Shadow, Elemental, and Balance are supposed to be able to provide some healing—that’s one of their perks—but they shouldn’t be able to substitute for a dedicated healer. The change we are going to try here is to have PvP Power benefit either your damage or healing depending on spec. We are concerned that healing may be too high even for dedicated healers, especially for Restoration Shaman and Holy Paladins, who are incredibly strong in PvP at the moment. After we tone down some of the burst damage coming from Hunters, Warriors, and Mages, we may try the PvP healing debuff at 30% instead of the current 15%, but that won’t happen until after we’ve resolved the damage issues.

Crowd Control – At the moment, we’re satisfied with the state of crowd control. We tried to not add new stackable forms of crowd control to any given spec, but because players have so many crowd control options (say, choosing a stun vs. a snare via talents) the overall number of crowd control spells that a PvP player needs to learn has grown. The pool just became deeper. We know that some of you have concerns, and we’ll keep an eye on it.

Burst – Aside from Hunters, and possibly Warriors and Mages, we don’t think burst is out of control. Other specs that get mentioned by players are Destruction Warlocks, Frost Death Knights, and Shadow Priests. Those are definitely on our radar, but we don’t have any changes to announce at the moment.

PvP Sneak Peek

We have a lot of irons in the fire on the development team, and we’re usually reluctant to discuss ideas that aren’t fully implemented in the game yet. Despite all of our caveats, ideas that we delay or cancel tend to get turned into “broken promises.” With that in mind, please understand that you may not see some of these ideas in the next patch, or the patch after that, or any time soon. These are just ideas we’re bouncing around:

Loss of Control UI – This is a feature we’ve wanted to build for a long time, and it’s finally close. If you’re feared, you probably realize you’re feared because your character runs around crazy with a big chattering skull over your head. However, if you’re stunned or silenced or disarmed, you don’t often realize it immediately and push your buttons which don’t do anything and as a result the game feels unresponsive. The loss of control UI makes sure you know when something prevents you from using your abilities. It has benefits for solo or instance play as well, but it’s largely a PvP-driven feature.

Rated Battleground Participation Rewards – If you’ve PvPed for any length of time, you’ve been in one of those matches where the final score is so close that victory was a breath away. When we do our jobs right and give you one of those really close matches, it’s sad to not get any reward for participating, so we want to give out some kind of small reward. The rewards will be based on the final score to discourage exploitation.

Battleground and Arena Maps in Dungeon Journal – While veteran PvP players already know all of the Arena and Battleground maps, we think Dungeon Journal is a good way to introduce the basic objectives and map overlay so newer competitors don’t have to learn to swim while drowning.

Improved Scoreboard – It might seem silly to some, but we think small touches matter. Right now, the entire way we end a Battleground hasn’t changed much: it feels a little archaic and isn’t very exciting. We want to have an actual “You win!” toast, followed by a more exciting scoreboard.

Smoother Battleground Brackets – We have technology now to scale down player items for Challenge Modes, and you might be aware that we scaled up player items during our beta raid testing. We’d like to use the same mechanic to scale up players within the lower level PvP brackets. For example, in the level 15 to 19 bracket, we could make all characters behave as if they were level 19 for purposes of the Battleground. If this idea works well, we could potentially condense lower level brackets and maybe reduce queue times.

Matchmaking – Our Battleground matchmaking system hasn’t changed much since it debuted and doesn’t yet benefit from many of the advances we developed for Dungeon Finder and Raid Finder. The original Battleground queuing system was designed for speed because it only had a single realm of candidates. By incorporating more of the new tech we’ve since developed, we can help ensure that there are a certain number of healers per team or at least a good class distribution.

Honor and Conquest Item Upgrades – We’ve talked about how we’re going to allow players to upgrade raid items with Valor. As mentioned above, we are going to let PvP players increase the item level of their Honor or Conquest gear by spending Honor or Conquest, respectively.

Small Groups joining Rated Battlegrounds – We still don’t want to let solo players queue for Rated Battlegrounds because it would undermine the intent of coordinated group PvP, and then they really just become normal Battlegrounds that reward better gear. However, we’ve heard your concerns that getting even 10 players together to queue for a Rated Battleground can be challenging. Our idea is to let a group of 5 players queue together, which we would then match with another group of 5 players. We think this can still provide a relatively balanced and viable team. One of the crazier ideas on the table would be to convert some of our smaller Battlegrounds, such as Gilneas, to have a 5v5 option.

Tol Barad and Wintergrasp – We are discussing making level 90 versions of these PvP zones that players could queue for to earn bonus honor.

As I said, this is a brain dump of a lot of ideas that a lot of different developers are working on. This is not a list of patch notes and not all of these may come to pass. Please let us know what you think, if we’re on the right track, or if you think we missed a big PvP issue. PvP balance is always going to be really subjective, and while balance is desirable, continual buffs and nerfs that don’t actually solve problems have the potential to be worse than the imbalances they’re trying to fix.

Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft. He has NEVER impersonated a female in the game in order to get loot.

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Comments (527)

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Shadoøstep
Silvermoon
Shadoøstep
27/02/2013
Hunters are op :(
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Yuanjun
Xavius
Yuanjun
27/02/2013
This sounds like a great idéa! I am comming back on the pvp front again!:D
Tol Barad and Wintergrasp – We are discussing making level 90 versions of these PvP zones that players could queue for to earn bonus honor.
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Phoenicious
Outland
Phoenicious
25/02/2013
Still no mention of the pure HATRED for rets. WHy can't they just be honest about it?
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Proseidon
Shadowsong
Proseidon
19/02/2013
Are you ever talking about changing the reputation rewards for WSG/AB? I see all these pvp changes all the time, but it is minor changes. PVE players always have some reputation at some faction to hunt for, by spending a minimum of time each day. Why is the reputation so nerfed at the two old factions? I have read tons of calculations on how many victories and blablabla, but it seems that every post is ignored...
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Thompher
Doomhammer
Thompher
17/02/2013
So many classes have immunity shields to melee now, Hunters got double deterrance, warriors' got die by the sword and so on. Consider improving the rogue ability "evasion" since especially warriors can just ignore it, and actually output even more damage due to constant overpower procs.
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Alexlhp
Eonar
Alexlhp
15/02/2013
Still nothing about more than 2 current specs... Why???
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Boshoo
Nemesis
Boshoo
14/02/2013
i like what's written here but..
"We are going to tone down Mage burst and control":
http://eu.battle.net/wow/en/blog/6952156/Patch_52_PTR_and_Patch_Notes_-_February_11-13_02_2013#class_mage
.... you only buffed them, you kiddin?
AND

"We’re taking a hard look at the various Hunter cooldowns with the intention of reducing their burst."
you even said
"We don’t think Warrior burst is OUT OF CONTROL THE WAY THE HUNTER BURST IS."

once again:
Hunter
Targeting for Glaive Toss and Powershot has been improved. These abilities will now always hit the primary target and are much more responsive about which secondary targets they hit.
Aimed Shot cast time has been reduced to 2.5 seconds (was 2.9 seconds).
Bestial Wrath may now be activated when there is no line of sight to the Hunter's pet.
Silencing Shot now has a 24 second cooldown (was 20 seconds).
Binding Shot no longer has a Focus cost.
Wyvern Sting no longer has a Focus cost, and its cooldown is now 45 seconds (was 60 seconds).
Glyph of Marked for Death has been removed and its effects are now baseline.
The Fetch ability from Glyph of Fetch no longer requires a target. When activated, the pet will automatically choose a nearby corpse to loot.
New Glyph: Glyph of Liberation. This glyph now causes Disengage to heal the Hunter for 5% of maximum health when used.

where's the nerf!!!? for sure a 4s increased silence cd is gonna break their burst, absolutely..
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Aggeliki
Auchindoun
Aggeliki
16/02/2013
@Boshoo:
so true.... where is the nerf...
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Sudòwoodo
Stormscale
Sudòwoodo
27/02/2013
@Aggeliki: i like how you only listed the possitive changes and then whined about the lack of nerfs.. Wyvern Sting, Silencing shot and Binding Shot are talents in the same tier, they're trying to make Wyvern and Binding shot more apealing choices within the tier. Beastial Wrath is a logical change, pets are an inconvinice. lastly Glaive Toss and PowerShot needed the fixes they're reciving.
i also have trouble understanding a Monk whining over the lack of bread.. oh hoho my bad.. whining over hunter changes (good or bad) Hunters are generaly at your mercy in pvp, not to mention A WARRIOR?! WHAT IS THIS @AGGELIKI!? preposturous!
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Kerez
Quel'Thalas
Kerez
04/02/2013
The concepts are very good, however there is still a very simple issue, which is out there and should be addressed more seriously, which is simply that PvP players do not earn any (apart from the weekly TB and such) gold from doing BG's or Arena's, however there is a gold bonus for completing an instance in pve, perhaps implementing something similar in pvp is a good idea, to prevent the massive wealth between PvER's and PvPR's.
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Bradcritt
Bronzebeard
Bradcritt
27/02/2013
@Kerez: so true
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Sméxy
Sylvanas
Sméxy
02/03/2013
@Kerez: EXACTLY !
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Voidsoul
Shattered Halls
Voidsoul
29/01/2013
"By incorporating more of the new tech we’ve since developed, we can help ensure that there are a certain number of healers per team or at least a good class distribution": i have a question here. Will this mean that healers queuing for bgs will have slightly faster queue times as it is for Dungeon Finder and Raid Finder ? I agree it's needed to have teams witha balanced number of healers but i don't want to get 10 min queue for a dps in pvp and 2 as an healer,it would reach the result but by stressing many players to play in a role they don't really like; it often happens to me and to many others to have an healer or tank OS for pve only to get faster Justice Points with dungeons (4 example on my druid i have a resto spec that i only use for faster que atm even if i don't rly want to play resto during this expansion). I know u are not forcing anybody to do this,but it is true that many do it and feel it needed,as it is also true that the loot system allows for many classes to get dps gear by healer with the spirit=hit stat system,u actually need to queue as dps only to get trinkets. Now that winning bgs earns Conquest Points won't many sit in the "wrong" spec only to get Conquest and Elite gear faster?
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Taylung
Neptulon
Taylung
01/02/2013
@Voidsoul: I feel you... But their only option other then returning an old PvP ranking system. If they do it on the basis of healing, kills, executed objectives, etc, you can have a rank (similar or as the same as the RBG ranks) that will put you in a queue with people at your skill brackets. Newcomers in PvP will fight with a certain bracket of people that are also newcomers. With each next rank you earn smaller then RBG/Arena cap increase on your conquest, can take a lot longer to gain Grand Marshal title, but can be a way to get to the end titles without RBGs. Still you will be in competition not as a group but as one man versus everyone else fighting that way. The old system took a really long time, but if a little touched it can be revived to give a solo PvP play style. Ranks could deminish in the end of every week. And you won't get immediate rank increase, but an evaluation in the end of each week or every Wednesday, after the restarts. And you will be queued within the respective brackets, making sure recruits are with recruits and veterans face veterans.
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Sudòwoodo
Stormscale
Sudòwoodo
27/02/2013
@Taylung: would love to see the old system be brought back in some capacity, even as it was it would be a welcomed change in my opinion.
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Boshoo
Nemesis
Boshoo
29/01/2013
"Please let us know what you think": the idea of making conquest gear a honor gear after 27k points gained to let other specs get experimented and played was exactly one needed thing, thank you. Many had to make 2 PGs of the same class just to play more then one spec in pvp cause of the conquest cap, this is something brainless to costrain to and that's a perfect solution. Also i'm really glad to see how clear your vision of classes in pvp and how careful your ideas of changing them seem to be in this post. The impression overall is: BALANCED. Well, I'm lovin' it!
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Voidsoul
Shattered Halls
Voidsoul
29/01/2013
@Boshoo: u are right,but i think something like being able to buy a token that when reedemed gives u an item of a selected slot for every spec available to your class would be even better( 4 example,if u are using a shaman,u could buy with 1750 honor a boots token,and when reedemed it would give your character a pair of boots for each spec or maybe one for every spec u have). I'm aware this would mean some1 with 0 exp as healer could have full healing PvP gear even if he never played as healer,but still looks a better way to me
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Aggeliki
Auchindoun
Aggeliki
16/02/2013
@Voidsoul: but its game guys.. u dont need exp for play! its not a job. come on its GAME. and if i play game i can play healer or dps whatever. But its so sux to i can gather only one type gear...
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Taylung
Neptulon
Taylung
21/01/2013
All this sounds ok, and here is a small idea. Make a assist tab on the scoreboard that will count assistance, granting bonus honor, but not based on kills. Instead assist will trigger for saving a player in a "near-death-experience".
Example: Horde A is bursting on Alliance B taking him at 20% health. From then on B is trying to survive, but obviously is at disadvantage. Alliance C comes and heals, casts BoP, sheeps, stuns or in any other way prevents the A player to kill him. C gains some bonus honor for saving his teammate. This bonus will be in general best for healing classes, but every class has the means to save a teammate, so anyone can gain. No need to limit honor in terms of kills and caps only.
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@Taylung: i agree this would be a very good idea i've started a healer and its hard to stay alive with no gear let alone find away to generate more honor to help gear blizz this man has an excellent idea good job taylung
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Taylung
Neptulon
Taylung
23/01/2013
@Pask: thanks.
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Boshoo
Nemesis
Boshoo
29/01/2013
@Taylung: honorable heals! ftw
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Icezo
Ravencrest
Icezo
21/01/2013
In addition to this one: http://www.wowhead.com/bluetracker?topic=6994181 - Are there gonna be changes to the maximum cap of PVP points (CP and Honor) you can stack in your inventory (atm 4k for Honor) ?
Thanks..
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Blacksmack
Ghostlands
Blacksmack
05/12/2012
Rogue damage is just fine you just have to use the abilities you have correctly
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Madøw
Tarren Mill
Madøw
03/12/2012
The healing orbs that Monk are placing in arenas don't work for other players, even though the tooltip says otherwise. Fix! :D
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Spicynoodle
Arathor
Spicynoodle
02/12/2012
^^
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Trollgaard
Tarren Mill
Trollgaard
01/12/2012
[QUOTE]To support this change we’re going to expand the 5.1 feature of improving the item level of your raid armor and weapons using Valor to now include Justice, Honor, and Conquest points as well. A Gladiator who has purchased a full set of Conquest gear will now have a compelling motivation to keep playing in patch 5.1, since they’ll be able to improve that set by spending Conquest points.[/QUOTE]

The problem being that they won't have a compelling motivation to keep playing in patch 5.1 to improve their set. They HAVE to get the upgrades to even be able to still play at that level. You might think it a good solution, but for the most players it will just be a grind until they can be competitive again.
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Shimozukito
Twisting Nether
Shimozukito
01/12/2012
So I read the post and agreed with what was said by GC.
But the matter of fact that maybe the most important problem with Battlegrounds in particular wasn't adressed.
So here it goes;
What will Blizzard do about the BOTing problem. The fact that every none rated battleground I've entered has more then 50% "PvP-ers" that are actually and quite clearly bot's for farming honor and conquest is just sadening. I sincerely hope that Blizzard with do something drastic about this in a very near futur or there will absolutly no reason for the non-rated battlegrounds to exist in the game.
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Boshoo
Nemesis
Boshoo
29/01/2013
@Shimozukito: i guess it's more about technology, there's not much can be done, elsewhere.
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Voidsoul
Shattered Halls
Voidsoul
29/01/2013
@Boshoo: well they could increase the honor u get to effectively killing a target or aiding an ally in doing so (your idea is great i rly hope they read about it and test it) instead of just getting honor with HKs that u didn't help to get
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Myrophora
Kilrogg
Myrophora
29/11/2012
Hahaha you guys actually think that blizzard will do all these stuff you mention? You just whine like little girls whose dolls have been taken away from them. Grow up for god's sake!
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Eranai
Moonglade
Eranai
28/11/2012
All you guys replying are idiots if you ask me. You try and correct the devs and blizz when they are trying to do good.
All you people commenting just have no idea how to run a game jeesh. You think that you know the right answers when the devs are the one looking at the stats and numbers when all you people have no clue.
I think your plans are good devs keep them coming. All these "noobs" need to stop with the stupid comments.
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Féint
Vek'nilash
Féint
28/11/2012
Rogues need a buff in damage, our tools are fine. Sure in 2's I can still hold myself but 3's I just don't stand a chance for the main reason being, NOBODY wants a rogue...I won't reroll because you cannot balance this game to save your life Blizz. Hunters - Just reduce damage IF you use Bestial Wrath no Longer allow Stampede in that duration. Warriors - Just lower the overall damage % by say 15% maybe 20% (execute crit me for 160k) LOCKS Chaos Bolt nerf.... 10% DR Again Crits way to high. Mages again lower their Damage by 5% maybe 10% otherwise they don't bother me...Ret Pallys figure out something for their stun, also there off heals. What you have done to them hasn't made them support but more of a messiah..Rogues, BUFF our dam damage it is the ONLY way possible, if you give us tools we are no longer a main contender in PvP. Buff damage by 10% I don't want to be critting 160k I just want to be able to put out nice DPS. My healer is screaming DPS DPS DPS in arena... Match Won, DPS Charts --- Warrior 4mil ... Me 2.4 Mil... This isn't my poor play because A.. I have played a rogue since Naxx. B - I have always PvP'd... C - When Rogues took Skill to anticipate and plan your attack I was able to hold my own very well.

Blizz you seem to think that making one class a target and the rest OP is balanced... If you nerf Warriors damage a little bit so they don't hit so hard, Buff rogues and touch up other classes... PvP will be at it's best. Giving rogues more shiny tools is not what I play a rogue for, I play for the aspect of stealth and high burst, hence why we use daggers... Now it's like wacking a tauren with a wet fish....It hurts but no contender.. I love my rogue...I love WoW... I love what you have done. BUT PLEASE, PLEASE, PLEASE just do some tweaking in the right places. Don't Listen to Ghostcrawler...Heck...Fire him...Listen to your players, who play because they enjoy, not because they're paid *cough* GC... Your players are your most vital asset. We give you info, sometimes bias but it's current, it's up to date and most of us would really appreciate it if you fixed this temp thing with classes. I promise you, if done well it will be Blizz's finest PvP hour...since Bc.... Thanks! :D
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Stormchamp
Twisting Nether
Stormchamp
22/01/2013
@Féint: Thank god you're not a classnerfer on blizzard!
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Boshoo
Nemesis
Boshoo
29/01/2013
@Féint: devs saying to nerf op dmg and heals and increase healing reduction, rogue replying "YES BUT ALSO BUFF MY DMG"? first see the changes, it's the same result.
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Sméxy
Sylvanas
Sméxy
02/03/2013
@Féint Sorry buddy but It seems like you did not understand how rogues work even after your long playtime. We - rogues, do not handle the DPS role to be honest. We will never do the damage warrior does in a long fight, otherwise there would be no point in playing a warrior. We are intented to do a high burst(which we can do now with shadowdance+shadowblades). And we are more like a controller in arena instead of a stealthy warrior which means we peel people and we put required cc's in to battle to get kills. If your healer wants you to do all of the DPS, there is something wrong with it. 3v3 is called balanced just because you can fix your lack of enduring DPS by having a good setup just like rogue-mage-priest. For instance, you put the right stun+silence+ smoke bomb and coordinate with your mage and burst your enemy down together, but mage does the main damage. This is how it curently works and also how it will be in the future.
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Zèro
The Venture Co
Zèro
27/11/2012
Buff rogues comon. They're moving target dummys in a bgs and that's just sad really
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Frostituteqt
Zenedar
Frostituteqt
27/11/2012
Buff rogue damage it's just retarded. Nerf burst but give us our crit chance back on Backstab, Hemorrhage etc..
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Katusza
Darkmoon Faire
Katusza
27/11/2012
Bots! pls disable 'follow' in bgs...
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Eagleton
Frostmane
Eagleton
26/11/2012
And give me back hk in honor tab... fu