The new gear system in 5.2 announced.

67 Undead Warlock
500
http://us.battle.net/wow/en/blog/8397168

Change is coming to PvP gear in the relatively near future, and we wanted to provide a not-so-brief update on the improvements we’re planning, while pulling the curtain aside a bit so you can see the thought processes that motivated the coming changes. We also thought this would also be a great time to get the World of Warcraft PvP community involved in the discussion.

The Challenges
There are a few main issues that we’re working to address within the next couple of patches:

Early Advantage
Currently, it’s very common for players that have a head start at the start of the season to earn the best gear quickly and gain a dominating position on the ladder with a very high Match Making Rating (MMR). It’s then pretty common for those players to only participate on the ladder in a minimal way before reaping their rewards at the very end of the season. That’s not particularly good for competition, and we don’t think that it’s a very fun way for a competitive ladder to work. We would like to see the ladder remain active, and for high ranking players to earn their positions throughout the season, instead of just blitzing early and camping a spot above a certain threshold.

Mid-season Start
Players getting into PvP mid-season face a very significant challenge to gear up and become competitive because players that started earlier in the season are so far ahead in terms of gear. We want to make it more reasonable for a player to join in on organized PvP mid-season, while still rewarding the commitment of players that have remained invested in PvP throughout the season.

Rating Requirements
The current rating requirements on PvP gear create an artificially sharp division between players over 2200 rating and those below that rating threshold, which is unduly difficult to cross. We’d prefer that teams progress up the ladder on a curve against gradually more difficult opponents, instead of running into a wall at a certain rating.

Gear Advantage
Over time, the gap in power between Honor and Conquest PvP items has widened. This happened, in part, because it’s necessary for us to preserve the balance in power between PvP and PvE gear so that one doesn’t become the most obvious path to victory for the other. Right now, there are four tiers of PvE items, but only two tiers of PvP items. To keep Honor items from being the best choice for entry into PvE, they needed to have a lower item level than equivalent Raid Finder items. At the same time, Conquest gear still needs to be better for PvP than Heroic raid items, which puts it way over on the opposite end of the power scale from its Honor counterpart. While there are items that bridge the gap between Raid Finder and Heroic Raid loot, there really haven’t been any PvP items to bridge the gap between Honor and Conquest gear. We plan to solve that problem by introducing new tiers of PvP items, changing which currencies it takes to buy items and when, and by making PvP weapons more readily available in general.

Flexibility
While the item upgrade system has the benefit of allowing players that have “finished” their PvP set to continue to progress their character’s power, because there’s built-in pressure to continue upgrading their main set, it also means that players don’t always feel comfortable spending those points on alternate sets of gear for different specs (though it’s worth mentioning that the upgrade system will be disabled for patch 5.2). We’d like to make it easier for players in this position to experiment with alternate specs and stats.

Moving Forward
Meeting these challenges will mean that some changes are coming to MMR, PvP gear, and how gear is earned and paid for:

Team Rating Inflation
As we’ve mentioned previously, we want to see the ladder rankings decided toward the end of a season, and not a foregone conclusion dictated by what happens at the start. As discussed in the PvP in Mists of Pandaria Dev Watercooler, as of patch 5.2 Team Rating will gradually increase as players participate in PvP over the course of the season. We expect the new system to help ensure that the ladder remains active at all ratings and that the competition stays fierce from start to finish.

Gear Changes
To accomplish the goals of making PvP more accessible and less punishing, gearing more consistent and flexible, and flattening the power curve out over the course of a season, there are some significant changes in the works:
2200 rating requirements removed from all PvP gear. (5.2)
Gear will be available in four tiers:
Dreadful Gladiator’s gear will be crafted. (5.2)
Malevolent Gladiator’s gear, including weapons, will be purchased with Honor Points. (5.2)
New tier of PvP items: Tyrannical Gladiator’s gear will be purchased with Conquest Points. (5.2)
Tyrannical Gladiator’s gear can be purchased for Honor after 27000 Conquest Points are earned for the season. (5.3)
Elite Tyrannical Gladiator’s gear can only be purchased with Conquest Points after 27,000 Conquest Points have been earned for the season. (5.2)
The 2200 rating requirements on gear will be removed in patch 5.2, and when that happens, the only barrier to acquiring top of the line Elite gear will be the 27,000 Conquest Point seasonal currency requirement. While highly rated players will still earn gear more quickly, there won’t be an invisible wall to progression at 2200 rating.
As of patch 5.3, patches that don’t include the start of a new season will offer players the opportunity to purchase Conquest Point weapons without first meeting the seasonal currency requirement for them. We’re relaxing these restrictions because, by the mid-point of the season, the restriction has served its purpose and is no longer necessary. It’s worth noting here that the 27,000 Conquest Points earned requirement must always be met to buy Elite armor and weapons in every season.
In terms of relative power, we’re tuning the item levels, PvP Power, and Resilience on the new set of PvP items so that the difference between Malevolent and Elite Tyrannical Gladiator’s gear is similar to the relationship between this season’s Dreadful and Malevolent Gladiator’s gear. This helps accomplish the goal of smoothing out the power curve by adding a tier in the middle of the PvP gear spectrum. Also, to add choices and flexibility, once the seasonal currency requirement is met, players will have the option to purchase Tyrannical pieces for Honor, which should allow players to more easily experiment with alternate stat loadouts and specs.

Mid-Season Catch Up
Players who are starting their journey into PvP mid-season start significantly behind the gearing curve. While we want to avoid invalidating the effort of players that have competed for the whole season, we agree with the feedback we’ve received that the starting gap is too large, so a new Conquest Point catch-up cap will be implemented using the following formula:
(Current week of the season) * 1000 – (Conquest earned thus far this season)
Here are some examples of how this will work:
Player A is starting PvP for the first time in week 10 of the season, and hasn’t earned any Conquest Points at all that season. He will have an additional cap of 10,000 points added to his normal weekly rating based cap.
Player B has already earned 5,000 Conquest Points by week 10, so she would have an additional cap of 5,000 points added to her normal weekly rating based cap.
Player C has been playing all season long, and has earned more than 10,000 Conquest Points by week 10. He only has the normal weekly cap to work with (but should already be on their way to being well geared).
If a player “redeems” their catch up cap by earning all those points, then they’ll begin the next week at their normal weekly rating based cap. Should they miss more weeks, then the catch up cap accrues again.
So, to sum up the planned changes for Patch 5.2:
Rating requirements will be removed from PvP gear.
Malevolent Gladiator’s gear, including weapons, will be available for purchase with Honor Points.
A new tier of Conquest Point gear will be added that becomes available once 27000 Conquest Points have been earned for the season.
Team Rating will gradually increase during the season for teams and players that continue to compete in PvP. This system is explained in the Mists of Pandaria PvP Dev Watercooler.
And here are the specific changes that are planned to hit in Patch 5.3:
In patches that don’t include a new season (including patch 5.3), the seasonal currency requirement of 27,000 Conquest Points earned will be lifted from weapons. The seasonal currency requirement must always be met to purchase Elite items, though.
Once the seasonal currency requirement is met, players will be able to purchase Tyrannical Gladiator’s gear with Honor Points.
The Conquest Point catch up cap will be introduced.

Conclusions
Overall, we expect that these changes will create a more active and competitive PvP environment, narrow the gear gap between the highest rated players and those still working their way up the ladder, and open the door for more experimentation in terms of class or spec.
We look forward to hearing your opinions and feedback on these upcoming changes!
Edited by Ðaeðric on 18/01/2013 03:09 GMT
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67 Undead Warlock
500
It's a step in the right direction, it still doesn't go far enough for me, gear doesn't be a factor in PvP at all.

I find it sad that it took a completely ruined season (6 months+ of PvP) for something that everyone saw in 5.1 (and for some of us, even earlier in Cata before MoP's release) as being a stupid stupid problem, for this to finally get changed.

Although I would like to know how exactly this gear works, because I really don't like the idea of having to pay for 4 sets of gems and enchants when PvP already offers so very little gold gain.

Will they be as it is now, purely a new set of gear that needs to be re-gemmed and re-enchanted, or will it be sort of like an upgrade, where we can just buy the new set and it changes the old one, keeping original gems and enchants?
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81 Orc Hunter
1215
Equal footing when it comes to gear, nice.

Not sure what to think of the rating inflation system, will we see 4k rated teams?

Also what will motivate people towards glad now, except glad? Arena tabards, recoloured gear or won't there be any rewards at all? :<
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67 Undead Warlock
500
Also what will motivate people towards glad now, except glad? Arena tabards, recoloured gear or won't there be any rewards at all? :<


Yea this is still a big mistake Blizzard are making, they are still amusing that people are motivated by gear in PvP, this hasn't been the case (largely, naturally a very small % still do care) for a very long time now.
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100 Undead Warlock
9665
This is extremely good changes and I'm very pleased with the direction Blizzard is taking.

Some things I would like to note though. There needs to be a reason in the game to push for higher ratings other than Gladiator or Rank 1 since so few people are capable of achieving that.
And as with rankings, this reason to push should be purely aesthetics.

That everyone are able to play on an even playingfield is extremely good.
Though when you recieve higher ratings you should be rewarded with cosmetics.

My idea would be gear that looks drasticaly different from the normal gear you recieve, kinda like the challengemode gear. Something that really makes top PvPer's stick out from the crowd.
Say something like this.
Bracers, Belt, Boots: 1850 rating
Legs, Gloves: 1950 rating
Chest, Cloak: 2000 Rating
Shoulders, Head: 2200 rating
Weapons: 2350 rating
Tabard: 2500 rating

Then you could also throw inv arious special Mounts or Pets between the 2000-2700 range or something.

I also love the 1000 points per week if you haven't capped during the season or missed a week. Though i think it might be slightly too little.
It should be 1500 instead, imo.

Anyways, great changes. And as said, give people who wont be able to push gladiatior something else to strive for.
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100 Undead Warlock
9665
Prepare for the greatest !@#$storm ever witnessed though as all the RBG heroes or people who just obtained PvP weapons for the first time will hate on these changes.
For some reason people who are just at the 2200 mark(Extremely few) and of course RBG heroes seem to believe that an even playingfield is unfair to them.

It's kinda like they expect, that if they're great at playing FPS games they should be unlocking higher tier of weapons which are superior to the standard weapons.
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MVP
100 Gnome Priest
19395
18/01/2013 03:07Posted by Ðaeðric
Although I would like to know how exactly this gear works, because I really don't like the idea of having to pay for 4 sets of gems and enchants when PvP already offers so very little gold gain.

I'm guessing they're seperate sets, simply because you'll be able to buy Elite Tyrannical Gladiator's gear in patch 5.3 after having earned 27,000 Conquest points for the season. So it sort of has to be a stand-alone set, because it's not described as an upgrade of the Tyrannical Gladiator's gear.
But that's just my guess.

I don't think you'll be paying for 4 sets of gems and enchants though. The Dreadful gear doesn't have any sockets if I remember right (besides Meta), so it's fairly cheap to gem and enchant.
The Honor gear, which s the current Malevolent gear, is gear you already have some or all of, if you've been PvPing during this season.
So that only leaves the Tyrannical and Elite Tyrannical gear for people who have been actively PvPing this current season.
For new PvPers, then they'll probably go through 3 sets of gems and enchants. Maybe only 2½ depending on how quickly they swap their Honor gear with Conquest gear (vis à vis the new catch-up-mehcanic).

Don't think it's so bad either way though. Certain enchants (bracers, legs, weapon) can cost a decent chunk of money, and the Meta gem isn't exactly cheap either. But besides those, the remaining enchants and gems are fairly cheap in my opinion. Most people should be able to manage I think :P
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6 Dwarf Priest
0
Overall I'm impressed. It feels they really listened to the community and understood all the downsides of the gear gap etc.
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90 Human Warrior
12415
Player A is starting PvP for the first time in week 10 of the season, and hasn’t earned any Conquest Points at all that season. He will have an additional cap of 10,000 points added to his normal weekly rating based cap.
Player B has already earned 5,000 Conquest Points by week 10, so she would have an additional cap of 5,000 points added to her normal weekly rating based cap.
Player C has been playing all season long, and has earned more than 10,000 Conquest Points by week 10. He only has the normal weekly cap to work with (but should already be on their way to being well geared).

So if you have aldready 27 k conquest points you wont try to reach anything but if you dont have any seasonal conquest point they will give you 10 k conq for your seasonal conquest and you will try to reach 27 k conq points. Or i misunderstood everything ?
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90 Human Warrior
13670
Player A is starting PvP for the first time in week 10 of the season, and hasn’t earned any Conquest Points at all that season. He will have an additional cap of 10,000 points added to his normal weekly rating based cap.
Player B has already earned 5,000 Conquest Points by week 10, so she would have an additional cap of 5,000 points added to her normal weekly rating based cap.
Player C has been playing all season long, and has earned more than 10,000 Conquest Points by week 10. He only has the normal weekly cap to work with (but should already be on their way to being well geared).

So if you have aldready 27 k conquest points you wont try to reach anything but if you dont have any seasonal conquest point they will give you 10 k conq for your seasonal conquest and you will try to reach 27 k conq points. Or i misunderstood everything ?


what they ment was that if you start later in the season you got a bigger cap amount then someone who have already earned cp. This way any player can catch up gearwise no matter when they join the season
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93 Human Mage
8865
I dont think there will be a point in implementing vanity gear at certain ratings since the new inflation system will probably either just make all gear farmable by queueing nonstop and/or be open to exploit.
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90 Human Paladin
4980
18/01/2013 03:30Posted by Dumpey
Overall I'm impressed. It feels they really listened to the community and understood all the downsides of the gear gap etc.

+1
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67 Undead Warlock
500
I guess Bakbuk's gonna have to ask Reckful, Hydra etc to take down those BlazingBoost signs since he can't afford to pay for them now.
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67 Undead Warlock
500
18/01/2013 03:30Posted by Dumpey
Overall I'm impressed. It feels they really listened to the community and understood all the downsides of the gear gap etc.


Too bad it's too late, they had all the same information before this season, but this season just got !@#$ed.
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90 Undead Priest
4940
Amazing changes.
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6 Dwarf Priest
0
18/01/2013 04:18Posted by Ðaeðric
Overall I'm impressed. It feels they really listened to the community and understood all the downsides of the gear gap etc.


Too bad it's too late, they had all the same information before this season, but this season just got !@#$ed.

Eh? Why is it too late?
The new season starts in maybe a month or so (if its the end of Februari).
I rather have it so they admit a mistake than to continue on this rather insane path.
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67 Undead Warlock
500
18/01/2013 04:33Posted by Dumpey


Too bad it's too late, they had all the same information before this season, but this season just got !@#$ed.

Eh? Why is it too late?
The new season starts in maybe a month or so (if its the end of Februari).
I rather have it so they admit a mistake than to continue on this rather insane path.


Because it should of been in at the start of MoP.
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90 Undead Mage
0
Good changes.
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90 Blood Elf Paladin
14490
Just make arena and RBG ratings equal. RBGs already grand you more than double the conq points for win, and soon possible even more points for loss than Arena games. Why should it reward 30% more CPs per reset on same ratings on top of that?

With these changes RBGs become even more mandatory to do in order to gear as fast as possible, especially if the new "elite" gear has more stats on every item slot as it sounds like.

Otherwise the changes sound pretty good, not so sure about the "activity bonus".
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90 Undead Rogue
12960
18/01/2013 03:23Posted by Deadandlivin
Some things I would like to note though. There needs to be a reason in the game to push for higher ratings other than Gladiator or Rank 1


With that system there's really no reward for people to try and improve their ratings, a goal.
It could very well be a vanity reward of some sort, but there needs to be one.

Since the system is based on the number of points you get every week, rbgs will be dominant and arenas left for the soft cap.

Also this
18/01/2013 03:07Posted by Ðaeðric
Although I would like to know how exactly this gear works, because I really don't like the idea of having to pay for 4 sets of gems and enchants when PvP already offers so very little gold gain.
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