By oliviadgrace on 2014/03/31 at 4:15 PM Pacific
By perculia on 2013/05/18 at 1:59 PM Pacific
By perculia on 2013/04/30 at 12:02 PM Pacific
The war between the Horde and the Alliance continues to escalate as both factions vie to claim Pandaria’s resources as their own. Deep within the Valley of the Four Winds, the mines of Deepwind Gorge serve as a Battleground where victory is measured not in fallen foes, but in gold. High atop the majestic mountains of Kun-Lai Summit, the Tiger’s Peak Arena—training ground of the Shado-Pan—tests the mettle of all who enter its perilous boundaries.
The war between the Horde and Alliance continues to escalate as both factions vie to claim Pandaria’s resources as their own. Deep within the Valley of the Four Winds, the mines of Deepwind Gorge serve as a Battleground where victory is measured not in fallen foes, but in gold.
In this level-90, 15-vs.15 Battleground, Horde and Alliance players begin at either side of the map and battle for control over three gold mines located centrally in the north, south, and middle.
Capturing a mine begins to add gold to your team’s count, and it continues to accrue as long as you have control of a mine. Controlling more than one mine at a time boosts the speed at which your team gains gold—though it would be wise to be wary of spreading your forces too thin.
The Cart of the Steal
Sometimes the best offense is a good defense, and that holds true within Deepwind Gorge. Each team has a mine cart at their base. If stolen, up to 200 gold will be removed from their total. If players return the cart, the gold will be restored. However, if the cart’s captured, their enemy will receive an additional 200 gold. A stolen cart or two could flip an entire battle on its head and change an inglorious defeat into a resounding win.
Just the Facts
Name: Deepwind Gorge
Location: Valley of the Four Winds
Size: 15 vs. 15
Capture Points: Northern (Pandaren themed), Central, and Southern (Goblin themed) Mines
Mine Carts: Capturing a mine cart will award the capturing team 200 gold per capture
Terms for Victory: 1,600 Gold
The Tiger’s Peak
High atop the majestic mountains of Kun-Lai Summit, the Tiger’s Peak Arena—training ground of the Shado-Pan—tests the mettle of all who enter its perilous boundaries. Combatants will need to take advantage of the looming tiger statues and fenced platforms to gain the upper hand and claim victory.
By perculia on 2013/01/17 at 8:16 PM Pacific
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.
There are a few main issues that we’re working to address within the next couple of patches:
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.
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.
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.
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.
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.
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.
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:
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, and 7,250 for weapons. While highly rated players will still earn gear more quickly, there won’t be an invisible wall to progression at 2200 rating.
Patches that don’t include the start of a new season (such as Patch 5.3) will offer players the opportunity to purchase Conquest Point weapons without first meeting the 7,250 Conquest Point seasonal 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.
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)
(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:
And here are the specific changes that are planned to hit in Patch 5.3:
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!
By perculia on 2012/10/08 at 11:27 AM Pacific
By perculia on 2012/08/27 at 8:57 AM Pacific
By perculia on 2012/06/05 at 11:18 AM Pacific
At the completion of scheduled server maintenance during the week of June 5, the “Power of the Aspects” spell will grow more powerful, reducing the health and damage dealt of all enemies in the Dragon Soul raid by 25%. This spell has grown progressively stronger over time to reduce difficulty and make the encounters more accessible. The spell will affect both normal and Heroic difficulties, but it will not affect the Raid Finder difficulty.
If you don’t need the help of the Dragon Aspects, the spell can be disabled by talking to Lord Afrasastrasz at the beginning of Dragon Soul.
We hope you continue to enjoy Dragon Soul, and that these changes encourage you to attempt a higher difficulty, or just keep pushing to take down that next boss.
With the Mists of Pandaria beta in full swing we thought we’d take this opportunity to shed some light on what lays ahead for PvP. To that end, we sat down with World of Warcraft Game Director Tom Chilton to discuss the future of PvP in Mists of Pandaria.
What is the overarching design philosophy for PvP in Mists of Pandaria?
Tom Chilton - We want to have more new PvP content than we’ve ever had before. With this expansion we’re adding two completely new Battlegrounds with new gameplay types. We’ve never done that before at the start of an expansion. We also have a new Arena to add to the current pool of options. That will bring our count of Battlegrounds up to ten and our Arena count to six.
Temple of Kot'mogu - Who's got the relic now?
Many players on PvE realms are concerned about being forced to PvP or take part in World PvP when they don’t want to, what can you say to them about the plans for this?
Tom Chilton - There are no plans to force PvP on players who are on PvE realms. Their experience shouldn’t change and they’ll have the same opportunities for PvP (if they wish to take part) as they do now. It’s also worth noting that the Black Market Auction House has the potential to become a world PvP location for those on PvP realms. Just like the name implies, these are goods being sold out in shady locations away from the prying eyes of guards in the cities. They are not in neutral or safe zones. For PvE realms, it’s not going to have that same risk for placing a bid as on a PvP realm (aside from being outbid).
Temple of Kotmogu - Plenty of room to run and run and run.
On the other hand, PvPers are afraid that things won’t be taken far enough and they won’t get the world PvP they want; they often mention the issue of guards in major cities hampering their ability to do these raids. What could you say about that?
Tom Chilton - We know that for many PvPers, the idea of getting a large raid (or two) together to invade a city is something that can make for great world PvP. We also know that there has been an issue with guards causing this to be a less appealing undertaking for them as the guards have gotten stronger. We obviously want those guards there doing their jobs, but we don’t want them to be the wall that you just can’t get over. So, we are planning to adjust the guards only on PvP realms to where they aren’t quite as strong as you’d find them on a PvE realm, and they won’t respawn quite as quickly either. We’re still working on this, but we hope to get this adjustment in before the release of Mists of Pandaria. It’s worth noting that the guards on PvE realms will remain the same as they are now.
Temple of Kotmogu - One of four artifacts in Temple of Kotmogu
How is it possible to make it different between the realm types when it wasn’t in the past?
Tom Chilton - The difference is in the available technology that we have now that we didn’t have in the past. As the game has evolved over the years, so has technology and our capability to find ways to implement that new technology that makes our ideas of “what if” or “wouldn’t it be cool” become reality. With the change to the guards, we think that could be a real game changer for those that really like the idea of raiding cities or areas and holding them against the “enemy”. Beyond that though, there isn’t really a difference, but with the new daily quest hubs, it should prove to be a real hotspot for PvP on a regular basis.
Silvershard Mine - Which switch is which?
Will there be bigger changes between PvP and PvE realms in the future?
Tom Chilton - It’s always a possibility. We want to see how things go with these changes first. We don’t want to promise any big plans at this point in time, but we are always thinking of ways we can add to the experience where we can.
Silvershard Mine - Up or down?
What about the general idea that there aren’t enough people out in the world to even engage in PvP?
Tom Chilton - The new Cross-Realm Zones technology that we introduced recently in the beta should also help make sure more world PvP happens.
Silvershard Mine - Almost there...
What about the use of flying mounts? Many players are concerned about the use of flying mounts to avoid having to ever engage in PvP on PvP realms.
Tom Chilton - We know this is a concern and we have some things in mind for helping in this regard. First, we’re limiting the use of flying mounts within Mists of Pandaria to level 90. Second, with so many players taking part in the quest hubs, we think we’ll see a lot more PvP happening out in the world. After all, you have to land sometime. If that’s not enough though, we have an item that we’re adding to the game that players will be able to use from the ground that makes it possible to dismount a flying enemy player (within a reasonable range and PvP flagged). We’re still discussing the particulars of how this item will be available.
Will there be a Wintergrasp or Tol Barad for Mists of Pandaria?
Could you recap the new battlegrounds that are being added? What new gameplay styles do the two new Battlegrounds have to offer players?
Tom Chilton - We have two new Battlegrounds that we’ve talked about before, each featuring a completely new type of gameplay that we haven’t had available before.
The design of the Silvershard Mine hasn’t really changed since we last discussed it at our Mists of Pandaria media event. Players essentially escort one of several mining carts to a depot to score points. Strategic locations will feature switches that allow you to change tracks. The more people you have helping out, the better, though you’re going to want to stop or at least stall the other team from getting their carts into a depot as well.
For our other Battleground, Temple of Kotmogu, we’ve made some slight changes since we last talked about it at the event. We did some internal testing with just one artifact and discovered that the gameplay devolved into a sort of deathmatch in the center of the map. So we didn’t just double the amount of artifacts that were in play, we quadrupled it and ended up with four artifacts at different spots that could be used to score points. You’ll still score the most points for staying in the center area of the of the field of battle, but there’s a lot more going on with four artifacts to keep track of and hand off to your team.
Tol'vir Proving Grounds - Three is the number
Is the way we queue for Battlegrounds changing at all?
Tom Chilton - Yes, we’re adding a way for players to down-vote two Battlegrounds that they don’t want to see show up when queuing for random Battlegrounds. The exception to this is if it’s the Battleground featured with Call to Arms. You won’t be able to down-vote those when they happen, but this should make it so that it’s less likely you’ll be taking part in a Battleground that you don’t particularly enjoy. It should also help make it more likely that when a particular Battleground comes up on the Call to Arms, you may be able to enjoy it more. We’re also changing the way Call to Arms works so that there will always be a Call to Arms Battleground available. This will allow us to cycle through a larger amount of Battlegrounds on a regular basis.
When will players get to try out the new Battlegrounds for themselves?
Tom Chilton - We’re hoping to have these new battlegrounds in the beta for everyone to play within the next couple of weeks or so. We’re looking forward to getting everyone’s feedback and seeing how they play out with a larger test audience.
Tol'vir Proving Grounds - A peaceful arial view
Is anything changing with Arenas?
Tom Chilton - Yes, actually. Players will be able to see their opponent’s class and specialization before the match begins. They won’t be able to see the specific talent choices or glyphs being used, however. From there, it’s a bit like playing poker. You won’t know what exact abilities your opponent is using, but you’ll be able to modify your own talents in the staging area before the match starts to try to anticipate what they could be using.
Tol'vir Proving Grounds Are you worthy?
Is anything changing with Rated Battlegrounds?
Tom Chilton - We don’t have any changes planned for Rated Battlegrounds at this time, though we may at some point in the future decide to add in the newest Battlegrounds, Silvershard Mine and Temple of Kotmogu.
*Discuss this article on the forums here.
By Ashelia on 2011/11/17 at 11:14 AM Pacific
By Ashelia on 2011/07/21 at 7:59 PM Pacific
By Miyari on 2011/07/19 at 10:51 PM Pacific