Category: PvP


One of the recent revelations concerning Warlords of Draenor is the controversial proposed change to casters being able to cast while on the move. Primarily – but not wholly – because of PvP concerns, (*again*), it’s been decided that casters should NOT be able to move so much while doing their thing. This of course significantly affects DPS, and in PvP will mean an enormous change to the mechanics of fighting. Melee players have complained that they can’t close the gap to the ranged players, so just get wizard-fired to death before they can reach their target. On the other hand, in previous iterations of PvP combat, ranged were often condemned to lengthy times of stun-lock while Rogues ripped off their faces. I remember those times because I used to PvP a little then. So, as is so often the case, fruitless attempts by Blizzard to balance PvP, (in my opinion an impossible task), will have repercussions in PvE play.

The way things stand, a percentage of raid encounters are nightmares for melee players, simply because of the inordinate amount of damaging ground effects from the bosses, which mean they spend a considerable amount of time in a fight running away from the action rather than being immersed in it. On the other hand, they view with envy those ranged players who can stand at a distance from said effects and deal their damage from there with no interruption. And when the nastiness might reach out across the floor to them, the ranged can skip away while still casting/shooting and doing damage. In response to melee players, ranged would say, ‘well, you can do white damage all the time on a target even when not using skills – I have to use skills to do damage. In that respect you have an advantage.’ But not, the melee players might say, if they have to move away from the target constantly. So it seems Blizzard’s answer to this problem is to wield the nerf guillotine, (forget the bat, it was retired years ago), and stop ranged classes casting as much as they do now while moving. As can be imagined this has caused a frenzied outcry on WoW forums.

I do see the arguments for and against, and the truth is this problem has arisen partly because the raid encounters have become increasingly complex over time, with a loud-voiced percentage of forum-visiting players continually demanding ever more innovative fights, rather like spoilt children hollering from their push-chairs for more toys. If Blizzard fails to produce these difficult encounters, they are hollered at for dumbing down the game. Then when the encounters are revealed as rather too difficult for the average team, with limited play time, there are more tantrums. Blizzard could legitimately enquire, in a confused tone, ‘but isn’t this what you asked for?’ The problem is that when Blizzard gives the vocal minority what they ask for it rarely ends in smiles, but rather the opposite. Also, the percentage of players actually yelping on forums *is* only a fraction of the entire community. The silent majority never have their say and in most cases probably don’t even know how they could do so.

Having to multi-task while on the move has become a staple of many raid fights, and I believe this makes it harder for newer players to break into proper raiding, (I won’t count LFR), because they can’t learn one thing at a time and become more skilled at it – the whole caboodle is thrown at them from the moment they step inside a raid. Rather than have classes line up for the guillotine, I think it would be better for Blizzard to think more about what happens on the floor of encounters and tailor them to be of equal difficulty for both ranged and melee. I quite like the design of a fight such as Malkorok’s in Siege of Orgrimmar. Sometimes you have to move, sometimes you don’t – and that applies to everyone. Some things you move into, some you move away from. And with careful raid-leading over player positioning you can control where the muck drops. It’s not chaos, such as you find on the Dark Shamans fight or Blackfuse. You feel that doing the encounter correctly makes it run smoothly, rather like a dance. The same goes for the General Nazgrim fight. You can’t really say that for Shamans or Blackfuse. It’s more like the players being prodded by tasers into agonized fits than a dance.

Hunters are slightly apart from other ranged classes, and I believe a drastic nerf could be more damaging to them. They have historically been a kiting class, and part of their MO is to do damage on the move, shooting as they run. Hunters are often given jobs to do in raids *because* of their class design and their mobility. Since mana was swapped for focus, which is in short supply in comparison to the resource of casters, Hunters rely on their focus-building shots. Currently, this can be done on the move. If this was removed it would have a big detrimental effect on Hunter DPS. They would quickly run out of focus using their high-cost instant shots, and then would then have to stand still to build it up again using their relatively low damage focus-builder. Hunters used to have Aspect of the Fox to help with this, but it was taken away when the ability to focus-build while moving was introduced. To avoid the very unhappy situation we had in early to mid Wrath, when Hunters were virtually unviable for raiding, something similar to Fox would have to be reintroduced, otherwise the class would be gutted. I dislike focus and its limitations as it is, but this incoming nerf, unless balanced in another way, could be a death knell to Hunters’ high DPS and functionality in raids. I can only assume Blizzard know what they’re doing and Hunters will be redesigned sensibly.

Of course the negative reactions from players we’re seeing at the moment are those of panic. Players see the proposed changes and then start running around with their arms in the air, crying, ‘The sky is falling!’ I think Blizzard should do a little to reassure them, supposing they’ll balance the movement nerf by applying something else. It’s been implied that moving while casting might be on a CD or else a talent choice. That, I think, should be fine, so no need to panic just yet!

However, one thing I’ve seen consistently in the more measured responses to the proposed head-choppings is players saying that the changes will lessen the *fun* of encounters. It *is* fun to cast and run about, rather than stand there dpsing for the scant moments you might get to do so, then haring around avoiding ground effects for 10 seconds at a time or more, doing nothing. But then melee players could legitimately say that’s their lot at the moment anyway. Also, I’ve read of some concern about the drop in DPS having a negative effect on beating boss enrage timers. Again, I think it’s down to changes in encounters rather than changes in classes that will ameliorate the problem. But that, of course, only applies to PvE. And if PvP is at the bottom of it all, which it usually is when nerfs are concerned, then all the shouting in the world by PvE players won’t change Blizzard’s mind about this.

If I had the ear of the Blizzard developers I would make some suggestions, from my own humble opinions. The first is that PvP and PvE should be entirely separate, as was found in the original Guild Wars. Players could have a separate PvP character(s) that unlock special skills in a different way to PvE – say through completing objectives in battlegrounds. If PvP characters were top level when they were created, players wouldn’t have to worry about leveling if they weren’t into PvE play. They could get into PvP immediately and start unlocking the best skills. If a model along these lines was introduced to WoW, PvP would have no effect whatsoever on PvE play, as there would be no need for this constant yo-yoing of abilities and talents, causing outcry from players on both sides of the fence. But then I’m not a game designer, so I don’t know how feasible this idea is. The way WoW’s designed, it might be impossible. But I think few would argue it would end the ruckus once and for all.

Another suggestion, to do with raiding, is that when encounters require melee to flee from ground effects, they’re given something else to do, such as dealing with adds, or perhaps running to click on an item that might channel a debuff on the boss, or something similar. I’m sure a creative encounter designer could think of lots of interesting and fun jobs for melee to do. One of the things I see melee most complain about is feeling they’re doing nothing. Ranged will feel the same if they spend a lot of time just running around avoiding damage rather than dealing it. Fights would be boring if there were no movement requirements at all, but like I explained about the Malkorok fight, if it’s more about careful execution rather than outright chaos, such as when things randomly burst from the floor or descend from above all over the place, players might complain less. Also, more ability for teams to control where the possible chaos might be placed would be a boon. That also would call for skill and level-headed raid-leading rather than running away madly and hoping for the best.

The final suggestion I would make to Blizzard is about who actually tests raids in Beta. At the moment, I think we can confidently assume it is players who have a lot of time to devote to WoW. Many no doubt beta test to give them an edge when the raids go live. The average raider, at the more casual end of the spectrum, is typically someone with a job and a family, with very limited time to play. Their guild perhaps raids only twice a week for 2-4 hours. Increasingly complex encounters require a lot of learning; limited raid time leads to frustration, team dissolution and guild fracturing. I know Blizzard are addressing this with the new levels of difficulty for raiding in WoD, but I think if casual yet committed raiders were given the opportunity to test the raids in Beta, Blizzard would get more realistic feedback in terms of the diversity of its player base. How about invitations to whole raid teams of middling yet competent skill? A few guilds per server of this type could test the raids and give honest feedback about them. I can’t see the point of the encounters being tested solely by the hardcore – they of course have higher expectations in terms of difficulty than the average player.

I’m fairly confident Blizzard has firm control of where the game is heading and is not just making arbitrary decisions for the sake of it, and I stand by the statement that most players are panicking needlessly at the moment, but unfortunately Blizzard does have a history of swinging to extremes when making changes. All I would ask is for the voice of moderation to have a say.

Like everyone madly awaiting news of the new WoW expansion, I’ve got my own wish list of things I’d like to see to appear in the game or things that could be refined or changed. Here is my top ten!

1. The Mighty Wall of Leveling

Creating a new character now from level 1 is daunting to say the least. Maybe not so for a new player, who has so many exciting things to discover and explore, but for the veteran wanting to try a new alt it’s not a happy prospect. You might have leveled an account full of characters already, or even two accounts, or have another set of characters on a different realm. Do we really need to grind though all those quests and zones we might have done over a dozen times before? I think Blizzard should do something to remove that wall of leveling for alts. I’m not sure what, because there are different ways it could be implemented. I’ve read the suggestion that a ‘micro transaction’ of real money could be involved via the game store, but by experience we know that Blizzard’s concept of micro is rather larger than anyone else’s. I wouldn’t like to see another £15 cost added to the services. What would be better would be the ability to create a character of higher level, perhaps just before the level of the current expansion, or at least higher than Death Knights begin at now. If new races and classes are introduced, whether in the next xpac or one after, people will want to try them. But for many the wall of leveling will be a huge turn off. I wonder how many Pandaren are languishing unplayed just beyond their starter zones? I know for a fact in our guild it’s quite a lot.

2. Guild and Player Housing

As I’ve played several MMOs that already provide these features, it’s something I’d love to see in WoW. While it won’t be for everyone, many players enjoy creating imaginative homes. Buying items for such things can create another gold sink in the game – which we’re always told is needed. Again, as with some other games, items could be sold via micro transactions in the Blizzard store, as long as they’re not too expensive. I liked the way player homes were introduced in Rift, where you got a quest line to acquire your first one. During this, you were rewarded with a decent amount of ‘furnishings’ to start you off. Some players excel at landscaping and interior design and can create some pretty eye-popping domains. The best of player housing includes grounds to the main building that can be landscaped. In Rift, your ‘dimension’ (as your home is known) can be open to the public if you want it to be, so other players can admire your creativity. You might even pick up some commissions!

As for guild housing, I think it’d be fun to have a guild quest chain to acquire and start building your castle, palace, mansion, or whatever. Players could gather resources or donate gold to help with the construction. Features could be added as they’re earned, such as rooms like a Trophy Hall, where the heads of boss kills could be displayed, vendors, crafting areas and so on. In Runes of Magic, high level guild castles have grounds where players can farm resources, much like the farms we have at Halfhill in Pandaria now. Guild Housing in other games is instanced, so everyone enters through the same portal. It would be cool if the Guild Halls could be themed to particular areas, so (like in the original Guild Wars) you could choose the appearance and ambience of your Hall to suit your tastes. The Arathi model could be an old time castle, the Durotar one an Orc fortress, a Duskwood one like a haunted mansion, Stranglethorn like a jungle tree village, and so on. The potential is vast.

Blizzard has always maintained that guild and player housing would empty the cities, but if the portals for them were situated in cities, and things like the AH and the Bank (which let’s face it is the only reason players visit cities now) are still in the main square, I can’t see it making much difference. Especially if guilds could have ‘open nights’ (or days, weeks, whatever), so others could enter certain areas of their domains. This could aid in recruitment. Apart from Orgrimmar, Stormwind and the current City of the Year in whatever expansion we’re in, the cities are pretty much dead anyway. In Rift, on the housing interface, there is a list of dimensions you can enter. It couldn’t be that difficult for Blizzard to do something similar. It would be cool for guildies to have somewhere to hang out together that they have created themselves.

3. Character Model Overhaul

Well, we’re all waiting for this. It might happen in the next expansion, or partly, or it might not. I think we can conclude it will come eventually. What would be a welcome feature is the ability to customize your character much more, including the option to have different skins, i.e. Taunka or Yaungol for Tauren, and so on. The majority of MMOs now allow you to adjust all aspects of your characters, allowing for a more realistic array of different appearances in-world. While you might not be able to change the height of your gnome or goblin, (as a giant of either of those would be plain silly), you could perhaps adjust their weight or body shape. We could do with far more face and hair options, or the ability to tweak those ourselves.

4. Vanilla Pet Model Overhaul

Some of the original companion pets in the game are a pretty horrible lump of polygons – rabbits, prairie dogs, frogs, etc. Most of us use at least some of these pets for battling, if we’re into it. The humble rabbit can be a dreaded foe, hard as it might be to believe. It would be great if the old pets were tarted up a bit to look like the rest of the pets, i.e. realistic.

5. New Races

While I love new races being introduced, especially if they’re exotic, the point I raised first – leveling – is the only downside, unless you’re prepared to pay for a race change. I’m torn between the desire to have a cool new character, such as an Ethereal, Saurok, Naga, Vrykul, etc, and the heart-sinking prospect of leveling another character from scratch. So, for me, new races should only be introduced if an option is given to start at a higher level.

6. New Classes

While I read of players’ desire to have Demon Hunters, Tinkers, Battle Mages, Bards and so on, I wonder if any new class could be different enough to warrant its introduction. To me, those desired roles could be better fulfilled by offering them as new and exciting specs for existing classes.

7. Inventory Space

There can’t be a player in game who doesn’t want something done about our lack of storage options. If tabards, toys and other paraphernalia we tend to collect and carry about with us can be made like the pets and mounts and placed in our spell book, that would free up a lot of space.

6. Gear Sets
An extension of the above point, I think it’s clunky that we have to have different sets of gear for different specs, and these items have to be carried about with us in our inventory. Either make it that one set of gear functions for all specs or let us have a wardrobe feature like in Rift, where such gear sets are stored on the character, and easily changed, and not in the bags.

7. Gear Customization

We’ve got used to gemming, enchanting and reforging, as it’s been introduced a step at a time over the years, but it must be a daunting prospect for new players. I don’t like the way that changing only one piece of gear can mean a whole reforge is needed, which often doesn’t come cheap. Reforging is fiddly if you don’t use an addon like ReforgeLite to do the work for you. Otherwise, you have to use third party web sites to get the relevant information, unless you’re adept at working out all the stats yourself. Personally, I don’t want to spend a lot of time doing that. I think it’s time Blizzard overhauled the matter of stats on gear and made it more stream-lined and comprehensible. Do we really need 3 types of gear adjustment? Just seems like too much to me. Stats should be designed more cleanly so that reforging isn’t needed and gear enhancements are a boost rather than, as with reforging, a necessity to reach certain caps.

8. Cross Faction Contact

Perhaps the most controversial of wishes, and one shared by many, is the ability to team across factions, and in fact simply have communication between them. We have all these sophisticated races, yet they still behave like primitive bullies and, despite nods towards diplomacy, trade, co-operation and peace, WoW is still very much a school-yard us versus them scenario. I don’t think the rivalry should be done away with completely, and political relations could always be potentially volatile, but as so many NPCs of the opposite faction are willing to talk with, trade with and befriend members of the other side, why can’t players do the same? I know the argument against is that the second W in WoW is Warcraft, but after 10 years of virtual existence can’t the inhabitants of Azeroth start growing up a bit? PvP enthusiasts could still have their battlegrounds where characters fight for honour, perhaps in a more gladiatorial sense than we see now, (and on PvP realms still have their all out dog eat dog situation). Not everyone would have to see eye to eye, or join hands and skip among the daisies surrounded by chuckling kids, but there could be more realism by allowing players to make choices themselves about who they wish to hate, or not hate.

I prefer the Rift model of the factions, where the leaders of each regards the other with contempt for their views, politics and way of life, but out in the landscape, away from the politics, players are able not only to talk to those of the rival faction but play alongside them. You can’t actually team, but you can run around together closing rifts, taking part in world events, and such like. I would very much like to see this in WoW, but I’m aware the game population is probably divided right down the middle about this subject.

9. Resource and Mob Tagging.

Get rid of it. It works perfectly well in Guild Wars 2 that any player hitting a mob gets partial credit for the kill and therefore loot, whether teamed with other players or not. Resource nodes can be farmed by more than one player; they only disappear for you once you’ve mined them and another player can then come along and take their turn. We know that Blizzard can make mobs free for all in respect of tagging, as we see on the Timless Isle. There would be far less hatred and anger among players competing for limited resources and mobs if tagging wasn’t an issue. First nights of new expansions would be a far more joyous occasion if this was brought in – except for those whose pleasure is to turn on PvP flagging and make the whole experience more miserable for everyone. But we could do with fewer of those types couldn’t we?

10. Let PvE Realms be PvE

If people want to attack other players, what are they doing on PvE realms? Ah, of course, your average PvE player is easy meat for them. In my opinion, PvP should only be available in battlegrounds and arenas on PvE realms. Why make those of us who rolled characters on realms specifically to avoid that shenanigans have to put up with PvP players trying to trick us into hitting them and initiating combat and just generally making a nuisance of themselves, i.e. the notorious early days of new expansions and zones.

These are my ten wishes, and I know some of them are highly unlikely to happen, and there is massively divided opinion about others, but there’s no law against wishing, is there? I can also say that my wishes are not mine alone; I’ve seen them repeated across forums by many other players, as well as discussed with friends. Ah well, we’ll just have to wait until Friday when Blizzcon gives us the first of the revelations about WoW’s next chapter.

As most of you know, who are aware of my participation in WoW, I am a great fan. I grumble when things don’t seem right to me, but on the whole WoW is a superb game (and world) that has kept me interested for 8 years, for many reasons. It has been a respite when real life has been hard, it has been an inspiration creatively, and it has introduced me to great people who have become friends in real life.

But, ye gods, I really need to vent at the moment. Let’s go back in time a bit. There was this meta achievement grind that required interested players to complete all of the seasonal festival achievements, that more or less equate to the Pagan wheel of the year. It’s called ‘What a Long Strange Trip It’s Been’: I named my WoW book after it. Eight festivals, eight meta achievements to complete. Most were just an onerous grind of visiting every godsforsaken corner of Azeroth to light a fire, eat a piece of candy, say ‘yeah you’re really wise’ to an elder and so on. A few of them involved PvP or player versus player, for the uninitiated. But the thing is, PvE (player versus environment, i.e. not against real people) and PvP players are absolutely, completely, utterly different in their world (of Azeroth) views and playstyles. To throw the two together for some arbitrary reason never made sense to me. Let’s just mention ‘School of Hard Knocks’, an achievement that had most PvE players weeping onto their keyboards. We are not equipped to do PvP, we don’t have the stats on our gear, and most of all, we just messed up the battlegrounds for PvP veterans who didn’t want us there in the first place. It was a constant death experience to try and get the achievement of having our little orphan present, (which in itself is rather ethically questionable), while we completed various objectives in a battleground that everybody else in there didn’t want us to complete. Everyone I know who went for that achievement hated it with a passion. Few people into PvE care about PvP, and vice versa, but for some bizarre reason Blizzard keeps putting things into the game that forces PvE players upon PvP; no one wants us there, we don’t want to be there either. But we have to do it because part of our objectives in our normal play demands we do this stupid thing.

Cue the new legendary quest line from Prince Wrathion. I’ve done all of the requirements for this chain on my hunter Velaxis, and have come to the PvP part. What the hell is PvP doing in this quest line? PvP players don’t really need the legendary items from PvE, and now they just have to put up with us PvE players who hate PvP being forced into battlegrounds incompetently. Really, Blizzard, what is the sense behind this?

Tonight, my good friend who doesn’t want me to name him but his character is Wadde (sorry Thomas, oops), kindly agreed to take me into the battlegrounds to complete my legendary questline quests. I have to be present when my faction wins two particular PvP battlegrounds. Well, excuse me, but that’s just rats’ testicles. I have no Resilience whatsoever; I’m a PvE raider. I die in about a nano-second. I’m no use to my team. Why am I forced to do this and just inconvenience others, i.e. the PvP players of my faction who are really into it and committed to it? My presence there is just a hindrance to their success. How is this good? I got one battleground victory by accident but the other is really hard. It needs proper PvP players. It will be a long haul for me to get this, and I’ll just be riding on the backs of players who can do it properly. I don’t like that.

Blizzard loves PvP; we know this. They love it that CRZ has created all sorts of unpleasant situations for players, and just rub their hands together in glee about it. Every response they’ve given to complaints suggest this. But could they please accept that their players are divided into two camps who don’t want to mingle? Why force PvP on people who are just going to mess up the battlegrounds because they don’t have the gear for it? It just seems totally ridiculous to me. Meanwhile, I will have to suffer countless battleground experiences I hate with a passion just to advance a questline for PvE. Cheers. That’s great.

Sometimes, I just have to get things off my chest. Thank you for listening.