Q: Is it a possibility that the premade group requirement will be dropped from Rated Battlegrounds, allowing players to queue for a Random Rated Battleground? I'm sure many people would be ok with the inherent risk and disadvantage of grouping with random players for rated content if it meant they could at least make use of the rating system. – Gëtmastiffd (North America/ANZ), Kaymac (North America/ANZ)
This is our first stab at offering very powerful gear through Battlegrounds and it is going to take some tweaking to get right. We understand that some more casual players may have given up on the system and we want a chance to fix that. It’s possible we could require fewer players to form a team, such as merging two groups of 5 together – at least we’d know for sure that you had 2 healers and had put some thought into your comp. We could also put in some kind of browsing system to make it easier to find people looking for Rated Battle Grounds. Q: Why can't we have a pure, straight up, unadulterated Death Match style Battleground? - ???? ???? (Taiwan), Gulantor (North America/ANZ)
For example, emergency buttons are balanced around the assumption that only a few players are ganged up against you. Even in the 5v5 Arena bracket, it’s very difficult to survive being focused by so many players at once, so you feel like you don’t have many options. There is a reason that most of our Arena attention is on 3v3 – it just feels the best. Q: Arena Skirmishes: What happened to them? They were a useful tool in trying new compositions, testing out a new teammate, or just having some fun during downtime. Wargames are nice, but did skirmishes have to go in order for them to be implemented? – Zubzar (North America/ANZ), Nølfen (Europe [French]), Jinusek (Europe [English]), Whoohoo (Europe [German])
Q: In Cataclysm, PvP fights were supposed to be slow and everyone should spend longer in a wounded state. But from what I’m seeing, healers are still able to bring someone up from 1% to 100% in 2 or 3 global CDs. So it comes down back to the WOTLK style, either you burst someone in a CD and damage spike, or you need a setup with tons of CC. There simply is not a state where someone is at 50% health and you can keep him around that way with your damage. He will be at 100% in the next 2 global CDs. Any plans to address this? – Noidealol (Europe [English])
All that said, we are looking closely at healing in PvP right now. It can be really hard to kill say a flag carrier being assisted by multiple healers (especially once there is less burst damage from Balance druids and warriors). Q: Will guilds focused on PvP be able to progress and have rewards just like guilds focused on PvE?/ Will it be possible in the future to advance guild reputation through PvP? – Smrt (Europe [German]), Ypsen (Europe [French])
Q: With the proliferation of spell interrupts and other control mechanisms, and the ever-increasing value of mobility, how do the developers plan to successfully move casters away from instant casts and make hard casting in PvP more viable? – Maldramere (North America/ANZ)
Q: Players’ skill level in PvP between rated and random battlegrounds are very different. Could a personal rating system such as the one in Starcraft II be implemented so similar level players can be matched up? – ?? (Korea)
Q: CC used to be the big thing for arena, but now it’s all about damage. Is it the direction you are taking at the moment? – Thatis (Taiwan)
Ultimately, we think there has to be a place for both crowd control and damage. It can be just as frustrating to be chained from a fear to a poly to a stun without having an answer as it can be to die to two dudes killing you in a few GCDs without an answer. We don’t want Arena in particular to be all about which comp has the best layering of crowd controls that don’t share diminishing returns, because that greatly lowers the number of viable comps out there (and why rogue-mage-priest dominated in earlier seasons). We have taken steps this season already to nerf both out of control damage and excessive crowd control for some classes. The best thing you can do is just keep providing feedback when you think something is broken. Many other players will disagree with you, and at times so will we. The signal to noise ratio for PvP balance is frankly always going to be bad, and the design calls are extremely subjective. We are constantly amazed that some players playing very powerful specs perceive themselves as weak or interpret very gentle nerfs as soul-crushing. That doesn’t mean that we’re never going to listen, but it does mean the burden of convincing us something is broken is going to be high, probably higher than it is for PvE. Q: Warrior damage is currently game-breakingly out of control and looking at the 4.1 patch notes it is only set to get worse. Your attempts at toning down the burst from Colossus Smash will have very little effect on high armor targets and absolutley no effect on medium to low armor targets, factor in the compensation you have given to Slam, Overpower and Mortal Strike and it ultimately leads to a significant damage increase. With warrior damage already absurdly high and a resilience nerf in the works what is the reasoning behind these changes? – Albany (Europe [English])
Q: Can I hear your thoughts of the survival abilities of the Warlock on PvP? – Mccoll (Korea)
Q: Balance druids are widely recognized as deficient in PvP. Can you describe your motivation for nerfing Balance druids' burst damage, crowd control, and self-healing in 4.1? This seems like a lot, given that you have acknowledged that Balance druids are currently weak in Arena (during your first Q&A). (It would be great if you could speak generally to what your vision or plan is for this class, in PvP. Some players believe that Blizzard does not intend for feral or balance druids to be played in arena. Please tell us for the record that this is not true!) Thank you. – Jynks (North America/ANZ)
We want Feral and Balance to be played in PvP and ideally in Arena. It is hard to make every spec equally viable in Arenas without giving everyone all the same set of tools, which was part of the entire genesis towards the emphasis on Rated Battlegrounds for Cataclysm. We know some players scratch their heads when we nerf Balance and Feral in PvP because they historically haven’t been as highly represented as some other specs. However, it’s not cool for a spec to be super annoying or frustrating to play against just because they aren’t common. But to answer your question for the record, yes we want them to be viable. Q: Elemental Shaman are rarely seen in high rating Arena teams nowadays. I want to know the thoughts and opinions of the Dev. Team regarding the PVP abilities of the Elemental Shaman. Can I expect any improvement? – ?? (Korea), Mythren (Europe [English])
Q: Why do hunter traps continue to be resisted when the hunter is both spell pen capped, and specced 2/2 into Survival Tactics? – Zubzar (North America/ANZ)
Q: The healing abilities of hybrid classes are being severely limited (eg. Retribution Paladin, Shadow Priest). Compared to this why do DPS Classes such as Rogue, Warlock have strong healing capabilities? Can I get some explanations for this? – ????? (Korea)
We don’t specify a set amount of self-healing and try to adjust everyone to hit those targets. Instead we balance specs around their entire package. If rogues die a lot, then we can explore the option of increasing their mitigation, giving them stronger survival cooldowns, or increasing their self-healing. We found that rogues were one of the most painful classes to level, so when we revamped them for Cataclysm, we wanted to make sure they didn’t have to stop and eat or bandage every few pulls. Warlocks self healing did get nerfed, but also remember that their resource mechanic is burning health to generate mana, so they need a way to replenish that health. Finally, hybrids can absolutely swing the outcome of battles with their self or off-healing. Feral druids can stop, shift, and heal themselves up. It happens all the time (though obviously not while being focused). That doesn’t mean that those specs are supposed to be chain healing the whole time (that’s what actual healers do). Q: Frost Mage and Blood Death Knight are almost unbeatable in PvP situations. Do you have any plan to adjust balance issues regarding the two Classes? – ????? (Korea)
With the exception of a few (kind of silly) dual Blood comps in the 2v2 bracket, we see most of the Blood DK complaints when they are Battleground flag carriers. Tanks are hard to kill – that’s their thing. When tanks do obnoxious amounts of damage in PvP in addition to high survivability, as happened in some of the Lich King seasons, that feels broken. In Cataclysm, their damage is a lot lower in PvP, but their survivability is high, which feels more appropriate. We did nerf the Glyph of Dark Succor to keep it from being abusive. We’d rather the role of tanks in PvP be as flag carriers and defenders rather than the dude chasing you around trying to kill you. |
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Only when you quote sentences out of context.
Let's not confuse a bad answer with an answer you don't like. ;) |
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As stated in the original Question post text, you’re unlikely to find major announcements in these Q&A's.
If we haven’t made an announcement on a topic yet, then chances are good we don’t yet think a change is necessary, or we’re not yet sure how we want to fix a problem. Therefore, it should not be surprising that many answers are going to say “we’re still considering it but have no announcements at this time.” If we have an upcoming change to announce, we’ll do that. We're not waiting for a player to ask just the right question. The primary purpose of Ask the Devs is to help you understand the developer perspective and intent. If you want a list of upcoming changes, you’ll get more out of patch notes. |
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It's disheartening to see specific pieces of sentences picked out and applied to the entire sentiment. But not surprising. |
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We've talked about AV plenty in the past, we didn't address it in this Q&A because we can reiterate our main points outside of these. |