Warlords of Draenor PvP Stats, Blue Posts, Blue Tweets, Hearthstone Beta Patch

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Warlords of Draenor PvP Stats
Blizzard recently shared some more information on the plans for PvP stats in Warlords of Draenor.



Originally Posted by Blizzard Entertainment
We are looking at reducing or completely removing baseline Resilience, but it's a big change and requires other larger changes to go with it. Changes that big we tend to wait until an expansion (Warlords) to make - as well as a lot of testing and feedback from y'all during beta. We do have some changes with Season 15, but they won't be a huge departure from where we're already at, mainly tweaks to existing numbers.

Bashiok, I made a suggestion in a thread i created a few days ago, as well as again earlier today in a new thread someone made.
I think in-general we like to avoid piling on more systems when we can achieve the same or (ideally) better results just through intelligent use of the ones we already have - to be entirely vague about it. In any case, I think it'll be something we can really only come to a conclusion on through a ton of testing during the Warlords beta. (Blue Tracker / Official Forums)

Can we get a pvp dummy?
Great suggestion. I'll be sure to bring it up with the team.

That said, we're doing a lot of retuning of how health works in comparison to incoming damage in Warlords, with the hope that we won't need (or can significantly lessen the effects of) things like Battle Fatigue or Base Resilience. If all goes well, there shouldn't be as nearly as substantial of a difference between PvE and PvP damage output.

Still, it's a great suggestion, and there will likely still be at least a small difference (due to PvP Power if nothing else), so I'll make sure to pass it on.

Sounds like a good goal but probably to hard of goal to hit.
It's definitely tough, but we think we can at least get things a lot closer than they currently are.

I think he means more along the lines of "Why can I Chaos Bolt for 1.5 million in PvE while PvP I can rarely go above 180k?" kinds of situations, which I think is a legit concern.
Precisely.

If you guys are doing as much number tinkering as you claim I don't know why you wouldn't take this opportunity to rethink pvp power altogether. I'm all for differentiating gear but I find it pretty silly that a stat called "pvp power" exists at all.
We are planning to revisit PvP Power in Warlords. Our current thinking is that, instead of a flat percentage increase to your normal damage/healing in PvP (as it is currently), it'll be a bonus amount of your spec's primary stat (Strength, Agility, or Intellect).

Here's an example with some completely made-up numbers: lets say a piece of gear has 80 Strength and 30 PvP Power on it. In a PvP environment, that would total out to be 110 Strength. Meanwhile, an equivalent piece of PvE gear might only have 100 Strength on it. Again, those numbers are purely hypothetical, but hopefully it illustrates the idea.

That change accomplishes a couple of things for us. First, it lets us keep PvP and PvE item levels closer together, while still ensuring that PvP gear remains best for PvP and vice versa. It also "demystifies" PvP Power quite a bit; a percentage-based increase can be hard to really quantify without a lot of math, but raw stats are much easier to understand.

As to the name, we can talk about it, but part of why we chose the term "PvP Power" to begin with was that it makes it extremely obvious that the stat only functions inside PvP environments. We want to be sure that players who purchase PvP gear know that it's going to be less effective in PvE situations. I'll bring it up, though.

I really like the idea behind that and it's similar to what I suggested previously. Why not something like this (ROUGH numbers) :

PvP Item A has 70 agi/str/int + 30 PvP Power
PvE Item A has 100 agi/str/int
PvP power does not function in PvE "instances", but functions everywhere else.
1 PvP Power = 1 agi/str/int in the open world
1 PvP Power = 2 agi/str/int inside PvP instances

That way both gear types are basically equal in the open world and equally handicapped in the respective instances. I see no reason that PvP gear should be weaker in the open world against mobs. Gear differences are mainly been for instances anyway.

We've discussed a similar idea (and may yet decide to go with something like it), but our concern with it is that it's still somewhat complicated for players to figure out. As I mentioned earlier, one of the issues we'd like to solve is how difficult it can be to figure out exactly what impact PvP Power is going to have on your effectiveness. "1 PvP Power = 1 Strength vs Players" is easy to get across and understand. "1 PvP Power = 2 Strength in Arenas and Battlegrounds, worthless in dungeons and raids, and 1 Strength in the open world," not so much.

One other thing I should mention based on some other comments in here is that, just like today, PvP Power will be active vs players in any context, not just inside PvP instances. So if you're comparing a PvE and PvP piece of the same item level -- for example, a piece of Conquest gear and a piece of Heroic raid gear -- it should work out something like this:


  • The PvE item is stronger in PvE instances
  • The PvP item is stronger in PvP instances
  • The PvE item is slightly stronger vs creatures in the open world
  • The PvP item is slightly stronger vs players in the open world

Once again, I need to be clear that this is all early development thinking and anything might change, but our hope is that whatever we end up doing makes things work something like that. (Blue Tracker / Official Forums)




Blue Posts

Originally Posted by Blizzard Entertainment
Battleground Queue Times
Battlegrounds have used region-wide matchmaking since Cataclysm. Battlegroups are only used by matchmaking systems as a preferred set of realms to match you with, but queue times will dictate how fast and far it'll attempt to match you with others outside your Battlegroup. So really there are no longer any Battlegroup restrictions or limitations in the game.

Since your post was made in the morning/early afternoon I'd hazard a guess that your play time could be a factor, as most people play the game in the evening, and queue times are of course mainly going to be about how many other people are in the queue with you.

I'd recommend spending your wait-time doing something to pass the time that also works toward a goal, maybe an achievement, or even something more PvP focused like the 5.1 rare spawns that drop Honor tokens - probably a bit more fun that staring at the queue time anyway.(Blue Tracker / Official Forums)




Blue Tweets

Originally Posted by Blizzard Entertainment
Future
Are you going to continue updating Brawler's Guild in WoD? It's a cool feature...
Side/flavor content like that usually happens & evolves whenever the designer can squeeze time into the schedule. So, maybe? (Source)

what is happening with quivers in WoD?
Dunno. They never quite 100% worked. Needed new/better tech. They looked awesome, though! (Source)

you guys maybe work Kara into a 5man or scenariopost WoD launch ?? Pretty please :)
I'd be surprised if something didn't happen w/ it eventually. It's too cool a place for just solo mount & pet runs. (Source)

Transmogrification
I think people should be able to transmog their items to look like their banked Legendaries. But only that.
Yes, internally, there's a range of opinions on what's valid for it. Can't say if it's changing anytime soon. (Source)

Any chance for Silvermoon city guard armor to be added as transmog gear? Was suggested a while back that it'd be implimented.
There's no armor. That guard asset is one solid piece, shield and weapon included. Also... *whispers* ...it's actually a night elf! (Source)
Aw... that's a real shame. That weapon and shield are beautiful. Any chance for them to be added? Maybe along with glaives?
Shield too big & glaives discouraged internally, but maybe! Ideal time would've been back when BE warriors were introduced. T_T (Source)
Can we ask why glaives are discouraged?
Some decisions, old & new, are flavor, or lore, or art; just "gut"/feels stuff. Sometimes they change, sometimes not. (Source)

Speaking of funky gas masks... any chance of making that thing transmoggable? With or without the backpack.
A chance, perhaps, but it's not quite in line w/ current item/reward philosophy. (Source)

Oh! Oh! Any chance for more flowers like Forever-Lovely Rose? One of my favorite flavor items!
Would be cool! That one was a character artist's GF's idea. I was like, U MAKE DAT ART, I'LL MAKE DAT ITEM
 
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