http://us.battle.net//wow/en/blog/8397168
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I like the changes. I wish they would change it so you could earn the same higher base amount in 5v5 as you do in RBGs.
Yes 180 per win is teh suck. I like the 400 from RBGs, but I can see why they don't want to increase that. Player participation and all.
Oh yeah that would be nice.
Very much like the changes as well. I prefer an even battleground instead of a massive gear gap being on either side of it. I like to know when I win it was because gear wasn't the only part of the equation.
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.
Their formula showed an extra cap of 1,000 per week.
Less the amount of points earnt in total.
So if you could have earnt 10,000 points at this point in the season, if you had capped every week.
A) New player... has a cap of whatever plus 10K.
B) Has earnt 5K on the season, has a cap of whatever plus (10K, minus the 5K they had earnt to date) so an extra 5K.
C) Has earnt the 10K that was possible, so has an extra cap of (10K, minus 10K) so 0 extra.
So yes, player B has the ability to earn an extra 5K.
But once they've earnt enough points, to have as many points in total as a player who has capped each week, they are player C... with no extra points on their weekly cap.
going to work for av weekends nice i always clould do with a few extra points
maybe u did not read the 5.2 patch notes so capping from 1800-2200 is going to be a lot easyer if your like me and can only get 500 of the 1800 to win.
Rated Battlegrounds now award conquest to the losing team based on their final score. The losing team can earn up to 200 Conquest Points from a very close match.
I would still like them to give incentives to have 5v5. Bracket is dead.
Deeeeeeeeeaaaaaadddddd!
All good changes.
Kills off boosting for the most part(points). I am calling it now, with the team rating inflation people will start to use " you only got that rating by spam queuing all season."
I could see them removing 5v5.
Does that extra 1k cap per week you have missed out kicks in right away or only after a set amount of weeks?
e.g. you missed out on the first week, so in week 2 you can get your 1800 points + 1k extra from week 1?
<removed - I was flat out wrong>
I get the sense 5.2 will drop with a new season, hence no need for the catchup; 5.3 would be mid-season and implement the catch-up which is when you'd need it.
The catch up formula looks like it'll be an extra 1000 points cap per week you missed. If by 5.3 you haven't earned a single conquest point you should be getting a pretty high cap that day.
Seems like it would still make more sense to have that part of 5.2, for example if you were on holiday or didn't play the first 3 weeks or so of season 13 you could catch up, but if those notes are what goes live you may be waiting 8+ weeks for the big catchup.
The catch up won't be as good as getting your cap each week.
At least, as they've described so far.
If your rating isn't terribly high, you might have a weekly cap of 1,800 points.
If after 10 weeks of PvP, you cap each week, you will have around 18,000 points.
Your cap for week 11 will be 1,800 points as well.
A new player who hasn't done PvP this season has a cap of 1,800 (the same as the player with a lower rating).
And since the player hasn't earnt points for the preceding 10 weeks, they'll have an extra 10,000 points available.
So their cap is 11,800.
If they get 3,500 points in the week.
The player who has been PvPing steadily, has 19,800 points and a cap of 1,800 for week 12.
The player who is catching up, has 3,500 points and a week 12 cap of (1,800 + [11,000 - 3,500 = 7,500] = 9,300 points.
The regular PvP guy could have 21,600 by the end of week 12; the newer player could have 12,800 points at the end of week 12.
The new system definitely helps a player who is catching up, do just that.
But they're not on the same footing as the player who has played throughout.
yep how it should be :) plus any weeks u missed before 5.3 you get a extra.
that's saying a 1800 cap if they don't change it. and getting into RBG are going to be a lot easier now u get points for losing to get from 1800-2200
then if you read it goes of conquest points got to date so getting a few week does not matter.
(Current week of the season) * 1000 – (Conquest earned thus far this season)
so as a test this is was i got this season (ok this is start to now) as i did not know my cap in 5.1) still a good test
we are on week 13 * 1000 = 13000 < (new player would get) - 5730 (mine to date) = 7270 Would be my catch up conquest. if they did this in patch 5.1 this week (THIS IS A TEST ONLY)
EG 2:
capped points every week since the start of mop @ 1800
1800 * 13 = 23400
13*1000 = 13000 - 23400 = -10400
this would give me no points for catch up as i got 10400 more then i would get not using the system so i would be out of pocket.
EG 3:
capped every week with RBG 2200 cap
2200 * 13 = 28600
13*1000 = 13000 - 28600 = -15600 i got a extra 15600 points over the cap.
EG 4: (only capping points on av-ioc CTA) the cool one for boxers!
15-22 OCT av-ioc
9-12 Nov Ioc
4-6 Dec Av
25-31 dec Av-ioc
18-21 Jan Ioc
So that's 5 weeks (you can get a few more as there is some mid weeks but am keeping it as simple as i can)
1800*5 9000
13000 - 9000 = 4000 (you would get extra) and they stay on you until you use them all up. Next few av weekends. ten boxers will love this as all the ones i talk to say they always would love the points to carry on as they win them games a lot and always go over cap.
You're missing the point entirely.
Your first week you play is N * 1000 + your current cap. So the week you get back you get over 15000 conquest points which allows you to get your t1 weapon and 4 pieces of gear, which is "catching up." Catching up doesn't mean on par, it means that you're going to be close enough to still compete. Not to tell you not to play your characters because you can "catch up" half way through the season.
For boxers this is great as it will allow you to pick one team and focus on it, let the others idle for a few months while you try to make things work and level another group if you so please to try again half way through the season if things don't work out.
Yes you get less points than playing arena every week on all your characters. Yes you get less than doing rbgs all the time. But it isn't meant to put people on 100% equal footing, that wouldn't be fair to the people who actually did play the entire season and the mmr gain isn't enough to warrant giving point for point at the minimum cap.
The change is great for boxers, or players in general.
Ideally your main team/character reaches level cap quickly.
And is on par with others, throughout.
But you can experiment.
If most players had a cap of 1,800 points per week.
Your catch up cap is 1,000 / 1,800 = 0.555, or 55.5% of their gearing/points, plus whatever your weekly cap is.
So if you enter the game, nine weeks into the season.
A main team guy, would have earnt 1,800 * 8 = 14,400.
Your cap 1800 plus 1000 * 8 = 8,000, or 9,800 (9,800 / 14,400 = 0.6805).
If you cap each week, plus gain the 8,000 extra points over a week or two, you're close to 70% of their gearing by week 10, having missed weeks 1-8.
That doesn't make you more effective, by any stretch, but it would make you competitive.
If you enter the game, twenty two weeks into the season.
1,800 * 22 = 39,600.
With a week off of work, to gear your new team... you could in theory have 1,800 + (1,000 * 22 = 22,000) or 23,800.
Which while not as good as 39,600, is still going to be 60.10% of their total gearing.
The earlier you enter, the better overall.
Both in terms of the 'Catch Up' points being a higher percentage of available gearing... and in getting the full 1,800 points per week thereafter instead of only credit for 55.5% of those points.
The top teams might have more than an 1800 weekly point cap, but the masses that you compete against are on that playing field.
Some love for elemental shamans:
1) Lava burst mechanic changes: base damage will be lowered, but it will always crit, but when flame shock is on the target it will do 50% more damage (great for pvp to avoid getting completely neutered by dispels).
2) they recognize ele dps is way too low, and (quoting): 'but we want to bring up the damage of Lightning Bolt and other sources of damage together; we need to buff more than just Lava Burst to preserve the rotation... and avoid a lot of Lava Burst PvP videos.'
Having a warrior or shadowpriest mate :D
First off we'll have to see how the actual numbers will look like as it's unclear so far if it will be a net gain or if they will nerf the base lvb damage.
From a solo point of view the lava burst change is massive in arena imo. For me a core defensive mechanic that ele lacks has always been the ability to counter when under pressure and force your attacker to go defensive. A mage can freeze / deep when getting trained, a shadow priest that gets a vampiric touch off will sooner or later get a bunch of instant mind spike procs, ... and as an ele you just have to take the beating with your occasional lava surge procs and fulminations i.e. hardly any counter pressure. And if you are so good/lucky that you can turn the tide, some muppet healer dispels your flame shock, neuters your counterpressure completely as you have to postpone your earth shocks, etc ... And now with lvb auto critting you will no longer have to delay your earth shocks when fs gets dispelled. Put flame shock on a pet, on a target with all defensive abilities available, etc doesnt matter, just try to get those instant lava surge procs. Ele can now play a total different mind game in arena, with way easier swaps. To me this is the best dispel protection possible.
What it means for boxers? If you open with 4x fs on the same target their healer can't cripple you any more by dispelling it. Ascendance without flame shock on the target is actually gonna do some dmg. But their is still enough aoe stuff in the game that can shut you down.
But the most important thing to me is that they recognize that ele is doing shit damage in pve, and therefore will have to buff more than just 1 coefficient or shamanism. And more damage can only be good for boxers and pvp in general. Not sure if they will buff just some spells or if there gonna be actual mechanical changes for ele (they could for example add earth shock to the spells that can overload, or buff mastery to do more than 75% of the original spell, or make unleash elements affecting earth shock, etc ...).
It sounds promising, wether it will be enough to make 4x ele viable again, we ll have to see.