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Thread: Arena Changes

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  1. #1

    Default Arena Changes

    http://forums.wow-europe.com/thread....96400102&sid=1

    This may have been posted elsewhere on the forum, but since its a PVP change im posting it here

    So, looks like gearing up shouldnt be too tough for the next season! I also like the idea of starting at 0 and working up higher, with a bigger gap between the ratings it should help match teams a lot better than it does at the moment.
    Tilce x 4
    Twisting Nether EU - Horde


  2. #2

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    I am really not sure how these changes will affect anything but maybe a bit higher attendance. if you start at zero you have no where to go but UP!, you still will receive points from a 1500 rated team even if you are at rating 200. Its actually a pretty clever way to get more people doin arenas along with the lower cost of items. Also, it can be used to integrate into rated BGs which I know alot of boxers have been dieing for including myself.
    ​

  3. #3
    Rated Arena Member
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    Default

    I like this idea as well
    Gareatank Blood Elf Level 80 Protadin
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    Azjol-Nerub-US

  4. #4
    Rated Arena Member Kruschpakx4's Avatar
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    Dec 2008
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    PvP - Arenas
    Burst Damage

    We think this was a bigger problem when season 5 started than it is now. We managed to address some of the worst burst (Bubbled Ret pallies, Arcane Barrage, Mutilate+stun+stealth, Explosive Shot, Impurity + Howling Blast, and now finally Shadowfrost Icy Touch). At the same time, being able to call upon your burst when needed (blowing cooldowns etc.) is pretty important for being able to finish someone off before they can escape or get a heal. We won't have a very fun Arena if everyone is always hitting for 2000 damage (they just can't be hitting for 20,000 either).

    We have seen many fights now that won't wind down because the healers can just keep going and going forever. While we don't want fights to last for 6 seconds, we also don't want to see the only way a fight can end to be through mana drains (the spell effect itself, or just slowly, painfully watching someone's blue bar exhaust itself). Ideally both situations would sometimes occur, but there would also be more fights somewhere in the middle. (Source)

    [...] We definitely designed a few classes originally in a way where all they bring is big burst. We have realized now that this doesn’t work. It ends up being not fun for the burster or the burstee. We are trying to redirect Ret, Arcane, and PvP rogues of all types away from the proverbial “two shot” and more towards having different answers for different situations. (Source)

    Paladins and Death Knights too dominant
    We think DKs and Holy paladins are too dominant in Arenas. Beyond those two there are some imbalances, but you are going to find a lot of debate among the community about who it is, and I think that might come to dominate the rest of the thread. The "two-shotting" is a little exaggerated in most cases. (Source)

    Resilience
    You don't need 800-1000 resilience to survive a Shatter combo. The game is designed around the notion that you will escape or prevent CC. You aren't going to survive long CC'd with players beating on you no matter how high your resilience is.

    I think what we might do differently next time is make higher resilience values available earlier. You start to notice resilience having an effect at say 500 or so and you start living long enough to counter attacks at 800 or so. A lot of players going into the season with 100 or so resilience did get blown up. This felt particularly weird because:

    1) For the last few seasons, their resilience had pretty much just gone up. Season 5 was a reset that had a lot more in common with Season 1.
    2) In addition, this was complicated by the issue above -- that players were combining the weak resilience with very potent PvE weapons that they had already looted from KT. If the Arena season had started around the same time Naxx had opened (combined with slightly better tuning on Naxx) then there would not have been such a discrepancy.
    3) Some classes had overly powerful built in resistances that made up for the lack of resilience. Specifically, DKs had a lot of cooldowns and passive defenses built in for tanking and paladins had their shields, which could be used offensively at the start of the season.

    To drag out a tired cliche, the combination of these 3 (low resilience, KT weapons and baked-in defenses) plus the high burst at the start of the season created a perfect storm for fast Arena deaths.

    Perhaps a better solution is to have relatively high resilience on the starter gear (like 500) but at the cost of offensive stats. We do want PvP gear to be a progression though. We don't want you to start the first season of an expansion with amazing resilience and offenses. (Source)

  5. #5

    Default

    Calling it now....


    Top 2v2 teams for Season 6 Warrior/Shaman and Warrior/Druid
    ​

  6. #6

    Default

    my votes goes to 2 ele shaman xD
    Tilce x 4
    Twisting Nether EU - Horde


  7. #7

    Default

    Ya but where would you find 2 elemental shamans wanting to do 2v2 together. :whistling:
    ​

  8. #8

    Default

    two multiboxers with nothing better to do
    Tilce x 4
    Twisting Nether EU - Horde


  9. #9

    Default

    Thanks for this.
    Happy about the changes,definately going to do more Arena matches now.

  10. #10

    Default

    Storm, Earth and Fire: No longer increases the range of your Earth Shock or Wind Shock spells, but now also causes your Earthbind Totem to have a 33/66/100% chance to root all nearby enemies for 5 seconds when initially cast.

    That could prove to be really REALLY nice in arena where people pillar hump, just drop yer totem on their head so they cant run away and pew pew

    Im gonna run out of bloody keys for all this stuff i just know it :x
    Tilce x 4
    Twisting Nether EU - Horde


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