I still have this issue where I can't comprehend how everyone is looking at arenas as just a source of loot... if you don't enjoy the pvp and have whatever you want after the first season and don't want to spend the 40g for 3 months, don't make a team. Is there really a problem with that? Would you rather pvp signups be completely free so people could leave/create teams without any penalty? 1500 -> 1400 for week 1 and then 1500 -> 1400 for week 2 rather than 1500 -> 1400 -> 1300 for a losing team. This would even increase the issue being discussed in this thread.
As someone who has played nearly every PvP multiplayer games out there except for shooters (Anarchy Online, DAOC, Lineage 2, Rising Force Online, Guild Wars, WoW, Matrix Online), I'm interested in the arena. Does that mean I want to spend my PvE resources (epic flying mount money, respeccing gold, gold for leveling up professions) on the arena system which is quite skewed at the moment? Because Guild Wars offers the same style of play completely for free, and a far lower barrier of entry (I have thousands of plat in GW sitting there because I don't need them to PvP)? Because PvP is hopelessly unbalanced in this game for certain classes (like our lovable prot warriors) who may just want to fool around in the arena rather than pay to see others rise to the top not by superior skill, but by the sole virtue of the class they play (see threads about 5v5 setups, see certain 2v2/3v3 compositions that annihilate other setups)? My question was asked on their behalf, so that maybe our prot warrior has a chance to get some weapons that might help him tank without having to tear his hair out farming primals with his spec. Just a thought.
Why exactly would a penalty be needed for people to PvP? That's the thing that escapes me about these arguments that you need to "pay up" in order to PvP and need to be "elite" to get rewarded. I play on a PvP server, and I don't pretend that everyone wants to PvP, but pretty much everyone on a PvP server has done so at one point or another without going into a queue or signing up for some team. If I truly believed I'd actually have fun in the 3v3 bracket without a paladin on my team I'd sign up in a heartbeat, but the way things are going currently I have very little incentive to start. Another thing I love about the barrier to entry being gold is people who buy gold with real life currency (which to date I have never done, even in such a farmer-infested game as L2) just to PvP -- i.e. purchase more PvP gear in the pre-2.0 system, purchase pre-leveled characters, powerleveling services, etc. The whole hardcore PvP scene disgusts me, and maybe that's a bitterness leftover from L2 where the top PvPers bought an exorbant amount of real life money to be the "best."
Free or not, I don't frankly care. I asked a legitimate question about whether the amount of money is needed from season to season, and I get some condescending remark about how "everyone is looking at arenas as just a source of loot." I quit WoW a long time ago because of the stupid loot craze in raiding. I came back with friends I met in other PvP games, because the MMORPG market is quite barren at the moment. That doesn't mean everything's peachy with WoW. The frustrations of WoW PvP has made me sour ever since the 2.0 patch -- yes, after the supposed "casual craze" to get PvP gear. I don't give a hoot about the gear. The system itself is flawed, and the arena system doesn't bode well for "competitive play" or "skill" either. I'd love to see some skill and friendly competition involved rather than what is currently in place, but in every PvP game I've ever played, it's all about gear, luck, in some cases levels, and class composition (What was that in DAOC 8v8? Oh you need speed buffs or you're dead. Where's the bard?). I like both PvP and PvE content, and I want to see both balanced and fun. Somehow that makes me a loot whore? Okay then.
Basically, what I envision as an alternative would be to add PvP-only modifiers to the PvP gear, such that they could be ilvl ~100 items that would function as effectively as ilvl ~120 items in PvP. The exact numbers could be tweaked to produce this effect, but the rough idea would be something like 1% damage reduction from other players on each of the armor pieces, and a ~5% bonus on a weapon. Numbers obviously flexible, since that's not my main point. They wouldn't be useless in PvE (on par with a lot of heroic epics and Kara gear), but they also wouldn't be strictly superior to anything but Serpentshrine/TK loot, as they are now.
This would address the main complaint pre-TBC, that it was impossible for non-raiders to compete with raiders in PvP, without throwing PvE progression out the window entirely.
Thoughts?
That's an excellent idea. PvP gear should be clearly superior in PvP while PvE gear should be clearly superior in PvE. The cross-over in either direction should be limited.
That does mean that all PvE acquired high-end gear should have what are considered PvE-only stats or modifiers to create the same effect.
I've always wondered how many teams are actually queuing up while we're playing. If we do a stretch of 10-20 games at once, we get repeat opponents quite a bit. I can't tell if thats just queue time luck or if there's only 5-6 teams playing at that given time.
We have the same problem on our Vindication battlegroup. I really wish they would merge a few of the battlegroups to allow for more diversified and challenging arena matches. I could see this being an extreme problem at the top tier rankings in weeks to come, especially in the 2v2 and possibly 3v3 bracket. Some X vs. Y combinations are just innately tough.
Overall however, I'm really enjoying the arena system. I enjoy the competitive aspect of the ladder and I'm assuming Blizzard will, over time, balance each class properly. Hell, look at Starcraft, it's been through so many drastic changes and tweaks. I'm confident that eventually, classes will be balanced. We can only hope the specializations of those classes will be balanced as well.
I didn't mean for my post to come out as "you're a loot whore" and it wasn't meant to be directed at only you either, a lot of the issues that people have brought up tend to deal with people that are just entering arenas and queuing up for their loot ticket. As for the arena cost... do you also disagree with people having to pay repair bills for raiding? Even then, its 40g over a 3 month period... and like I said:
If you don't enjoy the pvp and have whatever you want after the first season and don't want to spend the 40g for 3 months, don't make a team. Is there really a problem with that?
I gave you a good example of why it's necessary to have the team cost, people would be able to just reset their score after losing games with no penalty. There would be no teams under 1500.
Do you really think PvP is that hopelessly unbalanced? Yes, there are some classes that counter others and yes, some classes are better than others in different scopes but that's the nature of the game and it'd be pretty stupid if every class had the exact same abilities. I run with a rogue and a druid on my 3s team and we've yet to come across a team that we think is impossible to beat (Priest/Pally + 2 frost mages is pretty tough tho) so I don't really know where you're getting the paladin requirement from.
As for protection warriors... they're not really a "class", the actual class behind that is actually one of the best pvp classes that does well in any of the brackets.
I don't really like the idea of making PvP gear PvP-only, because as a warrior my bank and bags are already extremely cluttered and I like the mechanic of PvP gear being useful in PvE and vice versa. I think the best way of doing things is to slow down arena point gain a lot, especially at the sub-1500 rating level. a terrible arena team shouldn't get a free TK-quality epic for all 10 players every 3 weeks
they should just make it so any team about 1700 gets significantly more points. Make it take the whole season for a 1500 team to get weapon, and let anyone 1700+ get a majority of the gear. Or, simply award points based on ranking, and not rating.
Originally Posted by Apate
Zyla, International Man of a Certain Standard.
Originally Posted by Wraithlin
What have you brought to this discussion? The usual vacuous and contentless tripe that you contribute to these forums - no more and no less.
How is it working out now? You can lose all of your games and still end up with an epic two hander or two one handers in a month?
Yes pretty much, my guess is that a month or 2 you will see those arena weapons everywhere much like the 2.0 GM weapons. While the raid boss that drops similar weapons presumably in Tempest Keep or Coilfang raid instance wont even be killed.
they should just make it so any team about 1700 gets significantly more points. Make it take the whole season for a 1500 team to get weapon, and let anyone 1700+ get a majority of the gear. Or, simply award points based on ranking, and not rating.
Well, 1700 rating team will get 51% more points than 1500rating team. I'd call that significant difference. Joe the average will earn 3 items and have very little leftover for next season. Clark the Competetive will have 4 items and still has enough points banked to get first piece of T2 arena gear after just 1 week of arenas.
I wouldn't call a 3 items per 12 weeks exactly a super fast progression gearwise. Normal raiding is actually faster usually.
I however agree, that the weapons are a bit stupid atm. 88dps weapons for 3-4weeks of fooling around for fun, well, dunno. Not that fast actually, but they still are a bit overpowered. Increase a bit stamina / resilience in gladiator weapons and make them ~82-83dps to match the PVE-quality of crafted BoE epic's to keep both as viable choises and it should be ok, even with the current price. You might actually end up with a good tanking weapon by making it so, but it'd still not be overpowered compared to Karazhan / Gruul weapons. 3-4 weeks is not that short time actually, considering that average persons attention span in a game like wow is nowhere near that...
For people who just join to loose for 6 consecutive weeks in a row to get their epic weapon... I don't see it as a problem either, if someone is willing to take 6 weeks of beating just to get a new weapon, I'm willing to give him one. By the time he has the weapon, 1500 rating people have weapon and a piece of armor and 1700 rating people weapon and 2 pieces of armor. I'm ok with that. Why should geardifference grow faster, when it just would emphasize the already apparent skilldifference. Giving bad players a steady but slow access to decent gear just levels the playground a bit.
Making pure PvP stats isn't a bad idea, but if they start engineering the reverse it could cause problems. Still, everyone seems to agree the problem is with the weapons. So is there simply another way the system could award weapons rather than just pure points? Like wins, or win %, or something else? Or would increasing the cost just fix the problem entirely?
So is there simply another way the system could award weapons rather than just pure points?
I think in some sense the original PvP system had that part correct. You only got your weapons (the grand prize) when you got to GM. Attaching some variation of 'Requires 10,000 Total Arena Points Earned' would suffice I think.
Well, now I am making an arena charter then. I thought as a protection warrior it would be entirely pointless for me to even try.
Thank you very much for the information. =)
^^^ This post is why the arena system works the way it does. Blizzard wants everyone to experience the Arena. There are many specs or 2v2 pairings that fall flat in PVP but in this system they still have a reason to participate. Furthermore if you have friends that are casual or just not very good you will not feel like you are screwing yourself by playing with them.
If some absolutely terrible players some free loot it is a small price to pay to have a new game mechanic that everyone can sink time into to advance their character.
Also there seem to be some short memories out there. Back when BWL was still new and buggy the HWL gear was top notch for most classes. Especially for DPS classes. Just because this arena stuff is better now does not mean that it will stay that way. I am sure their goal is to have the best geared players be people that have reached the limit of PVE and PVP progression, not just one or the other.
Just because this arena stuff is better now does not mean that it will stay that way.
Iirc, they never announced they would ever upgrade the basic PvP items (though they eventually did). They have said, however, that they will be upgrading the arena items to stay competitive with PvE loot, so saying it will be outdated may not be as valid in this case.
^^^ This post is why the arena system works the way it does. Blizzard wants everyone to experience the Arena. There are many specs or 2v2 pairings that fall flat in PVP but in this system they still have a reason to participate. Furthermore if you have friends that are casual or just not very good you will not feel like you are screwing yourself by playing with them.
If some absolutely terrible players some free loot it is a small price to pay to have a new game mechanic that everyone can sink time into to advance their character.
Also there seem to be some short memories out there. Back when BWL was still new and buggy the HWL gear was top notch for most classes. Especially for DPS classes. Just because this arena stuff is better now does not mean that it will stay that way. I am sure their goal is to have the best geared players be people that have reached the limit of PVE and PVP progression, not just one or the other.
The problem is that getting HWL gear was arguably quite a bit harder personally then clearing BWL. It required *alot* of time investment, much more then raiding in any but the very top end guilds would require. If you couldn't join a good guild it was something you could do, but in general getting geared through raids was easier for most people I think.
The way it seems to be setup right now is that getting arena rewards is quite easy and does not consume much game time (although it does take a decent amount of RL time). On the flip side, raiding is harder then ever with ever mounting consumable costs. I remember back when we cleared BWL (and even more so MC) on my server (we were the top guild at the time) we considered it a big deal to put a flask on the tank and have people drinking +damage elixirs and such. Now that is considered completely normal and infact fully flasked raids are not out of the questions for most guilds that are on the top of their server.
Iirc, they never announced they would ever upgrade the basic PvP items (though they eventually did). They have said, however, that they will be upgrading the arena items to stay competitive with PvE loot, so saying it will be outdated may not be as valid in this case.
we'll see. Current arena gear is level 115 for weapons and 110 for armor. Hydross drops level 115 loot. Kael drops level 125 loot if that quest neck is representative of his loot table. presumably, hyjal and illidan drop level 130 or higher loot
I'm sure Blizzard is going to upgrade arena rewards at some point, but I don't believe they will ever be on par with the best raid gear
my theory is that Blizzard wanted arena gear to be much more difficult to obtain than it is, but they couldn't figure out an elegant way of making it both difficult and obtainable without a huge time investment, so instead they will make it high quality gear that's a couple steps below the current raiding endgame. I still think the stuff is too easy to get, considering how much of an investment just getting a guild to Hydross is
For people who just join to loose for 6 consecutive weeks in a row to get their epic weapon... I don't see it as a problem either, if someone is willing to take 6 weeks of beating just to get a new weapon, I'm willing to give him one. By the time he has the weapon, 1500 rating people have weapon and a piece of armor and 1700 rating people weapon and 2 pieces of armor. I'm ok with that. Why should geardifference grow faster, when it just would emphasize the already apparent skilldifference. Giving bad players a steady but slow access to decent gear just levels the playground a bit.
My complaint isn't really with the ratio of progression between groups within the arena, so much as the contrast between the ease of obtaining arena loot and all other loot in the game.
Before arenas, say a whole two weeks ago, if an uninformed WoW-playing friend of yours came to you and said, "I just hit 70, and my weapon is garbage, what are my options?", you'd have a pretty clear spectrum to lay out for him.
1) Go do some quests in the 68-70 zones, and get a decent blue weapon there (ilvl 109 blue).
2) Go do some level 70 instances, and get a nice blue weapon there (ilvl 115 blue), but you might have to run them a bunch before you see the drop you need. And then hope no one else rolls too.
3) Go do a lot of level 70 instances, and get Exalted with <insert faction here>, then spend some gold for an epic weapon (ilvl 95 epic).
4) Start running some heroic instances, and try to get an epic weapon from the final boss of one of those. But be warned, they can get pretty hard, you can only go once per day, and it might take a lot of runs to get the weapon you're aiming for (ilvl 95-100 epic).
5) Gear up elsewhere (steps #1-#4), then get into a solid Karazhan group, and you can get some amazing loot there. But be warned, it'll take anywhere from ten to dozens of hours to learn that place, and it can get expensive with repair costs and consumables. And you only get one chance per week at your weapon(s), and might have to roll against others for them. (ilvl 100 epic; ilvl 110 from Prince)
6) Farm. Spend dozens of hours farming, and get together the mats, or the gold needed to buy the mats, or just a pile of gold, and find a master blacksmith who can make you an epic weapon (formerly ilvl 95, now 105). But it's expensive as hell.
7) Become a smith yourself, and combine option #4 and option #6. Farm to level up smithing to 375, farm massive mats for your base weapon, and then farm heroics in order to upgrade your weapon further (ilvl 100-->115 epic).
8) Join a high-end raiding guild, and kill world-bosses and 25-man raid content. This is a serious commitment. You're going to have to spend dozens of hours learning content, farming it to help the rest of the guild gear up too, pay repair and consumable bills, and you'll probably have to wait in line behind more experienced/veteran members with more DKP if you want to get these items. And they'll expect you to have good gear on your own coming in (options #1-#7). But if you join a good enough guild and work at it, you can get some really amazing stuff (ilvl 105-->??? epic).
...
And now enter option 9, which I don't need to explain, which gives you an ilvl 115 epic. Does that option fit neatly within the above spectrum? Doesn't it render a lot of the above spectrum obsolete?
My complaint isn't really with the ratio of progression between groups within the arena, so much as the contrast between the ease of obtaining arena loot and all other loot in the game.
Before arenas, say a whole two weeks ago, if an uninformed WoW-playing friend of yours came to you and said, "I just hit 70, and my weapon is garbage, what are my options?", you'd have a pretty clear spectrum to lay out for him.
1) Go do some quests in the 68-70 zones, and get a decent blue weapon there (ilvl 109 blue).
2) Go do some level 70 instances, and get a nice blue weapon there (ilvl 115 blue), but you might have to run them a bunch before you see the drop you need. And then hope no one else rolls too.
(other options)
And now enter option 9, which I don't need to explain, which gives you an ilvl 115 epic. Does that option fit neatly within the above spectrum? Doesn't it render a lot of the above spectrum obsolete?
(bold is mine)
Not really, because unlike most of the other scenarios you suggested, a player on an average team (1500 rating) won't get his 1H/OH or 2H weapons for weeks. Eventhough it will turn out that by the end of the 2 month season he might have 2 or 3 epics, he won't see that last one for 8 weeks. In those 8 weeks he could grind rep and buy epic weapons/armor from factions quite easily.
What's important (to me anyways) is not the time spent, but the time before he will see benefit. Besides, it's been said a few times, if someone hops on and goes 0-10 while dancing naked and gets an epic after 8 weeks, does anyone really care? That person in no way effects your game, an average player will have 2 or 3 epics, a good player will have 4 and almost have 5.
Seriously, who's going to lose for 12 weeks and either a) Spend gold each week to reset his rating or b) Have a rating so low that he only gets one Epic, only to see Blizzard release the T2 Arena Epics next Season. Although I guarentee there will be a few people who do this, I don't really see it being a problem.
The same people who did nothing but sit in AVs so they'd lose them faster. And yes, it does detract from the experience quite a bit when at the end of the season you've still got them with better gear than the raiders.
Just fix the problem by taking the PVP modifier idea to a larger extreme. Halve the DPS, add a 50% mod on the weapon in PvP combat, and ta da.
Though honestly I don't know how you'd implement the damage aura on melee weapons, because they use the internal weapon stats to calculate things like MS or Backstab and a straight modifier wouldn't work there.
Not really, because unlike most of the other scenarios you suggested, a player on an average team (1500 rating) won't get his 1H/OH or 2H weapons for weeks. Eventhough it will turn out that by the end of the 2 month season he might have 2 or 3 epics, he won't see that last one for 8 weeks. In those 8 weeks he could grind rep and buy epic weapons/armor from factions quite easily.
well grinding rep with factions is pretty easy, that's not the chief concern here - why would that player buy weapons or armor from crafters? would you pay a crafter 600g (the price of 8 primal mights for a 108dps felsteel reaper, nevermind the nethers or felsteel) for a weapon when you knew you just had to wait a couple weeks to get a better one? This isn't about people not using lower city polearms, this is about epic recipes and primal nethers being rendered worthless by poor design
in the end raiders are going to end up with much better equipment anyway, I'm pretty confident of that barring an overhaul of the arena system, though it'll still take a whole lot more work just to get to the bosses that drop arena-equivalent rewards, but crafters, casual crafters, get screwed over pretty hard by this. again.
A point adjustment to the weapons is all that is really needed to fix the "free epics" problem. And perhaps an updated weapon selection (and raid loot appropriately itemized) at a frequency that makes it so losing constantly won't allow you to have your weapon very long before a new one is available (in which case you'd never have even close to a full PvP set anyway). They could also introduce something like more powerful set bonuses to pull the power focus off of weapons.
Ultimately, I think the "objective" of the arena isn't to get loot -- it's to advance and climb the ladder like in their RTS games. The loot serves as a sort of progression, but it's there to prevent you from throwing on your PvE gear and dominating. If the gear is too difficult to get, then some guy on a team who sits around 1600ish rating for one season but is improving or is simply not on a very good team gets screwed the second season when the middle-upper tier of competition is all decked out in the first tier of PvP gear. There needs to be a sizable pool of teams with a good chunk of arena gear going into the second season.
Prot warriors -- it's 100g back and forth. Designate PvP times. If you have a full roster thats only 10g a person. I'd love to see prot warriors as a viable protective force on a team, but blizzard doesn't seem to agree.
Besides, it's been said a few times, if someone hops on and goes 0-10 while dancing naked and gets an epic after 8 weeks, does anyone really care? That person in no way effects your game, an average player will have 2 or 3 epics, a good player will have 4 and almost have 5.
His point was that it does affect his game, since it is clearly the path of least resistance/effort to getting the best loot, which makes other paths obsolete. That affects the game of blacksmiths, at the least. I think the second point is that yes, it matters, because of the game philosophy that it represents, and the precident it sets for future content.