The Devs PvP changes now

Not too long ago it was announced that there would be an Ask the Devs dedicated to the patch 5.3 PTR changes. If you’re dying to know exactly how all these changes are going to play out, this is the Q&A for you. Some highlights:

  • At patch 5.3, gear will simply be capped. During patch 5.4 the plan is for the cap to go up so that new gear will have a purpose in PvP.
  • They are still considering ways to calculate the cap (one possibility being a cap based on the average of your gear rather than a flat cap). Elite PvP gear is intended to be a cosmetic difference.
  • The goal is not to prevent PvE gear in PvP – would be simple to do just that, but rather to make it so players who are in full Conquest gear don’t feel forced to run PvE for trinkets and other off pieces.
  • Resilience changes are based around the idea that resilience was too necessary to have any chance in PvP – this way, you can gear to overcome it.
  • PvP power on Conquest gear will mean a PvP geared player will have an edge on all but fully heroic geared PvE players in World PvP, and will be fairly even against them. World PvP is inherently less fair than structured PvP, part of its charm.
  • They will be discussing other PvP rewards down the road now that Elite gear is cosmetic, other PvP rewards that aren’t just gear.

Shado-Pan Trinket Hotfixed for PvP

The Shado-Pan Assault trinket with the agility proc. That is the subject of a lot of complaints from PvPers, as the proc is so incredibly strong that it’s easily the best-in-slot for agility classes in PvP. There are also similar changes being made to the strength version.

Basically, in a similar vein to the usual PvP proc nerfs, they have altered the effect of the trinkets to be half as potent, and last twice as long. But, fear not players who are using this for PvE, as Nakatoir clarifies, the change is only applicable in PvP environments. The tooltip hasn’t yet been updated, as this requires a client side patch, but checking your character sheet while in a battleground or arena will reveal the change.

These changes will also be impacted in patch 5.3, when item level downscaling comes to PvP situations, as Nakatoir calculates, saying that “the value of the stat proc in 5.3 will be approximately 3454, with Superluminal lasting 40 seconds and Surge of Strength lasting 30 seconds”. Players have still been asserting that this trinket is one of the best available, so it will be interesting to see if any further alterations are made. Nakatoir adds that the devs don’t intend to prohibit PvE gear in PvP, so maybe there will be no further changes.

Patch 5.2: Leveling XP via pet battles

It is no longer a waste of  leveling time to battle pets with lower level characters. With the advent of patch 5.2, players can now earn XP from pet battles. (If you’re max level, you have a chance of getting Lesser Charms of Good Fortune instead.) All you have to do is participate in any pet battle — other than dueling — with your highest pet being no more than five levels above the pets you are fighting. This includes pet battle PvP, where you queue up from your pet journal, just not the pet battle duels you can do with friends … or strangers, for that matter.

The experience is comparable to completing the capital city cooking and fishing quests. For example, level 77 mage gets 27K XP from the Orgrimmar cooking dailies and gets 26K for fighting a battle with three level 1s vs. a level 2. The XP varies according to how much higher your highest pet that your battling with is above the pets you are fighting. A four level difference nets my mage about 21K XP. Whether you are battling other players, wild pets or tamers, the XP gained is consistent.

Is it worth it to try to level via pet battling? I would recommend questing, gathering, archaeology digging and battling pets in the same zone to maximize your leveling potential. But if you’re in a gotta-catch-’em-all frenzy, you can battle pets with your leveling alts while still progressing more than just your pets.

Expanded battleground queuing for select EU realms

If you play on an English or Spanish language EU realm, your battleground queues may be changing soon. As of February 25th, players of the same faction on some English realms and all Spanish realms will be able to form teams in battlegrounds. Blue poster Draztal explains that the change is being made in an effort to help improve low-level battleground queue times.

To help ease the transition Blizzard will be providing a glossary of common English and Spanish terms used in battleground PvP so newly interacting players can overcome the language barrier. Now if anyone gets on you about rotting your brain playing video games, just tell them you’re practicing your foreign language skills!

For the time being, Blizzard is also opening up the local-language only forum restriction for the Spanish realms affected. If you wish to team up with Spanish players but don’t really speak Spanish, now’s your chance to ask them in English and hope that nothing gets lost in translation. Happy bilingual battling!

The full blue post after the break.

As part of our effort to improve the PvP experience for players, over the coming weeks we’ll be making a change to the way English and Spanish realms interact with each other. Players within the same faction from select English and Spanish realms will be able to form teams when using the Battleground Finder.

We expect this change to have little impact for players at level 90, but it should improve the current queue times for low level battlegrounds on these realms.

We understand some of you may be worried about overcoming the language barrier for typical orders (such as warning your teammates of the opposition approaching Arathi Basin’s Lumber Mill) and to that end, we’ll be providing you with a glossary containing the most common terms used in each language soon.

Also, we’re temporarily allowing English posts on the Spanish PvP forums, allowing you to communicate with fellow Spanish players should you wish to team up.

After the upcoming scheduled realm maintenance on the week of February 25, players of the same faction on the following realms will be able to play together in random battlegrounds:

English Realms:
Alonsus
Anachronos
Bronze Dragonflight
Burning Steppes
Darkmoon Faire
Darkspear
Lightbringer
Kor’gall

Spanish Realms:
C’Thun
Colinas Pardas
Dun Modr
Exodar
Los Errantes
Minahonda
Tyrande
Uldum
Sanguino
Shen’dralar
Zul’jin

WoW: Patch 5.2 PvP healing changes

Within the PTR Class and Set Bonus thread, which is now on part two thanks to its gargantuan size, it’s easy to miss things:

Ghostcrawler
PvP
We’re making a change to the way damage-to-healing conversions work so that the healing is not affected by resilience. The healing will be based on how much damage would have been done as if the target had no resilience. If you hit an opponent for 10K and have a mechanic that converts damage into 50% healing, your hit may land for 6K because of resilience, but the heal will still be 5K (50% of the unmitigated damage). This only applies to resilience, not to armor, Shield Wall or other forms of damage reduction.

This change currently includes Atonement, Glyph of Battle Healer, Ancestral Guidance, Vampiric Embrace, Nature’s Vigil, Glyph of Siphon Life, Eminence, Glyph of Flame Shock, Leeching Poison, Death Siphon, Feral Spirit and Soul Leech.

Related, we have read feedback that certain mechanics, such as Retribution’s mastery, Hand of Light, are double-dipping from resilience. If this happened, then your attack would be mitigated by resilience and then the mastery proc (which is supposed to be a percentage of the main attack) would also be mitigated by resilience. However, we can find no evidence that this is actually happening. In our testing, Hand of Light is never mitigated by resilience a second time. If anyone has additional information, please share.

So what are the implications of this in PvP? With the exception on Atonement, this is a decent buff to off-spec healing, so retribution paladins, shadow priests, warriors, elemental shaman, rogues, death knights, warlocks, monks can all expect buffs to their healing in PvP from this. This may be an attempt to aid the nerfs to offspec healing, which meant that offspec healing didn’t benefit from PvP Power.

The change to Atonement is an interesting one, as Atonement is only used very occasionally in arena PvP. Perhaps, since it is now a baseline ability, Blizzard is trying to improve its viability for PvP healing.

World of Warcraft: PvP Season 12 has begun

It’s time to spend your honor points on some Dreadful gear and get back into the rated PvP game, as Season 12 began. All ratings have been reset and the level 90 rated battlegrounds and arenas are open for play.

Two new stats have been introduced to PvP gear this expansion: PvP Power and PvP Resilience. For more information about these stats and the difference between PvP and PvE gear, see this helpful Blood Sport guide.

The full announcement from Blizzard is after the break.

The first PvP season of World of Warcraft: Mists of Pandaria is now underway! Matchmaking (MMR), Team, and Personal Ratings have been reset and players are now able to compete in level-90 Arenas and Rated Battlegrounds for the best PvP gear, items, and titles.

Prepare yourselves for battle as the bloody struggle between the Horde and the Alliance continues on Pandaria’s shores!

Mists of Pandaria: Pet battles confer PvP vulnerability

Cory Stockton (Mumper on the Mists of Pandaria beta forums) has posted a clarification to a forum thread about pet battles and PvP that explains exactly what you pet battle collectors on PvP servers can expect.

 

 

The fact that players are vulnerable to PvP attacks while in a pet battleis intentional. However, a couple features that go along with this are not implemented yet.First off, the exact pet you were fighting when you were broke out of pet battle will be respawned. Same quality, stats and skin color. Second, you will get a 3s damage shield that absorbs 50% of incoming damage to help negate the fact that you need time to recover after exiting the pet battle interface. Both of these will be in for the next build.

We feel its very important to keep the PvP aspect of the game intact and if you choose to play on a PvP server, you will certainly be fighting for those rare spawns. (This rule effects PVE servers as well but only in contested areas.)


So yes, if you’re on a PvP server and you intend to take part in pet battles and collecting wild pets, then you’ll have to contend with PvP in the world. The fact that you’ll at least get to try again after you kill that rogue has to be of some comfort.

Guild Wars 2 to Launch with 4 PvP Maps; New Competitive Modes Planned

When Guild Wars 2 has a huge dynamic world and tons of PvE contents, the game still tries to offer the best PvP experience. In a recent interview with mmoreviews, Lead Game Designer Eric Flannum just talked about the current status as well as post-launch plans for the game’s WvW and PvP.

Newly added to WvW is a persistent mini-dungeon that can be accessed through the three keeps in the center map, according to Flannum. The mini-dungeon is for multiplayer PvP but you can do more things there, such as activate the traps and get rewards from a chest at the end of the dungeon. To ensure fairplay, Guild Wars 2 WvW servers rematch every two weeks and the match-up is based on their ranking. Flannum said that “it is definitely possible under this system for two or more servers to remain matched up when the rankings are recalculated.”

Instanced PvP has been available in the first beta weekend and there will be 4 PvP maps at launch of Guild Wars 2. Currently you can win the match by occupying capture points or achieving a higher score, and the developer’s future plan is “release more maps after we ship, and it is possible that those maps will contain new primary mechanics.”