I have only done one of these and found it really strange that the alliance boss to kill was right next to the horde FP.
What I think should happen (and what I expected tbh) is that the last boss should be next to the respective towns of each faction. And there should be smaller nodes that are a requirement (or all but required) to take down before killing the boss. There needs to be place of these minor camps in proximity to each other so that fights can happen.
Basically, place objectives where players will naturally come into contact with one another. And make those objectives matter.
This is really not cool. A major reason I can’t get into retail is that pvp is a side novelty you’re supposed to do in-between raids. Classic is supposed to offer two equally viable routes to the best gear – pvp and pve. But, everyone is corralled into raiding every three days to get good gear here. That’s not going to work.
Perhaps they need decimal rankings. A whole pvp ranking system from grunt to sergeant. Expand the grinding it takes to get there so it’s on par with someone who spent their time raiding every three days on average to get geared out.
But this won’t work. I’m not raiding every three days just so I can avoid getting steamrolled by pve’ers just stopping by a bg for novelty. That’s not how this should work. Just as pve’ers shouldn’t have to pvp all day just to be able to do raids. People should be able to go to and fro. I should be able to take my pvp gear to raids and be competitive, and vice versa.
But there’s just nothing.
I really thought they were going to have the ashenvale event be the method to do this. But I don’t see how that works. Looks like this is a major ball drop.
It appears to be something like AV. But your reward is a headpiece that only works in wsg. No actual gear progression in pvp I guess.
How it plays out is that 200 alliance just steamroll all the bosses while 20 horde try to deal with one minor boss before not even being able to go to the place to turn in the rep reward thing they drop before their main boss is killed. Faction imbalance makes the event unplayable for horde. Not that there’s even a point to playing it since the only meaningful gear progression in SoD is raiding, sadly. Not like in actual classic where you have a pve route to the best grear and a pvp route.
Pvp is just a side novelty exhibition in SoD like it is in retail.
One glaring problem I’ve had even with the zerg rush, is you kill one boss and then you run to the next. Well a group of 15+ hunters all running faster than any base line speed character aside from a feral druid is not going to make it in time to even tag the next one before they kill it if they don’t wait. (thus missing the rep)
I wish the mounts were just, a thing, no rep or anything. Would really make pvp more engaging off the rip. Maybe rep behind a anywhere mount.
As far as actual improvements that create for interesting game play. Imagine actually having to invade the other base like main city and the current bosses are more like capture points that give units or something just like av. Corpses can even have turn ins. Goal would be to kill the other big boss general in astraanar or splinterpost. Make it impossible or at least nearly impossible to zerg on either behalf. Maybe capturing points removes defense, or gives like wolf riders or glaive throwers. Maybe instead of just a general its like DOTA and there is a physical totem you have to destroy with towers that you have to kill as well. CPU driven glaives catapults even. Imagine Treants throwing rocks, or spear throwers from towers. The side bases would just be there to help establish progression by either providing resources like units on a timer, or a base line damage buff, health buff, ect. Whatever to incentivize holding them but nothing so broken that it makes taking them back impossible.
There could even be opposing bases/towers that are required to be captured to even swing the tides of the event to be able to attack the town. Or like a Central neutral tower you fight over and who ever owns it can do damage to the other peoples town totem.
Just an idea, maybe even too much like AV but that sounds like an epic event to me.
As far as turn ins, maybe they provide a single currency that you can exchange for either event help like units, or the currency could be used to purchase actual items and gear cosmetics whatever have you.
Biggest problem with this is people trying to quest in this zone, or otherwise exist in it. Maybe after the event ends, everything reverts to normal and forces the enemy team back to their base ect. Maybe the pvp event becomes a phased layer that you have to like que into but not a que, its like just a zone event you talk to a npc for to layer over.
It’s definitely not what I pictured. I thought it’d be like a battle down the road similar to Ashran where we try to take out a boss in their main camp in the zone or something. Pushing each other back and forth for awhile.
I think they need to draw more people into actual PvP via some benefits from actually PvPing/defending and also probably get people mounts early (perhaps bumping up their speed as well, you can’t have action if people can’t even get back to it before it’s over). Vanilla walking is killing the SoD experience. I’d also throw in making Ashenvale mounts just work everywhere, but that’s a separate issue of vanilla travel time being a pointless waste of people’s time.
Also add a main boss to Splintertree and Astranaar that has massive buffs from the 3/3 so at 0/3 it’s not over, you just can now actually go to their main town and try to kill their main boss. Disable high level guards during the event or lower them to 25 for the event.
Battleground Blitz in retail I think showed the value for PvP of people being able to actually get to the action faster. Speaking of which, they should also give a movement speed buff to ghosts in the zone. Maybe improve OOC regen as well possibly just during the event via a zone wide aura buff or something.
It’s not the number of people it’s the design, you could have 100 players on each side and they would just run past each other because you are penalized for stopping and killing. You get no rep no reward for killing and just get left behind so you don’t get rep for the final kill if you actually stop to fight. Numbers won’t change that, only thing that will change it is incentive the pvp because right now it’s not a pvp event it’s a non violent PvE race which as is true in all the other times they have done this style of pvp ends up being horrible ie AV perfect example